Ahri Build Guide by Pikahiiri
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.
Sorry about the half-done build. I want to release a nice outline on how to build an Ahri with some nice CC, a lot of damage and some durability in and out of teamfights.
The reason this is going to be fleshed out gradually is because Ahri is new and I don't think it's possible to write a guide on a champion that hasn't been played a lot yet - she's been out less than a week so I find it incredibly hard to find a guide that claims to know everything about her credible.
Anyway I hope you enjoy what is contained thus far and will follow the guide for more updates coming soon :)
I have toyed around with a lot of Runes with Ahri:
Flat Ability Power.
Movement Speed %.
Lots of these Runes work in theory but aren't ideal in practise or clash with runes that have greater potential.
For example Ahri could really use Cooldown Reduction, Magic Resistance and Ability Power, however the best runes for all three of these areas fall into the category of Glyphs, meaning that you must choose your Seals knowing that you are forsaking a superior Rune for a Seal simply because of your limited amount of Glyph spaces.
For Marks I took the Mage Standard:
Greater Mark of Magic Penetration - 8.55 Spell Penetration all game is really nice, especially when partnered with Sorcerer's Shoes and Arcane Knowledge to really punish the enemy for getting too close to you.
For Seals I would decide to either use:
Greater Seal of Scaling Mana Regeneration - For if I knew I would be able to run rings around my lane and the enemy team comp favoured squishier champions or was AD/Melee heavy so I could really throw my weight around and waste my mana burning them down heavily.
Greater Seal of Scaling Magic Resist - I would use these Runes if I was going against a lane/team comp that was AP heavy or if I was against someone like a Veigar who could really blow Ahri away if he managed to catch her with Event Horizon. These Seals may just save your life.
Glyphs are also a choice between two, although they are more of a matter of personal preference:
Greater Glyph of Scaling Ability Power - This Glyph is great, giving you 27.54 Ability Power at level 18, the extra damage boost helps a lot with Orb of Deception, especially in the true-damage portion of the skill.
Greater Glyph of Cooldown Reduction - If you would rather spam spells that were slightly weaker then these are the Glyphs for you. in total they will give Ahri a flat 5.85% Cooldown Reduction off the bat, a very nice compliment for a caster such as her, although I would recommend that these go together much better with Greater Seal of Scaling Mana Regeneration in the interest of not going out of mana too quickly.
Finally the Quints. I believe that the best use of these is to simply go for AP/level Runes to blow your enemies away lategame as well as blow their minds as you regenerate half of your HP with Soul Eater and so I suggest using:
Greater Quintessence of Scaling Ability Power - These give you a total of 23.22 Ability Power at level 18, as much as 7 Greater Glyph of Scaling Ability Power.
Choosing the 21/0/9 Mastery set will give you the maximum damage output possible on Ahri from her mastery tree with a focus on pure damage output and cooldown reduction, following up in the Utility tree to increase her mana pool, movespeed and neutral buff duration.
If you choose to have Exhaust or Ignite on your Summoner Spell bar then this is ideal for you, it empowers the spells or makes you more powerful when the spell is on cooldown meaning you can really push that extra bit harder or manage to just deal that fatal amount of damage.
This isn't great and I only put points into it to reach the second tier of the tree. 3 ability power isn't going to do much for Ahri -her ability scaling will turn this into 1 point of damage total pre-mitigation- but it's the best of an otherwise fairly bad tier for casters in general in the offense tree.
Cooldown Reduction is amazing, especially on an assassin. Throwing your abilities around often, especially in team fights will really start hurting the enemy team when combined with your Deathfire Grasp or Crest of the Ancient Golem . These masteries also unlock an amazing mastery in the next tier too.
One mastery point for 10% Magic Penetration right off the bat. This is a brilliant mastery for next to no cost, a must-have on Ahri.
I know 1.5% extra damage doesn't seem like much now, but imagine every time you hit with your Q let's say you do 500 damage total from both the extension and the rebound, Havoc will ramp that up to 507.5 damage. It doesn't seem like much but having the mastery applied all game will really rack up the damage in the end.
The higher-tier brother to Mental Force , although much more useful giving more than 3x the AP at max level for the same cost to you and much more handy than Sunder .
5% extra Ability Power as a constant bonus. Do I really need to explain how great this is? It may be the exact 5% you need to unlock the extra % of damage from your Deathfire Grasp. LoL is a numbers game and +5% looks very nice.
But what looks better than +5%?, +6%! Doing an ADDED 6% damage to targets who are about to die? This mastery was built solely with mages and assassins in mind, Ahri being both I give you no reason not to take this mastery. It is brilliant, especially for one mastery point.
While it doesn't seem like much, 15 seconds shaved off of your Flash Cooldown may just save your life, even though it doesn't seem like much to begin with, if you were to use Flash every time it came off of Cooldown (please don't) then across an average 45 minute game you would save roughly 135 seconds (or just over two minutes), having your flash up that little bit quicker might mean the difference between life and death, especially if Spirit Rush is on Cooldown making you a prime ganking target.
More mana? Please and thank you. A fairly cheap 3-set of masteries giving you over 200 extra mana at level 18 and +4 ability power with Archangel's Staff, meaning that you gain the same AP from this mastery for 3 points as you would from Mental Force for 4 points as well as gaining some extra mana to play with.
A very handy mastery in that Ahri can be incredibly mana-hungry in team fights or extended encounters with other champions, especially ones as slippery as Fizz where you may not land all of your skillshots due to skills such as Playful/Trickster.
One point that you have spare should go in here. Ahri's 305 Base movement is abysmal and is one of the ways Riot limited her power due to the fact she has a CC ( Charm), most of her abilities have the potential to hit 3+ targets ( Orb of Deception, Fox-Fire, Spirit Rush) and 3 Flashes as an Ultimate ( Spirit Rush).
To this end and extra .5% movement speed will give you a modest boost to your movement speed to make it that much easier to chase/escape/roam. Plus it unlocks the next tier in the Utility Tree.
This is an incredibly useful mastery to hold onto as Ahri is usually given a lane to herself and so the Cooldown Reduction and Mana Regeneration from getting Crest of the Ancient Golem will come in incredibly handy for sustaining her in lane as well as adding to her harassment and farming potential due to Soul Eater. Runic Affinity this buff will last an extra 30 seconds which is just great... For you at least.
At first I thought of using Frozen Heart and Abyssal Scepter but then I remembered something; Ahri is an Assassin - she isn't meant to get hit much at all and the lack of extra AP is what will cause her to need the defences in the first place.
I then added a build to bring out as much AP as possible and adding a Deathfire Grasp on the end managing to gain 700+ AP and an item that shaves 54.5% of the target's current HP in one hit (before mitigation).
I know this build is expensive -costing roughly 15k gold- but don't be daunted. If you can keep your farm up and get plenty of kills you should be able to have this build up to at least a formidable degree. If you think the game is going to end sooner or you need a fast boost of AP then finish the Archangel's Staff and leave the another item until later.
If you are doing well then you could replace Will of the Ancients with Mejai's Soulstealer losing out on a +30 AP aura and some Spell Vamp in return for a potential +154 AP with Rabadon's Deathcap's buff as well as a potential +15% CDR. You could also choose to build the Will of the Ancients later instead of another item within the build.
An option that I removed was to use Rylai's Crystal Scepter, you can choose to replace an item with it for some improved survivability and CC but I prefer to stick with Charm and it's taunt/slow or just allow teammates to CC while I focus on mercing the target.
For Summoner Spells I pick the generic three that work well with casters and assassins:
Flash - Although this has been nerfed and Ahri gets three all to herself this is still a nice panic button for those situations it's on Cooldown since Ahri's base movespeed is terrible and she is incredibly vulnerable when she can't use Spirit Rush.
Exhaust - Picking this is a matter of preference. I prefer it as using it slows the enemy so the entire team can catch up to a gankable target as well as lowering both of it's resistances for a few seconds. Beautiful.
Ignite - This is more of a skill to counter champions like Volibear, Tryndamere or other annoying champions who refuse to die due to healing or escape abilities. With the upgrade in the Offence tree it also grants +5 AP when on Cooldown. Every little helps.
Orb of Deception
Best. good vs masses for Soul Eater
Most Single-target damage, cheap. CD reduces/level.
Nice CC, nice damage, best scaling, easiest to miss, longest range.
max asap. best skill, short CD, 3 uses, can hit 3 champs. activates Soul Eater. Works as a blink.
hit casters once each - Orb of Deception
- 3 free farm kills