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Ahri Build Guide by Takitty

AP Carry Ahri --Popstar of the Mid Lane--

AP Carry Ahri --Popstar of the Mid Lane--

Updated on November 28, 2013
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League of Legends Build Guide Author Takitty Build Guide By Takitty 16,913 Views 1 Comments
16,913 Views 1 Comments League of Legends Build Guide Author Takitty Ahri Build Guide By Takitty Updated on November 28, 2013
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Introduction

Hello everyone! This is my first guide and I hope that it will be helpful for both new and old players. Ahri is my favorite champ in League and very fun to learn. Thanks to Ahri I was able to get to gold before Season 3 ended and I hope that she will lead many other players to many fun and victorious games. This guide is meant to help out other players as much and feed back would be nice. Just remember that everyone plays different and has different build/build order/etc. but opinions on changing up builds and playstyle are welcome. I will slowly add more to this guide whenever I have more time.

Introduction for Ahri


Ahri is a Mid AP champ who is mostly meant to assassinate major threat targets, such as the other AP carry or AD Carry. She has very solid roaming and ganking ability, especially with her ult Spirit Rush. All her abilities deal damage and she has a solid cc with her Charm. With great abilities she is pretty hard to learn for new players, since two of her main abilities are skill shots. But with practice and time players will get used to them and will have a much easier time playing with her.
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Pros / Cons

Pros


-Good early game with solid pokes
-Good roaming and ganking especially with her Ult Spirit Rush
-Good cc with Charm, plus damage boost for landing it
-Good mobility with Ult Spirit Rush, can chase or escape with it
-Good passive especially in minion waves
-All abilities are damage abilities
-Can burst down champs with full combo
-Most awesome and pretty champ in League

Cons


-Somewhat hard to learn, two skill shot abilities
- Charm can hit minions, making it hard to use when fighting in waves
-Squishy and can get burst down easily
-Falls off late game, especially with tanky enemies running around
-No mobility till getting Ult, watch out for ganks pre-6 and use Flash if needed
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Runes

Typical AP Runes

Runes

Precision
Fleet Footwork
Phase Rush
This is typical normal AP runes. This is idle in normal games when you do not know who you are laning against. These runes are still good against non bursty champs or AD mid laners. This will give you a good amount of AP, mana regen, and magic pen. 26 staring AP, 7.8 magic pen, and 3.7 mana regen off of all runes.

Against AD Mid Laners

Runes

Precision
Fleet Footwork
Phase Rush
I take these runes against an AD Mid, the armor will help out early game and makes your life more easier. You will not have as high of mana regen as the first set of runes, so save up your mana when you know you can get a kill especially if your jungle comes in. 26 starting AP, 7.8 magic pen, and 13 armor.

Against Burst AP Laners

Runes

Precision
Fleet Footwork
Phase Rush
I take these runes when I go against an AP burst. I like the scaling health since I will gain more health mid-late game and with the magic res I should be able to survive the burst. The extra health helps me live through the burst and the magic res will help me take less damage. You will be sacrificing some AP for survival. If you do not feel you need the health get the mana regen for seals, and if you feel you do not need the magic res then get ability glyphs. 15 starting AP, health at 175 level 18, magic res 12, and 7.8 magic pen.

Hybrid and Scaling Ability

Runes

Sorcery
Phase Rush
You can use these marks and glyphs instead. Hybrid pen marks are consider good too, I have not played around with them as much but your basic attacks will hurt more early game. Scaling Ability glyphs are just as good as flat ability glyphs, just remember that it will be until level 7 that they will equal to the flat ability glyphs. I feel since Ahri has a stronger early game flat glyph is a bit better.
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Masteries

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Summoner Spells

Main Summoner Spells used



These are the two most idle spells to pick. Ignite helps you finish off opponents and can slow down any healing they get. Flash is good to get away or chase opponents. If they need hit or ability to die use flash to get near them. Flash and Charm can be good together if you need to land that Charm to get the kill. Also if you get gank flashing over walls or somewhere safe will save your life.

Other Spells that can be used



These Spells are usable but I normally never use them. Cleanse if you are going against a heavy cc team. This will also get rid of the debuff of ignite and some champ's ults like Zed's Death Mark. Barrier for those bursty champs. And Teleport can be use for ganks, getting to battle faster, or even escaping.
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Abilities. Charm for the Win!

Essence Theft (passive)



Ahri's Passive. This is a solid sustain ability because you can heal yourself after hitting enemies nine times with her abilities. Ahri's orb will turn green when the ability is ready. Since you will be trying to harass using your other abilities during laning phase it will proc and you can gain back life from trading off. Try to use Orb of Deception when there is a crowd of minions when Essence Theft is active, especially if the other opponent champ is around them.

Orb of Deception (Q ability)



This will be the main ability to use when damaging and harassing opponents. You get this ability first most of the time and will max it out first. Ahri will toss her orb forward dealing magic damage going outward and then dealing true damage coming back to her. If you hit the opponent max range with this Orb of Deception then they will take both the magic and true damage. This ability is also good with her passive Essence Theft.

Fox-Fire (W ability)



Fox-fire should be the next basic ability you should max. When you active Ahri will summon 3 fire balls that circle around her which will automatically hit enemies when near by. It will prioritize champs but remember they need to be within range.

Charm (E ability)



Ahri's cc in the game. Charm should be the last ability you max out but most of the times it will be the 2nd ability you level up. Only time you should get this first if your team is invading the other jungle and you need that cc, just remember you won't have a harass ability till level 2. Ahri will blow a kiss and the first enemy hit will be cced and walk forward for a bit. Now Charm will also make Ahri do 20% more damage with her abilities to that charmed enemy for 6 seconds. Landing Charm is more important with that damage increase and landing a full combo will do major damage.

Spirit Rush (R ability, Ult)



This is Ahri's Ult. The main reason she has good mobility, roaming, and ganking. She will dash towards target direction and shoot out 3 fire bolts that hits up to 3 enemies, champs prioritized. The good thing about this ability is that you can use it up to 3 times, go over walls, and cover a good amount of distance with it. Level up whenever you have the chance. Using Spirit Rush with your other abilities is really great, especially if you need to get in and land Charm. You'll still have 2 more spirit rush, and your other two abilities to hit them with. If an enemy Flash you can use Spirit Rush to reach them. You can also tower dive and get away safely, just watch out for any ccs or the enemy jungler. This ability can also save you from ganks if you need to use it.

Ability Leveling

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


Ahri's ult that should be level up whenever it can. So that is level 6, 11, 16.




Level up this skill first and max it first. Ahri's main harass/poke ability.




Next ability to max, because it will be your next big damage basic ability.




You should level this up level 2 and max it last. Leveling it up does not lower the cooldown or increase the damage buff. It just increase the damage and duration.
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Items

Starting Items


Depending on your match up and who you are laning against starting items will be different.

Doran's Ring Start



The most typical start for most games. Doran's Ring gives you a 15 Ap, 60 Health, 3 mana regen, and a passive that gives you mana when you kill an enemy unit. This gives you a good amount of ap and health early game and mana regen. Plus with two Health Potion you can stay in lane for a bit longer if you take damage. Stealth Ward should be the idle trinket to start with for all start builds.

Flask Start



This start is more for sustain throughout the laning phase. You will not have as much AP as you would with the Doran's Ring but you will have more healing from the Crystalline Flask and 3 Health Potion. If you focus more on farming and staying in lane longer while using light pokes and harass this start is good.

Armor Start



Typical start against AD champs such as Zed or Talon. The Cloth Armor will make you take less damage and can be build to one of the core items. I normally would build it to Seeker's Armguard. The 3 Health Potion is good to stay longer if you do take too much damage, you can start with 5 but since most games when I start with 5 I will have left overs and I tend to get lower mana faster since I typically use armor seals instead of the mana regen ones. So 2 Mana Potion helps solve that early game mana problem.

Boots Start



This start is meant against champs that uses skill shots a lot and you need to dodge their abilities such as Xerath. I do not normally use this start but it helps a lot getting around those skill shots and chasing the enemy once their skills are on cooldown or they are running away.

Laning Phase



Key items



These are some of the items I will get when going back to base. If I am losing or about even with my opponent I tend to get a Doran's Ring even if I started with one. I try not to stack no more than two because it will be such a waste of gold and you will not be building up to any core items. If I have the gold I will also buy Boots since it will help me with roaming and chasing especially when reaching level 6. If planning to gank a lane I want to get there as fast as possible especially if the opponents are pushing that lane. A couple of Health Potion will help keep me stay in lane longer when I go back to farming and I try to take a Stealth Ward or two to help prevent ganks and to know if the mid opponent is roaming. Even mid/late game, buying one will help with ward coverage since everyone is only allowed 3 invisible ward. So help out with the team mapping.

Building up to Core Items/Situation Items


These are items that help build into core items, and I will get them depending on the situation. I will still buy Doran's Ring, Boots, Health Potion, and Stealth Ward along with these items but not all the time. Again it depends on the situation and how things are going throughout the game.

If I am winning lane and able to afford this I will buy it because this will lead to most of the core items. You will end up getting this item more than once if the game last long.



If I started with Cloth Armor I normally build this to get more armor and AP, plus it builds into Zhonya's Hourglass which is a core item.



Sometimes after buying a Doran's Ring and/or Boots I might have enough to also get Fiendish Codex which leads to Deathfire Grasp.



If I am playing against a bursty AP champ and I feel I need the Abyssal Mask I will get this if I am doing well against them.



But if I am taking too much damage and need magic res then I will end up getting this first and get the Blasting Wand later.



Another good option to use if I am going against an AP mid and need the magic res and mana. Plus this will build up to Athene's Unholy Grail.



Core Items



This should be the main boots to get since it gives magic pen. In most games I will upgrade it to homeguard if opponents are near Inhib Towers.



I try to get this as my first core item most of the time. That is why I tend to get Needlessly Large Rod or Fiendish Codex. It gives a huge amount of AP, 120 total, and has a cooldown reduction with a great active that deals 15% magic damage to target champ's health by their maximum health and also increase any magic damage they take by 20% for 4 seconds. Add this with Charm and Ahri's damage to that champ will be pretty high you should be able to burst them.



Again the Needlessly Large Rod is needed once again, it's very needed. I tend to get the Rabadon's Deathcap as my next core item, but not all the time. This item not only gives you 120 AP but it also increases ability power by 30%.



Yet again the large rod is needed for another core item. Seeker's Armguard also builds into this this amazing item. This will give 120 AP plus a good amount of armor with a great active, becaming invulnerable and untargetable for 2 seconds just can't take any action. This item can change a team fight and going in and activating just in time for the other team to waste their abilities to try and kill you while your team goes in. Just make sure to have good communication with your team. I tend to get this next or even before Rabadon's Deathcap. Sometimes it will be my first core item if I have problems with AD champs, again it depends on how things are going.



A very good item that provides some health and a good passive. Ahri's abilities now slow enemies which will help in chasing enemies or just in team fights in general. I really like the health it gives and the kit it can bring in fights, not to mention it gives 80 AP. This item goes good with the passive of Liandry's Torment.



One of the last core items, which helps deals with magic res. It gives a great amount of magic pen, a total of 35%. Plus the 70 AP is still a good amount especially for the price of the item.



The Stealth Ward will upgrade to Greater Totem when reaching level 9. Typically I would just upgrade the Greater Totem to this but mid to late game. But depending on who you are playing against then the Greater Vision Totem might be needed.


Elixirs are meant after buying all your core items for Ahri, but you can buy a Elixir of Brilliance earlier, just remember it does not last throughout the game.


Other good items and Situation items


These items are good and ones I normally use for different situations. I typically still keep the first 3 big core items: Deathfire Grasp, Rabadon's Deathcap, and Zhonya's Hourglass for these builds while changing one or both of the last two core items. Sometimes I will buy these situation items before any of the core items.

I do not get this too much but if I have trouble with burst champs with good cc like Annie or Veigar then I will typically get this item.



I normally get this item against AP bursty champs such as Annie or LeBlanc. It can also be used if you really need help against AP champs who are doing a lot of damage and they have a good amount of magic res. The magic res this item brings helps me survive a lot of AP damage.



This is a good item against AP champs since it gives magic res. It gives such a big cooldown reduction and good mana regen. Sometimes I get this item over Rylai's Crystal Scepter and even as one of my first items.



I like this item with Rylai's Crystal Scepter a lot, since the passive will proc with it. This is a solid item for some magic pen and its solid vs against enemies with high health. Sometimes I will get this over Void Staff because I feel I do not need that many items with magic pen.



Since every champ can only have one out on the map and it can easily be destroyed, this item should only bought if you need help vs champs with invisibility abilities like Akali's Twilight Shroud or Twitch's Ambush.



Upgrade the Greater Totem for the same reason as the Vision Ward.




Other AP items such as Will of the Ancients and Lich Bane are still good to use for Ahri, but I tend to not use them at all for most of my matches. In the future I am sure that I will use them more and add them to my guide.
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Playing Ahri

Coming Soon

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History

  • 11/28/2013-Publish Guide!
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