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Ahri General Guide by Sade10

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League of Legends Build Guide Author Sade10

Ahri - The death charmer

Sade10 Last updated on January 12, 2013
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Middle Lane
Ranked #9 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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This is the first guide/build that I am making so bear with me if I don't explain myself well. Ahri is one of my favourite champions in League of Legends and I've experimented with a few builds and have finally found 1 that suits my play style and takes advantage of her abilities.

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This is just to explain what the abbreviations mean in my guide.

  • CC - crowd control
  • AP - ability power
  • HP - health points
  • AD - attack damage
  • mana regen - mana regeneration
  • magic pen - magic penetration
  • CDR - cool down reduction

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Pros /Cons

  • She has a built in spell vamp
  • At 240 AP she can clear a minion wave with good hit of her Orb of Deception
  • Great at chasing down weak/low hp enemies
  • Has good burst damage
  • Has true damage in her Orb of Deception
  • Has a good mid - late game
  • Is totally sexy :3 (well i think so)
SP Cons
  • Is very squishy early game
  • Very item dependent
  • Is targeted in team fights
  • CC renders her completely useless
  • Is very mana heavy in early game

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Here I will explain why I choose the runes that I do for Ahri :


Greater Mark of Magic Penetration

Greater Seal of Mana Regeneration

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration: Ahri is a purely AP champion thus having early magic penetration will allow her abilities to do that slight bit more damage that could make the difference between dying and getting the kill in your early laning/ganking phase.

Greater Seal of Replenishment: I use the flat mana regen runes on Ahri since once you have your Tear of the Goddess you won't have many if any mana problems. These are just to help her with her early game.

Greater Glyph of Ability Power: I use flat AP runes with Ahri since she will be doing pretty decent damage once you have your Archangel's Staff and Will of the Ancients. Also with your masteries you will be gaining AP per level any way.

Greater Quintessence of Ability Power: once again same reason as with Greater Glyph of Ability Power

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With Ahri I take a 21/0/9 mastery set. Reason being that I try to make full use of her abilities by having the extra AP, magic pen and a bit of cooldown reduction so as to use her abilities more frequently. This is the general mastery set for her but I have seen people use a 9/0/21 set but as mentioned early this is how I play with her.

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Summoner Spells


SPACE Ahri has no escape mechanism besides for her Spirit Rush which you only start leveling at level 6. I recommened having this at all times as it can be used to chase down a low hp enemy champion, escape a gank etc.

SPACE I usually take this to place on a low hp enemy to get a kill if they are running for their turret, weaken them to kill them with a Orb of Deception or Charm spell etc. It also gives you 5 ap and ad which is a nice little bonus.

Still Good:

SPACE Has similar uses as Flash but with this you'll have to run away or run down your enemy. It does allow you to avoid unit collision which can mean you get your kill.

SPACE If you don't want your kill to run away an Exhaust can slow them down enough for you to catch up and use a Fox-Fire -> Charm -> Orb of Deception combo on them.

SPACE This will help you with mana problems in early game however it becomes useless once you have your Rod of Ages and Archangel's Staff. I don't recommend it but if you are new to her then it should help you deal with spamming your Orb of Deception

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Here I am going to give an explanation of Ahri's abilities and reason for skilling them the way I do.

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

> > >

SPACE Essence Theft is Ahri's passive. It is a pretty decent passive as it gives you 35% spell vamp on your next ability after it has been stacked 9 times. This helps you with your early laning phase as you can heal with a good shot of your Orb of Deception on some minions. After 1 ability you gain 1 stack.

SPACE Orb of Deception is Ahri's bread and butter so to speak. This is a skill shot as you can't lock onto an enemy to use it but rather it fires her Orb out in a line in front of you. The neat thing about this ability is it returns to you so you can potentially do double damage to minions/champs. The greatest aspect of this ability is that it deals magic damage going out and true damage coming back and the damage it does isn't reduced if it goes through a target.

SPACE Fox-Fire is an interesting ability in my opinion. It summons 3 little fires around Ahri and after a short delay they will attack a target without you having to do anything. This ability does prioritize enemy champions so if an enemy champion is in it's range it will attack the champion rather than the near-by minions.

SPACE Charm is Ahri's cc ability. It is a skill shot like Orb of Deception except it only fires outwards. It charms you opponent, rendering them unable to move quickly or use any attack or ability and they come towards you.

SPACE Spirit Rush is Ahri's ultimate. It has a similar effect as Fox-Fire except that you dash in the direction your cursor is pointing. While dashing it sends out 3 bolts of damage (which prioritize enemy champions). This is where Ahri becomes a lethal killer as this can be done 3 times within 10 seconds.

Ok. Now that you know what Ahri's abilities all do I will explain why I skill them the way I do.
  • Firstly I take Orb of Deception as this is my farming ability and it has true damage. This I use for minion clearing and harassing my opponent.
  • Afterwards I take 1 point in Charm. Why? Well if used right by level 2 you can execute a Charm - Orb of Deception combo on your opponent allowing you to attack them and weaken them with no risk of you getting harmed for a short duration.
  • At level 4 is when I take my first point in Fox-Fire. This is to allow me to do burst damage against my opponent or kill minions without having to use basic attacks on them. Once you have this and you can land a Charm - Orb of Deception - Fox-Fire combo your opponent will think twice before coming to attack you
  • As you may have noticed I take a second point in Charm after my final point in Orb of Deception. This is to allow me to have Charm last a little bit longer on my enemy making it a bit easier to land my Orb of Deception or Fox-Fire.
  • The rest is pretty much self explanatory. It helps you build up Ahri's burst damage to quickly weaken or kill your opponent.
  • Be sure to level Spirit Rush at level 6,11,16.

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Here I will explain why I choose these items for Ahri.

Starting items:


For the starting items I take a Boots of Speed, 2x Health Potion and 1 Mana Potion. Ahri creates a lot of chaos with her spells so having good mobility not only helps you position yourself to effectively use your abilities but dodge your opponents skill shots. The potions help you stay in mid longer and help with your mana problems if you're spamming your Orb of Deception.

Core Items:

Ok so you've dominated your lane and even ganked a few times. Great stuff. Now you need to focus on your core items. These are the following items you should get to be an effective Ahri player:

SPACE Pretty self explanatory. Move movement speed and magic pen making your abilities that much more devastating.

SPACE This gives you some ability power but its biggest advantage is the 12% spell vamp you gain. Since Ahri can give large amounts of burst damage this will help your survivability in lane as you are constantly healing with every spell attack and boosts your passive to 47%.

SPACE This gives you a boost of mana and gives you mana regen which you will need as Ahri is fairly mana hungry. Its passive also lets you continually build up your mana pool with each ability you use.

SPACE This, in my opinion, is a must have for Ahri. It gives you a nice health boost, a good shot of ability power and gives you a slow to help you eliminate your targets. This is necessary for Ahri as her Orb of Deception and Charm require you to aim and anticipate your enemies movement. Slowing them down will make it easier for you to land them. It will also help you with your ultimate as it will slow down fleeing enemies.

Mid-Late game items:

So now your team is dominating the game and you want Ahri to pack more of a punch. These are the items I get to help make her that much more potent.

SPACE This is a must have for any ap champ. It gives 130 ap and it gives you 30% of your total ap as extra ap. This will make your Orb of Deception a force to be reckoned with and will make all your other abilities that much more lethal.

SPACE This is a wonderful item if you got your Tear of the Goddess early on. It gives you the same mana regen and mana gaining effects as Tear of the Goddess but here's the good bit. You get more ap out of it and it converts 3% of your maximum mana into ap. That gives you a nice extra boost and is even better when it goes through your Rabadon's Deathcap. With the new update once it caps at 750 mana it transforms into Seraph's Embrace which gives you a mana shield once activated.

SPACE Tired of your Hextech Revolver just sitting there? Well upgrade it to a Will of the Ancients. This'll give you more ability power and you now have a 20% spell vamp meaning you heal a lot more which is always good.

SPACE This is a nice item as it gives you some nice ap but it gives you 40% magic pen which will stack nicely with your boots and runes.

Other Items:

These items will also work well on Ahri if the above don't quite fit your play style:

SPACE If you love to spam your abilities on your prey this this is a good alternative. Gives you ap, cdr, mana regen and an active that prevents your enemy from getting full use of their potions/healing abilities.

SPACE This item gives you nice ap, some armor to survive pesky ad champs and an active that makes you invulnerable for 2 seconds which you can use to survive a gank or Karthus's Requiem.

SPACE This is a nice item but for me if you have the Giant's Belt health shouldn't be a problem. This gives you health, mana and ap and you gain extra's of each every minute for 10 minutes. This is good if you're being harassed and not being able to farm well as you getting stronger every minute.

SPACE This is another good item for Ahri. It gives her a movement speed boost, ap and after using an ability your next basic attack does magic damage equal to your total ap.

SPACE The cdr and mana regen is nice but what I really like about it is that you gain 12% your max mana back on kills or assists. This with an Archangel's Staff makes for deadly mana regen when helping in team fights. I would definitively recommend using this item with Ahri.

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Tips and tricks

Well now you know how to skill Ahri, what runes and masteries work for her and what items to get but that just doesn't quite cut it now does it. Here are a few tips that could help you keep your advantage:

  • If your mid opponent is really harassing you then get a Doran's Ring or 2. HP, mana regen and AP. Will increase your durability while still being able to pack a punch.
  • When you get to level 4 and have Fox-Fire then go gank top or bot. The gold from the assist or kill will come in handy.
  • If your opponent is hugging their turret like a baby then a quick, well placed Charm will render them easy cannon fodder for Orb of Deception and/or Fox-Fire.
  • However if your opponent likes turret diving to get the last hit then a Charm will help your turret make mincemeat out of them and save your teammate's life.
  • This isn't quite recommended but if you chase down an opponent say under a tower then start with Spirit Rush and flash after them to land your Orb of Deception and Fox-Fire then finish off with Spirit Rush since you can only activate it once every second. However this leaves you with no escape in case you get ganked.
  • Never underestimate your Charm. It can do so much for you or your team like suppressing a heavy damage opponent, pull the carry or tank away from your carry etc. Save it for the right situation. It has a long cool down compared to Orb of Deception and Fox-Fire.

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In the end

So to conclude on this I find Ahri a character that is fun to play as her abilities can be used in a variety of ways and with the right items she can pack a punch while looking good doing so. She is fun to play and requires some skill to properly use her abilities to your advantage. This is my first guide so please just constructive critism and I'll update it when I get more free time. I'd also like to hear from people who have tried this build :)

*I would just like to thank jhoijhoi as I used her Making a guide to create mine. It is worth while to look at if you want to create/ improve your guide(s) :)


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