Ahri Build Guide by ButterSchnitte
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.
Soul Eater (Passive) - Ahri gains a charge of Soul Eater 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.
Orb of Deception - Ahri sends out and pulls back her orb, dealing magic damage on the way out and True damage on the way back.
Ahri sends out her orb, dealing 40/65/90/115/140 (+0.33) magic damage, and pulls it back dealing 40/65/90/115/140 (+0.33) True damage.
Base CD: 7 sec
Cost: 60/65/70/75/80 Mana
Fox-Fire - Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies.
Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/70/100/130/160 (+0.38) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/140/200/260/320 (+0.75)].
Base CD: 9/8/7/6/5 sec
Cost: 60 Mana
Charm - Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her.
Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) 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).
Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
Spirit Rush - Ahri dashes forward and fires essence bolts, damaging 3 nearby champions. Spirit Rush can be cast up to three times before going on cooldown.
Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
Base CD: 80/70/60 sec
Cost: 100 Mana
Flash: Get-away skill that's always useful for assassins.
Ignite: It will prevent enemy from healing and will provide another piece of damage.
Optional Summoner Spells:
Ghost - this one may prove to be even better spell for chasing enemies or running away from enemies wrath after ganking their mate, only experience will show,
Surge - Sudden raise of AP is always helpful... even may cause some enemies to run in fear...
Cleanse - good vs cc enemies that tend to lock you down
Don't bother using:
One of the best passives in game. This ability gives you the highest spell vamp passive in game, although not completely sustained. Upon reaching nine stacks, your next ability will heal you for a massive amount!
Your bread and butter spell. Similar to Sivir's boomerang, this ability can hit any target multiple times. I max this first, allowing you to deal massive damage to either a single target, or an entire team. It is also the easiest way to proc your passive, as well as the most beneficial way to heal. Upon reaching 9 stacks of your passive, simply throw this spell into a group of minions and watch your health rise!
Important note: This ability will give you upto three stacks of your passive, depending on how many enemies were hit. Whenever possible, try and hit as many targets as you can.
The second ability you max. This spell is great to use while standing in a group of enemies, while chasing, or while running away. Since it does not require you to select a target, it will hit the closest enemy(enemies) to you. If there is only one target, it will hit multiple times for less damage. This ability can be spammed to proc your passive.
Who knew mages could have a taunt? This skill shot ability will not only nuke a target, but will force them to walk towards you. Picked up at level three, you can use this ability to target out single enemies, or even taunt a champion into the range of a turret.
One of the coolest abilities in game. This is Ahri's main burst, escape, and chase ability. This ability needs to be used wisely, and is your best source for positioning. When used for escaping, spamming this spell combined with flash can get you over multiple walls, and out of harms way in the blink of an eye.
Note: This ability hits multiple champions. If a team fight occurs, try and hit as many of the squishy targets as you can without getting too far away from your team.
--> --> --> --> ( Used as a distance closer/bring enemy towards teammates)
Open with your to get to the enemies squishy carry. Be sure to position so your can hit multiple targets at the same time. Cast again as another distance closer or to re position out of range of attacks. Pop to deal some more damage then yourself to safety behind your tank, or to chase whoever is running from your burst damage. can be used to catch the runners, or to pull enemy players in as a team fight initiator. Be wary when starting the fight however, you are not a tank and do not need to take damage.