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Ahri Build Guide by Elusive Ferret

Middle Trick of the Tails

Middle Trick of the Tails

Updated on March 13, 2018
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League of Legends Build Guide Author Elusive Ferret Build Guide By Elusive Ferret 1044 29 11,878,704 Views 835 Comments
1044 29 11,878,704 Views 835 Comments League of Legends Build Guide Author Elusive Ferret Ahri Build Guide By Elusive Ferret Updated on March 13, 2018
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1
Megaknight (2) | November 9, 2018 5:13pm
Nice Guide dude :D
1
Kateriora | November 2, 2018 3:16am
What about Kayn and Master Yi? Kayn is really sneaky and I had a really hard time with him. Master yi is purely invisible
2
CanUtility (1) | August 7, 2018 7:01am
Slightly off topic, but are you referencing the album by Genesis with your title? That would make the guide even better :)
2
Vapora Dark (624) | August 8, 2018 3:10am
Might be wrong, but IIRC it is a reference to that!
2
Ahrigato 94 (1) | May 23, 2018 1:48pm
PLEASE update!!
1
kubus20033 (2) | April 6, 2018 5:17am
A great, In-depth guide for fellow Ahri mains! This is probably the only Ahri guide i'll use, even though i don't play her as much as i used to do :^)
1
AbaddonSoulchain (16) | March 31, 2018 4:28am
This guide looks pretty solid. Been thinking of playing Ahri again after a long while, I'll be following this one.
1
Pettro33 | March 31, 2018 3:49am
Amazing guide, thank you! :)
1
zEstevaldo (2) | March 29, 2018 8:15pm
Man , your guide is incredible , thanks to help with my ahri !
1
PixelNavi (4) | March 16, 2018 7:56am
Good guide man thanks for helping the community!
1
Nemesis5451 (15) | March 14, 2018 1:09pm
Amazing Guide! Really appreciate all the hardwork and effort that has been put into this guide. Great work, visually appealing, highly detailed and in-depth, covers all apsects about Ahri, great tips. Super job on the Matchups section detailing on each possible champion and how to beat them. Keep up the amazing work!
1
JLRandom7 | March 12, 2018 5:38pm
Hi, just wondering of your thoughts of the new changes of ahri in upcoming 8.6 patch.
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Elusive Ferret (83) | March 13, 2018 7:56am
The changes are great. Her losing the Q movespeed isn't that big of a deal, it was gimmicky and unnecessary anyway so I won't miss it.

I've always played Ahri as an assassin over anything else and my favorite version of her was when she had the damage amp on Charm, so it'll be cool to see it back. Even if they choose to go with a version without the damage amp, she's trading movespeed for damage which I'll take any day.

I think she'll end up being over-tuned tbh, but I won't be complaining :^)

Also, looks like it's being delayed til 8.7 or later.
1
yukito6 | March 3, 2018 4:56am
I just try it a few hours ago and play some game with the buil path and its so good thx a lot for the guide <3
3
Vapora Dark (624) | March 3, 2018 5:51am
yukito6 wrote:
I just try it a few hours ago and play some game with the buil path

Did you really? Or are you just pretending you did to have an excuse to comment to farm raffle points?
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yukito6 | March 4, 2018 5:24am
thats because i played in custom with this acc:souiceyuuki712 since i dont own ahri im my yukito6 butoown ahri in the other one
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2
Elusive Ferret (83) | March 3, 2018 8:01am
Detective Vapora strikes again!
1
Gleir (1) | November 20, 2017 7:14am
Btw ElusiveFerret I play Ahri with these three builds: check them out if you want to. I'll point out Celerity is a must on all of my Ahri builds because Q MS is factored into Celerity, giving her an additional ~15 AP for the orb's magic damage and damage at its tip; and if I R-(Flash)-E-Q-W then that additional AP applies to your entire combo. 15 AP is massive for early game, when she needs damage to actually all in someone.

Poke (vs most assassins and mages, standard) - [Comet/Aery] (Comet vs mages, Aery vs most Assassins except Zed and Leblanc), UltiHat, [Celerity], Scorch (laning) /Waterwalking (roaming); Magical Footwear (automatic powerspike in time when you've maxed Q and bonus gold for strong midgame; plus stacks with Celerity and helps counter Ahri's subpar mobility without Ult), Cosmic Insight (very efficient, stacks with UltiHat). +20 CDR for Ultimate, allowing for more picks; extremely safe with great poke.

Assassin (vs numerous squishies or vs artillery mages like Ori/Lux) - [Electrocute], Sudden Impact + Any 2 of the rest (Vision vs Laning Safety vs Damage & Sustain vs Vision vs Roaming); [Celerity], Waterwalking (Roaming)/Manaflow Band (Laning); and usually rush NLR and Ludens after Lost Chapter

DPS (vs tanks and bruisers mid like Cho; uncommon) - [Glacial Augment], Biscuit Delivery, Magical Footwear, Cosmic Insight/Approach Velocity (for chasing); [Celerity], Manaflow Band (mana)/Ultimate Hat (post-6 safety, stacks with Cosmic Insight). Unconventional utility build; great for picks because the Keystone's 40% slow allows for an easy Charm. Less damage though. I usually go for a lichbane protobelt/gunblade build with this; rushing the sheen first.

And btw, take it from me; Inspiration is often a diamond in the rough. Though I think Domination's zombie ward needs duration nerfs; Inspiration is still better as a secondary; especially Ahri can only trigger sudden impact if she all-ins, not exactly how she wants to play (aka the superflexible hypermobile mage/assassin)
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Elusive Ferret (83) | November 20, 2017 12:39pm
Ok, sorry for the late reply, but here it is.

I won't go into too much detail with what you said simply because most of what I'll say is in my update anyway and I've already typed 13,000 words on the new Runes.

Celerity could well be a hidden gem is what I can say about that one. The 4% MS you get is essentially the old MS Quints which is pretty huge in itself and the extra AP from movespeed indeed synergises very well with Ahri's Orb. You actually get 17 AP from an Orb cast, and 1 more AP from the bonus 4% MS. That means 18 AP from the start of the game every time you cast Orb and I agree with what you say about Celerity. That said, I'm not quite persuaded enough to rate it higher than Transcendence right now outside of specific situations where movespeed is valued higher than usual. Still, it's definitely a Rune to watch out for and it has a lot of potential.

The 'Poke' page you listed seems fine, though I would never take Waterwalking due to its unreliability and the fact that it's competing against Scorch.

Your 'Assassin' page is pretty spot on for the Dom tree, but Scorch is too good to pass up in Sorcery, and you should never ever take Ultimate Hat over Transcendence unless you're running 0% CDR in your build. The reason why is because Hat's CDR is multiplicative, not additive. I go into a ton of detail about this in my Guide though so dw bout that. For Sorcery second I recommend either Scorch + Transcendence/Manaflow/Celerity.

DPS page you listed seems very interesting, but you lose out on far too much damage by not taking Sorcery or Domination as your Primary tree and Ahri needs all the damage she can get. Pr sure most supports would out dps you with Insight Primary.

The inspiration tree is situationally great, but Dom, Sorc and Precision all outclass it in most cases. Domination having Zombie Ward alone probably makes it better than 2 choices from Inspiration, Sorcery with Scorch and Transcendence or Manaflow Band are much better, and Precision's new Dangerous Game and Merciless also outclass Inspiration. As I said though, there are definitely some situations where Inspiration is a very good Secondary option which I explain in detail in my Guide update.

I'm just scratching the surface with this reply, but hopefully it's an adequate enough response until my Guide is updated and you can read all the full details and comparisons then :)
1
Gleir (1) | November 22, 2017 12:30pm
The reason I favour celerity over transcendence is because I feel much of Ahri's power is in levels 6-11, spiking at 9 with Q max. After that Ahri tends to fall off because she's generalized, lacking the raw power of other specialized mages. Unless she is ahead, that is. And transcendance won't help you get ahead until the game is half over. Infact I've been considering dropping the boots mastery too, but I usually find my boot purchases to be delayed with Celerity, so free 350 gold gives me a nice early powerspike (where I can go Lost Chapter>Tome instead of Lost Chapter>Boots). And because I prefer Celerity, I can't skip UltiHat; particularly because I never really felt the need for mana as Ahri (except sometimes before first back) since I almost always rush Lost Chapter (except vs, say, Zed/Annie etc). Transcendance is inordinately strong tho; as it allows Ahri to hit the magic 30% CDR with a Morello; and be able to charm twice within 10secs (1 ult cast).

Waterwalking is meant to be taken for its MS; not AP. I tend to play Ahri as a all-rounder spiking midgame, so my rune choices center around it (levels 6-13). While I feel you play Ahri a bit more safe, around levels 9-16. So Waterwalking works nicely for me against lanes I don't need Scorch against (usually if I've got electrocute; because ******* that damage is insane). If I take Waterwalking in my sorcery build though; its because I'm facing someone like Heimerdinger whom I need to beat out of lane by roaming.

As for the DPS build; its not really about DPS but safety. Its meant to be used to punish midlaners with small ZoCs; if, say, for example, they go Cho mid. Against small ZoCs, Rylai is a great item for Ahri; but she doesn't really want its health; so trading a keystone for a stronger Rylai passive is quite nice. It also allows the Ryliandry combo without Rylai; much more manageable, and really hurts poor Cho.

Regarding secondary trees; my builds are based off my pbe experience. So Dangerous Game and Merciless huh... I don't remember those from PBE, have to check. Zombie Ward is a must nerf, so I won't rely on it too much, just a feeling. They'll probably hard nerf the ward from 180 to 60 or something (pretty balanced; and makes Ghost Poro actually viable). You see, Inspiration is tailored towards knowledge, like powerspikes, lane dominance and aggressive play. Sure, you may get extra damage from Masteries (I'll keep Zombie Ward out of the discussion for now; cuz as long its 180 sec, I'll just abuse it), but you can get something similar from the 350 bonus gold the free Boot mastery gives you; and the main difference damage-wise is lategame. But as I've already mentioned, my Ahri builds are tailored to spike 6-13. I think thats the main difference.

Btw; she's the first champ I truly mained, and that's mostly because you wrote such a tempting, detailed guide on her. So thanks for introducing her to me (pun intended). XD
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