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Ahri Build Guide by BinaryStar

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League of Legends Build Guide Author BinaryStar

Ahri: Dominion Guide

BinaryStar Last updated on December 15, 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: 9

Strength of Spirit

Utility: 0

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Hello, and thank you for reading this guide. This is a brief guide on what I find to be successful as Ahri on The Crystal Scar. As a Solo Fighter Ahri is very capable. She is maneuverable and has a great CC which has synergies with her other abilities. Ahri is, obviously, an AP and should always wait for the Tank or AD-Tank to engage in anything beyond a 1v1. On Turret Defense Ahri has the ability to 1v2 against most pushers. Given that Ahri is strong in 1v1 she will naturally be a good bottom lane farmer or roamer.

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Greater Quintessence of Ability Power - AP for scaling, can also be Greater Quintessence of Magic Penetration.
Greater Mark of Magic Penetration - The Penetration is better for marks than the AP.
Greater Seal of Armor - Armor Flats are really strong early vs AD's on The Crystal Scar, which happens to be when Ahri needs the most help.
Greater Glyph of Scaling Magic Resist - I like to Rune out for defense when playing an AP on this map. This happens to be a very standard Glyph.

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Executioner is a given goal on a DPS champ like Ahri. If you are looking to pick up Summoner's Wrath I would recommend taking 1 point out of Mental Force .
Veteran's Scars happens to be an essential Mastery for any carry in my opinion. With that in mind I pick up Hardiness to boost the Armor to help against those AD's.

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Skill Sequence


Spirit Rush: My opinion on this ulti wavers every game I play. The triple dash has so much utility that I cannot dislike the ability. The proximity of the three bolts, however, makes combat a little difficult. Also, each activation can trigger Ahri's passive for both adding charges and triggering the Spell Vamp. If you are extremely familiar with timing out your charges then this isn't a problem. However, the Spell Vamp from Soul Eater is *not* impressive. If you can, try to have just spent the Soul Eater trigger before you Ulti and gain the trigger again, reaping the Spell Vamp from a different ability.

Fox-Fire: Amazing! On The Crystal Scar it is very easy to position one enemy champion inside the range of this ability. Once that task is mastered, watch in awe as the 75% scaling with AP eats anyone alive. Be aware that each of the three fire charges releases separately which, in function, makes this a channeled spell which you can move while casting.

Orb of Deception: This skill has two exceptional functions beyond being a skill shot for fighting champions. The first is that it kills creep outright very early. If you have a stagnant economy feel free to level this before Fox-Fire as you will want every chance to last hit creep. Second, this ability is great for consuming the trigger from Soul Eater. Given that it can hit the largest amount of targets in one cast from any of her spells *and* it scales well with AP, I often try to umbrella as much of my Soul Eater triggers as possible under this cast.

Charm: While I level this last, I absolutely have 1 point in this ability from the get-go. This is a Taunt without the drawback. Oh, yea, and it has AMAZING RANGE. The inevitable drawback? It's an Ezreal skill shot. Practice, practice, practice.

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I open with Boots of Speed and a Blasting Wand.

Early I work towards Sorcerer's Shoes and Needlessly Large Rod and progress into Rabadon's Deathcap. I do this to maximize the amount of AP which scales drastically with Fox-Fire.

My next series of purchases depends largely on what my economy is like when I am at the Nexus. If my economy is bountiful I always go for Giant's Belt which gives great lane sustainability. This progresses into a Rylai's Crystal Scepter. As a note on Rylai's Crystal Scepter, I find this item to be extremely powerful on Ahri, maybe more so than most other AP's I play. Ahri kites very well and, in conjunction with her Charm you can often solo anything shy of a Tank.

If my economy is stagnant I will push for a Fiendish Codex. What I try to do here is create more opportunity to farm creep. Most every carry on The Crystal Scar needs a vast and endless economy and I aim to full build every time, even though I know it's practically impossible. The Fiendish Codex reduces cooldowns and improves mana regeneration, then builds into a Morello's Evil Tome. Once I have recovered my economy, I scrounge together the essential Rylai's Crystal Scepter.

After I have a Rylai's Crystal Scepter I build a Void Staff as quickly as I can.

For defensive gear, if I am being single targeted (and you will be), I usually pick between Abyssal Mask and Thornmail. I don't like to build too defensively on a non-Tank style champion. Games just don't last long enough to qualify the investment.

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Sometimes you have to go bottom. I actually like the free farm, so consider trying it out once or twice. If you do this, remember to max out Orb of Deception in place of Fox-Fire. You will be harassing from distance with Orb of Deception and using Charm to keep aggressive players at bay. Always try to be farming from the top of the creep. Being able to jump on that health buff every time it's available will save you plenty of time. Also, buy 2 Health and 2 Mana potions before you set off. This lane functions exactly like mid on Summoner's Rift. If you get out-farmed by your opponent, you will begin to lose footing. Just remember, Charm+ Fox-Fire and escape while back-shooting Orb of Deception will harass even higher economy opponents. I readily farm against Wukong, Yorick, Kayle, Caitlyn, etc.