Ahri Build Guide by Terr0r0fDeath
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.
No I'm kidding, but seriously who needs an intro for a champion as good as Ahri? Okay, well basically I play Ahri as an AP assassin/mage. Honestly, she is one of, if not, the best laning champion there is. Usually, you would go mid with her. In 3 v 3, it would be typically to take top. In my build, I try to actually get Ahri a lot of mana to utilize Archangel's Staff and also provide some amount of survivability.
With flash, 4 flashes...
Great tower diver
A ranged taunt.
Best bait ever
A hot chick
Only a little cc
Get's focused a lot
Flash - I always use this because of multiple reasons... you can escape, catch, and set up ganks. Useful for everything.
Ignite - Just to shave away that last bit of hp, and to hamper the effectiveness of problematic passives such as Sadism and Chosen of the Storm.
Exhaust - Another good spell, to slow down an opponent so you can Charm the opponent and then do your combo again.
Ghost - A great spell for escaping and catching enemies.
Clarity - A mediocre spell for Ahri... only useful in early-game. I wouldn't get this, because my guide features a starting meki pendant.
Pretty self-explanatory. Get that 21-0-9. The reason I don't use Good Hands is because Ahri has so much survivability in this build that she shouldn't die, especially since she has so many attack tactics.
Most of the runes are self-explanatory. Magic penetration, some AP, and to increase mana for that extra AP.
To me, the passive is a little overrated... while 35% spell vamp is good, it cannot really save your life when you need it. Sure, it gets you a little sustainability in your lane, but when you are being ganked by multiple champions, you won't have enough time to fire off four spells to gain that charge and heal. But don't get me wrong, it's not a bad passive, it's just not the best one for Ahri.
Orb of Deception - Ahri, bread and butter. Main damage dealer, farming tool, poke, harass, bush checker, this little ball can do anything *cough cough*. Anyways, with your AP (should be 500, not too sure why it's not counting that extra AP from Archangel's Staff) it should be able to take out a huge chunk of any champion.
Fox-Fire - This is your follow up from your Charm to deal some damage to your opponent. Also this can be used to gain your charges for your passive.
Charm - A freaking long-range taunt, what else do you want? Use this to set up combos and kills. Charm an enemy into walking into your team during a teamfight? Now it's 5 vs 4. You can make people stop chasing you or other champions for a short time. Let's say an annoying Master Yi is chasing you with his ult into a tower but his Alpha Strike is on cooldown. Blow a kiss and watch the tower tear Yi to shreds while his ult wears off.
Spirit Rush - Think about it as 3 flashes. If you aren't stunned and you have all 3 charges on, you're basically untouchable. Also, it does more than decent damage and you use this to start ganks.
Pretty simple. Wait for your Charm to hit, then use your Deathfire Grasp active, followed by Fox-Fire and Orb of Deception and then Ignite to finish the job. If your target has still about 25% life left after orb, use your ult to position yourself for another charm and then by then repeat and game over.
If you are ganking, start with Spirit Rush, position yourself and shoot Charm, use your active and your w and q and use the rest of your ult.
Laning is simple. Poke and kill minions with Orb of Deception. If can, harass with your combo. The point is to get as many minion kills as you can without letting your opponent getting as much. Not really going into detail with this.
Banshee's Veil - More survivability and some AP.
Zhonya's Hourglass - Some nice armor and a lot of AP.
Abyssal Staff - Much needed MR and AP, and that aura is just like more magic penetration.
Will of Ancients - I think this is only to support that passive, but the AP and aura is nice and your team will thank you for that. Very cheap for an item of it's quality.
Mejai's Soulstealer - If you are positive that you can get a lot of kills and assists, be my guest and replace something (I recommend Rod of Ages or Frozen Heart).
Lich Bane - I've never actually tested this in an actual game, but I imagine it will be pretty devastating if you auto attack once every time you an ability... you can use it 6 times (3 from ult, 3 from other abilities). If you have 500 AP, thats like 6000 (I THINK) damage not counting the damage you do with your spells... o_o You also benefit from the mana = even more mana and that small movement boost.
Morello's Evil Tome - With that cool down and that AP, you are unstoppable.
Void Staff - More M-pen? Sure bring it on.
Your job is to assassinate the other team's carry and threats. You can even initiate some team fights with your charm, which immediately shifts the advantage to your team if it hits.
Well I tried on this one :P
If I can help at least one other person, then I'm happy lol. Vote if you want, if not then don't vote and especially don't troll please!