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Spells:
Clarity
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction

This guide is by no means perfect (as no guide is) but for my aggressive play style, it works wonders. This is proven as you can quickly bounce back by using Ahri to her fullest with great planning, positioning and general harassment that her first skill provides, but more on that later.
This guide will be updated every now and then as Ahri is one of my main characters and I will try to preserve the old and new versions together.
Ready for some awesome action with one of the best mobile assassins in the game? Read on my humble learner.
*Editor's Note*
Since this guide is the first one I made, it will probably see the most changes to layout and presentation... given enough time of course.
By reading this guide you acknowledge that you won't be offended by any form of language used within. Also by reading past this point you waive every right and privilege to be offended by me and this guide and also you agree not to post anything in the comments which I or anyone else will feel offended/you didn't read this part/you don't want to understand this part.
Don't make me summon
Ezreal to
Hadoken you in the back of the face.
With that being said, since I love giving items and people names, this guide will use their actual names at some point, but will usually give them a different name next to their icon.
For example:
Will of the Ancients may appear as
Dr. Insano's Diary
# Credits Where Due #
jhoijhoi for the separators - If she has a problem with me using them, she can contact me and I will make my own
Riot Games for League of Legends
Mobafire for hosting my awesome guide, as well as other awesome ones
Razer for their awesome keyboards, mice and mousepads - Just wish they'd hurry up and release the Razer Blade here in Australia (written 3/7/2011... that's July for you Americans, learn to write like the rest of the world)
# Changelog #
v0.2:
Don't make me summon


With that being said, since I love giving items and people names, this guide will use their actual names at some point, but will usually give them a different name next to their icon.
For example:


# Credits Where Due #
jhoijhoi for the separators - If she has a problem with me using them, she can contact me and I will make my own
Riot Games for League of Legends
Mobafire for hosting my awesome guide, as well as other awesome ones
Razer for their awesome keyboards, mice and mousepads - Just wish they'd hurry up and release the Razer Blade here in Australia (written 3/7/2011... that's July for you Americans, learn to write like the rest of the world)
# Changelog #
v0.2:
-
- Modified the title of the guide
- Added v0.2 to the changelog
- Added tags to the guide [3 at this time]
- Fixed jhoijhoi's gender calling in the guide
- Videos are on their way, uploading the smaller parts on Abilities now
-
- Created the Guide
- Added this cool looking Changelog
- Drawn a picture for the Guide
- Preparing videos featuring tactics, gameplay, strategies, and more... with me talking!!!
As is with every champion, there are some nice Positive points with some nasty Negatives. Let us take a nice long look at Ahri's Positives and Negatives in this wonderful table I'm about to draw up:
+ Great ganker, especially so if you stock
Flash as a Summoner Spell
+ Her abilities have a relatively low Mana cost
+ Most importantly, her cooldowns aren't punishing like some other champion's are *cough*
Lux*cough*
+
Orb of Deception does in fact do True Damage on it's return trip
+
Charm has a VERY short cooldown when maxed out
+
Spirit Rush functions like
Tryndamere's
Spinning Slash in that it can go through some walls, chase/run away VERY effectively and the last 2 charges have no cost other then the cooldown times, that I'm aware of
Rod of Ages or like items
- Her main three abilities can be frustratingly difficult to land without the use of
Charm or slows/stuns/some other form of disruption
- Tends to get targeted unless your team has a
Master Yi,
Tryndamere or some other significant threat
- Tends to be fairly useless while silenced, snared, juggled or out of Mana (as far as I know)
-
Essence Theft isn't too crash hot without complimentary items
Positives - The Good Stuff (tm) about Ahri
+ Great ganker, especially so if you stock

+ Her abilities have a relatively low Mana cost
+ Most importantly, her cooldowns aren't punishing like some other champion's are *cough*

+

+

+



Evil Negatives to keep in mind

- Her main three abilities can be frustratingly difficult to land without the use of

- Tends to get targeted unless your team has a


- Tends to be fairly useless while silenced, snared, juggled or out of Mana (as far as I know)
-

Over here in this section, I shall discuss the Summoner Runes that I like to use with
Ahri.
Precision
Fleet Footwork
Phase Rush
SPACE
SPACE
These Marks improve Ahri's damage output something shocking and makes her very scary. These bad babies grant a nice bunch of points in
Magic Penetration upon entering a game. For those of you who are unfamiliar with what
Magic Penetration is, I shall enlighten you.
Magic Penetration allows abilities to hit your target much harder than you would if you didn't have this. This means more damage is received ignoring points of their Magic Resistance stat. This also takes equipment and items Magic Resist stats into account.
SPACE
SPACE
These gifts from the higher planes boost your Armour (a.k.a. Physical Defense), which soak up attacks such as Auto-Attacks and Attack Damage.
These runes allow you to tank the creeps/minions more effectively by receiving less damage as a result. Armour is essential against champions that rely on auto-attacks or Attack Damage in order to harm you.
Such champions include, but aren't limited to:
SPACE
SPACE
These nice little Glyphs give you some additional Ability Power upon entering a game. These give Ahri a nice boost to her abilites, particularly
Orb of Deception.
Ability Power is the strength of you abilities. If Attack Damage would be considered as the Strength stat, then Ability Power would be the Magic Strength stat. Long story short, it makes you hurt them more. Woohoo!!
SPACE
SPACE
These function the same as the Glyphs, providing a lot more Ability Power per rune.

Runes




These Marks improve Ahri's damage output something shocking and makes her very scary. These bad babies grant a nice bunch of points in




These gifts from the higher planes boost your Armour (a.k.a. Physical Defense), which soak up attacks such as Auto-Attacks and Attack Damage.
These runes allow you to tank the creeps/minions more effectively by receiving less damage as a result. Armour is essential against champions that rely on auto-attacks or Attack Damage in order to harm you.
Such champions include, but aren't limited to:

These nice little Glyphs give you some additional Ability Power upon entering a game. These give Ahri a nice boost to her abilites, particularly

Ability Power is the strength of you abilities. If Attack Damage would be considered as the Strength stat, then Ability Power would be the Magic Strength stat. Long story short, it makes you hurt them more. Woohoo!!

These function the same as the Glyphs, providing a lot more Ability Power per rune.
Offense : 21 | Defense : 0 | Utility : 9


Abandoning my usual Defensive 9 points, I place them into Utility where they actually make a major difference for the slight changes for Utility 9. Taking a point for the Summoner Spells, the other 8 are placed in Mana Regeneration, Mana Per Level and MUCH needed Movement Speed.
Passive Ability - Essence Theft
Correctly utilising


You may be wondering what is the point of charging an ability, generally that means something nice is going to happen at some point right? Well dear reader, there is something very nice when you reach 9 charges. The next ability you use will have a 35% Spell Vamp of the damage dealt to enemies. This +35% Spell Vamp goes on top of your current Spell Vamp rating, and this is an important point, which will be explained soon.
Spell Vamp - A Primer by Neon Kitty
Now if you are confused as to what in the flaming pits of Noxus Spell Vamp (Spell Vampire?) is, I shall enlighten thee, as I too was confused to what it really was until recently.
Spell Vamp functions much like Life Steal. Now what good does Spell Vamp do if it functions like Life Steal? Unlike Life Steal, which restores health proportional to the amount of damage dealt by Physical Damage (usually Auto Attacks), Spell Vamp would be the "magic" version of it. Spell Vamp restores health proportional to the damage dealt by an ability that damages enemies.

Q Ability - Orb of Deception
Ahh this probably should be your main weapon of choice as any Ahri. This can be considered a 2 part spell. Simply click somewhere around Ahri, doesn't matter where, and she will hurl this ball of awesome in the direction, damaging enemies for Magic Damage (Ability Power) until it reaches it's maximum range. Now, here's where you can have lots of fun, on it's return trip back to you, so it can tell you of it's wonderful trip to the beach and everything it slaughtered along the way, it deals True Damage until it returns to you. Basically True Damage, from my understanding, does exactly that much damage to the target.
Example:




W Ability - Fox-Fire
This ability was nerfed in the patch where


I personally don't like this skill, even though it prioritises champions over minions, but chances are that you're going to hit minions or not the targets you want. Even before





E Ability - Charm
Aah, this has to be the hardest skill to land as Ahri, but makes her even deadlier when it does.




The wrinkle that makes this wonderous ability hard to use is that it is a skill shot. For those who, like me, have played

Skill Shot - A Primer by Neon Kitty
A skill shot is an ability that hits the first enemy target it encounters, disappearing on-hit, regardless if it is a minion or champion. Think of it like


R Ability - Spirit Rush
Ahri's "ultimate" ability is


This ability lets Ahri dash a short distance towards your mouse, also utilising a "mini Fox-Fire" as it's damaging compenent. This ability is her bread and butter in my opinion, just as important like



General and Advanced tactics and strategies will be discussed in the Tactics and Strategies section about how and when to use these abilities.
Let us begin by going through the Items listed in this guide, in the order I consider getting them.
Most people begin with a Doran item and will call you a newbie when you don't. While the ring is a very nice item to start with, you can forgo this item and grab a more defensive item such as
Null-Magic Mantle and a
Mana Potion/
Meki Pendant and
Health Potion/
Mana Potion, depending on who their mid is/are.
Doran's Ring will help you in most of the areas which Ahri is weak in; Health and Mana Regeneration. This is up to you what you choose to use initially, but please, for the love of Ahri, NEVER start with
Boots. You will just get destroyed and become the target for early ganks, where you will get squished... and then I will
laugh,
eat some oranges and be on my way, uploading the video of your squish.
Alright, this item is my secret weapon and closely kept secret. Well... not anymore anyway.
The
Moonflair Spellblade is a SEVERELY underused item. This baby grants you 50 Ability Power. Now before you scoff at this item, here's the real kick in the balls. It also grant +35
Tenacity. You seem to suddenly like this item? Thought so. This weapon of pure awesome is perfect for someone like Ahri. The added Tenacity provides Ahri with the option for more appropriate boots while retaining the awesome reduction of crowd control, which completely destroys her.
Buy this on your first trip back, or at least the
Blasting Wand and win against people such as
Lux and
Morgana. This item is relatively cheap, costing a total of 1200 gold (
Blasting Wand + 340).
During your first trip back, you should be able to also afford some new shoes. Depending on your gold income, you can get away with
Level 1 boots, save up for Kage's Lucky Pick and come back shortly for the
Sorcerer's Shoes.
These
Magically Penetrating Pumas grant Ahri much needed Level 2 Movement Speed and the godsend that is Magic Penetration. I favour these shoes for the damage output and fear factor they bring.
Magic Penetration allows abilities that utilise
Ability Power to deal damage closer to the actual damage stated. In a sense,
Magic Penetration grants a certain number of points which the target's
Magic Resistance is ignored. The physical counterpart is
Armour Penetration.
SPACE
This is where your build should deviate and cater for the buildup of your team and the enemy team.
x3 - Build these into:
Start by grabbing that cute
Witch's Hat and put it on
Ahri's head, give her a shiny new
Pimp Staff to whack people with,
The Shiny Evil Grail from Indiana Jones to drink the blood of her enemies from and give her an
Hourglass so she can keep track of the time.
While this is considered "Glass Cannon" path, besides a ridiculous amount of
Ability Power, you also gain:
Tiny Hourglass (how does this work by the way o.O)
+ Some Magic Resistance, Cooldown Reduction and much needed yet over powered Scaled Mana Regeneration from a
Drinking Grail
+ Dramatically Improved Ability Power from a
Witch's Hat
+ Even more Magic Penetration from a
Pimp Staff
Ahri was already the devious charming dancer, but now she's also a more effective pimp master who will carve the words "Your Health Is Low" into your enemies foreheads.
This build has the drawbacks of:
squishy
- That
Tenacity won't make you immune to Crowd Control
- The
Hourglass may help you become a trolling statue for 2 seconds, but it really is the worst kind of item to have on Ahri, since she is meant to dance around the battlefield and be evasive
+/- You can swap
this out for another
Witch's Hat to put on your
Pimp Staff. Making you even more squishy to physical attackers.
SPACE
I have to admit, now that League of Legends is far too popular and most people are using the same range of champions all the time, it's hard to keep up with the tanky champions that do almost everything *cough*
Warwick,
Darius*cough*, I find myself looking for a means to counter them while still dealing a lot of damage.
Since the
The Rapist appeared, Ahri has lost a lot of her tank build viability due to the
Ability Power reshuffle from her
Fox-Fire to her Ability Power stat. Ahri still can be built tanky, but has to be played much differently and more skillfully, which you should be doing anyway.
What's that? You just charge her in there at the start of every fight? How cruel of you.
While Ahri is by no means an initator, she is a great tactician who suddenly appears and dances around the arena dealing insane damage. The key is to watch and manage your Spell Vamp, abilities and predictions.
From the
Sorcerer's Shoes this path can be built in any number ways, but I'll list you the priorities for my play style.
>
>
or
, then get the other one.
or
or
then grab that
Hourglass.
If you have the
Moonflair Spellblade and
Boots, grab Kage's Lucky Pick and rush a
Hextech Revolver, then complete your
Pumas. If you have the complete pair of
shoes and
Moonflair, get the
Revolver (not to be confused with the
Gunblade FF VIII fans) and then a
Blast Wand.
There is good news and bad news about this build:
Gun/
Diary. Nearby allies will benefit from the Spell Vamp you give them by showing them your
Diary.
+ Much needed Magic Penetration and increased Ability Power with your
Pimp Staff
+/- Defense against physical heavy enemies with your
Heavy Spiky Chainmail Vest OR
+/- Defense against ability heavy enemies and increased Health Regeneration with your
Heavy Spiky Plated Vest
+/- In conjunction with either of the above vests, Short Ranged Attack Speed and Movement Slow, slightly incresed Cooldown Reduction and Health Regeneration with your
Extremely Heavy Large Shield.
While I did mention that the vests and the shield were heavy, they do NOT restrict your Movement Speed in any way shape or form. However, by favouring sustainability, you also gain these negatives:
- Prime target to be focused because of the above point
+/- Can swap any of the defensive items out for a
Frost Wand.
While the usage of
Thornmail can be disputed and more readily replaced with the
Frost Heart for even more Cooldown Reduction and Mana at the cost of 1 point in
Armour, the choice is ultimately yours if you even use them. Just remember that
Ahri is fairly squishy and needs to be played smart, instead of just charging in like a mad woman.
Doran's Ring
Most people begin with a Doran item and will call you a newbie when you don't. While the ring is a very nice item to start with, you can forgo this item and grab a more defensive item such as





Doran's Ring will help you in most of the areas which Ahri is weak in; Health and Mana Regeneration. This is up to you what you choose to use initially, but please, for the love of Ahri, NEVER start with



Blast Wand /
Moonflair Spellblade
Alright, this item is my secret weapon and closely kept secret. Well... not anymore anyway.
The


Buy this on your first trip back, or at least the




Speed Boots /
Sorcerer's Shoes (a.k.a. Magically Penetrating Pumas)
During your first trip back, you should be able to also afford some new shoes. Depending on your gold income, you can get away with


These

Magic Penetration - A Primer by Neon Kitty
Magic Penetration allows abilities that utilise





Finalising the Build
This is where your build should deviate and cater for the buildup of your team and the enemy team.
Ability Power Glass Cannon





Start by grabbing that cute





While this is considered "Glass Cannon" path, besides a ridiculous amount of


+ Some Magic Resistance, Cooldown Reduction and much needed yet over powered Scaled Mana Regeneration from a

+ Dramatically Improved Ability Power from a

+ Even more Magic Penetration from a

Ahri was already the devious charming dancer, but now she's also a more effective pimp master who will carve the words "Your Health Is Low" into your enemies foreheads.
This build has the drawbacks of:

- That

- The

+/- You can swap




Sustained Aggressor
I have to admit, now that League of Legends is far too popular and most people are using the same range of champions all the time, it's hard to keep up with the tanky champions that do almost everything *cough*


Since the



What's that? You just charge her in there at the start of every fight? How cruel of you.
While Ahri is by no means an initator, she is a great tactician who suddenly appears and dances around the arena dealing insane damage. The key is to watch and manage your Spell Vamp, abilities and predictions.
From the









If you have the









There is good news and bad news about this build:



+ Much needed Magic Penetration and increased Ability Power with your

+/- Defense against physical heavy enemies with your

+/- Defense against ability heavy enemies and increased Health Regeneration with your

+/- In conjunction with either of the above vests, Short Ranged Attack Speed and Movement Slow, slightly incresed Cooldown Reduction and Health Regeneration with your

While I did mention that the vests and the shield were heavy, they do NOT restrict your Movement Speed in any way shape or form. However, by favouring sustainability, you also gain these negatives:
- Prime target to be focused because of the above point
+/- Can swap any of the defensive items out for a

While the usage of





Use this as a guide, not doctrine. Experiment, deviate from this and find your own preferences with using
Ahri. I can only advise, you are the one who has to take heed.
This guide is far from finished, watch for more videos and tactics and what not.

This guide is far from finished, watch for more videos and tactics and what not.
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