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Ahri Build Guide by

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Ahri, the nine-tailed fox

Last updated on June 1, 2012
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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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  • Introduction
  • Pros/Cons
  • Runes
  • Masteries
  • Items
  • Abilities
  • Summoner Spells
  • Tips

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Hello, this is my first guide. Ahri is my favorite champion, and after playing a lot of games I think I have a very good build. I would like to point out that I am not a pro and I do not claim that this is the best guide.
You can always leave a comment a discuss any opposition you have.

Thanks, Altair__gr

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    She can always get out of a gang if she can use her ulti
    She can gang other lanes perfectly with her abilities
    Some of her abilities target enemy champions over minions
    She can chase down enemies with her ulti
    She can die easily if played to aggressively in early game
    If her ulti is on cooldown she can't evade gangs too easy
    Needs farming a lot to work perfectly
    Needs some practice before mastering her, as every skill shot champion
    She is a mana hungry champion in mid game

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The runes i use for Ahri is pretty much the runes I use for every mage.


Greater Mark of Magic Penetration

Greater Seal of Mana Regeneration

Greater Glyph of Scaling Ability Power

Greater Quintessence of Ability Power

Greater Mark of Magic Penetration: These runes will allow you to do more damage early game, and in late game, combined with Sorcerer's Shoes will allow you to strip down enemy magic resistance

Greater Seal of Replenishment: These runes will give you some mana regeneration that will help you stay in lane and farm more in early and mid game

Greater Glyph of Scaling Ability Power: These runes gives AP which is always welcome. They gives you a boost in early game

Greater Quintessence of Ability Power: More AP, more boost, more burst damage especially in early game

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Most masteries belong in the offensive tree. AP, cooldown reduction, damage increase and magic penetration.
The other mastery points go to the utility tree, from which I get mana regen, cooldown reduntion for Flash, reduction of time being dead and most important, more time for buffs

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I begin the game with Boots of Speed, two Health Potions and one for Mana Potion. They allow you to stay in the lane and farm more. Then I buy Tear of the Goddess and Sorcerer's Shoes. After that I go for Morello's Evil Tome, Archangel's Staff and Athene's Unholy Grail for cooldown reduction, mana, mana regen and AP. Finally I buy 2 Rabadon's Deathcap, or one Rabadon's Deathcap and a Void Staff, depending on the enemy team and whether i need magic penetration or more damage. If I have to face many tanky champions that have magic resistance I prefer Void Staff, elsewhere I take a second Rabadon's Deathcap to land more damage.

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

Orb of Deception is perfect for harass the enemy champion and for farming, that's why it's my first choice

Fox-Fire is the second ability I unlock because it targets champions over minions and it's a good tool for harassment

Charm is unlocked at level 3, and that's when i can start my skill shots after landind Charm+ Orb of Deception+ Fox-Fire in order to get a kill with the help of Ignite

Spirit Rush is the ultimate ability for Ahri. Its perfect for escaping gangs, chasing down enemies, do a lot of damage and secure kills. It's a Flash that deals a lot of damage not only once, but three times.

In the first levels what you try to do is use Charm+ Orb of Deception+ Fox-Fire to harass the opponent or even get a kill. After level 6 you get to use Spirit Rush to turret dive and get the kill or to change rapidly position near the opponent to land toyr skill shots if he is hiding behind minions. In late game what you do is do a lot of damage to your opponents and diving with Spirit Rush to get to opponent carries so fast that they probably won't get the chance to do anything. Also, Spirit Rush can be used to hunt down and kill the surviving opponents of the team fight.

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Summoner Spells

For summoner spells i prefer Flash and Ignite.

Flash can be useful to evade gangs before you get Charm at level 6. Also it useful to hunt enemies when Spirit Rush is on cooldown

Ignite is perfect for getting kills in early game after lading Charm+ Orb of Deception+ Fox-Fire

Other choices are Clarity which restores mana and Teleport, which allows you to return fast to your lane after going to base to buy somothing

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  • Orb of Deception does true damaga, which is perfect for harassing the opponent
  • Charm can be used to lure enemies to your team or to check bushes
  • Charm can also be used to escape gangs
  • With Spirit Rush you can jump over walls to escape
  • Wards the bushes to your left and to your right if you are playing mid (most probably) to foresee gangs, or even use Charm+ Orb of Deception if the ganger has low life.
  • Try to farm while not pushing too much. You need to kill opponent minions to get the money but last hits are enough
  • Try getting the blue buff, in order to sustain your lane for more time, even more since you have Runic Affinity .