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Choose Champion Build:
Spells:
Exhaust
Ignite
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
OOPS PUBLISHED EARLY PLEASE IGNORE

// I build her as an AP Assassin.

// I find this build to be the most effective in overcoming you low health throughout the game and maximizing your burst potential.
This build will offer:
- A 1500 Elo player’s advice on ranked play
- An aesthetically pleasing guide
- Some good in-depth information
Special thanks to:
Apotheosis - For the warding section, Check out Your Tryndamere Resource, by Apotheosis!
JhoiJhoi - For the line dividers. Check out her Guide to Making Guides
spaaaaaaaace |
Pros
+ Extremely overpowered at the moment + Amazing burst damage without very little delay on casting spells + Good mobility with Ultimate makes for a great turret diver + Being a champ that must remain close to the targets she is perfect for ![]() + A ranged taunt... + Cute. |
spaaaaaaace |
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Cons
- Very low base health all game - Until lvl 6 has no escape mech unless you take a utility summoner spell such as ![]() ![]() - Weak harass early game because of short range, fox fire will target minions - While she can initiate with ![]() - Naruto in disguise |
spaaaace |
// She is very similar to



// You can see that many cons that I listed do not really apply to late game. Her burst damage coupled with the sustained damage she offers late game is second to none and if you play her right, there is no need for spell vamp or extra health to play effectively and help your team. Simply activate your abilities when enemy team is low and proceed to dance around them till they die.
// These summoner spells should be your common picks because I think that they fit Ahri


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Exhaust: This spell will save peoples lives and win ganks. It may save you or it may save a teammate but it really comes in handy. It lowers damage output and Movement speed, which helps you to solo an enemy, or keep your team safe during a teamfight. It will also give some good CC during ganks. The fact that this ability can only target one enemy and only allows you to neutralize a target for 2 seconds is quite useful In a 1v1 situation. Normally you should only enter if the enemy is around 50% but if you have ![]() ![]() |
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Ignite: This is a great addition to early game burst damage. Any time an enemy is able to escape your range is not safe yet. Not to mention early game mana may be more of an issue than expected and when it comes to finishing a chase kill, sometimes, whether due to mobility or simply going OOM. Also adds to burst damage overall and will also give the psychological advantage of fear. If an enemy sees their health depleting while flashing red from the ignite it is much more difficult to decide to attack an opponent. This works in your favor because despite ![]() ![]() ![]() ![]() |
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// This is a list of summoner spells which I find viable on Volibear, however I do not find myself using them very often.

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Flash: This spell is great for ganking and escaping. Good summoner. Once ![]() |
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Cleanse: Good summoner as CC usually means death in a ranked game. Docent see much use because of its lack of utility but I would recommend dropping an aggressive summoner spell in most situations if you can tell the enemy team is composed of hard CC champions like ![]() ![]() |
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- // An early point is key for harass because it is the only ability that can path through minions
- // True damage will greatly increase in effectiveness late game, so use on tanks if needed
- // Hard to hit both ways so best comboed with
Charm
- // Max this second for best DPS
- // Does not lose damage based on number of targets hit
- // You can move and have it hit all targets on your way back, meaning once you toss it out you can reposition to hit all members of the enemy team.


- // Best overall source of damage, especially in a team fight.
- // Good for use in conjunction with
Soul Eater
- // Will target minions first making it very difficult to land in lane
- // Best used in combination with
Charm to land all three orbs as well as
Orb of Deception
- // Remember this spell gives mobility, you can cast it without any channeling time or delay so its great to activate while chasing because you wont lose distance at all. You can also use this to your advantage when avoiding enemy aggro, simply run close to enemies while dashing with spirit dash to maintain maximum mobility and damage.


- // Great for initiation, because of its long range and the fact that it draws enemies near, you can initiate with this, allow your tank to blow his hard CC then have this off CD by the time you are executing your combo
- // Try to land this whenever possible because it will allow you to land your other abilities more easily
- // Easier to land this skillshot from a bush
- // In 3v3, take this first when ganking the bottom bush or middle bushes.
- // Initiate a turret dive with this to draw your enemy away from their turret a bit
- // Try to draw you enemy into your minions early game for some massive damage.


- // Can go through walls very easily
- // Dont activate one after the other ASAP because orbs take time to discharge
- // Can be used to take down low health targets while avoiding taking damage from them by dashing around rapidly.
- // Cooldown is very short so dont be afraid to use it as an escape
- // Try to keep distance with this ability
- // Turret dive like a boss with the dashes and
Charm
I prefer to take an early point in



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Morello's Evil Tome

Fiendish Codex (1275) + Blasting Wand (860) + Recipe (215) = 2350
+75 ability power
+12 mana regeneration per 5
UNIQUE Passive: 15% cooldown reduction
Deathfire Grasp

Kage's Lucky Pick (765) + Fiendish Codex (1275) + Recipe (600) = 2610
+60 Ability Power
+10 Mana Regen per 5 Sec
UNIQUE Passive: 15% cooldown reduction
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum of 200 damage. 1 minute cooldown.
These two items are very similar except for a few KEY points. The difference is a 260 gold price increase on Deathfire Grasp for 15 Less AP, 2 Less mana regen, same DCR, BUT an active that will do aroudn 30% of the opponents health in burst damage
And that price difference is almost negligible when you consider that Kage's Lucky Pick gives 5 gold/10 seconds as a passive and is uber cheap, meaning you can get it early on and within 8 minutes 40 seconds the price difference is made up.
Especially in mid lane you want to be somewhat passive farming gold but harassing just enough to stop your opponent from being cocky. Ahri's AP ratios leave much to be desired and as such you want to simply focus on farming minions for gold. It is not worth ganking other lanes and risking death, farm, xp etc for an extra 100g obtainable from a few minions.


Judge your opponent early on, gauge their skill and decide how aggressive you want to be from there. Certain champions like are very easy to be aggressive with before they hit level 6, so always bear this in mind. Also bear in mind than many other AP mids have a lot more damaging spells at their use when compared with yours, for the most part has one set combo which he will only use on you when he feels you are most vulnerable, so try not to be overaggressive with enemy champions who have a lot more by way of damage to offer. However, certain champions don't follow this rule, take for example


When your jungler comes up to gank open up with to allow the jungler due time to make their entrance. Whilst doing this lay down a , preferably with on proc. If the gank looks good, rush in with and and go for the kill. When being ganked quickly assess your best course of action. You will usually have some form of CC coming your way, so judge who is going to be doing that and use to leave them incapacitated whilst you flee with , unless you can simply walk away.
For example imagine you are laning against


Knowing you can spirit dash away from Rammus, send your

If you feel aggressive and strong, you can take a single target, initiate with



Team Fights
Ahri's role is the AP mage, therefore you do not initiate PHYSICALLY into the fight. This means you shouldnt run in first, you because you will probably get killed. If your team is looking for a fight, always wait for the tank/tanky bruiser to initiate before doing anything. Of course, this doesn't mean stand idle, poke at the enemy with when possible but don't rush in. That said, a good onto an enemy squishy is an acceptable initiation and the only type of initiation Ahri is good for.
In a teamfight shoot your into the fray whenever you can. If a target becomes out of place, use your to taunt them into your team for an easy kill. If they escape chase with whilst activating .
If you are pulled into the enemy team or are caught out of place, use your whilst escaping with . If you cannot return to your team, escape using through any nearby terrain and retreat or return, which ever is safest.
Enemies Under Their Tower
If the enemy is under a tower, look to a squishy target into the team for an easy kill.
However, do not use this ability JUST to lull squishies into your team, if they have a or Volibear for example, save this incase you see them looking to flip someone into the turret. An enemy can easily be taken out, tank or not, if your team are prepared and have built correctly. the enemy into you as mentioned above and kill them quickly. From there on out it's a case of cleaning up the squishes from under their tower.
Enemies At Your Tower
Pretty much the same concept as above, lure in enemies into turret range with , nuke them down and wait for the tank to initiate, or if the enemy is completely stupid, rinse and repeat this tactic for free kills.
Stealing Baron
in, out. If you miss, run. If you get it, run. The enemy team will be looking to hunt you down cos they will be mad as hell. If your team are nearby looking for a fight come back in when it looks clear. The enemy will be low from the Baron fight so look to join in once a kill or two has gone on the enemy if only a few team members are present. If your whole team is present, look to join in asap as the enemy will be low anyway and you may pick up some kills/assists.

Order of priority; Use Sight Ward and Vision Ward where necessary:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
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