Ahri Build Guide by MrCuddowls
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Not Updated For Current Season
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.
An Interesting Introduction
Hello MobaFire, Welcome to my Ahri guide. So after playing ahri for a while the matchmaking started putting me with better players and i realized that this build is not very viable in terms of survival during the laning phase. The person your playing against is not an idiot and probably has look for guides to see how to play a champion right. I updated this guide in regards to that and this is now more tanky yet has more damage. This is a great counter to AD AP opponents and it will win you many games. Now Before we start i would like to say that a lot of this was inspired by other people on this site and that i am in no way stealing their work, im simply adding my own Flourishes to it. I still ask that you be optimistic and rate the guide and give me suggestion on what i should do better. This guide is centered around a Rabadon, meaning the everything else that follow will improve your skills and only your skills or your health and defenses. That is all i have to say so without further a do lets begin this guide.
So this guide has sadly gotten negative feedback because of the mediocre Skill sequence and The unmentioned item. I will agree that those are good reasons to downvote the build, BUT, people are telling me my runes are bad, yet they don't even take the time to read the explanations i give for everything. These Runes are quite Good and fit with the build nicley.
i don't take seal of replenishment because i will be building Athene's Unholy Grail first which will give you all the mana regeneration need for the entire game. The rest of the runes are absolutely beautiful in their epicness, meaning that this will not require any more talking about. The skill sequence has been made into something that is a lot better and i have also added Will of the Ancients to the build. I hope everyone Pls give me feedback if their is anything else you think is bad about this build. I also want to apologize to anyone i have pissed of, i was acting with a little arogance when people gave me good suggestions and i am stopping that now. Thank you for reading and rating the guide. :)
Ahri, The Kindred Kitsune
Unlike other Kitsune that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe, the shape of the humans who lay scattered about her.
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
"Mercy is a human luxury... and responsibility."
Now for Runes I take the best in slot. the cost shouldn't be a problem since you get to play more :D
Here Are your options for marks:
If you take anything else your wasting IP
Your options for Seals
greater seal of replenishment
It depends on the other team, if the other team is mostly ad then take The Greater Seal of Armor if not take up the greater seal of replenishment These give mana regen which is useful because it will allow you use to your skills more at the start of the game.
Your options for Glyphs:
Again it depends on the other team. if the team is mostly ap take up the Greater Glyph of Magic Resist
if not Take up the Greater Glyph of Ability Power
Finally your options for Quintessences:
Either one works its just about what you feel is better.
Now Here is the reason for all this
I take the Greater Mark of Magic Penetration because this will allow you to go through whatever magic resist the enemy has early game and cause more of damage. there is no other option other than this Rune. If you take anything else your playing the game wrong.
For seals it depends on what the other teams composition is. Taking the Greater Seal of Armor will reduce damage done by Auto attacks. This is very important to surviving and gaining an advantage early on so that it will carry out to late game and hopefully win you the game.
Finally For Glyphs, it depends on the teams composition, Taking the Greater Glyph of Magic Resist will reduce damage done by abilities and this again is important for getting an advantage and winning the game.
I'm not going to get into this topic a lot since i generally hate summoner spells and whoever though that it would be a good idea to add them to the game. its a game of skill not cheats to let you get ahead even though you don't deserve it.
I take Flash and Ingite
There are other option of course
Get rid of CC, take this if the other team is really high on CC
CC, take this if you want to annoy the hell out of enemies and then kill them causing more misery all together.
Take this if you will be roaming and ganking a lot and you find that there is an emergency and you need to go back to your lane fast to stop the assault.
Use this to get away from an enemy or catch up to them, most OP spell in the game
Probably the best summoner spell when going mid as ANY Mid champ, this item will help you in fight by reducing the enemy's hp. It is also a good way to take out a champ who went behind a turret
Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 chargers per spell). Upon reaching 9 charges, Ahri's next spell has a 35% Spell Vamp.
This passive will make the next Spell after you gain 9 charges have spell vamp.Spell vamp is the ability power version of life steal. so when your low hp and your at 9 charges, throw an orb and a big group of creeps and your back to full health again :D
Ahri sends out her orb, dealing (40 / 65 / 90 / 115 / 140) (+(0.33 per ability power point)) magic damage, and pulls it back dealing (40 / 65 / 90 / 115 / 140) (+(0.33 per ability power point)) True damage.
This ability will render an defensive build useless ON THE WAY BACK. You will have a total of 650 AP with all items and while using Greater Glyph of Ability Power
That means you will hit a nice 350 points, which is actually very good because it is very significant if your against a tank as it will take out a good chunk of their health.
Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing (40 / 65 / 90 / 115 / 140) (+(0.4 per ability power point)) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: (80 / 100 / 120 / 140 / 160) (+(0.75 per ability power point))].
A good way to reduce health fast, activate this then Spirit Rush to the target they should be dead.
Ahri blows a kiss dealing (60 / 90 / 120 / 150 / 180) (+(0.35 per ability power point)) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for (1 / 1.25 / 1.5 / 1.75 / 2) second(s).
Use this to stop enemy from escaping or to escape your self. you might think, how is this an escape if they are walking towards me. well it's an escape because they can't harm you in their current state, they move a lot slower and you move a lot faster.
Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing (85 / 125 / 165) (+(0.35 per ability power point)) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
Use this to finish of an enemy or get away from a gank. you can jump over fairly large walls with this so it can be used as a great escape as well.
I Usually go for:
You can Try taking
if the runes you are taking are completely defensive ( Greater Seal of Armor and Greater Glyph of Magic Resist)
If you are new to the game then i don't recommend this guide or this champion to you. but if this guide is just that awesome and you must play ahri then the starting item for you is:
But remember take this only if you are up against new player like your self. If your new and your playing against level 20s and 30s then Ahri is NOT the champ for you.
Now for boots it depends.
There are many choices but i will give you 3.
you can take:
Now this depends greatly on your situation.
I recommend Ninja Tabi because the enemy will almost always have a AD carry that is very fed. This will give you Some Survivability When playing against such opponents.
There are occasions when the AP mid ends up carrying. I which case you should have taken Mercury's Treads. If you feel relatively safe against them then you can take Sorcerer's Shoes which will allow you to utilize more of your damage.THIS IS THE FIRST ITEM YOU BUY
Ok now the Core and Late Game items (PLEASE READ AS MUCH OF THIS AS POSSIBLE, VERY IMPORTANT)
So Before we start with all the Expensive and really cool items, we need to start with the most important item to lasting in the game: Hextech Revolver
once you reach 150 AP (which should be easy) this item will be a life saver. it will regenerate you health every time you use an ability. Very very Important item.
Now to get the Terrifying damage that Ahri is capable of, you must build High AP. With this we know that Rabadon's Deathcap is a must on this build, which makes it our first core item but not the first item we buy. THIS IS THE FIFTH ITEM YOU BUY
The Next Core item would be Rylai's Crystal Scepter. This item is great because it provides AP, Sustain AND a Slow Crowd Control. Very important item if you want to Play a good Ahri. THIS IS THE THIRD ITEM YOU BUY
Finally for our last core item, we will need some mana regeneration while staying true to the high AP build. Athene's Unholy Grail is the perfect item because it meets the said requirements. THIS IS THE SECOND ITEM YOU BUY
So Here is our Build so far:
So by now the enemy carry should be a threat to your well being. This is countered with a Item that gives you armor. And since Ahri is An AP champ, if it gives you AP it will be even better. And it just so seems that there is an item that does both of these very very well.
This item is so good because it is an Extremely powerful item. It gives 100 AP.
But thats not where it ends, it will give 50 armor which a lot for such a powerful item, and to add to all that, it will make you invincible for 2 seconds. If there is a Karthus on the opposing team then his Ultimate is now Worthless because it doesn't do anything if you activate this item. THIS IS THE FOURTH ITEM YOU BUY
Now if the game really goes on this long then here is what you will do: you will need to chose between, More AP, More Magic Penetration/Magic Resist Reduction, Or Survivability.
Here Are you Choices if You chose to get More AP.BE AWARE THAT YOU SHOULD DO THIS IF THE OTHER TEAM IS NOT BUILDING ANY MAGIC RESIST
So this item has a very good passive in that it will make you Deal your full Ability power's worth in Physical Damage. This means that if the enemy has been building Magic resist to counter you, they will not expect that your physical attacks do so much damage and, Why they took so much damage even though you have no Attack damage.
Now this item is very unusual for me. I usually don't use items that deal more damage to enemies. It will give you 80 AP just like Lich bane but no magic resist. This us compensated with cool down reduction which is very op on Ahri because it will allow her to spam abilities a lot. But that is not where it ends, It will deal 1/4 of an enemy's health in magic damage, this is damage is also upgraded by the amount of ability power you have. With this build following the exact same setup with Masteries and using flat ability power glyphs and flat ability power quintessences will give you a total of...750 Ability power. The amount is calculated by 4% Per 100 Ability power. That is 4 Percent of the damage done to the enemy. so here we will have 7 stacks of this. So lets Do some math and see how much damage it will do:
Enemy with 3000 Health
25% or 1/4 of 3000 is
+ 28% of 750
So with a full build it will do 960 Damage to an enemy with 3000 HP and no magic resist.
Ok this guide has gotten a lot of controversy and bad votes especially since i did not include Will of the Ancients. I decided to research the item more realized something very stupid:
The Aura also affects you. I know your probably going Facepalm right now and you have good reason to be. This item Will give you 80 AP which is the optimal amount and Spell vamp meaning you will survive longer. I like this item and will use it
Moving on to Magic Resist Reduction
You may pick from 2 items ONLY ONE OF THEM:
Void staff is a good item if the enemy has 75 or more Magic resist
Abyssal scepter is good if the enemy has 75 or less Magic resist
Abyssal scepter helps the entire team
Finally you can chose Survivability
This means that the enemy is overwhelming you with damage and you can't go on without something to stop the damage or increase your health.
You have a few choices:
A great item, it will stop Both types of damage and give you another chance should you die, wonderful.
This is the king of armor. It will stop A lot of damage done by Physical damage and it will send back 30 percent of it as magic damage. this is great if the enemy has a AD carry with a complete build.
Another one of those high armor item. this will give 99 armor, 500 mana, Slow down attack speed of enemies nearby and give some cool down reduction.
This is another great item for survivability. It will give you a 375 health and mana, 50 magic resist AND a shield that will block the next ability to come at you.
If the ability power on the enemy team is just crazy then this item is perfect. 76 Magic resist is by far the most magic resist on any item. this will give you health regeneration as well. Very good item.
If the other team is high on cc this is the item to get. It is cleanse in your inventory and it will give you some magic resist.
So there are over 20 possible Combinations With all these items and each combination is Made for a different situation. Here are a Few to list.
To finish of i would like to stress that this isn't for new player or players who just bought Ahri. This is made so that you will have your build done very early because you will constantly be getting kills as you play. If you can't meet this standard then the play style may not be the best for you. I would like to thank jhoijhoi on her amazing guide on how to make a guide. i would also like to thank Searz for his guide about ruins. it helped a lot.
Bothe guide can be found here:
Making a Guide