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Ahri Build Guide by shandralor

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League of Legends Build Guide Author shandralor

Ahri, Fire In The Foxholes

shandralor Last updated on January 11, 2012
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Middle Lane
Ranked #10 in
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Win 51%
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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: 22

Honor Guard

Defense: 0

Strength of Spirit

Utility: 8

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Hey all,

this is my second full build on mobafire and it will be about Ahri, The Nine Tails Fox. I must say that my original reason for buying her was that she made me think of Naruto, the Japanese manga series. It was only after a couple of games(most of them were lost quite badly) that I really became interested in her and the specific playing style this champion requires. If you like to dash in everywhere, shoot a lot of painfull **** around and get out(most of the times at least) without dying, this is definitly the champion for you and I advise you to continue reading.

Disclaimer: If my item build/runes/masteries resemble another Ahri build, then this is purely accidental and no plagiarism was and is intended.

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As you have already seen in the rune page, these are made for a maximum burst damage output. I'll discuss each set and then draw the conclusion.

Marks: Magic penetration: These are in my opinion invaluable to Ahri as ALL her damage is Magic Damage. These runes can help you both early game to get through any magic resistance you enemy champion may have or late game to provide just that little bit extra damage to finish a kill.

Seals: Ability Power: These are primarely focussed on the early game, as it will give a significant damage increase on your Orb of Deception(For more info on this skill, look further down in this build) because your Ability Power also increases the TRUE DAMAGE on the return of this attack. Furthermore, this seal build will scale with your Masteries(Look down for more on masteries), which will result in a higher starting and faster mounting Ability Power stat.

Glyphs: Ability Power: The reasons for this are mainly the same as with the Seals, increasing both your base damage and the faster scaling of this stat in combination with your Masteries.

Quintessences: Magic Penetration/Mana Regen: I must say this is a difficult one. I've experimented with both possibilities and find it a rather hard choice. If you look to the early game, I certainly prefer the mana regen, as it lets you stay longer in lane. Mid to late game, the magic penetration comes more in handy, but this is a choice you'll have to make for yourself. I prefer the mana regen, but can perfectly understand arguments people would make for the magic penetration.

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My masteries are pretty straightforward, focussing on ability power, the increase of ability power and a little mana regen. It is the combination of these masteries and your ability power seals and glyphs that's gonna make you own the early game and become fed, so you can win the mid to late game. the five percent Ability Power increase, will make a serious difference late game, especially in combination with Deathcap's passive increase. The remaining points go into mana increase and mana regen, both in the Utility Tree. The one point in Summoners Wrath is quite an advantage, as 10 AP early game is a significant bonus.

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Summoner Spells

Summoner spells are Flash and Ignite. Flash, I use mostly to get away or get into position to land a Charm or Orb of Deception. It can be used to cross that small extra distance to an enemy champion to activate your Ultimate and make sure all your spirit bolts hit. The added advantage is that you have the 10 Ability Power increase I mentioned earlier.

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Items are pretty straightforward also. I start with a Doran's Ring because of the Ability Power and the mana regen. The health is an added bonus, as Ahri as quite a low health pool and is easily killed with ignite at the start. the extra life is a counter to this.

My first item is and Amplifying Tome for the ability power and as part of Rylai's Scepter. I take this over boots as Ahri doesn't need them at the start because of the long range on her Orb of Deception. This is of course open for debate, so if you feel like taking boots first, please do so. I complete Rylai's Scepter before Sorcerer's Shoes, because it gives health, ability power, but most of all a slow on EVERY SPELL YOU LAND. Once you complete this item, you'll start dealing some real damage.

Next we start building Deathcap , because of the pur Ability Poower increase, which will allow you to do increble damage upon completion. This is the moment you'll solo cha