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Ahri Build Guide by Rip-R
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I suck at playing ADC. There, I said it. Laning phase isn't a problem for me, but when teamfights come, I always get caught in a bad situation and end up being surrounded by five enemies, because my positioning isn't good. But that wasn't a problem anymore for me since I began playing ADC Ahri, for she has a magical ulti that allows you to reposition yourself three times, which can completely turn the table in a teamfight.
But that's not all, Ahri's spell kit is everything an ADC would've wanted : Spirit Rush can be used to reposition, escape, kite and chase, Charm allows you to taunt your enemy and land deadly auto-attacks in between, and Orb of Deception gives you a short but nice movement speed burst.
She has a range of 575, which is the same as most ADCs (only Caitlyn, Varus and Ashe have a longer range) and has a base attack damage at level 18 superior than all other usual ADCs (except Draven and Draaaaaven).
So without further a due, let's dive into the details.
+ Same range as most usual AD carries
+ Better base attack damage at level 18 than most AD carries
+ Spirit Rush: Best repositioning spell for teamfights, great escape, kiting and chasing tool
+ Charm: hard CC to land auto-attacks in between, great synergy with aggressive support with hard CC
+ Orb of Deception: short movement speed burst
- No AD scaling on spells or AD / attack speed steroid
- Essence Theft and Fox-Fire are not useful
Usual runes for an ADC. Though due to the fact that Ahri has AP scaling on all of her spells and to Statikk Shiv's passive, you will deal a mix of physical and magical damage to Champions, divided up between roughly 50% physical / 50% magical to 70% physical / 30% magical. Against minions it will be mainly physical damage.
The must-have Summoner Spell, even for you who already have three dashes with Spirit Rush.
In addition to being a life saver, it also provides some mobility with a short movement speed boost.
As ADC Ahri, this passive has way less utility than her AP counterpart.
You won't have any AP to scale this spell with, so you won't deal much damage with it (though the true damage from the way back can be useful).
The main purpose will be the movement speed burst it provides. You gain an initial 215 bonus movement speed, rapidly decaying over time. Note that it decreases to your original movement speed only when the orb gets back to you. That means that you'll keep the bonus longer if you delay the time you catch the orb.
So when you want to close the gap, chase or escape, throw the orb behind you, in the opposite direction you are moving to.
When you kite the enemy, you can throw the orb at him to benefit from the small magical and true damage.
You won't have any AP to scale this spell with, so you won't deal much damage with it. Don't use it to harass it's not worth the mana, but you can use it in your combo.
Stuns the enemy from 1 to 2 seconds, which will allow you to land some auto-attacks. Very useful during laning phase if combined with an aggressive support with hard CC such as Blitzcrank.
If a minion is blocking you from charming the enemy, you can dash with Spirit Rush or Flash and position yourself correctly to charm him.
This is what makes ADC Ahri such an amazing ADC. You can easily correct your positioning errors with these three dashes during teamfights. With each dash, make sure that your target stays in range of your auto-attacks, but stay as far as possible from the enemies.
You can also use it to chase or kite the enemy, or to escape from nasty ganks.
Upgrade once your Orb of Deception next, to benefit from the movement speed boost.
Max Charm to increase the stun duration.
Level up Fox-Fire at least once.
Next is up to you. On the one hand, upgrading Orb of Deception doesn't increase the movement speed boost or decrease the duration, it only adds more damage. On the other hand, upgrading Fox-Fire also decreases the cooldown. I personally prefer Orb of Deception as part of the additional damage is true damage compared to Fox-Fire, and it helps clearing minion waves more easily.
As usual, level up your ulti Spirit Rush whenever possible.
The best boots for ADCs.
You don't have any ability that scales with AD, so instead of rushing an Infinity Edge or The Bloodthirster you should buy an item that can provide you additional damage income, such as Statikk Shiv, Trinity Force or Blade of the Ruined King. Incidentally, these are all attack speed items, so the first item you should get is one of these.
Statikk Shiv is the attack speed item I prefer. You don't have a great waveclear potential due to the lack of area of effect damage, so this item helps you farm more easily and harass the enemy with the passive.
Similarly to Yasuo's Sweeping Blade, Spirit Rush also charges very quickly Statikk Shiv's passive.
ADC Ahri's kit works like a one-time combo, bursting the enemy with all your abilities at once, as the cooldowns aren't so short. However, Trinity Force's Spellblade synergizes well with Spirit Rush, as you can benefit from the passive each time you dash.
This item is more like an early game item that will give you an early advantage.
You'll want to stick with the iconic ADC item, as there is no better item that provides damage and critical strike chance.
Nothing special to add here, provides the lifesteal and damage you need.
Get this if you are facing tanky enemies with lot of health. The active also prevents enemies from fleeing if they are not dead by the time your Charm ends.
Get this if you are facing heavy AP casters or enemies with lots of CC.
As you deal a mix of physical and magical damage, if the enemy team hasn't bought armor items you can delay buying an armor penetration item as the sixth item.
Get this if you are facing tanky enemies with lot of health.
Get this if you are facing enemies with self-healing like Cho'Gath or with great health regeneration like Dr. Mundo.
Rush the attack speed item, either the Statikk Shiv or the Trinity Force. You should only buy the Trinity Force if you area ahead of the game.
Get the Berserker's Greaves, then the Infinity Edge.
Get a lifesteal item depending on what stats you need: The Bloodthirster for maximum lifesteal, Blade of the Ruined King against tanks, or Mercurial Scimitar against mages and hard CC.
If you often die in teamfights, get a defense item, the one I prefer is Guardian Angel.
If not, get an armor penetration item instead, once against depending on the enemy team.
Complete your build with the last item, either the defense item or the armor penetration one.
Zyra, Braum, Morgana are also good choices because they have a linear CC skillshot just like the way you do.
Leona, Annie or Nami can also work but is less effective, because even if they land a stun, there could be a minion blocking the way for your stun.
ADC Ahri have an aggressive playstyle, so if you see an opening, where both you and your support can land a stun, go for it. If you fail you stun, disengage the fight, as you deal less damage than the enemy ADC, who has AD scaling abilities or AD steroid.
You can check the bush with Orb of Deception by paying attention to the sound it makes, if an enemy is hit you will hear it.
This build has been fully tried and tested for normal games at least, against players from unranked to Platinum level.
However, I don't play Ranked games so I don't know if it works as well as normal games. If you tried it on Ranked games, let me know what you think !
If you have success with this build, you can also send me screenshots so that I can include them in the guide.
I'd be delighted if you can give me a feedback (either positive or constructive negative feedbacks) on the presentation of this guide or the build itself !