Ahri Build Guide by King of RageQuit
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 fellow Summoners,
I hate introducing myself with ratings etc because I keep climbinb the ladder with Ahri :P
I've been maining Ahri since the middle of 2012, climbing my way from 550 elo (Bronze 11-12 with this new system), to Plat 5 now.
This is my first guide ever, Tips are welcome for future guides if i'd be making them.
Any Questions are welcome in the comment section below.
Summoner Spells are always important things to pick,
Let me give you a quick example of my previous games:
It's pretty variating, because no summoner spell is perfect on any situation, not one.
Pick the following summonerspells in the following cases:
Ghost, should barely be picked at all, I reccomend taking Ghost only when you're below level 12.
Heal should barely be picked, I reccomend picking heal only if you're below level 7.
Smite should never be picked, Only pick it if your jungler thinks he's smart and cool, because he can jungle without smite. Then purely take it for dragon/baron control.
Eventhough this still remains unrecommended.
YOU SHOULD NEVER JUNGLE AHRI
Cleanse could be taken against champions such as Veigar, where his stun is becomming your death.
Teleport is an option, I never played Ahri with teleport, but people can use it to TP-gank
Barrier could be used against champions with a huge burst, such as Syndra, but should not be picked up rather quickly.
Ignite should be your main summoner spell, exept when you're against champions such as Veigar.
Exhaust could be picked, but I'm definitly not recommending it.
Flash should ALWAYS be picked, no matter what.
Orb of Deception
COST: 55 / 60 / 65 / 70 / 75 MANA
MAGIC DAMAGE/TRUE DAMAGE: 40 / 65 / 90 / 115 / 140 (+ 32.5% AP)
MAX DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 65% AP)
ACTIVE: Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
COOLDOWN: 9 / 8 / 7 / 6 / 5
COST: 50 MANA
MAGIC DAMAGE PER FOX-FIRE: 40 / 65 / 90 / 115 / 140 (+ 40% AP)
MAGIC DAMAGE TO THREE TARGETS: 120 / 195 / 270 / 345 / 420 (+ 120% AP)
MAGIC DAMAGE TO THE SAME TARGET: 64 / 104 / 144 / 184 / 224 (+ 64% AP)
ACTIVE: Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, each flame will target the closest visible enemy unit to itself, prioritizing champions, and deal magic damage to the target.
Additional fox-fires that hit the same target will only deal 30% damage.
COST: 85 MANA
MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 35% AP)
DURATION: 1 / 1.25 / 1.5 / 1.75 / 2
ACTIVE: Ahri blows a kiss that travels in a line in front of her. The first enemy it hits takes magic damage and is charmed, forcing them to walk harmlessly towards Ahri while being slowed by 50% for the duration.
Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect.
COOLDOWN: 110 / 95 / 80
COST: 100 MANA
MAGIC DAMAGE: 70 / 110 / 150 (+ 30% AP)
MAX DAMAGE TO SAME TARGET: 210 / 330 / 450 (+ 90% AP)
DASH RANGE: 450
ACTIVE: Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 visible nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Ability level order
I always start taking my Charm(E) spell as first, since this is a relative safe pick, incase of invading their jungle, or getting invaded.
Charm could also be used further for a good pull on blue or red buff, to make your jungler have an easier time killing that minion.
After taking my Charm I Immideatly start leveling my Orb of Deception(Q), because this is Ahri's main source of damage early game.
After maxing my Orb of Deception I max Fox-Fire, for some additional huge damage.
I level my Charm as last, as it only increases damage a little bit, and that is definitly not worth it to level as first.
Like with any other champion, I level up my Ultimate whenever available.
Be carefull in your earlygame, the enemy jungler would try to gank you multiple times before you've reached level 6. Therefore you should always place your Trinklet in the brush at the side where the enemy red is.
Once you've hit level 4, you've learned the spell Fox-Fire, this gives you the opportunity to deal a lot of damage towards your enemy.
Try landing a charm(E), and ONLY when you've landed charm properly, follow up with an Orb of Deception(Q) immideatly, since their undodgeable then, and follow with your Fox-Fire (W) after.
With your mana regeneration runes you're regenerating mana really fast, try doing this combo again when you've hit level 5.
Then, when you've hit level 6, go to base first. Get some items.
After you've returned in the lane, land a clean Charm(E), follow up with your Orb of Deception (Q)and Fox-Fire (W) again.
Then wait for them to get back off cooldown, then the trick is to land a Charm(E) again, instantly follow up with your Orb of Deception(Q), use 1 tick of your Spirit Rush(R), Then activate Fox-Fire(W) and use another tick of your Spirit Rush(R) to close up to the enemy, Ignite him and use your last tick of Spirit Rush(R) to return to savety, your last tick will still hit the enemy.
When you're 10-15 minutes into the game, you should decide what you're going to do next, burst down your enemy mid laner more, or help bot/top with a good roam.
When you're roaming, be sure to watch the enemy carefully, if you're on your way to the other lane, and the enemy starts backing off, they know that you're comming and that makes them getting prepared to get ganked, and the enemy jungler would obviously try to countergank, so back off, and farm your mid lane more, and burst your mid lane opponent down more.
However, if your enemy does not back off, make sure that your teammates does know that you're ganking his lane.
Then start your gank with one tick of Spirt Rush(R), then land the charm(E), use your Orb of Deception(Q), instantly activate Fox-Fire(W), and then use your last 2 ticks of your Spirit Rush either to chase down, or back off fast.
Lategame is the moment where teamfights start to break up.
Your task is to immideatly burst down someone.
Try staying in the back lane on the beginning, and wait for your team to engage.
However, if you can land a good charm, use that as a Quick engage and follow up with your Orb of Deception.
DO NOT USE YOUR SPIRIT RUSH YET
Then, once you've started the engage, your team would follow up, then try to get their APC or ADC with another charm, Deathfire Grasp, Q and W.
Use your ult afterwards either to chase down more enemys, or escape from risky situations.
Pro's / Con's
- High Damage
- Insane Burst if charm landed correctly
- High Mobility
- If Spirit Rush is on cooldown, she's pretty easy to burst down
- Pretty high skillcap
- Easy to burst down
- Main damage on Skillshots
Ahri's weakness are high burst champions.
Take Annie as example:
Once Annie can stun Ahri, and put her full combo after it, she's death instantly, giving her zero chance to escape or fight back.
Another great example is Fizz.
Fizz can Playful/Trickster(E) to dodge Ahri's Charm, and then burst her down pretty easily, because Ahri has got no CC left to block Fizz.
So as stated above, Stuns and high burst are fatal to Ahri, if you're playing against champions like these, be sure that you stay in the backline, and start fighting when their burst/stun are on cooldown.