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Ahri Build Guide by Witwickies

Middle Ahri - Kitsune's Reincarnation [PRE-SEASON 9]

Middle Ahri - Kitsune's Reincarnation [PRE-SEASON 9]

Updated on November 29, 2018
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League of Legends Build Guide Author Witwickies Build Guide By Witwickies 15 0 166,288 Views 4 Comments
15 0 166,288 Views 4 Comments League of Legends Build Guide Author Witwickies Ahri Build Guide By Witwickies Updated on November 29, 2018
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Choose Champion Build:

  • LoL Champion: Ahri
    Standard Build
  • LoL Champion: Ahri
    Tanky Enemy Composition
  • LoL Champion: Ahri
    Enemy Assassins/AD Bruisers
  • LoL Champion: Ahri
    Enemy AP Carry



Well, actually answer is simple - because she is extremely fun to play. I really enjoy almost every game I pick her and still wants more! I could say that the main reason why I find her as my favourite champion is her unique kit making her some kind of hybrid of assassin and mage. Well, you can make really glamorous plays with Ahri and when you will think a bit you can come up with plenty of options she can provide. To be honest I can say that she is one of most uniqe champions in League of Legends. She can also change enite game with one wonderful combo or great pick. Actually, even nice Charm can completly change teamfight.

Unfortunately our Nine-Tailed Fox Ahri is not a champion you can blind pick. She can't adapt to all compositions. However, even outpicked and countered, she can still be main point of game and carry. This game in patch 8.23 is early to mid-game focused, and that is actually time when Ahri has upper hand over enemies. Unfortuantely you can't funnel this champion. Unless you are Ahri one-trick pony you should try to pick her in situations, where she can give her best. There are a lot of other mid-line champions that are more adaptive.
Ahri is mobile champion that can kill enemies very quickly. She can make them unable to even move when enitre combo is incoming. Thing that makes her so special is her ultimate Spirit Rush, that lets her make great picks, good dives and remarkable plays. You can use it in many ways, e.g. to even clean up after team-fight or divert enemies. Her assassinating abilities are especially good at mid game. In late game she is still valuable, but definitively not the best.

That is why Ahri should be picked when enemy team composition is possibly squishy. Many tanks can be problematic to her since she can struggle to kill them as easy as fragile opponents. Yeah, Orb of Deception deals true damage when comes back to Fox, but it don't make so big difference. Ahri have nice possibilities to outplay other assassins, but it depends on skills of players. I really like to roam when I play Ahri so I prefer to have one passive or loosing line so I can snowball even more. This works especially well with hyper-carries in your team, that struggles in early game. Ahri also has good wave-clear, so you can pick her if your team lacks of it. If you don't have any diving champion then it it good to go with Ahri, since she is able to perform real magic in this matter. I also like to have some kind of hard CC in team and at least one tank. All kinds of disengage are fatal to Ahri, beacause wasting good opportnity to kill someone is problematic. Picking Ahri in team with all champions strong at early stages of game is very risky, since if enemies will survive... it's your doom.

Of course you should try playing Ahri in all possible cases, but I personally don't recommend it. Good luck!



In Patch 8.23 getting early lead over enemies is crucial. That is why mages like Ahri should concentrate on executing their roles and maximizing profits coming from kit. Well, Ahri is ranged assassin and she should keep on fast bursting enemy carries. In my opinion our lovely fox is not well on poking, but rather using many skills and AAs in combos to maximize damage in shortest possible time. That is a reason for picking Electrocute as keystone rune in every possible case. Below I will explain why I have chosen runes and items in particular builds.

Standard Build


In standard build I assume Ahri was picked as counter or matches well to your team's or enemy team's composition. That is why she should focus on assassining, roaming, diving and making pressure at mid-lane. Ignite is very important as summoner spell that can help you make big difference and excel at mid game - period, when Ahri is strongest.
I have decided to choose Sudden Impact because Nine-Tailed girl tends to initiate using her ulimate abbility that gives her up to three dashes. With additional Magic Penetration and Lethality she can easier pick opponent at jungle, dive enemies and basicaly kill them.
With this assassining power she can easily get large Eyeball Collection that can do well on soloq. That is not competitive, where players focuse on vision and plants as many wards as they can. Of course, vision is important, but I think that Eyeball Collection can benefit you more. If you happen to play against e.g Zac, I would go for Zombie Ward.
Ahri is mobile champion. That is why I wouldn't recommend Relentless Hunter. Ingenious Hunter doesn't give much profit as Ahri often uses item with active effect. Her damage depends mostly on her skills, so Spell Vamp provided by Ravenous Hunter is good option, but I prefer Ultimate Hunter to reduce cooldown on R. I really love this skill.
As secondary rune path I have chosen Sorcery. From all nine possible runes I picked Manaflow Band to solve problems with mana at early stages of the game. I don't tend to dive or pick when I am low health. When I want to assasinate someone I like to have lots of health and this is a reason why I uses Absolute Focus. This helps you kill opponents faster and clean up after team fights. It's worth to mention tragic nerf to Celerity in recent patch.
In my opinion Lost Chapter is best first item from Ahri. As her kit is very dependent on usage of all skills, she needs loads of mana to perform full combo. Luden's Tempest provides either cooldown reduction and solve mana problem. I like to spend my gold on Spellbinder, because it's active effect helps assassinating enemies. Additionally it increases Ahri's movement speed that allows better damage from her Q. Then I usually go for Liandry's Torment just for buring effect and tends to go for Rabadon's Deathcap. If crucial targets bought some Magic Resist I like to go for Morellonomicon or Void Staff and then buy Rabadon's Deathcap as last item.

Tanky Enemy Composition


Sometimes you becomes outpicked and have to face difficult situations. When enemy team has many tanks you should still try to burst their carries, but you have to have possibility to deal loads of damage. I would still go with Domination as main path and Electrocute as keystone.
Good way to damage tanks is to use true damage. Ahri usually starts with her E Charm. So I come up with idea of choosing Cheap Shot. As Ahri will not be able to kill enemies so easily, Eyeball Collection can be hard to gather, so I prefer to take Ghost Poro to have better vision. Then you will be able to find more opportunities to pick enemy carries when are off guard in e.g jungle. In terms of last rune I have made small change, Ravenous Hunter gives important healing, as you don't have many opportunities to use your ultimate.
As a secondary path I went with Sorcery and Manaflow Band with the same reasons as in standard build. However now I decided to pick Scorch to increase total ammount of true damage coming thanks to Cheap Shot.
It would be really hard to play with Ahri without Luden's Tempest as first item. Even though our fox is going to target squishy carries, it is unavoidable to not pick fights against tanks. That is why Magic Penetration is important. New verison of Morellonomicon gives a lots of it and Sorcerer's Shoes improves this effect. There is also old and always good Void Staff in case there is still need to avoid magic resist. As team fights against tanky teams tends to be long, Liandry's Torment can give it's best. Of course there are a lot of situational item's possibilities such as Spellbinder or Rylai's Crystal Scepter.

Enemy Assassins/AD Bruisers


Well, Ahri is squishy champion and can be fast bursted down especially with AD champions and assassins. Of course her ultimate Spirit Rush can change a lot, but e.g. Zed's damage is still incoming. This is main reason why I tend to go with Barrier instead of Ignite in such match-ups. As for runes, I still take Domination and Electrocute.
Agressive enemies seldom build Magic Resist, so in my opinion it would be better to take Taste of Blood. Winner of fight between two assassins can be often determined by small ammounts of health. Also when Ignite is used it is better to have extra healing especially in early game. In this build I also find it more profitable to take Eyeball Collection as probably there will be many kills. Spell Vamp coming from Ravenous Hunter is the best option out there in possibilities.
As of secondary path I surprisingly (even for me) have chosen to take Precision. As for runes I without thinking took Triumph that can save your life. If you will kill enemy faster in assassin's showdowns you will be healed a lot. It can also help you survive ganks or counterganks (synergy with escape from Spirit Rush of course). What is more you can perform more risky dives and dashes to enemy back line. The second rune in secondary path is Last Stand as it helps you when your life is quickly melting. I bet it will occur not once, not even twice.
Actually I will always go for Luden's Tempest as first item in standard matchups. I don't even know if there is a champion that could make me buy another item. As a second one, if I am not very ahead, I really like to go for Zhonya's Hourglass. Facing for example Zed or Talon can be hard without this item. After that I usually follow standard way - build Spellbinder followed by Rabadon's Deathcap or Morellonomicon or Void Staff.

Enemy AP Carry


Sometimes enemy composition depends on high damage mid-liner. In these situation you simply have to outplay them, don't let to snowball and make them useless. First opportunity to do that is picking Heal as your second Summoner Spell. Runes doesn't change that much - still Domination followed by Electrocute.
This time again I would prefer to take Taste of Blood instead of Sudden Impact, as in lines like these survivalibility is very important. The more sustain you have the better. In my opinion there should be many kills and deaths, so Eyeball Collection can be profitable. As in standard case, this time again I find Ultimate Hunter as best option for last rune in this path.
This time I would pick Sorcery as secondary rune path with important Nullifying Orb in it. It prevents in some degree being killed by Magic damage, that is main damage source of AP Carries. It can really save your day and make you loose some of CS instead of life. Absolute Focus is second important rune. As Ahri don't like long fights, she uses all spells at once. If you will be above 70% of health, you will gain a lot.
As always I blindbuy Luden's Tempest as first item and follows it by Spellbinder as fast as I can, since addicional Movement Speed can help a lot in dodging skillshots. If I am not ahead over enemy I like to buy Banshee's Veil, that additionally increases surivalibility as ignores first ability. After that I usually follow standard way - build Rabadon's Deathcap or Morellonomicon or Void Staff.
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