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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Lore
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
''Mercy is a human luxury... and responsibility.''
-- Ahri
Please, before we start, I'm not claiming to be a pro at Ahri or LoL, opinions are welcome, THIS GUIDE IS NOT TO BE FOLLOWED EXACTLY AS IT IS EVERY GAME, and don't troll vote. Give real reasons on why you voted down.
This build is for mid-lane, and my personal preference on items. If you enjoy, please up-vote. ;)
((Quicky, this is my first Mobafire build, so, it may not be the best. This is also why I'm starting out with mainly the template so I can get some info on that whilst also working on the other sections a lot.))
- Great burst.
- Great mobility, chasing/escaping.
- Can 1v1, 1v2 easily.
- Can, but isn't recommended to, intiate fights with Charm.
- She is part fricken' fox!
- When ultimate is done correctly, good tower-diver.
- Very strong.
- Hard to escape ganks when ulti is on cd.
- Can easily become OOM if too aggressive.
- Squishy.
- Two out of four spells are skillshots.
Recommended Spells
My first option, Ignite, is a wonderful spell for doing a little extra damage while fighting, stop those pesky healers( Swain, Dr. Mundo ) and finishing people off.
Ignite deals damage over time, so it's great to drop onto a low health person which will usually kill them if you know when to drop it.
We take the mastry Summoner's Wrath which gives an additional 5 AP while Ignite is on CD. This can give a nice boost early on.
It always helps to use Ignite. It greaty improves your damage output, especially early game. That, and it can help secure the kills you need.
Also, as stated earlier, use it on those pesky healers, or anyone with Heal.
My second spell, Flash, is that spell that can be used offensively and defensiveley. This can also help with your ultimate, Spirit Rush. Although it does have three dashes, Spirit Rush doesn't always equal your escape. This is where Flash comes in and gets you away. When escaping, I like to Charm, if it won't cause you greater harm, Spirit Rush twice, Flash then Spirit Rush again. Only use this if Flash is needed, if Flash isn't, don't use it.
Flash also greatly helps with turret diving. Say you used up all your dashes and will get killed unless you get out of the turret right away, Flash will help get you out of situations like that.
For offensively, you can Flash in and then Spirit Rush, or Flash then Charm for intiating small fights.
Alternatives
Ghost is like Flash and can be used defensively or offensively. I prefer Flashover this only because it gets you away instantly whilst Ghost won't always do that and charges into a run. Although, this is great for chasing.
Cleanse is a good summoner spell because it can help you survive when Spirit Rush isn't going to do anything due to the fact of you being CC'd. I use this spell sometimes when I know I'll be facing a hard CC team. It's best to have a good reaction time when you are going to use this. A tip, Cleanse takes off the burning effect from Ignite. It does keep the 50% reduced healing, though.
Teleport can be great for getting back to lane after recalling, teleporting to a ward for easy ganks, or saving a turret that is having it's lane pushed.
Exhaust works, but off of personal experience, I don't really like it. That doesn't mean it is not good, though. This can help shut down people in fights and also near-on secure a kill.
These are the mastries, /I/ think are best, this doesn't mean you have to always follow them.
Runes
My runes are generally "normal" AP runes. I pretty much go all out on AP for Ahri, seeking more damage, not defense, that is, except for the health seals.
This gives some nice damage early on while also getting through any magic resist.
greater seal of vitality Helps to give Ahri a little durability.
More ability power, exactly what Ahri wants. That, and later on in the game, these give more AP than Greater Glyph of Ability Power.
A great amount of ability power.
Essence Theft- Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
- Helps with mid lane, healing back some damage taken.
- When paired with Hextech Revolver it lets you stay in lane A LOT longer.
- Your ball turns green when this passive is available.
- Orb of Deception is the best ability for charging this.
Orb of Deception- Ahri sends out her orb, dealing 40/65/90/115/140 (+33% AP) magic damage, and pulls it back dealing 40/65/90/115/140 (+33% AP) True damage.
Base CD: 7 sec
Cost: 70/75/80/85/90 Mana
Range: 880
- Does true damage on the way back, this will be your main harrass and damage.
- Has a nice range.
- Goes through minions.
- It can deal massive damage.
- Great for charging her passive
Fox-fire- Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/65/90/115/140 (+40% AP) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/130/180/230/280 (+80% AP)]
Base CD: 9/8/7/6/5 sec
Cost: 60 Mana
Range: 800
- A little tricky to figure out.
- Goes for champions over minions.
- Depending on enemy position, they can either be hit with 1, 2, or all 3 fox-fires.
- Don't underestimate the damage!
Charm- Ahri blows a kiss dealing 60/90/120/150/180 (+35% AP) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).
Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
Range: 975
- Sadly, Charm does not go through minions.
- A wonderful CC, could be called one of the best.
- Great for intiating a fight by luring an enemy into your team.
- Can also be used for luring an enemy into a turret or for when they turret dive.
- Stops pesky channeling ulties.
Orb of Deception is a great skill for farming and harrasing. I choose this skill first to help with killing minions and harrassing at the same time. This is one of Ahri's main damage output so I max it by level 9.
Charm is what I get at level 2. I max it after maxing Fox-Fire mainly because the damage will fall off when compared to Fox-Fire and it isn't used as much for damage but moreso for the lure.
Fox-Fire is leveled third, sometimes second if you by chance go mid versus a melee. You will want to max this second. Spirit Rush + Fox-Fire can give some good damage output. Once leveled to 3 or 4 you can do some pretty good damage with it alone.
Spirit Rush is, of course, leveled at levels 6, 11, and 16. This is what gets you kills and keeps you alive. It is a fun ability, especially when using to juke enemies! Ontop of that, it has 3 uses.
- WARD! Sight ward can help against any ganks on you.
- When escaping, Charm can be thrown back to stop the chaser from doing anything except slowly walk toward your direction.
- Charm also helps to check bushes instead of face-checking. Orb of Deception can also do this.
- Spirit Rush can leap through walls, use this to juke!
- Spirit Rush is also great for doing this; Hop over a wall, and if the enemy Flashs, hop back over that wall!
One thing you can do is when you get Charm start to focus on your opponent a little more. Pull them to you and hit them directly in the face with Orb of Deception. Get a Fox-Fire in too, if you have enough time to do it, which you usually would. This can get a kill for you.
At level 6, this is where the real fun starts. Lure your opponent in with Charm and instantly cast Orb of Deception, Ignite, Fox-Fire, and if needed, do Spirit Rush. This will nearly always get you a kill unless they are tanky, or have good magic resist.
One last thing, WARD! Wards save lives. Don't even bother trying to say some excuse of "Oh, I'm AP Carry I need all my gold!" Not even the AD Carry should use that excuse. You can gain the money from a ward or two back easily.
If, for some reason that is a TL;DR, here is a revision.
- Harrass and get minions with Orb of Deception, though, be careful not to push.
- Keep farming, if you need practice, try a bot game.
- Early on Charm, Orb of Deception, and Fox-Fire can land you kills, try to lure into the turret!
- BUY WARDS!
Revision:
- Push your lane.
- Get towers.
- Push other lanes.
- Gank.
- Steal buffs.
- Help in teamfights.
- Get dragon.
- WARD!
For killing the ad carry: Target the AD Carry with Charm and if you have a good team they will jump on him/her once they see Charm taking place. Try to save Spirit Rush for emergencies to make a quick escape for if the battle takes a wrong turn. If the enemy team jumps on you, you can use fox fire to do some damage while you Spirit Rush to the back of your team.
Revision:
- Continue to get buffs, dragon, ect.
- Keep ganking.
- Get Baron .
- Continue to help with teamfights
- Charm anyone using a channeled ultimate.
- Go for the carries.
- Push
- WARD!!!
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