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Spells:
Clarity
Teleport
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
First things you should know about ahri, in my opinion:
1. Her movespeed is 305. That's too low, specially for a char that needs to chase her enemies in order to finish them off (she has low cooldowns but not a very high damage). That's why I get movespeed instead of mana regen on masteries; also one of the reasons behind the lich's bane. You need to be fast and you are not (without your ult), so fix it.
2. Though most guides reccomend to max q first, I think maxing w first is way better. I will explain why in a while.
3. The built items are not the only choice, and a lot of different options are explained in the "different items" chapter, so don't just ignore this guide because there are no hp items in the main build or you don't like lich bane on casters.
4. You need to know when to attack. You cannot deal signifiant damege from afar, so you need to aproach you enemies, but you cannot rush on a group of enemies without harm. Use your ult for escaping or chasing, not for initiating (unless you want to enter, spam aoe and use your zhonya to get out, but it's pretty risky..)
5. Finally, as an item of note, with this build you'll have more mana than what is stated (the farming of tear of the godess / archangel's staff) and much more ap (as the passives of rabadon's deathcap (30% extra ap) and archangel's staff (3% of your mana converted to ap) are not counted by the mobafire calculator).
Pros: Incredible escaping mecanism with her ultimate.
Great aoe.
True damage on one of her skillshots.
Low cooldowns and mana costs.
New champ, so little people know well her skillset and how to counter it.
Cons: Not too high burst without throwing full combos.
Squishy (as most casters).
Too slow movespeed.
Mana hungry early on if playing too agressively.
Great aoe.
True damage on one of her skillshots.
Low cooldowns and mana costs.
New champ, so little people know well her skillset and how to counter it.
Cons: Not too high burst without throwing full combos.
Squishy (as most casters).
Too slow movespeed.
Mana hungry early on if playing too agressively.
Ok, these runes are, for me, the base of almost all ap champs. Some ap early on to harrass better, mana regen and magic pen. The only changes I think you would be wanting to make are movespeed quint to counter her poor movespeed, but that means 15 less ap, so make your choice. If possible I will add other rune options sometime.
This section is difficult. I have not tested Ahri enough to ensure this is the best item build, but I have played some games and it worked fine for me.
Why to begin with archangel's staff? Well, you need the
Tear of the Goddess as early as possible to farm it and for that cute mp/5. You may start with health pots, but if you use well your passive you can pass without it. And once you have the tear of the goddess, archangel is the next item. You may want to get rabadons before finishing it, but I prefer it this way.
and
Why take boots of speed so soon? One composed word: movespeed. I cannot state how much you need it in order to be a good Ahri. Also, once you get sorcerer's shoes 20 magic pen and even more movespeed is what you need.
Rabadon's Deathcap explains itself.
Lich Bane is a item I loved on her, even tough I do not use it in almost any other char. You have low cooldowns, many ways to get near ou enemy and so yo can proc it easily. That extra movespeed is also a good reason, as well as the ap and mana. It is also very easy to proc with your skillset; you have one CC that draws the enemy near you (giving you a nice moment to autoattack right after shooting your
Orb of Deception) and a triple flash over 10 seconds, which gives you time to proc four times lich bane's passive, one on each flash and one more whith a cast of one ability (like your
Fox-Fire). Also, as you can pretty much spam your W every 4 seconds with blue, you can get to proc the passive like hell for a fairly low mana cost. If you do not like this item, you may take
Rylai's Crystal Scepter; this option will be explained in the next chapter.
Also remeber when building this item to start with
Blasting Wand, as you won't get almost any profit from
Sheen alone since your base AD is poor.
The void staff is pretty cheap, gives ap and more importantly magic pen. No more reasons.
As for Zhonya, armor is never a bad thing, and ap is even better. If the enemy is mainly physical damage dealer, take it. But the main reason for choosing this over
Abyssal Mask is it's active. You ult in the middle of a team or an ambush? Zhonya. You are near an teammate who'll save you but won't have time to aproach him? Zhonya. And so on.









Also remeber when building this item to start with









In case you prefer this item over archangel, you probably want to start with a








Also, if you are having a hard time staying in lane, or facing heavy harrasment enemies (like Caitlyn) you can take it before Rabadon's Deathcap and sell it when making your last item.
















It's a different version of morgana's passive





First question: why to start with
Charm? simple: to punish early towerdive. Yes, it make easier to land both hits with your orb of deception and so on, but when you see an enemy come to you at half life early trying to finish you under your turret, you can get an easy kill with a simple skillshot.
Second: why maxing
Fox-Fire first and not
Orb of Deception? Well, lots of reasons. First, it has higer base damage and higer scaling if you land all three shots (wich is surprisingly easy). Also, obr's mana cost increases as you level it up, but w doesn't. It is great for both farming stacks on your passive and procing it if you use it on minions. And finally, it is not a skillshot, so it cannot be dodged. I think those are enough reasons to justify maxing w first.
There is not much more to say about the order, I'll update this section as soon as I learn more of Ahri's abilities.

Second: why maxing


There is not much more to say about the order, I'll update this section as soon as I learn more of Ahri's abilities.
Great options:
Clarity,
Teleport,
Flash.
Clarify is great early on to stay in lane or attempt to finish off your enemy if low on mana. Teleport is one of the most usefull skills in game, for escaping, attacking, ganking, defending and almost everything.
Flash may be good for positioning in a teamfight before your ult, and also am great escaping tool.
Other options:
Ignite and
Exhaust for attacking,
Heal for saving your life or helping towerdive,
Ghost for chasing or escaping and
Surge for the bonus ap.
I do not think any other summoner spell can be usefull on Ahri (and even think some of the "other options" are a wasted summoner spell, but anyway), but feel free to take what you wish.



Clarify is great early on to stay in lane or attempt to finish off your enemy if low on mana. Teleport is one of the most usefull skills in game, for escaping, attacking, ganking, defending and almost everything.
Flash may be good for positioning in a teamfight before your ult, and also am great escaping tool.
Other options:





I do not think any other summoner spell can be usefull on Ahri (and even think some of the "other options" are a wasted summoner spell, but anyway), but feel free to take what you wish.
In order to fully grasp the range of your ult, it may be a good idea to go on a custom game and use your ult just to jump around in the jungle, to see which walls can be jumped and which cannot.
As for comboing, the best way to do an ultimateless combo on an enemy is to land your
Charm, follow immediatly with
Orb of Deception so your foe gets hit twice, autoattack if you have lich's bane and
Fox-Fire as last. If you think you can time it well enough and the enemy has no means of breaking your combo, like flash or stuns, in order to max the damage output, you may want to autoattack right after charm, then throw q and wait untill lich's bane passive can be proced again to use your w.
If you want to introduce the ultimate in your combo, just engage with it (being sure no ambush is set), autoattack, charm+orb, autoattack, fox-fire+ult, autoattack, ult out. Feel free to change the order of the skills in the combos, I just stated what seemed to work best for me, but everyone has his own gamestyle.
If you are chasing someone with your ultimate, try not to use all three dashes together. It is better to use your other spells (specially w, as you will almos always land the three hits automatically) and if you have lich's bane autoattacking while chasing them. Just remember to use your three dashes in the ten seconds timeframe so you don't waste any.
If you see someone trying to recall from his turret (which shouldn't be done if enemies are near) you have two options. One is to lure him with
Charm as it has the longer range of your skills and follow with two fast w and q to end him, and the other, if you like looking cool and the enemy is at pretty low health, is to ult thrice over the range of the turret and escape by the jungle, as all three hits will land on the enemy and if you are fast enough you'll only take 2 (maybe even 1) turret hit. Of course, you can combine both strategies to almost instakill any tower hugger under 50% health.
When deciding between
Abyssal Mask and
Zhonya's Hourglass, remember to look not if the enemy autoattacks or not, but if it deals magical damage or physical. for example, teemo and warwick do mainly magical damage due to on hit effects and abilities, so against them it may be a better option the scepter and not the hourglass.
As for comboing, the best way to do an ultimateless combo on an enemy is to land your



If you want to introduce the ultimate in your combo, just engage with it (being sure no ambush is set), autoattack, charm+orb, autoattack, fox-fire+ult, autoattack, ult out. Feel free to change the order of the skills in the combos, I just stated what seemed to work best for me, but everyone has his own gamestyle.
If you are chasing someone with your ultimate, try not to use all three dashes together. It is better to use your other spells (specially w, as you will almos always land the three hits automatically) and if you have lich's bane autoattacking while chasing them. Just remember to use your three dashes in the ten seconds timeframe so you don't waste any.
If you see someone trying to recall from his turret (which shouldn't be done if enemies are near) you have two options. One is to lure him with

When deciding between


Little to say here. Just sorry for any faults I may have commited on my guide (I'm not english so probably I mispelled some words) and if you think you know something to improve the guide (there are still lots of work to do) just tell me. Also please, do not downvote without a comment on why you do not like the guide. I like constructive criticism, but not trolls (in fact I love trolls, but hate being trolled).
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