Ahri Build Guide by rkre
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.
SPECIAL CASE - no tanks
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.
Threats to Ahri with this build
Why I like to play AHRI?
Ahri is a champ, which impresses me everytimes again. Ahri has a great wave clear with her Q, single target damage with W, CC with E and mobility with R. Even if it seems that you will die, but you hit a charm u can kill the one who chases you, even if he has full life. For example I was chased by a Jarvan IV and I had about 200 life; I hit a charm, activated my W, send out a Q and he was down.
Another great play with Ahri was as I was chased by 3. My team was coming but I had not enough time. So I ulted over the wall and was safe for a few seconds. My team arrived and I hit a charm after I ulted in range. After that I combined the damage of my W and my R so I killed the first. The rest was just killed by my team and we had a 3 for nothing and a dragon.
With Ahri you can turn things around, escape, chase and burst someone down. That`s why I love to play her.
WIN THE LANE
Teleport helps you to join team fights or to help other lanes, who need it. You should take this if you think you win the lane easy.
Cleanse safes your life, if you are stunned, snaired or somehow debuffed. It´s good against champs like Twisted Fate or Lux. If you don´t take it, but are afraid of CC, you can buy a Quicksilver Sash
Exhaust is a very good spell against champs like Zed, because he can´t deal as much damage as he could if he´s not Exhausted. You can escape with this spell very well too.
The Runesare simply for all AP-Carries. You need Armor and Magic Resist to be able to survive the first focus and to care for suprises like a trap. Ability Power Quints are there to increase your damage of spells and the magic penetration helps you to deal unaffected magic damage to the enemies.
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Ability Power
The Masteriesare typical for AP-Carries, who have mana.
Gains a charge of Essence Theft whenever a spell hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell heals her whenever it hits an enemy.
ORB OF DECEPTION
Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back.
Deals 40/65/90/115/140 (+33% Ability Power) magic damage on the way out, and 40/65/90/115/140 (+33% Ability Power) true damage on the way back.
Ahri releases three fox-fires, that lock onto and attack nearby enemies.
Releases three fox-fires that lock on to nearby enemies (prioritizes Champions) dealing 40/65/90/115/140 (+40% Ability Power) magic damage.Enemies hit with multiple fox-fires take 30% damage from each additional fox-fire beyond the first, for a maximum of 0 damage to a single enemy.
Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her. Ahri deals additional damage to recently charmed enemies.
Blows a kiss dealing 60/90/120/150/180 (+35% Ability Power) magic damage and charms an enemy causing them to walk harmlessly towards Ahri for 1/1.25/1.5/1.75/2 second(s).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.
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes Champions). Spirit Rush can be cast up to three times before going on cooldown.
Nimbly dashes forward firing 3 essence bolts at nearby enemies (prioritizes Champions) dealing 70/110/150 (+30% Ability Power) magic damage. Can be cast up to three times within 10 seconds before going on cooldown.