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Ahri Build Guide by Aquilegia

AP Carry A h r i ❥ Your Soul is Mine // Mid Lane

AP Carry A h r i ❥ Your Soul is Mine // Mid Lane

Updated on July 7, 2013
6.9
7
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League of Legends Build Guide Author Aquilegia Build Guide By Aquilegia 7 3 61,578 Views 46 Comments
7 3 61,578 Views 46 Comments League of Legends Build Guide Author Aquilegia Ahri Build Guide By Aquilegia Updated on July 7, 2013
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1
Aquilegia (75) | June 14, 2013 8:05am
Scarletal wrote:

Well, this is an amazing guide! I've got 8/0/3 using it. Here's a screenshot (sorry for the language, I'm brazilian -v-):


Thank you so much! I'll have to add this in. c:
1
Scarletal | June 14, 2013 7:55am
Well, this is an amazing guide! I've got 8/0/3 using it. Here's a screenshot (sorry for the language, I'm brazilian -v-):

1
Aquilegia (75) | June 13, 2013 1:03pm
I think that's actually a very good idea. Ahri's strengths draw from her high base damage and teamfighting presence, so I suppose she'd have a lot more survivability and sustained damage when building almost purely tanky. I always build her tanky in ARAM as well due to her sustain + true damage from Orb of Deception.

I also think tanky Ahri would fit my playstyle more. She would have a terrifying teamfighting presence full of utility, damage, and sustain. Eep this is an exciting idea for me ;u;
1
Laggermeister (242) | June 13, 2013 12:25pm
I main support in 5s. The last three games I got Ahri were all ARAMs and I built her tanky in every single one of them. I feel that tanky Ahri is actually stronger than glass cannon Ahri, and tanky is the meta for her in ARAM. In 5's, it would depend heavily on your team comp vs the enemy team comp. Tanky Ahri doesn't pick off enemies as easily as glass cannon Ahri, but she can barrel into the enemy without fear, survive pesky CC and burst, and keep dealing damage.

There are three reasons why Ahri is a suitable candidate for a tanky build:

1. Fox Fire and Spirit Rush have extremely high base damage, and the former has a very short cooldown at max rank.

2. Charm and Spirit Rush retain their utility as a disable and a triple dash respectively.

3. Orb of Deception can deal true damage.
1
Aquilegia (75) | June 13, 2013 11:43am

Ahri can legitly be played as a DPS mage. She can output very good sustained damage if built tanky. I stumbled upon the concept when I got her for ARAM and ended up building as an almost full tank because my team was very behind, and eventually got a couple of triple kills and won the game.

Was this a one time thing, or have you successfully built her tanky with a good damage output over multiple games on other maps, like 5s? I've noticed that Ahri generally deals the most damage in the game, each game she's in (at least for me), so perhaps she could still achieve this, or a great damage output, while being a lot tankier.
1
Laggermeister (242) | June 13, 2013 10:44am
Ahri can legitly be played as a DPS mage. She can output very good sustained damage if built tanky. I stumbled upon the concept when I got her for ARAM and ended up building as an almost full tank because my team was very behind, and eventually got a couple of triple kills and won the game.
1
Aquilegia (75) | June 12, 2013 10:46am
Satella wrote:

There's basically no reason to play passive unless the enemy can all-in you. Being as aggressive as possible without putting yourself in danger is about as passive as I'd want to get.

That's mostly why I say that farming, catching your opponent out of position as often as possible, and harassing from max range is your best bet, while only forcing engagements when you know you have the upper hand. I don't like forcing fights as Ahri for the majority of the laning phase since I don't think 1v1s are her strong suit, but she can easily execute anyone once she's whittled down their HP.
1
Satella (177) | June 12, 2013 10:41am
Aquilegia wrote:

I actually stress on the importance of autoattacking while the enemy gets CS within my guide ( AA >> >> AA kind of stuff), but I've never really considered hybrid pen marks. In the maths for them, are they better off in the long run or better only for early game, or best all around? My playstyle is suited for a more passive early game and stronger mid-late game, but I could cover both of these choices within my guide since Ahri is very versatile.

They are good for early game which is pretty much the only time runes matter. Get small advantage early game -> stretch the gap bigger so you're a bigger threat late game due to more gold.

There's basically no reason to play passive unless the enemy can all-in you. Being as aggressive as possible without putting yourself in danger is about as passive as I'd want to get.
1
Aquilegia (75) | June 12, 2013 10:39am

Nicely done! Some of the content still needs a closer look, but this looks like a very promising guide. Keep in mind that the other Ahri guides are nothing to scoff at, you really need something outstanding to compete :D

Thank you! I'll try my best. c:
1
Aquilegia (75) | June 12, 2013 10:38am
Satella wrote:

Extra damage on autos go a long way in laning phase, You have decent AA range and when the enemy tries to CS you should be whacking them with an AA. Same reason people do 26/0/4 + hybrid pen marks on Annie.

I actually stress on the importance of autoattacking while the enemy gets CS within my guide ( AA >> >> AA kind of stuff), but I've never really considered hybrid pen marks. In the maths for them, are they better off in the long run or better only for early game, or best all around? My playstyle is suited for a more passive early game and stronger mid-late game, but I could cover both of these choices within my guide since Ahri is very versatile.

@astrolia - I went against a Zed & Ezreal mid the other day (probably over a disagreement of who went mid and they didn't resolve it and both went there lol), and it seemed to work out fine for me since I went 8/0 before I got out of the laning phase. I tried autoattacking Zed whenever possible, but I didn't think of buying Lich Bane because I didn't like being so close to two champions with gap closers. Most melee mids have a gap closer, like Pantheon, Kha'Zix, and Talon, so being as close as Ahri's autoattack range as well as the range for Fox-Fire makes me a little uncomfortable. But, regardless, I can include this in my guide. It is playstyle preference, but it IS something Ahri can accomplish, and should therefore be taught. c: As for mres glyphs, I'm actually in the middle of struggling between taking those over scaling AP glyphs 100% of the time, which is why I included them on my 2nd build's cheat sheet. Right now I've settled with taking 5 mres glyphs and 4 scaling AP glyphs mostly out of indecision. :c
1
Gott der 7 Meere (51) | June 12, 2013 10:38am
Voted +1
Nicely done! Some of the content still needs a closer look, but this looks like a very promising guide. Keep in mind that the other Ahri guides are nothing to scoff at, you really need something outstanding to compete :D

Edit: LoL - looks like all the good Ahri guides I remember are archieved...
1
astrolia (266) | June 12, 2013 10:18am
No offense, but from your replies, it sounds like you've never played Ahri mid versus a melee champion. When laning versus them, you have an autoattack harass advantage (hybrid pen, Lich Bane) and you also have a skill that will prioritize targeting enemy champs and you can max it first or get extra levels in it to harass them (W), but some of them like Jayce or Zed can poke you back (armor seals), and some melee champs are AP like Akali or Kassadin who can blow you up once they get ult (mres glyphs).

(Lich Bane is definitely a playstyle preference like Athene's, but it does get 3 procs from her ult, thus it works on Ahri like how TriForce works on Irelia. The obvious issue is that it puts her at shorter attack range.)
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