Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
The Meta
-
Massive Spellvamp - A New Meta
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
My Cork Board
Credit:
Those listed below are people who have helped me improve my guide and who have given me great advice:
- Mooninites - For suggesting
Spirit Visage for my Spellvamp Ahri section. Also for reminding me that
Deathfire Grasp is important to any and all Ahris out there. (Support from 3Radication)
- Vynertje - For reminding me of the times that we are in where
Ahris do not use
Hextech Revolver (R.I.P. Hextech...). Rune suggestion as well. (Support from GrandmasterD)
- Sirell - Bringing up some Masteries changes and correcting my skill sequence. (Support from emoriam)
- Emoriam - For some seal recommendations.
Things I Need To Do:
- Fix masteries banner in the masteries section. I've tried to change it to what it says in my cheat sheet but it won't change. Anyone know how to do this?
- Do matchups section
Well hello there. I'm NewMeta, a new member to the MOBA community. This is my first guide on MOBAfire so I'm open to any and all suggestions and criticisms given. I am currently in Bronze so I'm not a pro or anything however I have spent a lot of time playing League of Legends and have a very nice idea of how to play the game with all sorts of champions.
This guide is about Ahri, the nine-tailed fox. Ahri was the first 6300 IP champ that I bought and she has continued to be one of my favorite mid-laners in the entire game. Her current status in the professional scene is pretty good due to her high mobility and decent kit. Her kit provides tons of sustain and crowd control which makes her an excellent laner and team fighter. I have played around 150 games with
Ahri and continue to play her daily. Though I am only in bronze at the moment, I believe I have a strong understanding of Ahri's skillset and what she is capable of. Although I respect why some may judge me based on my current ranked status, I still encourage you to ready through my guide and send me any and all critiques you may have because that is how I will become a better player, by learning from those more skilled than I.
But enough about me, let's talk about
Ahri. Ahri's main role is AP carry in the mid lane. She is a ranged assassin who excels at continuously hitting her enemies with her skillshot abilities. Because her abilities are mostly based off of skillshots, she takes a lot of time to master and use her to her fullest potential. Ahri is all about burst so keep that in mind when reading my guide.
Anyway, thanks for taking the time to read the guide; I would appreciate any and all comments and criticisms. And by reading this guide, I hope you learn to enjoy the immense power of the nine-tailed fox.
Sincerely,
NewMeta
This guide is about Ahri, the nine-tailed fox. Ahri was the first 6300 IP champ that I bought and she has continued to be one of my favorite mid-laners in the entire game. Her current status in the professional scene is pretty good due to her high mobility and decent kit. Her kit provides tons of sustain and crowd control which makes her an excellent laner and team fighter. I have played around 150 games with

But enough about me, let's talk about

Anyway, thanks for taking the time to read the guide; I would appreciate any and all comments and criticisms. And by reading this guide, I hope you learn to enjoy the immense power of the nine-tailed fox.
Sincerely,
NewMeta
Pros:
+ Good repositioning ult + Great laning phase + Good ganks + Good CC (taunt) + Your orb deal true damageSPACESPACE |
SPACESPACE
SPACESPACESPACE sp |
SPACESPACECons:
SPACESPACE- Mana-hungry in early game SPACESPACE- Susceptible to CC SPACESPACE- No real escape without ult SPACESPACE- Your CC can be blocked SPACESPACE- Prone to silence |
![]() |
Alrighty, masteries. I run a regular 21/0/9 taking the normal AP masteries in the offensive tree and
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
In Summary: Run 21/0/9 taking those AP points and any 9 points in utility. However, all masteries are up to you so take what you feel would be beneficial to your play style.
Greater Quintessence of Ability Power This is usually a standard AP mid rune that is taken. You could easily replace this with a mana regen quint or scaling AP quint but I suggest going for the flat AP.
Greater Mark of Magic Penetration Another standard AP rune. Having the flat penetration will help you lane against those sort of people who like to get MR runes in the mid lane so they don't take as much damage from you. This rune will also help mid-late game when your opponents realize that you're doing damage against them and begin to get some MR. Again, this could be replaced by something else, depending on your personal preference.
Greater Seal of Armor After looking at some suggestions I've found that armor seals are very effective and one of the best seals you can get as
Ahri. This will provide a nice amount of armor to protect you from banks and/or an AD midlane opponent. You'll also have some armor against the other team's carry. You can easily replace this with some magic resist seals if u feel that you're having more trouble against other laners or you're up against a heavy AP team.
Greater Glyph of Scaling Ability Power This is where the scaling AP runes help. So, you've got your flat AP quints which will help your early game, now you have scaling AP glyphs which will continue to help you as the game goes on. With this combination of scaling AP and flat AP runes, you'll be able to maintain a nice AP climb throughout the entire game.
Please Note: As stated above, runes are BASED ON PERSONAL PREFERENCE. So, if you need more mana early game, you may want to replace the magic pen marks with mana regen marks. It is really all up to you. Will start making an "Other Viable Options" section in this chapter once the entire guide is finished.
![]() ![]() |
![]() ![]() ![]() |
![]() ![]() ![]() |
Other Options:
Ghost: Provides you with extra movement speed so if you need to get down to that lane for a gank NOW, this would help. Replace
Flash or
Ignite with this.
Barrier: Could help when you're diving into a turret for a kill or when dueling an enemy. Replace
Ignite with this.
Exhaust: Really not that viable due to Ahri's ult being able to close any sort of gap between you and your enemy. If you do choose this spell, replace
Ignite with this.
Clarity: Take this if you're starting out with Ahri and having problems with her early mana management. This will hinder your damage output due to you replacing
Ignite with this (NOT flash).
Promote: Unless you're trolling, no.
Smite: I've never seen a jungle Ahri and probably never will so this is not useful at all on her.
Revive: Not worth it.
Heal: Usually not worth getting in the mid lane. Sort of like
Clarity except you REALLY shouldn't have trouble managing your health unless you're constantly harassed. So do not get this unless you're expecting so much harass that you won't be able to keep your health bar high.
Clairvoyance: Usually only for supports and even then it has to be used properly to be effective. So...no.
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() |
Your skill priority:




This is to say that you should take your spirit rush (your ultimate) whenever you can (lvl 6,11,16) and then lvl your orb of deception, then charm, then fox-fire. This skill order is when your doing well at landing your charms, leveling it up will increase the range and duration of the taunt which can be vary helpful in teamfights. However, always max out that orb first. I prefer going with this just because it can usually benefit the team more in teamfights.
OR




For this order, you're still taking your spirit rush whenever possible (6,11,16); however, instead of going for charm before fox-fire, it's the other way around. This is when you want to have more burst damage, however it will limit your CC options until you start leveling that charm. Although I prefer the first skill order, this one is pretty good too when you're fed and want to snowball a bit more.
Your starters
SPACESPACE
![]() I go with dorans ring in 70% of my games. It provides nice health and mana regen plus a little AP. The encourages me to keep up my farm with Ahri. She is a great farmer and with this item's passive, you should be able to manage your mana effectively for a while during the early game. Additionally, since the cost of the ring has been lowered to 300 gold, you can buy your choice of 2 health or mana pots or a combination of both. |
SPA
![]() ![]() ![]() Another option is going for boots and any combination of 3 potions. This will provide you with some mobility and a little bit of sustain in both mana and health. I refrain from going with this start just because of the lack of power in the beginning of the game where I really need that first kill in my lane. This is a viable option though. Take when you are playing medium difficulty opponents (matchups section coming soon!!!). |
SPA
![]() ![]() ![]() The last alternative start is for those hard-hitting champions that have the ability to zone you out in lane. Starting with the two faerie charms will allow you to spam your ![]() ![]() |
In Summary: Go for the


Early Game Goals
![]() |
These are standard boots for any AP caster. They give you nice speed and magic pen that will help with those enemies who are recognizing you as a threat and building early magic resist. You could switch these out with ![]() |
![]() |
This is sort of situational depending on how you're doing in lane. If you got the first kill in lane then you should be able to save up for this. It grants an insane amount of AP that will help you probably secure your second kill. You will late be able to build this into your ![]() |
![]() |
This is the alternative to ![]() ![]() ![]() |
Mid Game - Your Tools For Success
![]() |
People choose to go with this item because of the amazing slow that it grants an assassin like ![]() ![]() ![]() ![]() |
![]() |
120 AP will always help. Additionally, activating the active will slow anyone you are chasing. The 15% CDR may come in handy as well so you can start throwing orb after orb at your enemies. Basically, an item like this on ![]() |
![]() |
I love this item, I really do. It grants you nice damage against tankier enemies and gives you that extra damage against everyone. I normally choose this over ![]() |
Final Touches
Serious Situationals
|
After looking at a guide by JohnCreek, I realized that Ahri has a very high potential for becoming a total spellvamp monster. Before I talk about the items necassary for Spellvamp Ahri, I want to say that this playstyle should only be used by those who are experienced with Ahri.
Spellvamp Ahri is successful because she is able to constantly regen her health while dealing decent damage out. This creates a more versatile sort of play style where you can remain in the middle of fights for longer while getting hit by enemy attacks. Due to your spellvamp, that damage doesn't affect you nearly as much as it would if you were building Ahri the way she is currently being built in today's meta. Additionally, Spellvamp Ahri strongly warns opponents to not chase the Ahri. This is because a skilled Ahri could simply kite a chasing predator while regaining her health at a shocking pace. Then, a fully regen-ed Ahri could turn around and fight her chaser and usually take them down due to that pursuer's health already being dwindled by Ahri's kiting.
Keep in mind that by taking all this spellvamp, you are dramatically decreasing your damage output from great to decent. This CAN be made up for if a skilled player is using Ahri but sometimes a Spellvamp Ahri will not work out. This leads me to talk about WHEN to build Spellvamp Ahri. I have found success with this build when I am facing any AD mid laner due to my opponent's lack of ranged attacks. This provides me with easier skillshot opportunities. Additionally, most AD mid laners have gap closers that provide them with good bursty damage. With Spellvamp Ahri, one is able to simply
Charm and
Orb of Deception to regenerate her health again and maybe turn around the fight. THAT is Spellvamp Ahri's major strength:
Her ability to turn around a fight.
Because normally an AP carry is squishy and quickly dies if focused properly. But Spellvamp Ahri can appear squishy while maintaining a healthy enough spellvamp number where she can regenerate her health with ease in the time it takes for an
Orb of Deception to roll out and come back.
I also choose Spellvamp Ahri when I am up against a tankier team or even just a tanky mid laner because this sort of allows me to even up with them on the amount of damage I can take and maybe even give me an upper hand in damage output. Specific matchups can be found in the "Matchups" section which is currently under construction.
![]() |
Your basic bread and butter for Spellvamp Ahri. In a normal game, you would usually sell this in the later stages of the game for some additonal damage; however in this build we use the revolver to its fullest extent...and further. You get this item ASAP then build it into ![]() |
![]() |
In a normal build, this item would be bought if you were falling behind. In this case however, you are going to get this right after you get your first ![]() ![]() |
![]() |
Once you get your second revolver, rush this. Before you get this item, you will not be dealing enough damage to effectively use your spellvamp. Once you at least get ![]() |
![]() |
WoTA really isn't as cost effective anymore as it used to be. However, the spellvamp it grants only contributes to your build. I could see someone just completely ignoring this item and getting something with more damage though. Build this with that second ![]() |
![]() |
![]() ![]() |
Spellvamp Ahri is successful because she is able to constantly regen her health while dealing decent damage out. This creates a more versatile sort of play style where you can remain in the middle of fights for longer while getting hit by enemy attacks. Due to your spellvamp, that damage doesn't affect you nearly as much as it would if you were building Ahri the way she is currently being built in today's meta. Additionally, Spellvamp Ahri strongly warns opponents to not chase the Ahri. This is because a skilled Ahri could simply kite a chasing predator while regaining her health at a shocking pace. Then, a fully regen-ed Ahri could turn around and fight her chaser and usually take them down due to that pursuer's health already being dwindled by Ahri's kiting.
Keep in mind that by taking all this spellvamp, you are dramatically decreasing your damage output from great to decent. This CAN be made up for if a skilled player is using Ahri but sometimes a Spellvamp Ahri will not work out. This leads me to talk about WHEN to build Spellvamp Ahri. I have found success with this build when I am facing any AD mid laner due to my opponent's lack of ranged attacks. This provides me with easier skillshot opportunities. Additionally, most AD mid laners have gap closers that provide them with good bursty damage. With Spellvamp Ahri, one is able to simply


Her ability to turn around a fight.
Because normally an AP carry is squishy and quickly dies if focused properly. But Spellvamp Ahri can appear squishy while maintaining a healthy enough spellvamp number where she can regenerate her health with ease in the time it takes for an

I also choose Spellvamp Ahri when I am up against a tankier team or even just a tanky mid laner because this sort of allows me to even up with them on the amount of damage I can take and maybe even give me an upper hand in damage output. Specific matchups can be found in the "Matchups" section which is currently under construction.


Thank you for reading through my guide, I hope you learned a few things. As I said in my introduction, I have played about 150 games with

You can PM me at:
ecEnder
I welcome all comments, questions, and concerns.
You must be logged in to comment. Please login or register.