Ahri Build Guide by divisorer

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League of Legends Build Guide Author divisorer

Ahri: Soul Eater

divisorer Last updated on December 21, 2011
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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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It's me again, this time I am writing a guide on Ahri. Ahri is a burst mage with a high damage output. This build will allow you to spam abilities more, as well as having great sustainability.

This is not a complete guide as of yet, but I will try and make it one if I get some votes.

Read on as I explain my choices, as well as give insight into Ahri's abilities.

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Pros & Cons

- Very high damage
- Orb of Deception deals some true damage
- Spirit Rush is the best escape in the game
- Great combos
- Good harass
- Hextech Revolver gives unlimited health

- Squishy
- Uses a lot of mana when harassing and taking down enemies
- If Charm misses they can easily dodge your attacks
- fox fire is difficult to land
- Not even with Spirit Rush can you escape from Master Yi

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Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

Greater Seal of Mana Regeneration

Greater Seal of Scaling Mana Regeneration

Greater Glyph of Ability Power

- Greater Quintessence of Ability Power: Early game ability power improves your harass and allows you to get more health back from spell vamp.
- Greater Mark of Magic Penetration: Break through the enemy's magic resist.
- greater seal of replenishment & Greater Seal of Scaling Mana Regeneration: Mana regen is great to help early game lane sustain or late game burst. Choose any combination of these seals.
- Greater Glyph of Ability Power: More ability power, yay!

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I take the standard AP caster 21/0/9 set. This setup maximizes ability power and mana as well as improving the duration of blue buff. You can also use a 9/0/21 mastery set if you like.

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Summoner Spells

My favorite summoner spell, this allows you to get back in lane immediately, which can save your tower, raise your creep score and gold income, and occasionally destroy one of their towers.

I always take Exhaust over Ignite, Exhaust can do so many things, and the thing that Ignite does do, Exhaust can do way better. Ignite only useful for killing an enemy on EXTREMELY low health, while Exhaust can slow them so much that you can land another Charm and Orb of Deception and fox fire, which can kill them from much higher health. Exhaust can also be used as an escape, or to render Tryndamere useless.

Good but not necessary here, you have Teleport for traveling long distances and Spirit Rush for escape.

This is a good summoner spell for when you're stunned or silenced and you cant use Spirit Rush to escape, simply activate Cleanse and dash your way out.

Good but you have Spirit Rush which is like three flashes in a row.

I have made up for the need of this spell with runes, masteries and items.

See Exhaust above for my rant about how exhaust is better.

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Skill Sequence and Explanation

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

Soul Eater is an occasional spell vamp boost that increases your laning sustainability. When you see your orb turn green, be sure to line up a shot that hits as many targets as possible to ensure maximum health restore.

This spell is maxed first because it is the only spell that can pass through minions, this makes it your only decent harass. However this spell deals a great amount of damage and scales well to AP (+0.66% overall). This spell also hits tanks hard on it's return journey, as it deals true damage. Use Charm to stop the enemy from dodging.

This spell is difficult to land, but it offers great damage. I max this second because it doesn't work well for harass. Use this with Charm or Spirit Rush to make sure that you land all your fires on your enemy. This can also be used when fleeing, as it has no channel time or animation that alters your movement.

This spell is most useful for helping to land your other spells, as well as suppressing dps champs such as Twitch or drawing enemies into the turret zone. Remember that this spell can hit minions as well, so make sure that you have a direct line to the enemy when you use it.

Three flashes in a row. This spell is excellent for escaping and chasing enemies, it's cooldown is low, and gets even lower with blue buff so don't be afraid to use it to escape even if it's not dire. When using this spell to chase you should activate Fox-Fire as well to deal more damage.

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Meki Pendant is my usual starting item, it gives significant MP5 to allow you to spam abilities. Doran's Ring is another good choice, it offers everything you need, but it doesn't build into anything and hence is useless late game. Boots of Speed are also good.

My next item is Boots of Speed. I find it necessary to build this before I get any more items as it helps you to reposition yourself and harass the enemy a significant amount.

Fiendish Codex is necessary here. It allows you to harass with much less mana difficulties, and gives CDR so you can spam your Orb of Deception more.

Hextech Revolver is my next item. The spell vamp and ability power allows you to harass and remain close to full health. With this item, as long as you have mana, you will be able to heal yourself with Orb of Deception, so it is helpful to get blue buff.

Sorcerer's Shoes are my next item, they are good against the small amount of magic resist that most champions have early on. Another good choice is Ionian Boots of Lucidity, which will give almost full CDR all the time, or Mercury's Treads to counter a CC heavy team.

At this point you have two choices, you can take Giant's Belt if you plan to build Rylai's Crystal Scepter, or catalyst the protector if you prefer Rod of Ages. Both are good but I generally prefer ryali's crystal scepter.

Now you can take either Morello's Evil Tome or Deathfire Grasp. Morello's Evil Tome gives higher stats but Deathfire Grasp offers an active which can deal a lot of damage.

Your next item is Will of the Ancients. This will allow you to heal (no pun intended) just by using Orb of Deception on a minion wave.

Now for Rabadon's Deathcap. Your AP will skyrocket and your spells will now deal ridiculous amounts of damage.

Now take Void Staff if they have magic resist or Abyssal Scepter if they didn't buy magic resist. This will raise your effective damage drastically.

Now take Rylai's Crystal Scepter if you bought Giant's Belt or Rod of Ages if you bought catalyst the protector. If you prefer you can substitute this item for survivability such as Guardian Angel, Banshee's Veil or Thornmail.

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Final Statements

Thank you for reading. Please comment, vote, and give feedback.