Ahri Build Guide by Captain Hooke

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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 Captain Hooke

Ahri, the deadly middle lane champion.

Captain Hooke Last updated on September 12, 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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Hello everyone! This is my first peronal build for Ahri that I find to be very useful. And I hardly ever lose my lane whenever I play her! But please keep this in mind:

- This build isn't perfect, you can make some adjustments in your games to your liking.

- Though I am experienced at middle lane, I am not the best.

- Please don't treat this build too harshly. This is literally my first build on Moba Fire!

- If you have any comments, wether it's good or bad, I will appreciate it. If it's bad, I only want to hear how I can improve on the build.

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Pros and Cons of Ahri

- Has a lot of mobility
- Very powerful and useful Abilities and Combos
- You can almost NEVER escape her ultimate!
- In my personal view, she's quite attractive. XD
- Good at ganking!

- Can be squishy
- easier to kill if her ultimate is down.
- Uses skillshots, wich is not the easiest type of abilities to get used to.
- She requires to CS a lot early game and possibly get early game kills.
- Not an easy champion to learn, especially her combos!

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Greater Glyph of Scaling Ability Power

Greater Seal of Scaling Health

Greater Mark of Cooldown Reduction

Greater Quintessence of Ability Power



Greater Glyph of Scaling Ability Power

Greater Seal of Scaling Ability Power

Greater Mark of Scaling Magic Resist

Greater Quintessence of Ability Power
For my recommended runes, I go with the following:
Glyph Runes: Greater Glyph of Scaling Ability PowerWhy?
- It is the best type of rune to get gradual Ability power. Mark and Seal have 0.1-1.8 while Glyph has 0.17-3.06 Ability power.

Seal Runes: Greater Seal of Scaling Ability Power or greater seal of vitality
This is not the perfect idea for a Seal rune build, but at the same time, it could be a better choice instead of mana regain. Because this build expects you to conserve your mana, and in the build you get 1 mana potion early game. So that should cover it well enough.

Mark Runes: Greater Mark of Scaling Magic Resist or Greater Mark of Cooldown Reduction
The main reason is due to possible middle lane bullies. There is probably a better idea for the Mark runes, but at this moment, I can't find any better "untill level 18" runes.
The Greater Mark of Cooldown Reduction can be a good replacement, but for now, I think magic resist is a good set to use in defence agains't your oponent.

Quintessence Runes: Greater Quintessence of Ability Power
It's self explanitory enough. I don't know a person who wouldn't take these runes for a Solo mid mage. ESPECIALLY Ahri!

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Offence Tree:
sommoner's wrath Since I use the sommoner spell Ignite, It is useful in that situation.
The extra boost Ability Power is always useful!

The main reason is to do some extra damage to the minions to CS a little better. It is also the best choice to move on the the next level of the mastery page. If there is a better replacement, Let me know in the comments!

The cooldowns is always a plus for AP characters!

A useful skill slot when it comes to doing extra damage to towers. Though it is only 10 extra damage, it would be useful overtime in early game when you push to the tower.

The Ability power over time untill level 18 is always a good boost to your AP scaling!

Having up to 5% extra Ability power can be pretty useful in late game!

It's a must when you play offensively and see people at lower health. A very usefull mastery skill!

Utility Tree:

Best used when you use the summoner spell Flash, wich is probably manditory for any champion in League of Legends!

The extra mana per level is always a plus for AP champions. Not much else to say from that! :p

Though it might not be the best choice out there, I might find Improved Recall quite usefull if you are in a hurry recalling from a team fight. Though Scout could be a good use of the Mastery skill slot if you ward the bushes in middle lane. though in my personal opinion, I don't think it could be as useful because you would just check if they are hiding in the brush.

Extra Mana Regain is always useful in early game. Everyone eventually uses their abilities once in a while in game to CS or harass, either way, It's a must for Ahri

If you are most going to get Blue/Golem buff (I'm pretty sure you will), you require this mastery because a 20% longer duration on buffs is hard to ignore.

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This is personalized by me, you do not have to follow this exactly!

Starting Items:

A good item to buy for starting game. Extra speed for evasion and movement, and cheap enough to buy potions.


You will have to buy those potions after you buy Boots of Speed. This is for the reason of when you are low on health or mana so you can replenish it. Simple enough.
If you are in any sticky situations, get 1 or 2 Doran's Ring to keep up with the AP.

Build on to Rod of Ages!

First, get the following items:

catalyst the protector



I usually would get Catalyst the Protector before boots because the extra health and mana would be more useful than the movement speed when you are still pretty much in early game. After you get Catalyst the Protector, get the boots, then build the rest onto Rod of Ages.
Rod of Ages it will be NECESSARY to be the first core item in your build. Because the passive basically says "after every minute, your health, mana, and ability power will increase and will stack. The maximum stacks are 10."

More ability power!

The main reason to get the deathcap earlier in game is mostly because you need to deal a great amount of damage while in mid-game. thus you will CS better with your abilities and get some kills along the way!

The grasp is a very useful item when it comes to AP, cooldowns, and it's powerful unique active.

The hourglass is a very useful item because it gives a lot of AP (100) and it gives you armor (50) wich can be useful when you are agains't AD champions.

Now time for a lot of mana regain!

The unholy grail is a great late game item for your build. The grail gives 80 ability power, 15% cooldowns, 40 magic resist, and A LOT of mana regain!
It's a great item for all AP characters!

If you are extremely fed

It's the perfect item when the enemy team feeds you. because you have 20 AP to start out, and for every kill you get 2 stacks of 8 ability power (1 stack for assists) and it stacks up to 20. so if you were to do the math, 20+8*20=180 ability power.

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Skill Sequence

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

My build is focused on Upgrading Orb of Deception as quickly as possible, while without having lower damage for Fox Fire.

I take Charm at level 4 because at level 4, junglers tend to gank lanes at around that time. So it is a good escape tool!

Please keep in mind that this is my personal Sequence of the skill upgrades. You do not have to follow it exactly as mentioned but I recommend it.

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Summoner Spells


I don't know a lot of people who would not use Flash for any champions. It is quite manditory, but it is possible for it to have replacements.

Ignite is a very good spell for when you want to last hit someone, or when you are in a 1v1 battle in game to use it to gain the upper hand. Also a very nice item in team fights to focus someone and use ignite in that situation as well.


Optional Spells:

This can be a good replacement for Ignite, but it won't be as necessary because ahri's ultimate is a better tool to stay with your enimies when chasing them or getting away when running.

It can be a decent replacement for Flash but it won't be as useful. The teleportations to the towers, minions, and wards are nice, but flash is a better chasing/escaping tool. it's always best to die as less as possible.

Ghost is a very good replacement for Flash because you move much faster. It can be used as a chasing/escaping tool, and if you are impatient, you can use it to get into the battle faster. But for me it's not recommended to use that option. So ghost would be a good idea to use, but Flash would be more useful in sticky situations. Such as getting out of Cataclysm, Event Horizon, etc.

Clarity was what I used to use when I first started playing solo mid. I would replace Clarity with Ignite. But this is only if you are a player that is very mana hungry. Otherwise there would be no other use for it. Not a very good spell because people should expect you to know how to conserve mana when you become more experienced in playing League of Legends.

It is a replacement for Ignite but not a very good spell to use. I can see why if you are not too experienced in the game and you need heal, but otherwise it's not a good idea to get it.

NEVER use these spells

Ahri is not a jungler. No reason to use this at all.

Not a good Spell to use in general. It could be useful in dominion but otherwise it's useless.

There is no point using a spell slot for Ability power and Attack speed.
2, For the large cooldown it has, it's not worth it.

This seems like a good spell to use to check the brush, but compared to having Flash and Ignite, it's not worth it. This spell is best used for the support class.

Promote may look cool, but for middle lane champions it's useless compared to the other spells you have. I don't use this but I think it would be best used for either support champions or solo top. otherwise it's a no.

I don't find this to be very useful. The only time I could see it being useful is when you are ganked by multiple people when being slowed, stunned, etc.

Probably the WORST spell to use in any game possible. It's extremely useless. Never get it for any champion in any game.

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Skills and Tips

These Tips can be useful when you play as Ahri

- put down sight ward down in the bushes to make sure no one will be ganking you. If there are champions like Twitch or Evelynn, then use Vision Ward

- keep your distance and make sure to stay behind your minions! most champs have abilities that hit minions as well as champions, so when facing Ezreal or any other skillshot champion, be sure to keep your distance.

- CSing is the main priority of holding middle lane. Harrasing the enemy and not getting minion kills will make you fall behind in your income of gold and maybe XP.

- Have Fun! There is no reason to take the game seariously. I myself am a recreational gamer. Though I am very good, I almost always have stay in high spirits and have fun even if I lose! Though everyone can get angry at a game, the solution is just to take a break because it's only going to get worse and worse. And you need to be calm and have a cool head if you want to play better! Games are made to have fun on. Not to scream and cuss out people like you're playing Call of Duty...

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This isn't a very easy build to use!

This build is for more experienced Ahri players. This is where I would expect people to only use their abilities when necessary, keep their distance from middle lane bullies, and so on. this build is useful when it comes to being tanky, having a good amount of ability power, a little armor from the hour glass, slows from the crystal septer, earlier game health, mana, and AP from the Rod of Ages, plus the cooldown and loads of mana regain from the unholy grail!
Though you can decide either having three health potions instead of 2 health potions and 1 mana potion.

The idea of this build is to start out with more speed to evade and CS properly. Though I would not use your Orb of Deception to harass your enemy untill it reaches around level 2 or 3.
I take Charm at Level 4 because that is when junglers are preparing to gank, and it can be a good escape tool if you know how to use it right. and you can use it to close in and harass a little, but at the same time to not over-do it because you only have so much mana early game.
After you gain your ultimate, you have an up-feild advantage when it will come to going agains't the enemy. I usually harass with Orb of Deception untill they are low enough on health, then use my ultimate to finish them off while using my other abilities in between to deal the most damage.