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Ahri Build Guide by Sedriel

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League of Legends Build Guide Author Sedriel

Ahri,The Femme Fatale

Sedriel Last updated on December 20, 2011
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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

Strength of Spirit

Utility: 9

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Ahri is a seductive mage assassin who excels in burst damage and chasing down her opponents.

This is my first guide so constructive criticism is very welcomed and helpful. Please test the guide before voting either way. Up votes are nice but I would rather the guide work if it get enough votes to be high in the charts and people think it's trustworthy. ^_^ thx

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Summoner Spells

For summoner spells I choose Teleport and Exhaust. Teleport gives you the ability to go stock up at the store and get back in lane ASAP as well as being anywhere you want to help push/protect friendly champs. I use Exhaust as a way to protect my self by lowering their attack and as a way to help line up my Orb of Deception. This is also great for chasing that kill down and escaping form that one fed champ on your opponents team that seems to be in every bush you walk through.

Other useful spells I would recommend is Ignite and Clarity. Ignite is great for lowing their healing received for that pesky Soraka or for ensuring that someone doesn't get away when your Spirit Rush is on Cool Down. Clarity is mainly to help out with your lane sustainability and to make sure you don't JUST run out of mana when you could have finished them off.

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Greater Mark of Magic Penetration

Greater Seal of Scaling Mana Regeneration

Greater Seal of Mana Regeneration

Greater Glyph of Ability Power

Greater Quintessence of Ability Power

My rune choice is focused toward getting fed early in game and helping Ahri out with some of her mana issues. I chose Magic Penetration Marks (reds) to whittle down that little bit of MPen they have at the start of the match to help utilize Ahri's burst and Spell Vamp. There are two different kinds of Seals (yellows): Mana Regen/Level and Flat Mana Regen. These start Ahri off with a good MRegen to help out lane your opponent and keep it high in late game when your spamming your abilities more. Both my Glyphs (blues) and Quints are Flat AP. Magic Penetration Quints are also a great choice. This is to, again, give Ahri her strong Early game and get as much gold and exp as possible.

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The mastery is 21/0/9 based on AP and some much needed mana regen for her early phase.
The mastery set-up+runes is plenty to make Ahri sustainable in lane. Once she get's the blue buff and a good CD ratio her burst goes off the charts and you shoot out one spells nonstop.

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Ahri's core build is Rylai's Crystal Scepter, Rabadon's Deathcap, and Will of the Ancients.

If you find that you are dominating your lane and can sustain a snowball item I would definatly suggest getting the Majei's Soulstealer. This can quickly boost your AP and at 20 stacks will subtract 15% of your cooldowns. If you don't think you can keep your Soulstealer's stacks above 9 then don't try.

Of course all items are subject to a different order depending on how the game plays out. alive.

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Skill Sequence

R >Q > W > E

Orb of Deception
Leveling Orb of Deception first is amazing as long as you can hit that true damage on the champ when the orb is on its way back. I use this ability to poke at the champs in my lane forcing them to leave and out of experience and gold. Use this abiblity to farm your minion waves like mad! It disintegrates anything in its path once it has enough levels and Ap in it and is great for healing when your Spell Vamp passive is up ( at 1/3 power because it's a multi-target skill. Also shoot this skill through walls for a swift hit when running in for team fights.

I level Fox-Fire semi-frequently because its not strong during early game because of its nerf when all 3 flames hit one target. However, getting its levels up there and once you get enough AP it (as I have tried to design this guide to do at the same time) makes Fox-Fire an extremely potent spell with its 75% AP scaling. Fox-Fire also targets in-range enemy champs over minions.

Charm is leveled once every 2 levels of Fox-Fire. This is because I use charm mainly as an interrupter on skills like Warwick and Nunu's ults. So I find that high levels early on are useless until you have the AP to really nuke them fools down once they are seduced by the deadly Femme Fatale. This is also leveled at level 2 for those champs that are get all macho and push you to your turret. This is when you feign your way to your turret and then turn around and Charm them to walk even closer and take that turret fire while you blast them with the true damage from Orb of Deception.

Spirit Rush
Spirit Rush is an amazing ult. This is that ability that I have wanted on all of my AP Carries. So, SO!, many times have there been those annoying tanks or lucky champs that get away with that 1 hp left that Ignite or w/e just won't kill. Well not anymore! With this skill you can turret dive past their turret as they're running away, all the time bursting out 3 flames to hit him and other champs/creeps. Yes your abilities are on CD from bursting him to 1hp to begin with, but even if he uses a Heal while you chase him, all your abilities are off CD and ready for another face melting when you catch up.

Spirit Rush can also be used to escape, quite effectively I might add too. Use it to jump through walls to escape or ambush!
If ambushing this way try to put on Fox-Fire before you initiate to do double the burst damage to them. Follow up with a Charm into an Orb of Deception to finish up your kill. If they're not dead you still have 2 charges of Spirit Rush Left and everything else is on CD so bounce your little heart out while your melting their face off and giggling with glee.

My standard series of attack is pretty simple:

  1. Poke at them with Orb of Deception Until it looks like the fight is about to break loose. This is to ensure that once you do your huge combo that they won't walk away alive and force you to use your Spirit Rush to ensure the kill.
  2. Once your ready to make the move, Seduce them with Charm to force them not to dodge your attacks.
  3. Follow up Charm with Orb of Deception into Fox-Fire. This is most usually a kill unless they built up to much Magic Resistance.
  4. If not dead yet, use your only skill not on CD, Spirit Rush and chase them until they're off CD again. (Only if it's safe, he might be leading you into a gank, but you have 3 charges of Spirit Rush to use if you change your mind.)