Ahri Build Guide by Lamy
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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.
Ahri AP Carry Middle
Full Items Build
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.
Some Important Words.
Before I start, I'm warning you readers that this guide is tested till Silver Tier 1st Division on SEA Server. This is not, I repeat NOT a diamond / challenger / super pro star guide. I already stated it on the title itself. "(A Silver Carry Guide)"
These words are for people in the community like Laggermeister who thinks that every guide is some guide for Doublelift to read. Well sirs, THIS IS NOT THAT KIND OF GUIDE~
This guide is best used on normal games. :) Proceeding.. .. ..
Hi readers, this is the 2nd time I am creating an Ahri guide, being The Waiting Nine-Tail the first.
What kind of summoner am I?
My League server would be Garena, the SEA (South East Asia) branch. My current playstyle is mechanics or assassination. I mained AP Middle previously, but I slowly adapted being Marksman main in ranked games, Vayne being my ace. Actually to be honest, Mid is now my worst role, but that being said, I still can pull off pretty well with my first ever main, Ahri.
Ahri was deemed as a Tier 1 ranked queue AP Middle Champion in some charts. Ahri is a burst AP carry which shines the most during Mid Game. (25-35 minutes) She is extremely mobile due to her ultimate Spirit Rush, which allows her to engage, escape many sticky situations in a flash.
What to take note when playing Ahri?
Don't ever feed, that goes for all champions. Always know how much damage you can apply in 1 burst to the enemy champion and have a certain amount of map awareness. You don't wanna Spirit Rush into a 1 v 4 by accident.
My champion select music, sets me into the mood.
Pros / Cons
-Very good mobility
-Long ranged skills which could led to very good plays
-If there are not much CCs on the other team, you pretty much won the game if you snowball.
-Dies in an instant if gets caught and Spirit Rush is on CD
-Everyone will want to get you (Probably..)
OFFENSE TREE (21 points)
Bonus AD and AP when Ignite is down.
Cooldown reduction. Gives you a slight advantage in some ways.
Helps a little.
Damage Increase, scales better in late game.
Helps in last hitting and AA trade offs.
AP increase that will work better with more AP
Damage increase to finish off squishes faster.
DEFENSE TREE (9 points)
HP per level
Gives a little armor.
Gives Magic Resist.
Gives a little HP, helps a bit in early game.
Reason for my mastery tree being this way-
Ahri is a burst mage, so I am focusing more on her damage output by putting more points into the Offense tree. Due to her mobility from Spirit Rush, a good Ahri won't be able to get caught easily due to terrific positioning and mobility, thus there is no need to focus on the Defense tree. Putting points in the Utility tree will just cripple Ahri in either a lack of damage or survival during early game, thus it is not a good idea for me.
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Ability Power
Ahri a small amount of early magic penetration. As I am going magic pen items too, these marks will fit great with the build.
Ahri which has a low base armor at the start. These seals also prepare me if I am facing an AD Mid.
Ahri base ability power. Since I don't usually start with Doran's Ring, these glyphs serve as AP replacement from the ring.
To fully utilize a runepage like this, when playing Ahri, try to avoid getting poked by the enemy as much as possible. Learn how to predict and expect skillshots to be casted and avoid them.
Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
This passive might not be of significance to you during early game, but sometimes, it might be the reason you are able to stay alive. When Essence Theft is up, use Orb of Deception on a minion wave or jungle camps to get the most out of this passive. If there is only 1 minion or champion, use Fox-Fire instead. Do not waste Essence Theft on Charm.
Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.
Orb of Deception is Ahri bread and butter skill. Many of you don't realize that Orb of Deception does true damage on the way back. If you never heard of true damage, true damage is a type of damage which does not that armor or magic resist in consideration, it just deals that flat amount of damage no matter what, cool huh. (Eg. Olaf Reckless Swing)
- Always position the Orb of Deception to hit when returning to you as it does true damage.
- As your orb comes back to you, moving left or right after firing the orb will adjust its angle, making you able to hit enemies that you missed when firing the orb.
- Combo your Orb of Deception after your Charm for an easier aim.
Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 65 / 90 / 115 / 140 (+40% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 130 / 180 / 230 / 280 (+80% of ability power).
Fox-Fire is a target spell which automatically locks on to the nearest enemy or enemy champion. This spell does tremendous amount of magic damage if every fire hits the same enemy. It is great to combo with Spirit Rush.
- When getting ganked, activate Fox-Fire when the enemy is close to you for some return damage.
- Always remember to activate Fox-Fire when being chased, as it does not require you to stop briefly to cast it unlike Orb of Deception or Charm. You might even turn the situation around.
- To chase a running enemy champion, use Spirit Rush to close the game and activate Fox-Fire so it will not target someone else.
Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
This is Ahri CC spell. It not only stuns the enemy, it also makes them walk to you. Great skills to engage and disrupt.
- Fire this skill when getting ganked for an opening to run away.
- Use Charm on an escaping enemy to bring them back to you, eg. Tryndamere with Undying Rage activated or Master Yi with Highlander active.
- Use Charm on a channeling enemy, eg. Katarina using Death Lotus or Nunu using Absolute Zero, to cancel their channel.
- Charm could be used to slow an enemy down when getting chased.
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 85 / 125 / 165 (+35% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times within ten seconds before going on cooldown.
Spirit Rush is Ahri ultimate. It is what makes Ahri very mobile in a teamfight. Spirit Rush should not only be solely used by itself, but should also be comboed by the other skills for maximum damage output. Spirit Rush also gives you better positioning in a teamfight, which should be at the left or right of the teamfight, so you can target the enemy carry easily.
- Save Spirit Rush until the enemy is on to you to give you a better positioning.
- Spirit Rush could be used to kite tower divers.
- Spirit Rush can dash through many walls, including Jarvan IV Cataclysm and Anivia Crystallize.
- If have to, use Spirit Rush to escape from pursuers.
Skill rotation should be comboed
Spirit Rush >> Charm >> Orb of Deception >> Spirit Rush >> Fox-Fire >> Spirit Rush
Alternate Skill Build Used By Players At A Very High Level
The optimal diamond preferred way suggested by Vynertje and throatslasher would be to get a point at E Charm first. Thus,
Start with x1 Boots of Speed and x4 Health Potion if your opposing mid laner is a skillshot user like Lux or Gragas. The Boots of Speed gives you better mobility to dodge skillshots and the Health Potion are for lane sustain\.
Alternative Starting Items
Start a Doran's Ring if the enemy laner is more focused in target casting, such as Ryze, Annie, Kassadin. This will give you additional mana regen which will enable you to cast a few more skills compared to the Boots of Speed and 4 potion start.
Pre-Core Items VS AP
These are you Pre VS AP core items. The build I am going here will be MR piercing build, so the goal is to lower your enemy's MR as much as possible. The lower their MR = The more your damage. Getting Haunting Guise or Negatron Cloak first will be depending on the situation. If you are winning the lane, rush a Haunting Guise. If not, go for a Negatron Cloak then sorceress's shoe after.
Pre-Core Items VS AD
Get these items if your opposing laner is an AD champion. Zed and Jayce are the popular ones. Similar to the vs AP items, get Haunting Guise when you are doing well and Cloth Armor when the enemy laner is winning. The items could be built into a Seeker's Armguard later on.
The item I am going for now is Deathfire Grasp if you noticed. Go for Needlessly Large Rod first if you managed to get the gold early. If you got it, slowly build to a Deathfire Grasp, but don't forget your Sorcerer's Shoes. You should rush Deathfire Grasp if you went for your pre-core items.
Sequence for other items
Here i will explain when to get the other items towards the final build
Will Of the Ancients
50 Ability Power. UNIQUE Aura: Gives nearby allied champions +30 Ability Power and 20% Spell Vamp.
This item gives you a decent amount of AP (50 + 30 from aura) and not forgetting the 20% spell vamp, which heals a hell lot of your health when stacked with Essence Theft. Take note that the aura can be stacked if one more of your teammate has the same item!! I recommend getting this item last as you want to focus more on burst than sustain, unless the enemy team are filled with tanky champions.
120 Ability Power, 50 Armor. UNIQUE Active: Places your champion into Stasis for 2.5 seconds, rendering your champion invulnerable and untargetable but unable to take any actions. 90 second cooldown.
Get this item if you are being focused down by the enemy AD carry. Its 50 armor gives you more sustain in teamfights and its active could buy just enough time for your team to finish off the carries in the enemy team or wait for your cooldowns. This item is very popular on many AP carries.
Total Price: 2900
Recipe Price: 980
50 Ability Power, 300 Health. Unique Passive - Eyes of Pain: +15 magic penetration Unique Passive: Dealing spell damage applies a damage-over-time effect that deals bonus magic damage equal to 2% of the target's current Health per second for 3 seconds. This bonus damage is doubled against movement-impaired units and capped at 100 damage per second vs. monsters.
Not really a fan of this item, but it completes your build. You don't wanna leave that Haunting Guise hanging in your inventory you know. I usually buy this as my full build finisher, not final items though.
Total Price: 2295
Recipe Price: 1000
+70 ability power Passive Unique: Magic damage ignores 35% of the target's Magic Resist (applies before magic penetration)
Get this item during late game as it does not benefit you that much during early to mid game. This is like the AP version of Last Whisper. It should be gotten later when the enemy stacks lots and lots of MR because you are too pain.
You should go situational and buy this if you are not doing too well while laning. Fed the Fizz on the other team? Olaf ganking you too hard? No problem!
Total Price: 1235
Recipe Price: 800
20 Ability Power. UNIQUE Passive: Your champion gains 8 Ability Power per stack, receiving 2 stacks for a kill or 1 stack for an assist. This effect can stack 20 times; you lose a third of your stacks if you die. At 20 stacks (160 ability power), your champion gains 15% Cooldown Reduction.
Risky, but yet rewarding item. Just make sure you stick with your team and don't die in every teamfight, and voila, free AP. Get this item what you are sucking in lane as a all-or-nothing gamble and always save your ult to escape, not engage.
Rod Of OutrAgeous
Total Price: 2800
Recipe Price: 740
60 Ability Power, 450 Health, 450 Mana. Passive: Your Champion gains 18 Health, 20 Mana, and 2 Ability Power every 1 min. Bonuses cap at +180 Health, +200 Mana and +20 Ability Power. UNIQUE Passive: Valor's Reward: On leveling up, restores 150 Health and 200 Mana over 8 seconds.
(Scrub reasoning) I hate this item. It is not good on Ahri If you think buying Rod of Ages for Ahri is good, please click on the link here ---> CLICK HERE, close this tab, and never open this page again. Too expensive and gives more sustain than burst, would rather save the gold on another better AP item. Disgusting item, whoever bought this on Ahri should just uninstall League. The only champion which I use to buy this item is when I am playing AP Blitzcrank. I don't even buy this for Singed!!.
Im not gonna put any playstyle this time as I don't think I'm good enough to tell people how to play. I don't want other summoners to fail because he/she does not play well with my suggested playstyle. I hope that this guide will be much better than my previous Ahri guide.
Most importantly, good luck and have fun on the fields of justice! (gayyyyyy~~~~)