Ahri Build Guide by RockitoAhri
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8.12 Ranked Ahri
+11 Attack Damage or +18 Ability Power, Adaptive
Core items (check notes)
Example Full Build
Vs. AD Mid Full Build
Threats to Ahri with this build
|Pyke||No idea what this does yet. Testing now.|
|Nocturne||Not particularly a matchup you will face on mid lane often, but still here are some tips for when he turns off the lights and comes do to stuff for you...: Always open up with W as soon as you see him travel towards you. 90% of the time he will spellshield that and he is open to your E and Q DMG. Do not ult away as soon as he lands on you. Do it after you charm so you escape his fear.|
Active Discord community of Ahri mains(and not only) where you can ask me or anyone else any questions you might have (@Rockito912) or just have fun. (Join link below) ^^
Best starting items in almost every situation.
You try to aim to get 1150 gold
beforeyour first back. This gives you the best momentum on lane. Backing before that will make your laning even more inefficient.
The items are built in the order presented.
Void Staffgives you more damage even the enemies are not building much MR. By the time you build it, the enemy has enough base MR that the 40% pen. comes extremely handy (not to mention if they do build MR).
The moment you have your
Rabadon's Deathcapis when your biggest power spike in the game. The damage you output with this is disgustingly big. No squishies or tanks can afford taking a hit from you.
In most scenarios you go THIS
If you got out of lane even or behind and you are not playing vs. a particularly difficult matchup, you can afford to go Oblivion Orb into Morello. It gives you HP for surviveability and the +15 Magic Pen allows you to deal damage in early to mid game and apply the Grievous Wounds debuff which is really helpful in fights
(after it I usually continue with Rabadon's Deathcap, UNLESS they are clearly stacking MR. In this case you go Void staff) .
If vs. Tanky Team
Your build order goes like this.
You get Rabadon's Deathcap after the void so you can make use of the high amount of ability damage + 40% Magic Pen. Liandry's Torment is built after to provide further damage to high HP targets and make you harder to kill because of the extra HP.
If vs. Scary AD or Heavy AD enemy team
Seeker's armguard is built BEFORE Lost Chapter if you feel you are in deep ****.
If the matchup is managable you go 2x Cloth Armor > Lost Chapter > Armguard
You always finish Luden's Echo BEFORE zhnonia's zhnoya's hourglass.
Electrocute is what you will pick for 90% of your games. Unless you have decided your laning phase is extremely important in some situations, then Aery is viable.
Celerity and Gathering storm are essential to give you that power in mid/late game. Tankier champions become easy to chunk down because of your huge AP numbers and void. at minute 30 you should be looking at 500-600 AP.
Sudden impact is self explanatory. You dash, you gain Magic pen. You kill.
its better than cheap shot as its guaranteed to proc.
Zombie ward? Avoid those ganks boi. Junglers love mid lane this season.
Is a very good option as well, if you think you won't go into late game.
If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore 3 / 5 / 9 / 18 (at levels 1 / 6 / 11 / 16) health for each enemy hit.
DAMAGE PER PASS:»
40 / 65 / 90 / 115 / 140 (+ 35% AP)
While the orb is travelling, Ahri gains 300 - 80 (based on time) bonus Movement speed
Q still gives movement speed. If you hit a Q both ways you still get the movement speed, use it by walking forward, throwing an auto and using W. This will trigger Electrocute as well and give you a fantastic trade.
Fox-Fire prioritizes any enemy champion affected by Charm's damage amp and the target Ahri most recently basic-attacked within the past 3 seconds.
W. Don't cast it at the same time with your ult(R). Doing that will almost always result in the fox fires flaying the fk away to a target you don't want. R > Then use the W.
Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+40% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
When Charm damages a champion, Ahri's abilities deal 20% more damage to them for 5 seconds.
60 / 90 / 120 / 150 / 180 (+ 40% AP)
1 / 1.25 / 1.5 / 1.75 / 2
E. You can wind up the animation of the charm. Cast E. About 0.5 seconds (max) you can flash and your E will have (almost) no cast animation and cast from the location you flashed to (you will stop for a brief second to cast it). You point to the location where you want the charm before you flash, not after.
MAGIC DAMAGE PER BOLT:
70 / 110 / 150 (+ 25% AP)
Spirit Rush can be cast twice more within 10 seconds of activation at no additional cost before going on cooldown.
MAXIMUM SINGLE TARGET DAMAGE:
210 / 330 / 450 (+ 75% AP)
R. Too lazy to type for this one. Later.
Flash ignite only. I honestly don't take anything else.
In some situations taking an alternative spell is better. But I don't ¯\_(ツ)_/¯
Cleanse, exhaust and barrier/heal are the other viable spells for Ahri that you can take.