Ahri Build Guide by KiddFizzles
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.
NOTE: This guide was originally based upon the basic information provided in Ahri's champion spotlight released prior to Ahri's official release on the League of Legends store. It will be frequently updated (and already has been) as Ahri is perfected so she can be played to her full ability! This guide has also changed significantly from the original champion spotlight and will continue to expand.
Ahri’s gameplay style revolves around mobility and managing position to aim her spells. When played properly, Ahri darts around teamfights, picking off wounded stragglers and harrying soft enemies.
Will soon add:
- Stats at level 1
- Stats at different stages in game
- Anti-Ahri champions
- Situational strategies
The rune set used is based on ability power and magic penetration.
The set of runes I have found for Ahri after some experimentation is:
9x Greater Mark of Magic Penetration
9x Greater Glyph of Scaling Ability Power
9x Greater Seal of Scaling Ability Power
3x Greater Quintessence of Ability Power
The nine Greater Mark of Magic Penetrations and three Greater Quintessence of Ability Power significantly improve performance early game, increasing starting Ability Power and Magic Penetration. This is useful since Ahri has a fairly low AP Ratio, and most of her abilities inflict Magic Damage, therefore increasing damage dealt early-game.
The mastery build is your basic 21/0/9 set focusing on ability power and magic pen. The Utility tree also gives extra mana, mana regeneration, improved buff length, faster Recall and reduced cooldown on Flash.
More detailed info coming soon.
Items and explanation
Start off with Sapphire Crystal and 2x Health Potion
On first recall you should be able to finish your Catalyst the Protector and hopefully purchase Boots of Speed. Getting Boots of Speed early is essential as Ahri only starts with 305 movement speed.
Next, finish your Rod of Ages
Sorceror's Shoes should be completed next.
Now we start to build with pure AP items, starting with Rabadon's Deathcap. Preferably purchase Needlessly Large Rod first.
Will of the Ancients should be built next, as it is crucial in aiding your team during teamfights. By the time you begin building or have built this, teamfights will have begun at mid so the +30AP and +25% spellvamp to teammates is very significant.
Next build your Void Staff, purely for the large Ability Power and Magic Penetration boosts. (+70AP, +40% Magic Penetration).
Deathfire Grasp is a very useful endgame item, as it's unique is an extremely effective first move for your comboshot (but most effective on enemies with full health). By the time you have 500AP it will boost to doing over 47.5% of the opponent's CURRENT HEALTH (which is why it should be used at the beginning of a fight).
Rylai's Crystal Scepter is extremely effective for both the AP and HP boost, so is a viable option to swap for Void Staff. If swapped for Void Staff, it will also push your Ability Power over 500 so the Deathfire Grasp has a better effect end-game. Depending on the situation (whether you need the health), it is about 50/50 whether you choose Void Staff for huge magic pen boost and slightly lower AP, or Rylai's for the extra HP.
Mejai's Soulstealer should be bought early-game depending on how well you start. As Ahri's moves have a reasonably low AP ratio, the AP boost from Mejai's Soulstealer is very useful, however should only be purchased if you are certain you can reach the full 20 stacks for the full +180AP and 15% CD Reduction.
Lich Bane is effective, as by the time you finish it you will have >500 AP. This boosts your AP but also allows the first autoattack after your comboshot to add a significant amount of damage.
Soul Eater: Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: three charges per spell). Upon reaching nine charges, Ahri's next spell has a large amount of Spell Vamp.
|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.||aaa||Fox-Fire: Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.||aaa||Charm: Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.||aaa||Spirit Rush Ahri dashes forward and fires essence bolts, damaging three nearby champions. Spirit Rush can be cast up to three times before going on cooldown.|
Max Orb of Deception by level 9
Max Charm by level 13
Max Fox-Fire last (by level 18)
Against an opponent which is consistently moving and knows how to block, it is important to begin your burst with Charm, follow with either activating Fox-Fire and finally double hitting Orb of Deception for maximum damage. If the opponent is kill-able, Spirit Rush to reach your opponent as they attempt to escape doing as much damage as possible and finish with Ignite and Orb of Deception if cooldown is complete.
Summoner Spells (Explanation)
Flash and Ignite
These are the most effective summoner spells and are very early early game. Before Spirit Rush is unlocked at level 6 it is common to grind enemies down to very little help so Flash can be used to either get close enough to use either Q or W combined with Ignite to finish them off. Obviously, Flash can also be used as an escape move to either jump behind the safety of a turret or over a wall.
Ignite should as always be used as a finishing move or towards the end of a combo for additional consistent added to your burst.
Starting with Catalyst the Protector means that it is not necessary to use Clarity, which otherwise would have been a viable summoner spell.
Other Viable Summoner Spells:
Ghost is effective early-game for chasing down enemies. Even with Flash and Spirit Rush, some enemies with very high movement speed such as movement speed Master Yi may still escape. It is therefore viable to swap Ignite for Ghost. Ghost can then be used as an escape or chase move. While Ignite is gone, Ghost along with Flash and your three Spirit Rush moves will get you close enough to any enemy to unleash a full combo for high burst damage which can kill enemies just outside of the range that Ignite could kill.
Cleanse is a viable choice against a team of high CC champions (eg. Veigar, Fiddlesticks, Lux and anyone with an ability which slows, stuns, snares etc.)
Surge is also a fair option for a summoner spell, however late-end game, the +78AP (if you have built your items correctly]] is not necessary, so it is not the best summoner spell choice.
Promote, Clairvoyance, Clarity, and Revive. So far, Ahri has not proven to be a jungler so Smite is unnecessary.
Exhaust and Heal can be used based on play style and personal preference, but are not recommended.
Ahri has great burst capabilities, and despite being slow against one enemy her CC from Charm and speed from Spirit Rush make it easy for her to both escape and catch up to enemy champions. Her easy mana management means she can consistently attack early-game for effective harassing, then hard bursting and possibly using Ignite to finish. Despite not being able to minion/creep farm extremely effectively, her amazing harass capabilities lets her deny opponents very effectively so feed significantly faster.
Have fun playing Ahri and make sure to check back soon for the updated guide after I have some more time to play with her :)
ps. Thanks to NaT3z for revising and expanding on this guide after initial release and substantial playing with Ahri.