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Ahri Build Guide by Crucru16

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League of Legends Build Guide Author Crucru16

Ahri - Solid build

Crucru16 Last updated on December 16, 2011
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Middle Lane
Ranked #8 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: 9

Strength of Spirit

Utility: 0

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Hi guys, welcome to my Ahri build.

This guide is not about building a glass cannon mage. It's actually very similar to how i play Vladimir or Akali, a good amount of health with some utility and high chasing ability.

Also, my english is kinda bad (french schools sucks! :D), so feel free to correct me if you see some mistakes.


I have done this build mainly for competitive play which means playing in pre-made team, or Ranked games. This build allow you to survive against EVERY CHAMPION if played correctly, with map control (warding, active jungler, other lanes calling "miss", good team composition).

It gives you enought sustain to keep your tower alive until mid game, enought steps to be effective at any stage of the game, enought flexibility to counter your mid opponent.

This guide also assume that you KNOW HOW TO FARM. Farming is key in this game, but this build needs a good farming from early to mid game. Good farming means that you can last hit AT LEAST 80% of the minions on your lane.

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Standard and best marks for AP champions, will bring carry's Magic Resistance close to 0 combined with Quints and Sorcerer Boots.


These runes + your Doran's Ring will give you enought mana regeneration for the laning phase. If you can't have the Blue buff, just don't spam your skills outside of team fights and you will be fine.


They are better than the pure AP Glyphs, mainly because your killing ability before lvl 6 is kinda low. At lvl 6 you become a lot more dangerous and the AP/lvl Glyph become stronger than the pure AP ones at this lvl.


Same thought process than above, these become better than the pure AP ones as the game progress, and you don't need help for the first levels. Your passive + Q give you enought sustain and damage to survive.

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Standard masteries for AP mid, i prefer the 9 points in defense than 9 points in utility mainly because it allows you to be safe until your level 6. Magic resistance and Health never hurt, especialy against bursty champions like Annie or Brand.


If you know that you will have no problems until lvl 6 and your jungler can give you the Blue buff, these 9 points in utility will help you better than the defense ones, after lvl 6.

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Starting Items


The best choice most of the time. It gives you health which is vital to survive against some AP mid ( Annie, Morgana, Fizz...), some AP to help your damage AND regeneration with your passive. Also give you some mana regeneration that, combined with your Seals, give you enought mana to sustain your laning phase.

+ 3 :

Vital against champions with skillshots in my opinion. Nullifies harass from Karthus Lay Waste, Anivia Flash Frost, Brand spells, etc... Until your first back, becareful of ganks or high damage champions ( Brand), remember that you have low health pool and a full combo with Ignite can kill you easily.

First trip back


Give you a nice amount of AP and some insane laning power. With this item, you can win your lane vs almost any champion. Really useful for 1v1 too, this combined with your passive and a full combo give you insane health regeneration while your enemy is charmed.


Needed to bring enemy carry's magic resistance close to 0. Adds a ton of damage to your combo. If the enemy team have a lot of CC, you can switch these to mercury's threads, but you will loose a lot of damage. Actually, if you get caught in a team fight, even with CC reduction and lot of health, you will die or waste your ultimate for fleeing.
So yeah. Play smart and you won't need those.

Mid Game


Ok, now were are entering Mid game, ganks and skirmishes will start soon. This is where Ahri shines. You have good 1v1 potential, good burst damage, high chasing ability and insane escape ability.
Rylai's will increase all of this. More AP is never bad, the additional health will allow you to survive and the slow will makes you GODLIKE while chasing or escaping. Rylai's will finally gives you some utility with a form of CC, allowing your teammates to reach their target.

Around the end of Mid game, team fights and the battle for Nashor will starts. Your job here is no longer to track someone and kill him when he is alone. Now you need to stay in the back and find the good time to jump on the AD or AP carry, kill/force him to back, and jump out before you get killed.
This is where you need Rabadon's Deathcap, for raw damage output. If you don't deal enought damage, your target will just ignore you or kill you.

Late Game


A really cheap upgrade for your Hextech Revolver, giving some AP and vamp spell to your team. You can skip it if there is no AP damage on your team, but for 965 Gold it's a really good addition to your team (and yourself !)


In Late game, AD and AP carrys should have farmed enought to have their main damage items. If you are a treath for them (and you should be!) and if they are clever enought (they should be!), they will buy some Magic Resistance ( Banshee's Veil most of the time).
The Void Staff, with the masteries and runes, will give you 34 flat penetration + 49 %.
For 100 MR : (100-34)- 49% = 32,34 MR. This means they will still take 75% of your damage even if they spend 2700 Gold in the Banshee's Veil.


If you go that far in the build, AD carrys and Offtanks are now the main treath. Zhonya give you some armor, which will give you a lot more effective health. His active ability can save your *** if you know how to use it, making you invicible while your spells are on cooldown. The 100 AP is also nice, but not really vital.



If the enemy carries don't build Magic Resistance, or if you have issues surviving against AP aoe damage, you should build this instead of Void Staff. This will bring their magic resistance really close to 0, allowing you to deal 100% damage. This is a ****ton of damage with more or less 500 AP. The Magic Resistance also make you kinda tanky to magic damage, since you already have a good HP pool with Rylai's.


With Rylai's and this item, you will be around 3000 health with 100 Magic Resistance and a spell shield, making you really hard to kill with magic damage.
You can buy it after Rabadon's Deathcap if you have trouble with an AP carry who can kill you in one combo like Annie, Brand or Lux. The shield will absorb a LOT of damage versus these champs, since their damage come from a sucessful combo, not just on spell. Even if you don't have the shield up, your large HP pool + Magic resistance should be enought to survive, allowing you to regenerate your health with your spell vamp.

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Rylai's + Hextech VS Rabadon's Deathcap

In this section, i will explain why do i build Rylai's Crystal Scepter + Hextech Revolver as starting items instead of rushing Rabadon's Deathcap.


Here is a summary of our stats, based on level 11, Doran's Ring start with my rune set and masteries.

Rylai's Crystal Scepter + Hextech Revolver :

    175 AP
    + 600 Health Points
    15% Vamp spell
    +5 mana regeneration
    Rylai's Crystal Scepter slowing effect

    Total cost : 4880 Gold

Rabadon's Deathcap :
    267 AP
    + 100 Health Points
    +5 mana regeneration

    Total cost : 3775 Gold

So here we trade 500 HP, 15% spell vamp and Rylai's slowing effect for 92 AP and 1105 Gold.

The first issue is that rushing Rabadon's Deathcap doesn't allow you to adapt your item build to your laning phase. If you face someone that can kill you in one Flash combo ( Annie), you can buy a Giant's Belt right after your Sorcerer's Shoes, then your Hextech Revolver for more sustain. With Rabadon's Deathcap, you have no choice but to buy only raw AP, which is useless if you die before you can move.

The second issue is that Rabadon's Deathcap leave you with a really low HP pool, meaning that your are NOT ALLOWED to take any burst damage in team fights... while you need to be almost in melee range to deal maximum damage.

Not mentioning that the slowing effect of Rylai's help you to land your skillshots. From pure stats comparison, Rabadon's Deathcap may seems stronger, but in an actual game (even more in ranked games) you can't fully exploit his power YET.

That's why i recommend getting Rylai's Crystal Scepter + Hextech Revolver before Rabadon's Deathcap.

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Rylai's + Hextech VS Rod of Ages + Hextech

In this section, i will explain why do i build Rylai's Crystal Scepter + Hextech Revolver as starting items instead of Rod of Ages + Hextech Revolver.


Here is a summary of our stats, based on level 11, Doran's Ring start with my rune set and masteries.

Rylai's Crystal Scepter + Hextech Revolver :

    175 AP
    + 600 Health Points
    15% Vamp spell
    +5 mana regeneration
    Rylai's Crystal Scepter slowing effect

    Total cost : 4880 Gold

Rod of Ages + Hextech Revolver :
    175 AP
    + 730 Health Points
    + 725 Mana Points
    15% Vamp spell
    +5 mana regeneration
    Restore 250 Health and 200 Mana upon leveling up, over 8 seconds.

    * These stats are for a FULLY CHARGED Rod of Ages.
    Total cost : 4810 Gold

Ok, this time it's a litte bit more tricky. The stats are almost the same, we trade the Rylai's Crystal Scepter slowing effect for 130 Health Points, 725 Mana points, the restore effect of Rod of Ages upon leveling up and 70 Gold.

However, we have to wait 10 minutes for the Rod of Ages to reach his full potential. This means (if you farmed well) that from 20:00 to 25:00, Rylai's Crystal Scepter still provide more Health Points ; and from 20:00 to 30:00 Rylai's Crystal Scepter still provide more AP. Ahri really shines in Mid game, you need to be a strong as possible RIGHT when you start ganking, not AFTER.

As for the 725 Mana Points, Ahri just DON'T NEED IT if you know how to manage your mana pool. We have enought mana regeneration with the Seals + Doran's Ring to sustain the laning phase. Mid and Late game, you should take the blue buff everytime you can, if nobody needs it more than you.

About the Restore Effect of catalyst the protector or Rod of Ages, with your passive + Hextech Revolver, you have enought Health regeneration to stay in your lane until your farming job is done. It's just too much regeneration, almost a waste of gold.

Last but not least, the Rylai's Crystal Scepter slowing effect is just GODLIKE. Think about Akali, when she have it you just can't escape her if you are alone. It's almost the same thing for Ahri. You deal multi-target damage so you are only slowing your enemys for 15%, but it's ENOUGHT to keep them in range of your spells.

Conclusion :

Learn how to manage your mana pool in the early stages of the game, learn when/who you can harass and when you can't. If you play smart, you will not need the Rod of Ages.

Welcome to the frozen realm of Rylai :)

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Skill Set

Soul Eater

Ahri gain one chare of Soul Eater whenever one of his spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% spell Vamp.

This is your passive. It gives you great sustain on the laning phase and high 1v1 ability when combined with Hextech Revolver. Pretty self-explainatory.

This skill will be your bread and butter. It deals a lot of damage when hit twice, the second hit being pure damage. Really high damage output if you hit multiple champions with it (even tanks, thanks to the pure damage on the second hit).

Maxed first, for laning purpose and maximum damage early game.

Amazing damage output spell, but can be hard to use correctly. You actually need to be pretty close to your target with no other champions around to deal maximum damage. While it can be easy when you gank a single target, in the late game team fights you will need to find the perfect time and position to nuke that carry.

Maxed second, simply because you NEED maximum damage output when the team fights will start.

This spell is a skill shot, which force your target to walk to you until the effect is gone.
It deals some damage but have a really poor AP ratio. Consider it as a CC more than a damaging spell. Use it before your other spells, as it will assure that your combo will hit the good target.

Maxed last, the cooldown is the same at all levels when the mana cost increase. 5 points early or mid game in this skill for "some" damage and 1 more second of CC is not worthy IMO.

Here is your ultimate. This gives you insane chase/escape ability and MORE burst damage on single target. Don't forget that you can use one or two charges to jump out of a team fight whenever you want. With this build you are not that weak, but don't suicide for a bit more damage, you are always more useful to your team if you are alive.

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Summoner Spells

Even with your ultimate, Flash is a great spell for Ahri. It can save your *** if you got ganked before level 6 and gives you insane mobility past level 6. Late game, it allows you to use one charge of your Spirit Rush for positioning, two charges for damage and Flash for escape when your job is done.

IMO this spell is CORE on Ahri. Bad positioning = no damage = death, it's that simple.

Pretty standard these days on AP champions, used for first blood, killing fleeing rats, healing debuff, or just overall damage.

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Farming is absolutely key for any competitive play in this game, with any champion, it's a fact.

For this build, farming is an ABSOLUTE PRIORITY until mid game. You need the first 3 items before you start ganking.

Keep in mind that Sorcerer's Shoes + Hextech Revolver + Rylai's Crystal Scepter cost around 6000 Gold. I know this is a lot of gold but you can do it.

Here is a few tips to help you getting this amount of gold faster :

    1. Play with pre-made and allways get the blue buff when it's available. If you are SURE that you can have it, you can start with
Boots of Speed + 3 Health Potion instead of wasting money on the Doran's Ring.
370 Gold saved

2. Kill your opponent mid, with or without your jungler! After you hit level 6, you become an INSANE chaser, even better than Akali sometimes. Remember that your Spirit Rush allow you to tower dive easily if you know what you're doing.
More or less 250 Gold per Kill

3. If you get ganked, try to lure the ganker near your tower (if you have enought HP). Hit him with Charm, go in his attack range (this way your tower will focus him) followed by a full combo with ignite. This may not work if the ganker know about this trick, but i still see some people die under towers because of rammus taunt even if we ALL know about this...
More or less 250 gold per kill + some Blue/Red buff if you are lucky

4. If you see that your jungler is ganking top/bot lane, or counter jungling, or dead, push your lane with your spells and kill the wraiths/wolves camp in your jungle. With the new jungle patch, this almost never hurt the jungler farm because the camps respawn a lot faster than before. Don't forget to get ALL the last hits when you push your lane with your spells.
More or less 150 Gold per camp

5. Learn to play without health potion once you can have the blue buff or Hextech Revolver. Don't harass your opponent mid if you can't kill him soon, you will just loose some HP, push your lane and waste mana. If you have the upper hand mid, harass him WHEN THERE IS NO MINIONS TO LAST HIT.
Increase your overall percentage of last hits, 35 Gold saved for every potion not bought

6. When you ward the bush mid, don't ward both side. Put a ward on ONE side and stay only in this side of the map. This way you can see ganks coming from far enought to escape, without having to ward both sides.
225/300 Gold saved

If you have just your Boots of Speed + Hextech Revolver, you will not deal enought damage to kill, you will not have enought HP to survive once you are in the fight and you will not have the slow effect of Rylai's Crystal Scepter to help you getting kills.

It's actually even worse, let's take 2 exemples :

_ You want to gank someone and use your Spirit Rush on him. If you use 3 charges of Spirit Rush , you will be in the middle of the fight with a low HP pool and good damage potential.

The enemy team will focus you immediatly and you will die.

_ You want to gank someone but you only use one charge of your Spirit Rush on him because you need it for escape. The enemy team will focus you because you still are a big treath, and you will be forced to escape with your 2 left charges of Spirit Rush.

You just wasted your Spirit Rush and probably some farming time for no kills or assist.

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Early game

Starting Items

Before the game starts, check who will be your opponent in the mid lane.

If you face someone who rely on slow skill shot to harass/kill you, get boots + 3 pots.
Here is a list of champions you will often face mid :

_ Karthus
_ Ezreal
_ Brand
_ Anivia
_ Kennen

If you face any other champion, you can start with a Doran's Ring.

Laning - Lvl 1 to 6

Before you reach level 6, you have no escape skill outside of your Flash, so play safe.
You can harass with your Orb of Deception, even level 1 it deals good damage if you can get the two hits.
Don't waste your mana with fire-fox and Charm unless you can kill your target, you just don't have the mana to spam.
Focus on farming, harass if you can and stay on your half of the map.

Laning - Lvl 6 to Mid Game

Ok, now you are a LOT more deadly. If you opponent mid is around half-HP, you can easily kill him. Wait to be in your side of the river and Spirit Rush near him with the first charge, trow your Orb of Deception and wait 1 second. If he have a skill shot that can kill/stun you, dodge it with your second charge of Spirit Rush. If he try to run or Flash out, use your remaining charges of Spirit Rush to catch him, then use your Charm, Orb of Deception, Fox-Fire, Ignite combo, in this order.

This will give you a kill 90% of the time if you engage the fight far enought of his tower.

Just don't use your 3 charges of Spirit Rush for pure damage, take advantage of your insane mobility.

After this, push your lane with your spells and back to base, buy your Hextech Revolver and/or Sorcerer's Shoes. Don't forget to buy one or two wards.

Go back to your lane and farm at least until you have Sorcerer's Shoes, Hextech Revolver and Giant Belt. If you can, farm until Rylai's Crystal Scepter is complete, killing your opponent if you can. Remember that if you destroy the mid tower, you will not be able to farm correctly on your lane, so don't do it too soon, even if you can.

When you feel ready, push and destroy the mid tower and gank bot and top lanes.

Welcome to Mid Game.

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Mid game

Mid game starts when you destroy the mid lane tower.

If you did well, you should have Sorcerer's Shoes Hextech Revolver Rylai's Crystal Scepter. Theses items give you a ****ton of survivability, really good damage and insane ganking ability.

At this stage of the game, you can win versus almost every champion on 1vs1, even 1vs2 if you fight against the AD carry + Support.

Grab the blue buff when you can and gank everywhere, bottom lane being the best target if you know where are their wards. With sucessful ganks on the bot lane, you will deny farming time to the enemy AD carry, feed your AD carry with assists, kills and free farming time.

When the enemy start to move out together and Nashor can be killed by both team, join your team and prepare for Late game.

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Work in progress, open to any discussion :)