Ahri Build Guide by TinyStar
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Starting Against AD/Other options
Laci's End Build
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
***NOTE*** I'M STILL UPDATING THIS FOR SEASON FOUR,SO DO NOT TELL "THIS ISN'T UPDATED!!!!" I HAVE A LIFE YOU KNOW -_-
First off, welcome to my guide! My name is Laci and I’ll be your…tour guide? Wow that was lame lol. Anyways, if you’re here you’re probably looking at different ways to build Ahri or to see how some people play Ahri. I’m not perfect with Ahri and if at any point you disagree with any of the information I have provided please feel free to leave a comment on why. With that said, you don’t have to follow my build exactly how it’s laid out. The point of playing any champion is to play to your needs.
Moving on, Ahri is a wonderful mid because she is quick and dangerous, it’s easy for her to bully her enemy, and can turn around team fights. If you can master her, and play with confidence, you’ll be a dangerous Ahri. She is easy to learn-if you have the patience.
I bet you’re wondering why I titled it “Run Devil Run” well that’s because her dance is based off of a dance in a Korean girl band song called, “Run Devil Run” and I love how they say “You better run, run.” Because with Ahri, you better run lol.
Understand that this how I play. It works FOR ME. It may not work for you. I cannot express enough how certain play styles don’t work for everyone.I hope you will enjoy my guide, and I hope it helps you understand her better.
Here is the video if you wanted to see her dance reference or to listen to music while reading my guide:
Double-Edged Just like the name implies, you can do additional damage,BUT you will receive it back.
Cool down reduction is always nice.
We want more ability power ,so lets max it out.
I actually like this a lot because when you hit an enemy with a basic attack,your spell damage increases by 1% and can stack up to 3%.
Damage is increased.
Oh baby, I maxed this out because when an enemy's health gets below a certain amount of health your damage that is dealt increases.
Archmage is maxed out because again ,the extra AP
Killing a champion restores 5% of missing mana and health.
Maxed out because of the extra armor and magic pen.
Basic Attacks also deal bonus magic damage equal to 5% of Ability Power,so why the hell not?
additional damage :)
maxed out because extra health per second never hurt anybody :P Seriously though I maxed this out because Ahri is squishy and I like the extra health regain for her.
Maxed out because of the increase of armor and magic resist.
+3 mana every five seconds sounds pretty good to me
Please note that masteries are YOUR preference. There is no right or wrong mastery for a champion,unless your putting ad masteries on an AP champion and vise versa.
Greater Mark of Magic Penetration- I think it’s necessary for any AP Carry to have magic pen. They need to be able to hit hard as possible and get through any magic resist.
Greater Seal of Armor- In the laning phase it’s all about surviving your lane and farming. I noticed most of the time for me there’s an AD Mid like Zed and helps to survive my lane and help their attacks not hit as hard.
Greater Glyph of Magic Resist- Magic Resist never hurts to have in your runes since you’re supposed to have an AP mage against you like Ryze. Magic resist will help you survive in you lane against a mage.
Greater Quintessence of Ability Power- If you have to question why I have these then please press the X or red button on your internet browser. I’m just kidding :3 You’ll need AP for early game damage.
Whew! I made it through the part I hate the most. If you disagree with my runes then please comment on why and suggest something better.
These are other options. Runes are kind of what you want. My runes are a typical runes for Ahri.
Greater Mark of Hybrid Penetration These are great so they give you a little bit of both. You don't have to spend all your hard earned IP on buying separate armor pen/magic pen.
Greater Seal of Scaling Magic Resist These are okay. I think anything "Scaling" are okay choices. I just rather have whatever it is right away instead of handing it out per level.
Okie dokie. Summoner spells are totally up to YOU! I have my two that I have 99% of the time.
: Flash is a great option because when your Spirit Rush is down you have a back-up plan. Sometimes it’s better to use your flash instead of you ult if you can just get away with Flash.
: Ignite does TRUE damage. It ignores all their armor and such. It’s great for finishing off. Plus, remember how I put in a point for Summoner's Wrath ? When ignite is on cool down, Summoner's Wrath will kick in and give you an extra 5 AP.
Teleport: If you needed to leave your lane, you can return quickly, or join team fights faster.
Exhaust: I really don’t see the point in this because of your Spirit Rush but hey who am I to judge?
Ghost: This can be great for catching up to enemies if your ult is on cool down. All you’d have to do is charm them and use your Q to finishing them off.
Barrier: I have actually used this a lot lately. I have also seen people rocking out this spell too in mid. Ignite is not the be all end all of LoL so don't be scared to rock this out.
Oh boy oh boy, I like the new added affects of Charm and Orb of Deception. Recently Ahri had a buff for her Charm which is totally a great game changer. I have listed below what each spell does,and we'll get into those later. All this is copied from the wiki.
SEEssence Theft(Passive): Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp. Pay attention to her orb. When it reaches 9 charges it will be a sea foam green color and make a “magically” sound.
Orb Of Deception(Q): Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
Mana Cost: 70 / 75 / 80 / 85 / 90
Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.325 per ability power)
True Damage: 40 / 65 / 90 / 115 / 140 (+0.325 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.65 per ability power)
Fox-Fire(W): Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.
Mana Cost: 70
Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+0.4 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power)
Charm(E): Ahri blows a kiss that travels in a line in front of her. The first enemy it hits takes magic damage and is charmed, forcing them to walk harmlessly towards Ahri while being slowed by 50% for the duration.
Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect.
Mana Cost: 50 / 65 / 80 / 95 / 110
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)
Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
Spirit Rush(R): Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Mana Cost: 100
Magic Damage Per Bolt: 85 / 125 / 165 (+0.35 per ability power)
Maximum Damage to the Same Target: 255 / 375 / 495 (+1.05 per ability power)
I max out Orb of Deception first because it helps harass the enemy enough to where I can kil them off. Helps reach last hit minions. I choose Charm over Fox-Fire for level two** because helps save you from ganks if the their jungler comes early. Level three I chose my Fox-Fire. As always you choose your R/Ult at levels 6,11,16.
** Choosing Charm or Fox-Fire at level two depends on the situation
Now it’s time to get down to items. Let’s start with early game. I’m going to give you several options so pay close attention. While in queue you better start thinking of items to buy so you can buy quickly. The nice thing about Ahri is she really flexible. You really can't go wrong building her. I do warn you though,just because something gives you AP doesn't mean it can go with APC.
If I there is an AD mid such as Zed then I will grab Cloth Armor an 4 or 5 Health Potion Laning is all about farming and surviving. That’s what you want to do is survive and farm. Pop your potions when you’re at 60% of your health. Not only will Cloth Armor give you the armor you need, but it will build into Seeker's Armguard. Don’t give your enemy and upperhand with free farm and a kill.
This is a nice option because it has three charges to it,it restores 120 HP and 60 mana over 12 seconds. Once you return to the store it charges back up/restores. You can pair this up with a Stealth Ward or a couple of Health Potions
If you feel like none of these make sense or you don’t like these options you can start out with a Doran's Ring and two Health Potion. If you don’t like that you can buy Boots of Speed a Stealth Ward a Health Potion and a Mana Potion I normally don’t start out with boots of speed because if you’re comfortable with last hitting then it’s pretty much easy to dodge attacks.
These are MY core items. This USUALLY what I buy. This can go in any order you like. These are just my cores. There is no “order” ,but I do choose off of the situation.
Shoes are a personal choice. If all is good in my game I will go with these because of the magic pen, which means more damage in my eyes. You could also go with Mercury's Treads or Ninja Tabi
Rabadon's Deathcap is basically a must have for any AP Caster/Mage/ other AP champion. The +120 AP with the 30% increase of AP can make a huge difference, especially for Ahri. Not only is she supposed to kill off people as fast as possible, but she also needs the damage behind it.
Deathfire Grasp Deathfire has some great perks to it. Cooldown reduction,120 AP, and it does 15% of damage based on their MAX health. It’ll also amplify the damage to your spells by 20% . If you aren’t going to remember to use this it might as well be a waste. This is Ahri's everything. It's like her wedding dress for items or bread and butter for her. This is not optional. This is a MUST.
Rylai's Crystal Scepter Can be a great item for Ahri because of the passive of slowing the pray. Perfect for hitting your Charm onto them and finishing them off. Any of your spells, except your ult, will be applied to the passive. Nobody will be able to escape safely if played right. The +500 health is great too because Ahri is squishy and you will be a target. You need to be able to take some damage without it killing you.
Zhonya's Hourglass I LOVE this item because the +100 gives a really nice boost in AP, but the passive can change team fights. Also +50 armor is never bad either. The passive helps against certain attacks like Caitlyn’s Ace in the Hole, Ashe’s Enchanted Crystal Arrow or Cassiopeia Petrifying Gaze.
I was iffy about this,but then I did some research, talked to some Diamond and up players,and tried this out with Deathfire Grasp. I talked to six random diamond players(yeah I'm a creeper and add random diamond players.) and 5/6 said this would be good. I have tried this out and I can not express enough how you have to remember to use Deathfire Grasp passive. Deathfire Grasp does damage based on MAX health while Liandry's Torment does damage based on current health. If you disagree with the advice given, please leave a comment and suggest something different.
The reason why I choose this late game is because of the damage and because of it's passive. Void Staff can be put to good use. By late game my enemy team has a lot of magic resist. If you really want magic resist earlier than late game buy Abyssal Scepter,but late game sell this for Void Staff.
These are OTHER OPTIONS for core,mid/late game. I repeat these are other OPTIONS if you disagree with any of the items above these are my other options. Thank you :3
Abyssal Scepter This is great optional because it could be better than buying Void Staff. I agree with a lot of people that if the enemy has less than 100 magic resist. Void Staff doesn’t have the magic resist like this does and is pretty much used to break through magic resist.
Will of the Ancients This item is wonderful for late game (mid game as well) because of clicks right in with Ahri’s spell vamp from her passive. Like I have said before the extra AP is great as well,but a lot of people build this on Ahri because of the spell vamp.
Banshee's Veil is nice because if you fed your enemy (opps) then this will give you a nice bit of magic resist. There’s also a spell shield. You also get a nice bit mana. Great anti-ap item .I see a lot of people build this against Ahri. Haha, just throw out your charm to make the shield go away.
Guardian Angel NO ONE CAN KILL ME NOW MOTHER CLUCKER!!!! >:D(jk) GA is good because have you ever fought someone and they kill you with just little health,yeah this bad boy will bring you back to life and finish off that annoying Teemo until you step into a shroom… I do like to pair this with my Zhonya's Hourglass as well. This is a great defense item because of the armor as well. Having GA could turn a fight around.
Athene's Unholy Grail I typically get this late game,but if my jungler is being a selfish brat with the blue buff I will get this early on.I get Athene’s because of the mana.
Ahri is pretty simple to build if the game is in your favor. Over time you will learn what works for her the best. These items you have seen are what I usually get when the game is in my favor. If I were to show what to build in every situation, this guide would take months to write and read. If you feel like my guide doesn’t give you an idea on what to build then I guess my style doesn’t work for you- which is okay.
This where I’m going to talk about what I do instead of what I buy. I’m going to be as clear as possible :)
Alright, after you buy your items you’re going to go leash for your jungler. When the monster appears Q ONCE, and two auto attacks. Once you leash come through mid through the bushes and Q the enemy. The minions should be there fighting. If you are familiar with last hitting or you already do that good job because you pretty much know what to do. If you have never heard of last hitting all you are doing is waiting for the minion to have that tiny bit of health left. When you hit it with that last bit of health you kill it which will give you gold. You’re farming for gold. Minion/creep score is very important 15-20 minions equals a kill usually it doesn’t matter how many kills you have if your enemy has way more CS than you, you’re screwed. If you have 50 minions and your enemy has 150 if you divide by 20 you only have 3(rounded 2.5) “kills” and your enemy has 8(7.5 but I rounded up).**DO NOT AUTOATTACK THEM UNLESS YOU ARE GETTING LAST HITS**It makes a big difference.
Okay if you are pretty comfortable with last hitting than what you want to do is deny yor enemy their farm. Use your Orb of Deception. Don’t do it everytime because you’ll use up your mana,but do land some auto attacks on them. If you don’t know the range of your auto attacks mouse over the attack damage number and you’ll see a circle light up around you. This will show you your AA range. Be careful about pushing the lane if they have a jungler .Basically you are surviving your lane and farming. If you aren't feeling 100% safe,which you never really are, try buying a Stealth Ward or two. This does give you vision of when their jungler is trying to gank. For me, it depends. I'm always checking the mini map. If their jungler is out of sight I play a little bit safer.
If your jungler comes to gank before level six make sure the minions are in the middle and kinda lure the enemy into a trap. What I normally do is come out of the minion wave and do pot shot auto attacks,when they come near me I Charm them just as my jungler is coming out of the bushes, I then pop my Fox-Fire and Orb of Deception then my ignite and usually this kills them if the jungler knows what he is doing.
Okay mid game should have some heat now. You are level 6 and now you are super dangerous. You should be able to read your enemy’s body language. You should be to tell when they are going to attack you. Also, if you know your enemy as in the champion you should be able to calculate their cool downs on spells. You should know when their flash and ignite is gonna be up and their champion spells. If you know their cool downs you will able to easily take them down. I know many people who use their Spirit Rush first but I find getting kills are easier when I land Charm first.
If I do not land it, I do not go in for a kill. Why? That one second makes a difference they do not have to control to react. You can use your Orb of Deception as soon as you charm and then combine your Spirit Rush and Fox-Fire. When you combine these both it gives a great burst of damage. When I use my Spirit Rush I like to make a triangle around them(if they are alone) because they can not escape. After I use of my ult I Charm one more time to either kill them if they still have a bit of health or Charm and Ignite. Remember, Spirit Rush is just not for damaging people, it can help you out of ganks. It has helped me out of sticky ganks.
Okay so you either winning or losing. You are now fighting as a team. Your job is to stay behind the group and taunt them. You and your ADC stay in the back because that’s who they are going to go for first. In team fights Charm their adc or their ap carry. The best way for you to team fight is to Charm and use Orb of Deception. Once their ADC and APC is gone and there are two or less then Charm again and use your Spirit Rush and Fox-Fire combo to ace them. Do not Charm the tank. Landing your charm on ADC or APC can change a whole game around. Your Charm is your game changer.
Mirroring yourself can be tough at times. When it comes down to it, the winner will be who knows Ahri the best. You know what to do. Stand behind your minions so she doesn't Charm you,dodge her Orb of Deception, and keep an idea on when her spells are on cool down. Makesure your CS is above hers. Don't give the other Ahri an upperhand. Show her who is boss.
>>Return To Navigation<<
Akali is easy for Ahri when Akali is mid. The only thing to be careful of is her Mark of the Assassin and be cautious when she gets to level six. All you have to do is out farm her and harass her with Orb of Deception.
>>Return To Navigation<<
To be honest, Anivia is nothing if you're able to dodge her Flash Frost and keeping up with CS. Just remember her passive Rebirth. The best way to kill her is if you kill her under your turret. You have to be quick or have your jungler there to help kill her egg.
>>Return To Navigation<<
Annie is a little spitfire,no pun intended. Annie is all burst damage and all her spells are "on target" meaning she has no skill shots except her ult. Someone who can play Annie really well will beat the snot out of you if you're not careful. Pay attention to when her passive Pyromania it will stun you when it is up. You'll see a grey circle circling her and if she catches you with it, you better be ready to escape because she will take at least half of your health before level six. Be careful until you can determine if their Annie is good or not.
>>Return To Navigation<<
Brand is pretty easy if you can land your Charm on him. Dodging Sear and Pillar of Flame is all you have to do. He has skill shots,so mobility is a weakness. Ahri is all about mobility you'll be able to kill him.
>>Return To Navigation<<
Cassiopeia can be tricky. She is unless you can farm,harass,dodge her poison, and watching out for her Petrifying Gaze you should be fine. You have to land your Charm with her. Not letting her hit you with her Noxious Blast is a great way to ensure she doesn't escape. She gets a speed boost if you are hit with it. If she does hit you with it,make sure to Charm her so you can finish the job. I wouldn't go in for a (1v1) kill unless her Petrifying Gaze is on cool down.
>>Return To Navigation<<
Diana is hardly a threat in my eyes. I hear so many people say she counters so many champions,but have yet to see it. Anyways, I always feel ranged champions have a slight advantage over melee's and with Diana the only thing that is ranged on her is her Q Crescent Strike which is easy to avoid. Just out farm her and don't let her hit you with Crescent Strike and charm her if she tries to ult with Lunar Rush.
>>Return To Navigation<<
I will post my other ones later. I blurred out my name because I don't want random people adding me.Feel free to submit yours
Tips and Tricks
-Harass as much as possible with your Orb of Deception.
-Don’t go in for a kill unless you have landed Charm trust me it makes killing easier.
-Try combining your Fox-Fire and Spirit Rush together when going in for a kill.
-FARM! FARM! FARM! Last hit only, unless you are clearing out the minions. 15-20 minions equals ONE kill.
-Deny the enemy’s farm. Once you’re good at last hitting you can tell when the enemy is gonna come in for last hits. Perfect time to use Orb of Deception.
-Remember it is just a game
I hope you enjoyed my guide. This my second attempt at champion guide, lol. This guide has been in the works for about two months. I want to thank my mentor for giving me the confidence and the help I needed to successfully dominate mid lane.
Remember, I’m not a teacher, but a student just like you. I am learning new things every day. Once you have mastered Ahri, every day will be hell for your mid enemy. Match up’s will be coming soon, I just need to design a cute layout for them. :3