Ahri Build Guide by Suzikary
Not Updated For Current Season
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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.
Hello guys, this guide is based on my favorite build and strategies with Ahri, I felt like they were really good and I decided to share them with you guys. This is actually my first guide so if there is anything you think I should add, edit, remove or give me tips, leave a comment or message me.
Ahri is an assassin mage, this being said, she can be quite squishy like some other assassins, but she can deal a whole load of damage if she is played right and has the right items. I like to come in, cc them and then beat the daylight out of them.
Ahri is kind of hard to get used too but a little practice goes a long way.
So I hope you enjoy my guide and here's some music if you would like.
Credit to Ok Go for music.
Pros and Cons
For my runes I take:
5 Greater Glyph of Scaling Ability Power
4 Greater Glyph of Ability Power
3 Greater Quintessence of Ability Power
I get these runes for the bonus ap, mainly the Greater Glyph of Scaling Ability Power for later game ap, and 4 Greater Glyph of Ability Power and 3 Greater Quintessence of Ability Power for early game ap so I don't need to get a Doran's Ring
Mana and Mana Regen:
5 Greater Seal of Scaling Mana Regeneration
3 Greater Mark of Scaling Mana
I get these because Ahri is very mana hungry early game so I get these runes so I can sustain my mana usage, you still need to manage you mana well, but these runes help me to have enough all the time.
My main summoner spells:
For my summoner spells, I like to go with:
Ignite - I use Ignite to finish of an enemy unit or to push them out of lane, I use it in the Aggressive combo to get their health low or to finish them off. I like to use it in a combo when the opponent has 50% or lower health to get the upper hand.
Ghost - I use Ghost a lot to move around the map, pull off ganks faster and get to others aid fast. I use this also to get out of tower range when I tower dive with Spirit Rush.
Flash - Flash can replace Ghost in the build if you want to be able to just pop in front of the enemy fast and kill them, I personally prefer Ghost but you can choose Flash. I mainly prefer Ghost because Spirit Rush can be used as a flash and damage tool.
Exhaust - Exhaust can replace Ignite to prevent them from escaping, you can make whole different combo's if you decide o Exhaust, like you can Charm them, use Orb of Deception and Fox-Fire, then Exhaust them to prevent an escape.
Here are Ahri's abilities and my comments and advice on them:
Essence Theft - Ahri gains a charge of Essence Theft whenever a spell hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, the next spell has 35% Spell Vamp.
You should keep an eye on your passive and how many stacks it has, because it can save you and sometimes get you the kill, if you are being chased by an enemy and you both have low health, you can activate Orb of Deception and gain some health and then you might be able to get the kill if you have the advantage
Orb of Deception - Ahri sends out and pulls back her orb, dealing magic damage on the way out and True damage on the way back.
Deals 40/65/90/115/140 (+0.33) magic damage on the way out, and 40/65/90/115/140 (+0.33) true damage on the way back.
Orb of Deception I find to be either a poke or sometimes your initiate and damage output. When you have Orb of Deception, make sure you are able to hit both the forward and return of the orb, the true damage can really be put to your advantage. Orb of Deception can be used to secure your kills, or push opponents out of lane.
Fox-Fire - Ahri releases three fox-fires, that lock onto and attack nearby enemies.
Releases three fox-fires that lock on to nearby enemies (prioritizes Champions) dealing 40/65/90/115/140 (+0.4) magic damage. Enemies hit with multiple fox-fires take 50% damage from each additonal fox-fire.
Fox-Fire can be used in farming, when you farm with Fox-Fire, you should try to activate it when the minions around you when they are low on health. It is a good thing to remember that the orbs have their own individual radius and prefer to target enemy champions compared to minions and mosters. Try to make sure enemies are in range of your Fox-Fire orbs.
Charm - Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
Blows a kiss dealing 60/90/120/150/180 (+0.35) magic damage and charms an enemy causing them to walk harmlessly towards Ahri for 1/1.25/1.5/1.75/2 second(s).
Most of the time, I use Charm to initiate, followed up by my other spells. Charm will slow enemy units and they will walk towards you, unable to attack, use this to your advantage wether it is to escape or to fight. When escaping, use charm to keep enemies from using any CC on you or even do damage, and if they are tower diving to get you, use it so they walk too far into tower range, when initiating, use it to start of, so you can deal a lot of damage and have the upper hand in a fight.
Sprit Rush - Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
Nimbly dashes forward firing 3 essence bolts at nearby enemies (prioritizes Champions) dealing 85/125/165 (+0.35) magic damage. Can be cast up to three times within 10 seconds before going on cooldown.
Spirit rush is like a little flash. It can be used to escape, chase, or merely to secure kills in a team fight. When used to escape, try to make sure that the bolts are able to hit the enemy, if you might have the advantage, you can try to get the kill. When you are chasing, especially when under an enemy tower, make sure you have one rush left to get out of range.
My skill priority is:
This is based on the way I use my spells.
I master Orb of Deception first for it is my main damage output due to the double damage it gives, magic and true damage. I can use it to poke, push your opponent out of lane, or secure the kill.
I feel that Charm is more important for Ahri than Fox-Fire because of the many uses for it, you can use it to pull people close to you, prevent them from attacking you, and stop them from killing you or using a CC on you when you need to escape.
I then master Fox-Fire because I don't find it always reliable to hit champions when they are out of range, I use it mainly after a Charm, which is why I prefer to master Charm first. I feel that Fox-Fire is mainly used for farming or when you get ganked, to hit each of the gankers (depending on how many there are).
Spirit Rush you master at 6, 11, 16 as usual, her ult is mainly my killing blow, I rarely use it because after I land my standard combo, the enemy is already dead. Spirit Rush is more of a chasing ability or an escape ability, like how you would use a flash, but it deals damage. I use Spirit Rush either to chase down and kill an enemy, run away from an enemy or in a team fight to get rid of the others so our team has the advantage.
At the start of the match, I like to start with the regular on most champions, Boots of Speed with 3 Health Potion,this is mainly when I am against champions with skill shots like Lux, if I am against and Akali, who has none, I would go either a Sapphire Crystal and 2 Health Potion, when I want to be able to manage our mana, or a Doran's Ring when I want to deal damage early. If I am against a stealth champion like Teemo or Akali, I would start with a Crystalline Flask, sight ward and 2 Health Potion.
After I get enough, I get a Blasting Wand and a Catalyst the protector so I have some damage output and mana sustain. I make sure I first get Rod of Ages so that I am not that squishy. Then it depends on gameplay.
When I am playing agressive Ahri, I like to get Rabadon's Deathcap first, this is for when I need to deal a lot of damage quickly, if you are in a situation when you need to be able to sustain in lane, I like to go with Hextech Gunblade, this added to your passive, you gain a ton of health. I then get a Rylai's Crystal Scepter so I can keep my enemies from escaping easily. Then the next items depends on you, I normally like to get a Deathfire Grasp to gain more ability power..
When you need to play defensive, first thing I get is a Rylai's Crystal Scepter so I get health and a decent slow, when our turrets have been downed and the enemy team are in my base, Fox-Fire and Spirit Rush are sure to slow majority of them keeping them from getting out fast, I then go for a Zhonya's Hourglass for armor and it's active, from many of my experiences, when you activate it when your teammates are coming to your aid, you can be unharmed by the time they arrive and escape with your life. You could also go for a Liandry's Torment for health and it's magic penetration. I do not encourage this item as much as a Zhonya's Hourglass
I mainly prefer to end up with Boots of Mobility, this is when we are losing, so I can quickly get to my friends aid, or Mercury's Treads, if we are winning, this helps me be more protected when we are in the enemies base, A Rod of Ages, for the big bonus in health, this can really be good if you need to jump in and get out, still with some health, A Rylai's Crystal Scepter, to keep them from getting away from us or catching up to us, A Rabadon's Deathcap, to deal a ton of damage to the enemy so they know who they are dealing with ^-^, A Hextech Gunblade, to max the use of my passive and to turn the events around in big team fights, and a Zhonya's Hourglass, for amor to protect me against the bruisers on the enemy team.
Tricks and Combos
My main combo ( Charm, Orb of Deception, Fox-Fire)
This is mainly what I use to secure kills is I come in, activate Charm (note if you don't hit charm, the combo can still be pulled off, you just don't have the upper hand)to bring them to me and stop them from using spells, while they are charmed, I use use Orb of Deception immediately followed up by Fox-Fire and then Ignite. If they survive, then chase after them with Spirit Rush, if you have flash or ghost ready, use it to get back after you get the kill, if they are on CD, then keep one Spirit Rush charge left.
Another good combo to try would be to initiate with Orb of Deception followed up by Charm, which would most of the time get Orb of Deception to deal it's true damage, the follow it up with Fox-Fire and kill them with Spirit Rush.
- Try to land your Charm when trying to escape, the enemy won't be able to attack you when you do this, thus letting you escape freely.
- Fox-Fire can be used as a good farming ability if used at the right time.
- Always try to get Orb of Deception to deal it's true damage, this can really turn a match around.
So far, this build has given me many great games with Ahri, so far, this has been my best game:
Hope this was helpful, I might not have included everything, but I hope this helped you in you Ahri games. Again, if anything you want added, edited, removed or just some tips, just message me or leave a comment.
I'll be updating the "Best Scores" soon so you can see other good games of mine. I must say that making this guide was extremely fun (and challenging o.O). I'm hoping that you enjoyed reading it as much as I did making it. It isn't like any of the top guides but I am proud of it :).
Bye fellow summoners, see your Nine Tails on the fields of justice.
Credits and Thanks
[*] Thanks a lot to jhoijhoi for the amazing Guide on how to build Guides :D, the link is right here ^-^.
[*] Thanks a lot to Hogopogo, my good friend for all the advice and tips and those codes :)
[*] Thanks to The Persister for the nice advice when I accidentally posted my unfinished guide. I went with a lot of the tips you gave me and you encouraged me to continue, thanks.
[*] (March 1st, 2013) I accidentally published my unfinished my guide.
[*] (March 2nd, 2013) Completed my guide and published again.
[*] (March 3rd, 2013) Removed Nashor's Tooth and replaced with Hextech Gunblade
[*] (March 4th, 2013) Added first score board