Ahri Build Guide by JujuBuster
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.
Hey guys this is my first guide and I'm here to show you how i play Ahri. This is my own opinion from my experiences of playing Ahri so I'm not expecting that you have to use this guide. If you don't agree with my guide, please feel free to correct me and I will adjust it. :D
Ahri's kit is somewhat unique and offers a lot of different things such as long range poke, true damage, sustainability passive, strong CC and extreme mobility with her ultimate to name a few. All of Ahri's skills have the ability to hit multiple targets, apart from her E which is her Charm, Ahri's source of CC which is unique to her and has made a name for itself, as it is a 'charm' not a 'taunt'.
A good Ahri player can really be a nightmare for the enemy team as she has a strong presence throughout the whole game, for example she can push her lane easily with Q and then gank other lanes and chase down enemies with her ultimate. Ahri is very good at sticking to her target(s) and making it difficult for them to escape.
If you are looking for a champion which can take you from 100% health to 0% in a single combo at level 6, Ahri isn't the champion you are looking for. Ahri does have decent burst damage if everything hits correctly, but she is more of a sustained damage dealer who can quickly take out enemies who have already been weakened beforehand.
Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe - the shape of the humans who lay scattered about her.
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
''Mercy is a human luxury... and responsibility.''
Pros / Cons
- Easy to get out of a fight
- Good mobility
- Great damage
- Good CC with charm
- Secure the kills
- true damage
- charm may be hard to land
- Hard to escape when Spirit Rush is down
- Takes experience / squishy
- runs out of mana fast in early games
- slow base movement speed
- mana/skillshot based
Runes / Masteries / items
For runes,I chose to have more ability power because Ahri is more about damage. I personally do not suggest you to have Greater Seal of Scaling Mana Regeneration as many of others do because you don't really need it since it only regenerate a few mana per second.(Also, I already have mana regain in my mastery page.)I replace it with Greater Seal of Ability Power so that I can do more damage. If you are a kind of player that stays on field for a long time, then I would suggest you to have Greater Seal of Scaling Mana Regeneration or greater seal of replenishment.
For masteries, I chose to have more ability power than defence because for Ahri, you're suppose to kill an enemy before they do anything. If you are a person who likes to have Heal as one of the summoner's spells, then I suggest you to take away Runic Affinity and add one to Summoner's Resolve .
For items, I start off with a Boots of Speed and three Health Potion so that i can stay on field for longer. Next, I get a Needlessly Large Rod in prepare for Rabadon's Deathcap. Before, I get the hat, I would like to get Sorcerer's Boots so that my movement speed is increased. After purchasing the Cap, I go for Rod of Ages so that during the game, my stats keep improving. Then, I get Rylai's Crystal Scepter so that my attacks would slow my enemy or I can get Deathfire Grasp so that I can deal more damage to enemies. In the end, I get a Athene's Unholy Grail to improve my ability power or get a Zhonya's Hourglass for defence and ability power. Another item that I sometimes buy is Will of the Ancients.(but only in some cases)
The reason why i like to use Ignite is because since my masteries have
, which deals more damage for Ignite, I can really secure the kills. The other summoner's spell i chose is flash because I can still easily go in and out of battles, escape, and chase enemies when my Spirit Rush is down.
Heal : I noticed many people uses Heal as one of their summoner's spells because they won't die that easily. I strongly suggest that you don't use this because essence thief is there for a reason. If you are new to Ahri and you're not used to Ahri's passive, then feel free to have it as one of your summoner's spells. (just not recommended)
Teleport : Teleport is also a great spell for Ahri if you want to push. If you want to have it as one of your summoner's spells, then i suggest you to replace it with Ignite since you can do the same thing with Deathfire Grasp.
Exhaust : I also noticed that many people uses Exhaust as one of their spells. I won't really recommend you to have that because Ahri's combo needs cooldown which means after a combo and you use Exhaust, it won't really matter.
When you first start the game, decide whether you're going solo or not because it matters quite a lot. If you are going mid, get Orb of Deception first and then try to not use much mana; wait until you are level 3 which you can land your combo for a kill with enough mana. If you are going with another champion, get Charm first so that you and your ally and secure the kill by luring the enemy in. When you try to land Charm, get in an open area or clear the minion wave first. In mid game, try to take on foes with their health at least less than 60 percent so that you can kill it without getting harmed much. In late game, it is always important that your ability power is at least over 150 because it would be very hard to kill a champion then. Also, get blue buff or have other cooldown reduction things on so that your Spirit Rush is always active.
Also, always be sure that during any part of the game, you usecorrectly, which means that always try to stack it so that it's ready to heal yourself. I suggest you to use Orb of Deception on minion waves with the stack full because it gives more health since you deal more damage. Sometimes don't just use up the passive when your health is not much deducted, because it can save you when you're in trouble.