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Ahri - Because Volibear wasn't OP enough

Last updated on December 16, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Ahri, cause Volibear isn't OP enough

At first sight this Champion will probably be geared towards all those Narutards and anime ***s who think the Nine Tailed Fox is entitled solely to them. Don't let this deter you from the most overpowered champion to be released since Akali. Get ready for the easiest 20 minutes in your life. Because if they don't surrender, you did it wrong.

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Pros / Cons

Here are some pros and cons to know before playing Ahri

1. Low Cooldowns
2. Low Manacost
3. Very mobile (good ganker)
4. High output of damage in team fights
5. Spammable true dmg that scales on AP

1. Softings (squishy)
2. 2 Skills shots
3. Passive is hard to use when low on mana
4. Need blue constantly
5. Weak against CCs

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Summoner Spells

The reasons for Teleport and Flash.

Teleport : You usually will be midding with Ahri, and when you mid, it's best to be always laning to get your creep kills to get your items fast. Thus, when you go back, you can get to mid right away.
Also, like I said on the pros, she is an amazing ganker. And if you have wards in their jungle, you can just teleport and kill everyone.(especially after a fight, when they are B-ing in their jungle)

Flash : I find it good to have flash with Ahri, because her ulti is like flash, but if she has 4 flashes... Who can catch up? Not even Volibear, because he isn't OP enough to kill Ahri x3

Other choices :

Clarity : Clarity is always good because Ahri's cooldowns are really short, meaning you will be spamming your skills.

Cleanse : Like I said in the Cons she's very vulnerable against CCs, meaning cleanse is another good choice.

Ghost : Ghost is a decent replacement for flash. Some people might say that 4 flashes are no difference from 3. So, it could be a better choice for you.

Ignite : For chasing volibear x3. Jks. It can be useful for extra damage and champions with a lot of regen, for example Volibear (who isn't OP enough for Ahri)

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Skill Sequence

The reason for maxing W way in the end is because it's not reliable. Although it tries to target champions, it sometimes doesn't, and it doesn't do too much damage. I get it at level 2 so I can get stacks for my passive.

The Q is your source of damage, since it does true damage and it can heal you a lot when you have your passive up.

The E is your source of being a team player. When someone is tower hugging, or you want to filter out the carry on the other team in a team fight. You use it, and they are very vulnerable for 2 seconds.

You get R whenever possible. Not cause of it's damage mostly. It's because of the cooldown drops. R can be VERY useful when chasing and running away. I think without R, Ahri isn't Ahri.

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The reason for Morello and Ionian boots are for the cooldown reduction. Ahri's passive is an amazing passive. However, if you do not have short cooldowns, there is no way of having your passive up. That is why I get full CDR. Not only that, her ulti is very useful, and with full CDR, her ulti is only 32 seconds.

The Rylai's is for chasing or running away. I usually use E to runaway, and since E already slows, the slow can be crazy with Rylai's. Even without your ulti, you will get away safely.

The Rabadons, Mejai's Stacks are just for extra sexy damage.

Lichbane is a MUST, because of ahri's short cooldowns and Lichbane gives movement speed, which makes Ahri a better chaser and a runner.

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Basicly, in conclusion. Ahri is OP and owns Volibear.

plus, the most important thing. Shes sexy x3