Ahri Build Guide by moumoon
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Not Updated For Current Season
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Hello, I'm moumoon and I will present you my Ahri guide. I am quite used to MOBAFIRE, so I shouldn't have a lot of problems with editing. But still, it's not like one of the pro guides. Alright, lets get on with the cool bit.
I have played Ahri a lot, and I haven't bothered publishing a guide until I am very experienced with her. I have played around 200+ games with Ahri, and most of the time we (yes, I ALWAYS consider LoL as a team fight) win. I haven't played Ahri ranked a lot, but after my 5 games, my win rate is 80%. I obviously modify my item build depending on how the game goes and my enemy, but I stick with the item purchase order above (Core build) most of the time, then getting my last 2 items.
IMO, Ahri is one of the most strongest mid AP carries in the game (with a few exceptions, such as Morgana). She can escape ganks very easily with Spirit Rush, and has great sustain due to Essence Theft. Also, she is one the the first champions I bought a skin (Midnight Ahri), along with Mordekaiser.
Please read my whole guide before rating up or down. It will be nice if you give me a comment if you’re voting, giving me advice on my item build or how the guide looks.
The guide is not very colorful and full of pictures, but those will be coming soon! Keep a eye on my guide :)
Watching the champion spotlights are always nice. It gives you basic and advanced gameplay tips on the champions from the pro, and you get a simple idea of the champion you are planning to buy/use.
Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe, the shape of the humans who lay scattered about her.
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
"Mercy is a human luxury... and responsibility." - Ahri
Pros and Cons
+ Awesome mobility
+ Built in spell vamp
+ Fast AA animation (easy last hitting)
+ Long range taunt
+ Great burst
+ Strong ganks
- Low mana pool early game
- Weak without her ultimate
- She can't soak. (Duh, she's a AP carry)
- Relies on skillshots
- Weak without kills/farm
- You need to block the enemy team rage chat :)
I don't have much to explain here. It's just a normal 21/0/9 AP Carry mastery. But, to make my guide look better, I'll make every point clear XD
I take Ignite for my summoner spell, and therefore I take this. 5 AP may seem a small amount, but is a lot in early game.
Extra AP, nuff said.
My spells are back so quickly, what sorcery is this???? (You need this, just take it)
You won't be buying a lot of magic pen early game, so it's needed if they build a early MR item.
Extra damage, nuff said.
18 extra AP at level 18, nuff said.
Extra 5% AP, is great. Nuff said.
40% below enemies take 6% more damage from you. What are you? A mage? No. An AP assassin, that's what you are.
Flash CD reduced. Important for those sticky situations when you don't have your ult.
Since Ahri uses decent amount of mana, you would take this.
Either this or Scout , but I take this because over Scout because, I have no idea why. Just take either this or Scout , your choice really.
Run out of mana? Not that much of a threat with this.
You should be constantly stealing enemy blue buff and if your jungler is not dumb, taking your blue buff (not the first one though, that's for the jungler)
I wouldn't mind changing the masteries, but IMO, this choice gives Ahri her maximum potential throughout the game.
Greater Mark of Magic Penetration: Why, why would you not ever take this rune? You waste their magic resistance items just by sticking these in your rune page. You probably have these before buying Ahri too, because these are one of the main runes you should buy.
greater seal of replenishment: Ahri is always mana hungry, and I mean it. I take this over Greater Seal of Scaling Mana Regeneration because you wouldn't need mana regeneration a lot late game due to your mana pool and blue buff.
Greater Seal of Armor: If you don't have greater seal of replenishment, take these (and only if you have them). It is probably the best seal in game right now, but not for Ahri.
Greater Glyph of Magic Resist: Flat magic resistance. Since we don't get MR until late game, we get flat magic resistance glyphs. This can also be substituted with Greater Glyph of Scaling Magic Resist, but these are better since we need early game MR over late game MR.
Greater Glyph of Scaling Ability Power: These are good, and if you are skilled (as in, you don't die a lot) you should take these over Greater Glyph of Magic Resist. It depends on your play style, but I prefer to play safe. Greater Glyph of Ability Power works too.
Greater Quintessence of Ability Power: These are just the normal quints you would get for any AP carry, and there is no difference with Ahri.
Moves your champion to cursor location
Escape spell until you get Spirit Rush, or when it's on cooldown. I prefer using this as a escape spell, not as a chase. You don't know when you would need this spell.
Deals true damage and reduce healing for 5 seconds
Great for dealing that last bit of damage. Also, due to Summoner's Wrath , you gain extra 5 AP. Remember, it's great against AP Master Yi and Dr. Mundo, it reduces healing.
Orb of Deception is your main damaging/farming ability, therefore you take it first. We take a point in Charm at level 2 for the early game CC, for your jungler to gank, or to secure a hit from Orb of Deception. Because Charm is used mainly for the CC, we take it last. Fox-Fire has weak early game damage, but late game, your Fox-Fire > Spirit Rush combo is devastating. We max Fox-Fire second.
Essence TheftThis is your passive, and it's amazing. This is what makes Ahri very strong early game.
- Always try hitting 3 or more enemies when using a spell.
- When Essence Theft is charged up, use Orb of Deception and hit a full minion wave. Fox-Fire and Spirit Rush works, but not as much as Orb of Deception.
- Don't use charm (unless you need it, or you have full HP) when Essence Theft is fully charged.
- Essence Theft is not used up if you don't hit your enemies.
Orb of deceptionYour main harass/farming ability. It deals true damage on its way back, so MR is not a problem with Ahri.
- Both the initial and return hit procs Essence Theft.
- Spell Shield is popped by Orb of Deception, but if they are hit by the return path, they take damage.
- Try aiming to hit the enemies with the maximum range of the skillshot, as they will take both initial and return damage instantly.
Fox-FireThis is your 'semi targeted' damage ability. It is your strongest damaging ability in a 1 on 1 fight.
- Fox-Fire damages Black Shield
- Using Fox-Fire before Spirit Rush increases your burst damage.
- Fox-Fire prioritizes champions, then the minion you are auto attacking, then the closest enemy to you.
- Fox-Fire has no casting time, so using it while running can heal you (spell vamp) and you might end up killing them.
CharmThe only form of CC Ahri has, but is enough to shut down enemies. Landing this on a enemy champion makes a kill very easy.
- You must be in enemy sight for them to walk to you. If you are not in enemy sight radius, they would stand still for the duration of the charm.
- Charm should be used to check bushes.
Spirit rushAhri's ultimate, and what makes Ahri an assassin, and what makes her a mobile champion.
- When using Spirit Rush in a team fight, don't use it into the middle of the fight (where all the champions are), but dash around the fight (I don't think I made it clear, but this is the best I can say, sorry ><)
- You can Spirit Rush through walls
- Activate Spirit Rush in the mid-late part of a team fight, to finish off running enemies or dealing the burst.
Morgana, Lux, Ezreal, etc.
This should be your standard build. It allows you to build your Hextech Revolver quicker, and when you kill you enemy, you should be able to afford a Hextech Revolver and some Health Potion. Instead of Mana Potion, you can take Health Potion, but because of Essence Theft, I usually find little need of health.
This should be picked if you prefer it over the Amplifying Tome with pots, or if you are unskilled with Ahri. Also, I take this when I feel very uncomfortable facing the enemy champion (such as Vladimir, Fizz and Galio). These champion may differ depending on your playstyle, but I find those 3 very hard to face.
Building up the core items
You should be able to afford hextech relovler in your first return if you picked the Amplifying Tome route. This item is crazy on Ahri early game due to her passive and early game damage. This will later build into a Will of the Ancients. You should get your boots next. If you find no need of boots, you can skip Sorcerer's Shoes and take Fiendish Codex, which is another item you should buy (builds into either your Athene's Unholy Grail or Morello's Evil Tome). Make sure you have boots before buying your Giant's Belt. This health buckle builds into your Rylai's Crystal Scepter.
If you cannot afford to buy a Hextech Revolver, you can buy a kage's lucky pick which you can build on to a Morello's Evil Tome.
The core items
After getting Giant's Belt, you should buy your Will of the Ancients. Build your belt into a Rylai's Crystal Scepter and start building on your Rabadon's Deathcap.
So, what was the Fiendish Codex for?
If you have read the items section, you should know why I bought the Fiendish Codex. It would either build into a Morello's Evil Tome, or a Athene's Unholy Grail. I often build into a Athene's Unholy Grail because of it's magic resistance and mana regen. Morello's Evil Tome should be bought if they have high healing/lifesteal champions.
Most of the time, I buy a Void Staff, because everyone would have magic resistance now. But if you (very unlikely) end up fighting a enemy team without any magic resist, you can buy a Zhonya's Hourglass. Also, the passive effect of Banshee's Veil is quite nice.
To make things simple, I made a diagram.
Summary and Credits
Ahri is a very fun and strong champion to play with (end her extreme cuteness...). I wish you enjoyed my guide, "Run Devil Run!", and I wish you all to have a great time playing Ahri :)
Also, great thanks to LaCorpse for her rainbow colored dividers!