Ahri Build Guide by skQn

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.

League of Legends Build Guide Author skQn

Ahri : Sorry, you won't escape

skQn Last updated on November 7, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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SPACE SPACE Hi everyone, in this guide, I wanna show you how I play Ahri. I want excuse me for my bad English : if i say something strange, tell me in comments please.
I don't pretend to be a top-elo player and I don't say I am the best Ahri's player. I will show you what is, for me, the best method to play Ahri.
It is my first guide, so please be indulgent with me.
Now, let's start with the positives and negatives points.

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Pros & Cons


+ She have a great mobility.
+ She is a great roamer.
+ Her Charm is a great CC.
+ She deal tons of damage.
+ She can easily dive turret.
+ She is hard to gank.
Cons :

- Need farm and early kills to do well.
- Skillshot champion.
- Minions can block Charm.

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These masteries will max your damage dealt. it give you huge damage,some cooldown reduction, mana regen and increase buffs duration. You can play very well with these masteries. Now let's see what it does.
More AP : always good to take.
Cooldown reduction : very important as Ahri.
For magic penetration.
Optimize damage dealt.
More AP
Always AP
Increase damage dealt again.

Reduce the cooldown of Flash.
Grant you more mana.
Increase your huge mobility.
Because every casters need mana regen.
For more time with blue buff :D

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Greater Mark of Magic Penetration

Greater Seal of Scaling Ability Power

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power

With these runes, you have magic penetration, AP per levels, flat AP, but no Mana Regen.
So these runes increses your damages dealt but don't give you mana regen because you should buy a chalice early.

There are other method to rune Ahri : Greater Glyph of Magic Resist and Greater Glyph of Cooldown Reduction are viable too.

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SPACE SPACE Essence Theft - (Passive) - Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
+ Can be used with Hextech Revolver for monster spell vamp.
+ Use Orb of Deception to charge it.
+ Heal you on minion with Orb of Deception
+ Heal you on champion with Fox-Fire

SPACE SPACE Orb Of Deception - Ahri sends out her orb, dealing 40/65/90/115/140 (+0.33) magic damage, and pulls it back dealing 40/65/90/115/140 (+0.33) True damage.
+ It deal true damage on the back.
Base CD: 7 sec
Cost: 70/75/80/85/90 Mana
Range: 880

SPACE SPACE Fox-Fire - Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/70/100/130/160 (+0.38) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/140/200/260/320 (+0.75)].
+ Used with Spirit Rush, the damage are just awesome.
Base CD: 9/8/7/6/5 sec
Cost: 60 Mana
Range: 800

SPACE SPACE Charm - Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).
+ Can be used to keep your enemy under your turret ;)
+ Minion block this spell.
Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
Range: 975

SPACE SPACE Spirit Rush - Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
+ Can be used to go through walls.
+ If you use it well, you are just infamous !!!
Base CD: 110/95/80 sec
Cost: 100 Mana
Range: 450

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Summoner Spells & Skill Order


SPACE SPACE Until level 6, you will need it to escape from ganks. and a summoner without flash is always the first target for the enemy jungler ;)
But you can use it for taunt enemy with Charm and get a kill.
After level 6, you can use it as a 4th jump.
Otherwise, when your Spirit Rush is on cooldown, you still have an escape.

SPACE SPACE This spell can make a secure kill, it can give you a kill if the target flash out. you can prevent the target to heal himself and it make damage. So it's very useful, and it is more useful against a Volibear or a Dr. Mundo.

are other viable spells

Skill Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Orb of Deception deal true damage and have a nice range, it will be your main harass method, so max it by level 9.
Fox-Fire is very useful but you can't use this spell for harass champion without stay safe so i will max it by level 13.+ I prefer max it by level 9 instead of Orb of Deception when I play against Annie or Ryze because of their stun/cage. You will deal nice damage and heal you by the way.
Charm is nice to escape and initiate fight, but the bonus grant each level is not very interesting, i will max it by level 18.

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SPACE SPACE Start with Boots of Speed help you to escape easier from gank and dodge skillshots. The 3 Health Potion give you sustain.

SPACE SPACE For your first back, you must buy 1 Chalice of Harmony for keep harassing the enemy and get some magic resist, and the feeling of infinity mana is not so bad :p

SPACE SPACE Now, it's time to buy magic penetration..

SPACE SPACE You get more magic resist, like that you can really own your opponent and you got AP and an aura usefull for your team.

SPACE SPACE With that item, you get a huge ap boost (+90), more magic resist, mana regen and cooldown reduction.

SPACE SPACE For increase your damage, now you deal insane damages and your enemy will be really afraid of you.

SPACE SPACE Cool item to mix with your passiv Essence Theft.

SPACE SPACE Increase your mobility with that item, a good AP boost and again more magic resist for prevent to be burst. It allow you to backdoor and destroy turret easily, or jump in fight and cannot be instant killed.

SPACE SPACE Finish your item for grant to your team some AP and some Spell vamp. If you are in a 2x AP compo, you can take it before the Rabadon's Deathcap

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Laning Phase

In lanning phase, you must try to harass your opponent with Orb of Deception, it's your main spell for harass. Then when you think you can kill him, don't ask question and go. Don't forget your Charm, if you successfully taunt him after harassing him, he's dead.
If you can, try to not overextend : last hit minions and prevent your opponent to farm by staying between your ranged minion and melee minions. With that position, if he come to last hit, harass him. it wont be long to outfarm him like that.
Also, if the enemy jungler come when you are overextending, don't worry, you can easily escape with your Charm and your Flash. And buy wards to prevent him to babysit the middle lane.
Finally, don't forget, you have a jungler, you can ask gank when you think the enemy is killable. Better kill your opponent with your jungler than alone. it grant 1 more assist and 1 kill, so more gold. If your jungler is not braindead, he will try to let you the kill.
When you get your ultimate, you can unpush your lane with Orb of Deception and gank top and bottom lane as soon as possible. It's very important, you really need kills to do well. Your ultimate don't have a big cooldown : Use it everytime you think you can kill someone. Better than a great roamer, you are a great tower diver too : you can easily take kill on other lane. And more, you can coordinate your ganks with your jungler to have a real numeric advantage.

Team Phase

In team phase, your job is to kill enemy carries. Positioning is now very (VERY) important : you must be able to stay alive when you risk to be focused and kill enemy carries who are normally behind their team. For that, there is no secret, you must have experience in league of legends.
With the burst you have, you can one shot carries, and your ulti can help you to catch them. but if you jump into 5 enemy in first position, you will be raped. So you must find the good moment and the good way to successfully do your job.
Eheh, yes, AP carry is an hard role to play. ^^ and don't forget if your ulti can permit you to catch enemy carries, it can also help you to escape and to "dive safely"
Finally, you can initiate fight with your Charm : if you see a bad positioning enemy, Charm him and your team and you will kill him and the rest of the team. Your range is nice, use your abilities to harass before fight too but if you don't have the blue buff, care about your mana : don't come in fight for saying after "OMG NO MANA !!!".

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Ending Notes

Here are some screenshots :

You can listen this song about Ahri made by Plentakill :
Enjoy the music.

It was my first guide, thanks for reading it.
Don't forget to vote and comment please.
Sorry for my bad English, if you see a language error, tell me in comments.


+ I decided to delete the other builds because the result were too strange, now I just speak about them in the items part.
+ With the patch, I edit the items build. Now Rod of Ages or Void Staff replace the Morello's Evil Tome
+ Now I make a new item build cause of the changement made by Riot. I think only the build order has really changed, but a large part of items didn't change.
+ I added some screenshots.
+ I re-edit the build because of the nerf of basic damage and the up of the ratio. I also re-write the gameplay. I think it's now more pertinent.
+ Big update on LoL, the DFG now useless for ahri so i re edit the build, now the build of ahri is pretty nice for any situation.