Ahri Build Guide by RighteousFuryxD
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.
Thanks to jhoijhoi for the dividers and instructions on how to do some coding!!!
Greater Mark of Magic Penetration
Greater Seal of Mana Regeneration
Greater Glyph of Ability Power
Greater Quintessence of Ability Power
- Greater Mark of Magic Penetration provides a good amount of MP early game, but does not do much late game. Buying a Void Staff can assist you with this problem.
- Greater Seal of Replenishment gives nice mana regen so managing your mana early does not have to be so difficult.
- Greater Glyph of Ability Power begins your quest for massive amounts of AP by giving you some for an early advantage.
- Greater Quintessence of Ability Power adds even more AP.
I usually take Ignite and Flash with Ahri.
Ignite is a great move to add more damage to your combos and finish off low health enemies.
Flash is the get-away move of the century and can save you life. I was trying to use it at one point in my video, but I got stunned twice. If you want to chase, use [Spirit Rush] but if it's down, make sure you can get the kill.
Essence Theft - Passive
Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.
This passive is Ahri's main form of sustain. Use it when a fresh minion wave come to lane and get as much spell vamp as possible. For best results, buy Will of the Ancients.
Orb of Deception - Q
Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 7 seconds
Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
True Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.66 per ability power)
This is Ahri's main form of damage. With a twist of damage form, [Orb of Deception] does magic damage on the way to and true damage on the way back. At the end of its path, it does both amounts of damage at the same time. Try to hit it then to keep your opponents from dodging the true damage, and use it last in the combo.
Fox-fire - E
Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.
Cost: 60 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+0.4 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power)
[Foxfire] is a move that cannot be controlled, but will add burst to single targets. Use this ability second in your combo.
Charm - E
Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.
Cost: 50 / 65 / 80 / 95 / 110 mana
Cooldown: 12 seconds
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)
Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
This is Ahri's only CC move but it is devastating. This move does decent damage and can be used through walls to keep and opponent from escaping. Use it first in your combo.
Spirit Rush - R
Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Cost: 100 mana
Cooldown: 110 / 95 / 80 seconds
Dash Range: 450
Essence Bolt's Range: 550
Magic Damage Per Bolt: 85 / 125 / 165 (+0.35 per ability power)
Maximum Damage to the Same Target: 255 / 375 / 495 (+1.05 per ability power)
Spirit Rush is Ahri's ultimate. It is a three-part move that dashes her towards the cursor and shoots off bolts similar to Fox-Fire. To be sneaky, use the first activation to get in position to Charm, then use the full combo, adding the last two activations for extra damage.
Ahri is a high skill-cap champ, that if played well, can dominate the game.
- High Damage
- High Mobility
- Strong All Game
- Safe to Pick in Blind, No Hard Counters
- Difficult to Gank
- Extremely Fun to Play
- Not tanky at all
- Useless when on CD