Ahri Build Guide by Kodakor
Not Updated For Current Season
End Game Build
Not Updated For Current Season
Threats to Ahri with this build
|Katarina||You can cancel her ult with your E. However, Katarina can out dmg you.|
Ahri is a very strong mid laner with a good dmg burst. She also allows your team to do a good combo when she lands her Charm. Ahri's skills do not scale well with her AP however a full combo allows you to deal a huge amount of dmg.
Pros / Cons
+ High magic dmg.
+ Good in team fights.
+ Charm allows good plays to be done.
- Can be easily killed.
- Failing Charm can lose a fight.
- Skills cost a lot of mana early game.
Essence Theft: This is Ahri's passive. When your orb is glowing green, your next spell will give you hp depending on how many enemies it hits. It's not going to completely turn around a game, but it's nice to get some built in sustain. It gives health back depending on how many enemies you hit with your next spell, so when you see the passive is up, toss an Orb of Deception down a minion wave for maximum sustainable. Try not to waste this on a Charm or Fox-Fire because that can only hit 1 target or 3 targets respectively, while Orb can hit multiple. This is basically the main reason why Hextech Revolver is not 100% mandatory.
Orb of Deception: This is Ahri's main spell that is useful throughout the game. It's your main damage spell, your main farming spell, and synergizes with the rest of her kit (passive, charm, spirit rush). It takes out a chunk of health from your enemy and will make them sad. If you hit the enemy at the very tip of the orb, both procs will occur simultaneously. They can't dodge that! Max it first for a small nuke of damage. The true damage part of it is always nice against enemies who stack tons of MR. The movement speed you get from orb now makes Ahri a bit more kite-based champion and makes the laning phase a bit stronger. Play enough so you understand the range of this spell and learn to smartcast it. It will change the game.
Fox-fire: Ahri's W. Use this after following a Charm for some nice burst. It has a 5 second cooldown max level, so spam this during team fights and hope you're close enough for the fires to lock on. Max this second. Some people are experimenting with maxing this first, but with the damage reduction in patch 3.13, it's simply a bad idea. All 3 of these little flames procs the 35% slow on Rylai's Crystal Scepter for op chasing and peeling. A confusing about this spell is that each of the 3 little flames have their own independent range. That means 1 flame could be in range of a champ and hit it while the other 2 flames aren't in range and go and hit minions instead. If you want all 3 flames to hit the champion, you have to be a bit closer than you think.
Charm: Ahri's E and provides some much needed cc. Oh, it's a stun right? Wait, the enemy is forced to walk towards you? LOL! This has a variety of purposes, see an enemy out of place? Nope, Chuck Testa. Now he's mindlessly walking towards his death. They're foolishly trying to tower dive you? Nope. Charm and watch the tower murder him. Spirit Rush down and need to run away? Hit 'em with a Charm and watch them slow down for some much-needed escape time. Teamfight? Try to hit the ad carry and follow up with Orb of Deception and Fox-Fire. If you miss Charm, your assassination potential drops drastically. It's a lovely spell and you will sometimes have people raging. Like your Orb of Deception, you should aim to smart cast this when you are familiar with the range. This is basically what makes Ahri useful late game. Late game Charm on AD carry = Won teamfight
Spirit Rush: This is arguably Ahri's most iconic spell. It's 3 dashes and each dash deals damage to 3 enemies. If you're experienced at LoL, this allows for some opportunities for mad outplaying (See PAW's Ahri montage video up above for examples). In Early/Mid game, use Spirit Rush for gap-closing to set up your charm combo or escaping from ganks. It's also very strong for ganking since you can dash 3 times to get to the enemy laner. Even if it's warded, they can't outrun a dash-happy fox. In late-gamae fights, it is up to your judgement on the best use of Spirit Rush. You cuold use it to pick off a squishy, add it to the end of your burst combo, chase low-hp enemies, or escape from a grim team-fight. Perhaps all of them.
For runes I recommend going for Greater Glyph of Magic Resist x9, Greater Mark of Magic Penetration x9, Greater Seal of Scaling Health x9 and Greater Quintessence of Ability Power x3. I find these the main AP runes for most of ap champions.
Standard masteries focusing on ability power, cooldown reduction, mana regeneration.
I find these standard ability power masteries for most of AP champions. (These differ if the AP champion is not using mana like Katarina, Akali etc.)