Ahri Build Guide by PhantomDarkness
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.
hri is a very strong pick in all levels of play, however she begins to shine when you truly learn the ins and outs of her kit. With a large portion of her power relying on skill shots positioning is extremely important to Ahri.
21 in utility allows for the movement speed in the 21st point and combined with MS quints and a boots start, you can gain up to a 50 ms advantage to your lane opponents who are typically starting without boots or move speed quints in season 3.
50 move speed on your opponent allows you to completely bully the lane early since you can easily position for your skill shots and dance away from your opponents retaliation and is the core concept of this style of play on Ahri.
Movespeed quints are the most important runes for this style of play.
Hybrid pen marks give your early level autos a big punch and since you have high movespeed you can easily get free autos off vs your laner.
HP/lvl seals are the safest pick, and combined with a giant's belt make you very tanky. You can swap these out for armor if you are vs an ad mid with strong early game.
AP/lvl glyphs aren't necessary you can swap these out with cdr, mr or flat ap if you choose, more of a personal preference. However ap/lvl allows you to 1 shot caster minions with your q around level 7 or 9 depending on how you are doing in lane.
Standard offensive masteries, make sure to grab the movespeed in utility and runic buff for longer blue buffs
CORE BUILD FOR AHRI THIS IS JUST A MUST HAVE ON HER FOR NICE BURST DMG YOU WANT TO BUY THIS EVERY TIME!
MOSTLY YOU BUILD THOSE SHOE'S FOR MORE MAGIC PENETRATION
Would prefer to play early a bit careful just because Ahri could not survive early ganks without wasting your Flash, so just Farm and poke sometimes with your Q when the Jungler comes to gank you, try to hit Charm on him and move to your Turret. Don't forget to use the Trinket, vision is so important to know if you get ganked. So use it, when its available.
When you hit level 6 it looks quite different, now you got a really nice escape, so you can go aggressive and try to kill your opponent don't forget to farm while you poke him down, if you feel like you can kill him, go with your Spirit Rush in position, hit your Charm + Q + W and perhaps Ignite on him, then move away again with Spirit Rush.
Now you should have finished Deathfire Grasp and got a Huge burst with it, actually + Charm 40% Increased damage over 4 seconds, means you can kill Squishy targets. Now you could push your lane and go to roam on bot, burst the ADC down with some help from you're team, other opinion stay on lane and try to get the Turret.
go for Drake maybe help out top, depends if your Top laner wins or lose the Lane, Ahri is a great Roamer because her high mobility means easy kills for you.
Now heals 2 + (1 * level) + (9% AP) per enemy hit by the empowered ability, rather than granting spell vamp.
Enemies hit with multiple fox-fires take 30% damage from each additional fox-fire beyond the first, down from 50%.
Maximum damage to a single target reduced to 64 / 104 / 144 / 184 / 224 (+64% AP) from 80 / 130 / 180 / 230 / 280 (+80% AP).
Mana cost reduced to 50 from 60
Enemies hit by Charm take 20% increased damage from Ahri for 6 seconds.
Mana cost changed to a flat 85 from 50 / 65 / 80 / 95 / 110.
Damage reduced to 70 / 110 / 150 (+30% AP) from 85 / 125 / 165 (+35% AP).
Maximum damage to a single target reduced to 210 / 330 / 450 (+90% AP) from 255 / 375 / 495 (+105% AP).
Now has a visual effect while she has charges available.