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Ahri Build Guide by HoogieFletz

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League of Legends Build Guide Author HoogieFletz

Ahri - Play time's over.

HoogieFletz Last updated on March 28, 2013
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Middle Lane
Ranked #10 in
Middle Lane
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: 21

Honor Guard

Defense: 0


Utility: 9

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Hello all, I'm Hoogiefletz, Eu-NE player, and this my guide to Ahri - The nine tailed fox.
This guide will always be under construction since i will always keep him upgraded and updated.
After playing with Ahri decent amount of games and trying various builds, I have decided to create my own guide, and i will try to cover as much information as i can.

I hope you like it. :)

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Pros / Cons

The pros
+ Very decent diver.
+ Extremely mobile.
+ Harcore ganking ability.
+ Hard CC (one of the best)
+ High damage output.
+ Useful in team fights.
+ Fun to play.
+ Good farmer ( Orb of Deception single-shot ranged minions clearing when maxed)

The cons
- Mana hunger issues, at least in the early game.
- Mobility is high based on ulti with pretty high CD.
- Considered squishy.
- Somehow item depentand.
- Skillshot based, bad accuracy means being useless.

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Greater Quintessence of Ability Power

Greater Mark of Magic Penetration

Greater Glyph of Scaling Ability Power

Greater Seal of Scaling Ability Power

Why Mark of Magic Penetration?
The more magic penetration you have the more damage you deal, best choice out of the other marks.

Why scaling per level AP over flat AP runes?
With quick calculation, the scaling per level runes gives you the same AP bonus at level 6-7 as the flat AP gives, in my opinion +15-20 AP at level 1 wont do much difference anyway compared to the scaling AP which triples it late game.

So why flat Greater Quintessence of Ability Power??
With quints this works a little different, the scaling AP quint wont exceed by much the flat one, the total difference in the end of max utilizing the scaling quint is just about 12 AP (at level 18), I think it is worth to pass on that to gain that little early advantage.
Other options
As you noticed, this guide prioritizing offensive gameplay, if you prefer a little more solid option, you can swap the glyph or the seal with flat magic resistant runes (glyph swapping is a bigger loss of AP, but greater gain of magic resistant)
Greater Seal of Magic Resist Greater Glyph of Magic Resist

Why flat over scaling per level?
This will help us the most in the very early game and the scaling per level runes just wont do the job in the right time.

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In case of rarely holding the blue buff, I would recommend replacing the utility tree with defense.


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Summoner spells

Those are our top choices.
Ignite - Since we're going for offensive game-play, this is a natural choice. Helping us to secure early kills and enhances our trading capability.

Flash - Goes both for offensive and defensive use. our Spirit Rush + flash will making every chase successful and will make you ungankable.

Other good choices
might be good for beginners, gives us a little sustain and trading boost. You can also consider replacing with Barrier for the same reasons, might be ever better for trading since heal is reduced by enemy's Ignite

not one of my favorite, but might be useful. enhancing your ganking capability and gives you global presence feeling.

Can be useful to secure successful hits with your Orb of Deception. can help both chasing and escaping.

- Might be useful for beginners, gives you more mana sustain to spam skills.

Never get those -
Clairvoyance - Usually goes for supports, useless for us.
Cleanse - You have enough abilities to survive when focused.
Ghost - If you want to enhance your chasing\escaping capability, just pick Flash.
Smite - We are not junglers.
Revive - Probably the most useless spell, Even if we die, Teleport will be a better option to get back to your lane faster.

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Spells Explanation

Essence Theft - (Passive) - 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.

- Best utilized with your Orb of Deception.
- Orb changing its color when the passive is ready.
- Mediocre sustain ability, the common mistake is trying to maximize this utility with Hextech Revolver which is a big waste of money. will be collaborated in not-to-get items chapter.

Orb of Deception - Ahri sends out her orb, dealing 40/65/90/115/140 (+33% AP) magic damage, and pulls it back dealing 40/65/90/115/140 (+33% AP) True damage.
Base CD: 7 sec
Cost: 70/75/80/85/90 Mana
Range: 880

- Main damage tool.
- Does true damage when pulls back.
- Long range.
- Skillshot, takes some practices to land successfully.

Fox-Fire - Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/65/90/115/140 (+40% AP) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/130/180/230/280 (+80% AP)]
Base CD: 9/8/7/6/5 sec
Cost: 60 Mana
Range: 800

- Prioritizing champions over minions.
- You will be surprised when you will see the damage.
- Considered single target skill although it hits up to 3 targets (This is why rylai's scepter is just OP with Ahri)
- Great synergy with your ulti.
- Low cooldown and and mana cost. spammable at team fights.
- Can be wasted on minions if not used properly.

Charm - Ahri blows a kiss dealing 60/90/120/150/180 (+35% AP) 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).
Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
Range: 975

- One of the best CC abilities.
- Successful hit can just give a free kill.
- Checks bushes.
- Use it before Orb of Deception to ensure the two hits.

Spirit Rush - Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 85/125/165 (+35% AP) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
Base CD: 110/95/80 sec
Cost: 100 Mana
Range: 450

- Your ulti.
- High cooldown, use it wisely.
- Gives you extreme mobility, almost ungankable when you have this.
- Gives you the ability to dive in, get the kill and flee away.
- One of the best chasing ability.
- You can dash trough thin walls (blue buff's trees, baron\dragon pit, etc)
- Treated as dash and not as a flash. for instance you cant dash out of veigar's Event Horizon

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Skill Sequence - and why?

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Spirit Rush - Always pick when possible (6\11\16) - boosting the damage, reducing the cooldown.

Orb of Deception over Fox-Fire - Why?
True damage, longer range and easier to farm with.

Fox-Fire over Charm - Why?
We pick Charm at level 2 just for the utility, the little upgrade of the stun duration doesn't worth it compared to the damage boost of Fox-Fire.

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Core Items explanation

Solid start, personally my favorite, 3 potions for some sustain and the boots will help you to dodge.
Can be swapped with Crystalline Flask for more sustain, might be a better choice for beginners.

Farm 950 Gold -

Those rings will solve your mana hunger issues in lane, while giving you some health and damage. Do not skip those!

Pretty trivial, more magic penetration means more damage. you can delay the purchase if you want to rush your Rylai's Crystal Scepter.

This is the first item that you want, and in my opinion the most important one.
Awesome HP boost, decent plus in your AP, and at the top of that, the OP passive.
Since Fox-Fire and Spirit Rush are treated as single-target shot, this item will slow the enemy for 35%, making Ahri KITING MONSTER and will help you to ensure easy kills and escapes.

You can choose between Giant's Belt or Blasting Wand first, basically depends on personal preference.

As other AP carrys, Rabadon's Deathcap will be our core item, giving huge boost to our damage output.
after completing your Rylai's Crystal Scepter, farm 1600 gold to buy Needlessly Large Rod first and than the rest.

Our last Core item, has a great synergy with Rylai's Crystal Scepter since the double passive effect. giving you more magic penetration, some nice hp boost and of-course the awesome passive.
I would complete Haunting Guise first (and not double Amplifying Tome or any other possible combination)

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After-the-core items!

Ok, so we got our core items, what's next? we got various options and it is really depended on the game situation, let me collaborate:

First of all, if you haven't sold your Doran's Ring yet, do it to free up additional slots.

- Awesome item, if you are confused about the game situation and you're not sure what you should buy, this will be our natural deviance.
Gives us very high AP boost, pretty good amount of armor and the awesome passive will save us more than once.
I would recommend getting the Needlessly Large Rod first, We're in the late game phase and tiny pieces of Seeker's Armguard wont be felt, plus considering that we're also short of free item slots.

- Good choice if you feel like you need more magic resistant. this will also provide a nice passive that will also give a little boost to our damage, the passive will be more effective than Void Staff when the enemys are having less than 85-100 magic resistant, keep that in mind (not sure about that? - get Void Staff!)

- Enemy stacked a lot of magic resistant? this is our answer. this is a MUST versus high magic resistant stacked. If you are having doubts whether to choose Void Staff or Abyssal Mask, than Void Staff will be more solid decision.
I personally always getting this items since the great synergy with Liandry's Torment and Sorcerer's Shoes.

- Very nice AP bonus, 10% cooldown reduction, and the nice passive.
This item gives us very nice single target burst, very good vs tanks, i usually don't pick this item often, and I don't recommend it as top priority, but it might go well if you want to go extra offensive.

- Another nice item that might go well with our build, ENORMOUS amount of cooldown reduction with a pretty nice ap bonus, the passive is a very helpful vs hp regeneration champs (like Dr. Mundo and Master Yi). I usually pick this item only for the passive if the situation requires it, otherwise, we got some better picks to make.

- This item is like a permanent blue buff, gives you the ability to just spam your skills without running out of mana, after the ap nerf, this item is not on the top of my priorities. but still gives very good cooldown reduction along with the crazy mana regeneration and some magic resistant bonus, This item might be a good pick when you need a lot of mana with your team line-up (poking teams) , Another situation that you might considering getting this item is when you are not sure what you should buy but you just feels like getting more magic resistant along some offensive bonuses.

- This item is a game changer. when you hold this, enemies will automatically less focus you which is what we need as AP carrys. gives us some nice defensive bonuses as well besides the passive.
This item works really well on ahri thanks to her quick re-positioning abilities that will maximize the effectiveness of coming back to the battle without dying again right away.
Anyway, extra life is always handy and therefor I recommend getting this item in EVERY game that you desire winning, and that would be our last item in our build.

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Never buy those!

For obvious reasons, I wont list up all the existed items which you shouldn't buy, but i will name some of the common mistakes and some items that seems to be useful but they apparently aren't.

For those who missed the title - Those are the items that you SHOULDN'T BUY!

- I saw this one on few guides, the idea that stands behind it is maximize our sustaining passive. the result is just delaying your real core items by replacing it with mediocre sustain ability, wasting 1200 gold on an item which wont transform to any of our important late game items and also a real delay to our early-game damage output.

- stands usually for on-hit based champions and ahri is just not one of them. Thinking about the damage output that we can theoretically deal along with this nice passive might be tempting but in fact its a fail, in addition to that, unlike other items, this item is not giving much until its completely purchased since Sheen (which covers around 40% of the item's full price) is not so efficient on ahri.

- This item is not bad at all and I might say even useful, just, not on this build.
The Hp and mana bonuses are really helpful, Catalyst the Protector is a pretty decent item for mid lane as well, but there is just not enough space for this item, i mean, if we bring it as first item, it will delay our most important item Rylai's Crystal Scepter, if we buy it after it, we delay our damage boost from the Rabadon's Deathcap, and after that, it will be just too late for this item (since its scaling with time), thus, along with all the benefits of this awesome item, there is a big delay on our true core items which forces us to just pass on this one.

- Tear of the Goddess is too hard to be stacked when playing ahri, since we don't have enough mana and the cooldowns are too long in order to get this full stacked quickly.
And even if we could get this done in time, We don't have any mana items in our build in order to maximize this passive.

- Very arrogant item, the loss upon death is too heavy to make this item worth it. players tend to be tempted buying it after they are doing well in the early game, this may lead into a big success, but in most cases it ends in the loss of our advantage after a death or two.

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I hear a lot of confusion about this issue, there is a lot of information about it in many guides,
I will try to simplify it generally, so, first of all, what is smartcasting?
quoted from lol wiki -
''Smart cast automatically casts the selected ability at (or towards) the current mouse cursor position, as if you had first pressed the ability button and then left-clicked at the target position. Smart cast works for self-buff abilities, targeted abilities, ground-targeted abilities and skillshots. Smart casting a support buff ability (an ability that can be cast on yourself e.g. a shield or a heal) when the cursor is on an invalid target will self-cast the ability instead. Note that you can use self-casting to self-cast support buff abilities regardless of cursor location. Using smart cast can be invaluable because it reduces the time delay between activating and casting by cutting the user input in half; activate vs activate and click.''

In other words, you don't have to click the mouse on your target, you just need to mark it with your cursor when pressing one of your skills.

How this is helping?
Smartcasting saving a lot of time when casting, allows us to smash the keys with just caring about putting the cursor on the right place. I recommend using smartcast with all the champions, and particularly with ahri, skill shots in generally are just much more comfortable and faster to use with smartcasting and it will give us a major enhancement to our playstyle.

Where can i configure it?
The regular Options menu, you go on key settings, scroll down a little and looking for smartcasting, than you replace the q\w\e\r in the right places.

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General tips

Here is some of the facts the you should know:

+ You can stop channeling abilities with your Charm (example - Death Lotus)
+ Orb of Deception is actually getting a bit further than the skillshot mark shows.
+ You can maximize the range of Orb of Deception since the orb is going back to ahri's current location.
+ The maximum damage from Fox-Fire will be gained by trying to split each fireball to a different enemy.
+ Best Essence Theft utilizing will be done by using Orb of Deception.
+ Our Spirit Rush dashes are able to go trough some thin walls\trees\inclines.
+ Spirit Rush is not considered a flash, we wont be able to avoid by going through shots.
+ Although Fox-Fire hits more than one target, its considered single-target shot.
+ Charm is a very useful bush checker.

Our main combo will be:
Charm ---> Orb of Deception ---> Fox-Fire
Hitting Charm first will give us a certain success on full hitting our Orb of Deception, and Fox-Fire will deal some additional damage. You will be surprised from the damage of the full combo even at low levels.

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Who is our hard match-ups and how do we handle them?

Coming soon! :)

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Still under construction!!

Still under construction!!!