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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
Hello MobaFire! I'm Johannah and I wanna share to you guys how I play


I also welcome opinions about my guide and if you like my guide just vote up ^^ and if you don't like it well don't vote down and please tell me what's wrong and I'll try to fix it thanks!





Builds
1st Build: This is the Assassin build you can quickly burst any squishy champion with this build. My personal favorite for




2nd build: This is the Tanky build you can survive longer in team fights with this build but remember that your output damage will become low due to the tanky items. If you think that you are still squisy replace


3rd build: This is the Spam build yoou can spam your spells out like there's no tomorrow. If you think that the CDR is not enough get a


21 points in Offense taking all the AP increasing masteries except for





-
Summoner's Wrath : This will improve
Ignite it will give you 5 AP and AD when its on cooldown.
-
Brute Force : Many people pick
Mental Force but in my opinions this is better since 3 AD will improve last hitting.
Sorcery: 4% CDR makes skills a bit more spammable.
-
Arcane Knowledge : 10% Magic Penetration with
Sorcerer's Shoes and your Marks you'll be doing true damage early game.
-
Havoc : 1.5% more damage nc ^^
-
Blast : 1 AP per level more AP the better.
-
Archmage : 5% more AP nice boost there.
-
Executioner : Nc on finishing your enemies.
9 points in Utility taking all the mana and mana regeneration masteries, longer buff duration,


-
Summoner's Insight : Reducing the cooldown of
Flash.
-
Expanded Mind : A nice boost on mana.
-
Improved Recall : 1 second reduction on Recall well this is better than
Scout since
Ahri is not a support.
-
Meditation : Helps a bit at the mana hungry problem.
-
Runic Affinity : Makes you're blue buff longer! which is very useful since you need blu buff alot.
Runes



Greater Mark of Magic Penetration: This is the only marks worth sing for since the magic penetration early game is very useful along with
Sorcerer's Shoes you'll be doing true damage early game.
Runes



- Greater Seal of Vitality: I use this seal for extra survivability since
Ahri is very squishy like any other mage and her ultimate
Spirit Rush exposes her to damage.
- Greater Seal of Replenishment and
Greater Seal of Scaling Mana Regeneration: o use these on the Spamming Build since these provide extra mana regen since
Ahri is very mana hungry.
Greater Seal of Scaling Ability Power: Some people use these who want to maximize their damage as
Ahri but I don't think that this is very viable since there are many more greater options than these.
Greater Seal of Armor: If the enemy is heavy AD or you want more defense you can use these flat armor seals.
Runes



Greater Glyph of Scaling Ability Power or
Greater Glyph of Ability Power : I like these glyphs because they give a very nice boost at level 18 where teamfights are right around in the corner where your AP is really needed instead of
Greater Glyph of Ability Power which only gives you power early game.
Greater Glyph of Scaling Magic Resist: This magic resist scaling runes are only viable when there's a
LeBlanc or
Galio in the other team. Which hurts so badly you have to recall every minute or two.
Greater Glyph of Cooldown Reduction: If you're
Ahri gameplay style is stacking cooldown reduction then this glyph is for you but i don't recommend it.
Runes



Greater Quintessence of Ability Power: These quints give a solid 15 AP which is very nice early game and late game so you'll dominate the lane you're on.
Greater Quintessence of Magic Penetration: If you want more magic penetration these quints are viable when enemies are stacking magic resist or if you really want true damage on your spells these quints will cut their magic resist.
Greater Quintessence of Health: If you want survivability to the fullest you can use these quints.
Greater Quintessence of Spell Vamp: If you want more sustain on your lane you can use these spell vamp quints.
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Other Summoner Spells

Clarity
I don't like this spell but many still pick this spell because of



Exhaust
Sometimes when you want to easily kill a running enemy and save your


Exhaust
You can substitute this spell for



-
PASSIVE: //
Ahri gains a charge of
Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp. This passive gives
Ahri great sustain in her lane especially when you're being harassed always count the stacks on your
Essence Theft. To give the most amount of health back is to use
Orb of Deception to the largest minion wave you can hit. But if their are not much minion waves and an enemy is currently dueling you use
Fox-Fire instead for a single target. Never use
Charm for this. Remember your
Spirit Rush can bring 9 stacks when used fully but i don't recommend it since your Ult is very needed.
-
Orb of Deception (Q): //
Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back. This ability is your main damage tool which can take a lot of health from your enemy. Especially when they're hit by the true damage part. Remember your orb follows you when you move so when it doesn't hit you can move to where you want the orb to follow you and hopefully hit the enemy with the true damage part you can also use
Spirit Rush to move the orb and follow you. You can also use this to check bushes you'll gain a stack of
Essence Theft if you hit an enemy.
-
Fox-Fire (W): // Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage. This ability is your main single target ability this ability prioritizes champions in range. This targets the closest enemies near
Ahri it has a very low cooldown and mana cost so you can easily spam this skill in teamfights and will target your enemies do not under estimate the damage if all the fox fire hit the same target it will double the damage and the AP ratio so its a very damaging skill it may be a hard skill to find out but easy to use.
-
Charm (E): // Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration. Use this spell to initiate your combo since the enemy will take the brunt of
Fox-Fire and cannot dodge the true damage part of
Orb of Deception. Use this to check bushes you'll here a sound when it hits and the enemy will get out of the bush and walk towards you. This is one of the most amazing CC of all AP casters so use it wisely.
-
Spirit Rush (R): //
Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash. This is you're main assassination ability you can dive turrets with this ability and get a kill. I also use this to get out of ganks and confuse melee champs trying to kill you you can
Spirit Rush away use your combo
Charm >
Fox-Fire >
Orb of Deception then the melee champ should be near to you again just
Spirit Rush and repeat until you get a kill. You can also pass trough walls and chase enemies that
Flashed trough a wall and get a kill. Remember that don't use all of
Spirit Rush in a fight use some to escape or chase enemies running and others.
MID LANE SKILL SEQUENCE
This ability sequence is commonly for mid lane since mid lane champs are normally ranged like a ADR or AP carry but sometimes AD carries go mid you must use the skilling sequence below to counter these AD melees. This Sequence follows the most common sequence for



SOLO TOP SKILL SEQUENCE
This ability sequence is only used when you go solo top or facing a melee champion in mid lane this alters the common skilling sequence instead we max



NOTE: Remember that the cheat sheet is not a definite build! Remember to read this chapter fully to understand when to change the items listed there and you can use other items depending on your playstyle. The Items listed below are only from my Assassin build the items mentioned in the other builds are in the situational items section.
Starting Items
-
: I like these starting items especially when i go mid. These items make dodging skill shots a lot more easier since almost all mid champs have skill shot abilities and the
Health Potion are useful when you're being harassed.
-
: These
Doran's Rings are also useful they give a nice amount of health, AP, and mana regen but i don't usually take them its very hard to avoid skillshots and there's not enough money for
Health Potions, but its also very useful since it gives you everything you need.
-
: If you really want to dominate a lane go for these they give a nice amount of AP and you can also get your
Hextech Revolver early which gives really nice sustain.
Core Items
Boots of Choice
-
: These boots give you a nice amount of magic penetration early on with your magic pen. runes you'll be doing true damage early game.
-
: These boots give a nice amount of CDR since you'll be getting your
Athene's Unholy Grail until late game these boots make your skills more spammable but if you prefer
Sorcerer's Shoes the go for it.
-
: If your enemies have many amounts of CC then you should use these boots instead the magic resist is also useful especially when you're on mid since your enemy is likely an AP caster.
NOTE: Boots that are not mentioned above are not recommended forAhri.
Other Core Items
-
: This is our first core item i prefer to take this first than
Rabadon's Deathcap because
Ahri is naturally squishy and be ready for small skirmishes and to take full advantage of the slow.
-
: This item gives us excellent sustain and with the
Doran's Rings taking care of your mana it will make your laning almost endless this item will synergized with your passive
Essence Theft making it return more health.
Mid Game Items
-
: The most important item to all AP casters it provides a huge amount of AP and +35% more AP (with the addition of the
Archmage mastery) some people get this before Rylai's Crystal Scpeter because of the recent
Fox-Fire and
Spirit Rush nerf but the lowered base damage is not that much i mean 15 damage from
Spirit Rush that's not that much! People are just too much over acting...
-
: This will grant us excellent sustain and will make laning almost endless! with the addition of
Essence Theft it will bring a total of 55% Spell Vamp that's a huge amount especially when you're damaged real hard.
Late Game Items
-
: This item has a great passive. The total amount of your AP plus your AD as physical damage this is very useful since
Ahri's spells have a low cooldown and every use of
Spirit Rush will proc
Lich Bane also when your enemies are building magic resist the physical damage will ignore it.
-
: This item will penetrate your enemy's magic resist which means more damage from your spells remember that only use this item if your enemies are building magic resist unless use Abyssal Scpeter.
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