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Ahri Build Guide by DGRJ 4 Life

The Foxxy Mid, An in-depth Ahri guide!

The Foxxy Mid, An in-depth Ahri guide!

Updated on October 28, 2012
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League of Legends Build Guide Author DGRJ 4 Life Build Guide By DGRJ 4 Life 8 2 11,261 Views 3 Comments
8 2 11,261 Views 3 Comments League of Legends Build Guide Author DGRJ 4 Life Ahri Build Guide By DGRJ 4 Life Updated on October 28, 2012
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Choose Champion Build:

  • LoL Champion: Ahri
  • LoL Champion: Ahri

Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Flash

Flash

Introduction

Hello summoners!
This is my first guide on mobafire as well as my first guide ever, so any criticism is appreciated!
This guide is to teach you how I play one of my favorite champs, Ahri :)
But try the build FIRST before you down-vote it! You never know how it will turn out until you try. ^^
But now for what you will be learning! Ahri is an assassin (Kinda depends) ranged mage
that does fairly well in team fights as well as soloing, depending on who you are up against.
This guide is focusing on soloing mid, but if you are up to it,
feel free to test it in lane (preferably top if anything else). Just remember this is SOLELY for mid purposes.
:D Now with all that said, lets get right into it!
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Music? :D

Found this on Youtube and thought it summed up Ahri just perfectly! Lol :3
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Pros / Cons

Pros
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+ Great turret diver ^^
+ Nice CC
+ Fantastic ganker ;)
+ Evasive and gap closing ult
+ Some skills focus champions over minions
+ Very fun to play!
Cons
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- Squishy early game
- Hard to escape ganks without ult
- Item dependent (But who isn't?) :P
- Very mana hungry early game
- Skillshot champion, so she will take some practice!
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Masteries

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Descriptions
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Summoner's Wrath - We get this over another point in Mental Force because it grants 5 ap points rather than one while ignite is on cool down. (The more AP the better!)
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Mental Force - 3 extra ap! Yay!
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Sorcery - You can NEVER have too much cool down reduction, makes skills spammable! :)
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Arcane Knowledge - Extra magic pen means extra damage!
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Havoc - 1.5% increased damage, this can really help late game.
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Blast - Extra 1 Ap per level, more and more ap!
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Archmage - Increased 5% ap is a really nice boost ^^
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Executioner - Deals more damage to enemy champions below 40% health, bring on the kills!
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Expanded Mind - An extra 216 mana at level 18 is a crazy ammount for free! Definitely take this.
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Summoner's Insight - Reduces the cool down of our flash by 15 seconds, which just might save your life!
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Meditation - The more mana regen the better. :3
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Swiftness - Not much but you never know! Could help you escape.
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Runic Affinity - Longer blue buff is AMAZING on ahri allowing you to spam skills, this is a MUST GET mastery.
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Runes

Runes

Precision
Fleet Footwork
Phase Rush
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Greater Quintessence of Ability Power - An extra 15 ap, this is very useful early game for harassing and last hits on minions with your Orb of Deception
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Greater Mark of Magic Penetration - An extra 8.5 magic pen, adds just that little advantage early game. :D
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Greater Glyph of Scaling Ability Power - 27 extra ap at level 18, this is more than an Amplifying Tome and it's free! ^^
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Greater Seal of Scaling Mana Regeneration - A good bit of mana regen helping you stay in lane much longer.
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Skill Sequence/Explanation

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
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- This is Ahri's passive. Now I personally don't care for it too much mainly because I get a Hextech Revolver somewhat early. But it helps you lane longer if you need a bit of health!
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- This is your main damage tool, harassing tool, and farming tool. During early game you want to harass your enemy with Orb of Deception as much as you can, but make sure you are also last hitting minions! Last hitting is insanely important for Ahri to do well. You can also push your lane with this pretty well, since the orb actually goes a little bit further than the aiming line, you can harass from even further away!
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- This is a great skill because it focuses champions over minions. :3 Use this whenever you want to add a little extra harass to your enemy.
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- This is Ahri's CC. When it hits a champion, they walk towards you for 1-2 seconds based on Charm's level. (Great for securing kills.) Also a great way to save team mates! If someone is chasing a low health team mate just charm them! Your team mate will thank you for it later.
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- This skill is why I love Ahri so much! Not only does it do a great amount of damage, but it also allows you to escape ganks and catch up to fleeing enemies. It can also be used to go over walls to escape ganks much easier or to catch someone off guard over a wall. This is what makes Ahri a really fun champ! :D
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Items

Core Items
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Now on to the items! Ahri is a pretty flexible champ when it comes to items but I found this one the be the most viable giving me a good bit of extra health and mana regen, without sacrificing AP! Yay!
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- Pretty much how I start EVERY game with any champion. Boots allow you to dodge skill shots and possibly escape any early ganks that might happen. :3
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- After my Boots I rush 2 Doran's Rings which you will almost always be able to get on your first recall. They are very useful early game because they give you a decent boost of AP, health, and mana regen.
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- I then get my Sorcerer's Shoes for the extra magic pen. :P
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- I rush this item very early because even the recipe gives a great boost to your game. Once you finish your Rabadon's Deathcap you should be able to solo almost anyone! Woohoo!
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- By the time you get this item you will be a beast! Almost everyone in the game will fear you as long as everything went right. The spell vamp on the Hextech Revolver allows you to be able to recall much less frequently due to the spell vamp. :D!
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- Okay, honestly I think almost any ranged mage should use this item. Not only does it give you a great amount of health and AP, the passive on Rylai's Crystal Scepter is great! Since almost all of Ahri's damage comes from spells you will be constantly slowing your enemies allowing you to secure kills very easily. This is a must have item!
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- This is a good mid/late game item because of the extra health and mana. Since Ahri runs throufh mana pretty fast this will keep her out there longer. Make sure you also get blue buff when you can!
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- Gives us a good amount of AP as well as 40% magic pen, this will make sure we don't fall off late game when everyone has magic resist.
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- A good boost of AP, as well as giving Ahri and your entire team 20% spell vamp and 30 AP. The extra 8% AP is great after the Hextech Revolver! :3
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Alternate Items

Alternate Starting Items
- This is not recommended but if you feel more comfortable with a Doran's Ring first, go ahead! But make sure you get your Boots right after. :)
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- The only time I would ever think of getting this first is if I want to rush my Hextech Revolver. This as well is not recommended, but it is your preference.
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More Offensive Alternate Items
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- This item is often overlooked and people think it isn't enough AP. But the passive is where the magic happens. 3% of your maximum mana is converted into AP, late game it provides over 150 AP!
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- This is preferred a little earlier so you might have to change around your build a little bit. But this has mana regen and also a good amount of AP. It also has a pretty nice active ability! :3 (replace Archangel's Staff with this.)
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- A great item if the enemy team has a lot of AD. A crazy 100 AP plus 50 Armor makes this item a beast! But it's not over yet! This item also has an active which makes you immune to damage for 2 seconds (but you also can't move :( sadly) which helps if you get into a bad situation. (You can trade either item for this!)
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- Really good item with a great AP boost and a lot of mana regen! Get this item if you find yourself running OOM a lot.
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A lot of AP in this item plus a nuking active that does a large percentage of their health. Really good item against anyone!
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More Defensive Alternate Items
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- Good item against teams with a lot of AP with the magic resist.
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- Great item if you need extra health and magic resist, the passive is also pretty nice too. :3
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- Can be used for both offensive and defensive purposes, but again it has a good bit of magic resist and a great amount of AP. Plus, it has increased movement speed. ^^
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Summoner Spells

Summoner Spells
- Don't take any other summoner spell, I can't play a game as Ahri without this skill on. If Ahri's Spirit Rush is on cool down, this is the only escape mechanism you have! If you really need to, go ahead and use it as a gap closer to secure a kill.
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- Again I wouldn't take any other skill, ignite is so incredibly useful. If an enemy is escaping with 100 health and everything is on cool down, what are you going to do? IGNITE! If you feel like you need to, you can also incorporate it into your normal burst, just for some extra damage!
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Optional Summoner Spells
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- If for some ungodly reason you hate either Flash or Ignite with a passion, this is the only other summoner spell I recommend! Everything else on Ahri would be used by trolls.
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Non-viable Summoner Spells
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- Just... don't... trust me, DON'T. There is no need with your spell vamp.
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- There isn't a need for an Ahri to use ghost, she has her ulti, and if that is on cooldown, hey guess what, you have Flash. You also have Charm which will prevent their escape.
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- You have a very powerful CC, there is no need for more. :P
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Gameplay/Role

Early Game
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As Ahri, early game is very strong. In lane you want to harass your enemy with your Orb of Deception and your Fox-Fire. Make sure you are last hitting minions with your auto attack. If then enemy team has a jungler, don't push your lane! Just last hit minions and let them battle it out. You may or may not be able to get a kill before you are level 6, depending on if your enemy is playing safe or not. But once you get your Spirit Rush you are almost guaranteed a kill.
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Skill priority (Burst)
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__________ __________ __________
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Mid Game
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Mid game is very fun as Ahri because if everything went correctly early game such as you farmed well and maybe got a kill or two, you will be destroying the other team! At this point you can be the team fight initiator with your Charm but it isn't recommended unless no one else will. If you have a tank let them do it. :P After early game you want to kite players as much as you can during team fights, making sure you don't get focused because you dish out a lot of damage. As long as everyone is there you will almost always win a team fight. You can also gank quite a lot during mid game as everyone will be all over the map.
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Late Game
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Late game is the point where everyone is pushing towers and trying to get ace's. Baron also plays a big part in late game that could potentially be the game decider. You should have a support or tank ward baron so your team always has sight of it, or go ahead and get it with your team! Best times to get baron is if: You just got an ace, You almost got an ace (1 or 2 enemies left), or if every enemy JUST respawned. Besides that you still want to do the same you did mid game kiting around team fights dealing damage. For a visual aid watch Sp4zie's video in the video guide section.
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Getting ganked

How to escape ganks
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What happens when you go top to get a minion farm and you happen to get ganked by 3 enemies? This section is to teach you how to escape from ganks as Ahri
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Blue circle = Blue Buff
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Red circle = Red Buff
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Green circle = Dragon
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Pink circle = Baron Nashor
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Yellow circle = Common gank spots
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Black arrow = Easiest escape route
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Gray arrow = Moderate escape route
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White arrow = Hard escape route
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Ahri is exceptionally well at escaping through the jungle (Taking into consideration she has Flash or Spirit Rush.) All of these arrows represent how hard it would be to escape assuming that your team isn't nearby. You can still escape from white, it is just very difficult to do considering all the areas they can come from. It also depends on who ganks you. (Difficulty also depends on where they come from)
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Video guide!

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Sp4zie does tons of video guides and spotlights, go check his channel out! ALL video rights go to Sp4zie. His build/runes/skill sequence is different from mine but his gameplay is great!
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Effectiveness

Just like every other champion Ahri has weaknesses against other champions. Her main weakness is CC since she is somewhat squishy most of the game. She is also pretty useless against stealth characters. Below is a list of champions she is good against / okay against / and bad against based off of experience.
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Good against
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- Ahri will destroy Ashe unless she has Enchanted Crystal Arrow off cool down.
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- Playing against Brand is a cakewalk because all of his abilities are very easy to dodge especially Pillar of Flame. You should have no trouble here.
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- 1 tip, avoid his H-28G Evolution Turret. Besides that, Heimerdinger is going to have a bad day.
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- Wait for Karthus to use his Wall of Pain then commence, that is the only thing holding you back from a very easy kill.
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- I am yet to face a Morgana that outplays me at mid. Very easy to dodge her Dark Binding and that is the only thing that will affect you.
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- Easy to face, avoid her Command: Dissonance.
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- Very very easy to kill, he can barely affect you as long as you dodge his Bouncing Bomb.
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Okay against
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- Wait for her to use her Crystallize just like Karthus's Wall of Pain. Her passive Rebirth makes me want to cry, but besides that not too difficult.
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- Her passive Pyromania is a pretty strong stun that you can't dodge, be careful. And trust me, you don't want to meet her bear Summon: Tibbers
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- Easy to dodge her Noxious Blast but if she hits it, it hurts.
Also try to avoid her ult.
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- The only reason I put Fizz in "Okay against" is because of his Playful / Trickster. This ability... oh my gosh. You will go crazy.
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- Avoid his Barrel Roll at all times. He has quite a bit of health which makes him take a bit more to die.
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- You might just want to play defensive against an aggressive Kennen. His Thundering Shuriken combined with his Lightning Rush makes him a difficult target to take down without taking a lot of damage.
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- Surprisingly easy to face, the only bad thing about her is her Distortion which makes her pretty difficult to harass.
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- Easy to dodge her snare: Light Binding. Her ult finales funkeln drives me insane though, right when you escape with Spirit Rush you get hit and die. Just try your hardest to dodge it.
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- Very easy to harass and secure kills on, but his Event Horizon is a very powerful CC that he will use to nuke you. Dodge his stun at all costs.
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- Dodge his Gravity Field and his Death Ray and you will be alright.
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Bad against

Well, here we go. These are all champions that make me go crazy sometimes. I guess you just have to deal with it! For each one of them, play defensive if they are aggressive.
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- His silence, Reap, his Bountiful Harvest, his fear, Terrify, and his ult, Crowstorm are all insanely strong on Ahri. All I can say is tower hug. Have fun... <3
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- Pretty easy to face since he is a melee mage, but once he gets his ult Riftwalk, may god have mercy on your soul.
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- Her teleport Shunpo is very strong and, her dreadful ult Death Lotus will rip you to shreads. Play defensive.
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- His Malefic Visions does tons of damage to you and he can use it very often. And when he uses it his passive is activated making his pet voidling Summon Voidling automatically target you. His ult Nether Grasp is a powerful suppress that will root and destroy you, he is the champion I hate facing the most. :(
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- Oh geez, where to start with Ryze. His snare, Rune Prison just sets up for his nuke. Every ability he has will do tons of damage to you, only tip is play defensive.
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- You will either face a really good Swain or a really bad Swain. If he is good, play defensive, if not then just farm minions because it is hard to kill him because of his ult healing him. Ravenous Flock
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- Last but certainly... not least is Xerath. This guy will constantly harass you with Arcanopulse and it gets even worst with locus of power which increases his range by a lot.
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Summary

Well I guess it's time to wrap things up! So if you want the short and sweet version here you go! Make sure you last hit minions, dodge powerful skills, play defensive when needed, you are a good ganker, use that to your advantage, use your ult Spirit Rush and Flash for both gap closing and escaping, you can turret dive if one of those are available, you can 1v1 a lot of champs, and thats about it! If you didn't find the section on how to use your skills to secure kills it is under the "Skill sequence" chapter. Thanks to jhoijhoi for the line separators! <3 and please leave a comment and upvote! Hope this guide is helpful! Thank you!
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Screenshots

If you have any good games, message me and I will post them and give you credit!
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