Ahri Build Guide by Alarura
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.
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.
This is the build I use for Ahri based on what I've found works for her through playing her the last week or so.
Obviously this is a only a guild and a generalised build but you may wish to change a few items depending on the situation, adding some defensive items such as banshee's veil for instance.
Also this is my first guide so please forgive the poor layout.
Pros / Cons
Fast, can be played as an assassin against low hp targets.
AoE damage which is great for team fights and finishing groups of enemies for multi-kills.
Great minion farming potential; even early game you'll find yourself almost one-shotting minions with Q.
Awesome initiate/chasing potential with E
Utility: low CD ultimate lets her dash in/out of any situation, and has great damage too.
and she's a hot bit of fox butt, what could beat that?
Squishy, CC really shuts her down.
Low damage potential: CDR is pretty much required to secure kills.
Too much push - as I mentioned in the pros you'll find yourself one shotting minions, really early game. Be careful while poking your enemies whether playing mid or lane, because their jungler WILL punish you if you push too hard by accident.
Always seems to have a low damage output, even though you'll find yourself easily taking people 1v1.
Skill shots suck when you're against someone with half a brain. You need to be smart to hit them.
The runes I have listed here and my basic AP champ runes (as I only have 2 rune pages) so you may find adjusting these improves your performance.
As I mentioned above CRD is really good for Ahri, but this build will have you sitting around 30% without buff/pot so keep the 40% cap in mind.
Damage masteries, nothing really to add here.
If you prefer utility that'll probably work too :)
Basic way I play this build is start off with Meki pendant, with health pots, which I upgrade to tear of the goddess. I don't actually upgrade this any further and sell it off once I fill up my items slots.
You might find this is a bit odd but I find that Ahri has a really annoying potential to run out of mana early game, so this helps to counter this. If you'd prefer to upgrade this I'd advise turning it into Archangel's staff.
Shoes next, I normally upgrade into the spell pen shoes (sorcerer's shoes) but if you'd prefer you could always go CDR, or if the enemy team has alot of CC, tenancy is the best option.
Next up hexitech revolver, this is pretty much the centre piece of the build, this will be the item keeping you alive late game, and giving you some room for error while poking during the early game. Spell vamp obviously compliments Ahri's passive awesomely.
Rylai's Sceptre, this is your survivability item, basically your hp. If you'd prefer to swap items out this would be the item to do it with, but be aware you'll lose a lot of survivability.
Fiendish Codex, boost to your CDR and eventually upgrading into Deathfire Grasp. Nothing more to say really.
Then Deathcap. What AP build would be complete without this?
Voidstaff, is your last bit of Magic pen, then you're just finishing off your upgrades, and buying pots.
Will of the ancients more AP/Spell vamp, and deathfire grasp, CRD and basically an epic FU to tanks.
After this you should be buying the pots (all of them once you start getting silly amounts of gold with no use) remembering oracles will always let you spot enemy wards.
Not really a lot to say here.
Level Q asap, E between that, picking up W at 4 and R whenever you can.
Remember Q has a true damage effect on the return.
True damage is your friend.
Ahri excels at finishing running opponents off, securing kills on runners and initiating team fights.
basically you need to remember that E is a taunt that brings the target it hits towards you, this is great for initiating, bringing someone away from their allies for your team to jump, this same effect applies against runners,
Another tactic to remember is that your ultimate can allow you to jump walls, allowing for ganks, or escapes. Remember also: once you're over the wall you can still skill shot back across the wall.
Finally: YOU ARE NOT A TANK. You may be able to initiate, but after that let someone with some HP or Resistances take over!
My two personal choices here are ignite and ghost or ignite and heal.
Obviously Flash is a good choice too, and exhaust can be useful.
Basically it's up to you to decide what works best for you, ignite is great for getting those kills when you just missed securing the kill however.
Basically when playing Ahri I find that she best works by substituting some AP for Spell Vamp, and making sure you can keep CRD capped with either the buff or a blue potion.
Remember tricks like initiating with E, jumping walls with R and farming with Q for epic gold, and you'll do fine. Positioning is important but not at the cost of team play. Ahri relies on her team as a distraction late game and thus playing with a strong and/or well balanced team is important.
Finally don't let people shoe horn you into mid. If you're the only ranged then you may have to do it, but a smart player can play Ahri in any capacity, except maybe jungler :P
I hope you find this useful, and if you have any questions please feel free to message me.