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Ahri Build Guide by blackpalla

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author blackpalla

ahri love is like pain

blackpalla Last updated on December 26, 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: 0

Strength of Spirit

Utility: 9

Skill Sequence


Soul Eater: // 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. Not really a game breaker. Can be used to exchange harass without taking damage and offers some basic sustain at the game start.

Orb of Deception: // Ahri sends out her orb, dealing 40/65/90/115/140 (+0.33) magic damage, and pulls it back dealing 40/65/90/115/140 (+0.33) True damage. Cost 60/65/70/75/80 Mana. Range 880.

Tips and Tricks

// An early point is key for harass because it is the only ability that can path through minions
// True damage will greatly increase in effectiveness late game, so use on tanks if needed
// Hard to hit both ways so best comboed with Charm
// Max this second for best DPS
// Does not lose damage based on number of targets hit
// You can move and have it hit all targets on your way back, meaning once you toss it out you can reposition to hit all members of the enemy team.

Fox-Fire: // Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies. Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/70/100/130/160 (+0.38) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/140/200/260/320 (+0.75)]. Cost 60 Mana. Range 800.

Tips and Tricks

// Best overall source of damage, especially in a team fight.
// Good for use in conjunction with Soul Eater
// Will target minions first making it very difficult to land in lane
// Best used in combination with Charm to land all three orbs as well as Orb of Deception
// Remember this spell gives mobility, you can cast it without any channeling time or delay so its great to activate while chasing because you wont lose distance at all. You can also use this to your advantage when avoiding enemy aggro, simply run close to enemies while dashing with spirit dash to maintain maximum mobility and damage.

Charm: // Ahri blows a kiss dealing 60/90/120/150/180 (+0.35) 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).Cost 50/65/80/95/110 Mana. Range 975.

Tips and Tricks

// Great for initiation, because of its long range and the fact that it draws enemies near, you can initiate with this, allow your tank to blow his hard CC then have this off CD by the time you are executing your combo
// Try to land this whenever possible because it will allow you to land your other abilities more easily
// Easier to land this skillshot from a bush
// In 3v3, take this first when ganking the bottom bush or middle bushes.
// Initiate a turret dive with this to draw your enemy away from their turret a bit
// Try to draw you enemy into your minions early game for some massive damage.

Spirit Rush : // Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 100/140/180 (+0.3) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown. Cost 100 Mana. Range 450.

Tips and Tricks

// Keep mobile with this ability and auto attack. There is no point dashing around an enemy consecutively because you will be moving much faster. Dash towards them and keep autoattacking till they are out of range then proceed to dash again.
// Careful because you can still be CC'ed whilst in this form
// If needed you can use this for positioning to draw a far away enemy towards your team by pulling some dashes then landing a Charm
// Can go through almost any walls very easily
// Dont activate one after the other ASAP because orbs take time to discharge
// Can be used to take down low health targets while avoiding taking damage from them by dashing around rapidly.
// Cooldown is very short so dont be afraid to use it as an escape
// Try to keep distance with this ability
// Turret dive like a boss with the dashes and Charm[*]