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Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Updates
1/29/12 - Guide finished.
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amazing burst with such **** ap scaling
op taunt
has no ***** like vayne
great chasing ability
great mobility
ulti is ****ing amazing
orb of deception does true damage
Sona-like boobs
overall op champ, usually banned in draft, not so much in ranked; better nerf irelia
Cons
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squishy early game
cant escape early game
bad ap scaling
fox fire is ****
easily mana drained for noobs
ulti is everything...
damage is split up when not 1v1
Soraka skin looks like ****
Need a decent ad carry for team to work
Passive (Essense theft): (Innate) 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.
Q (Orb of Deception): (Active): 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. Please focus on landing this in team fights.
Cooldown: 7 seconds
Range: 880
Cost: 70 / 75 / 80 / 85 / 90 mana
Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
True Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
[*] This is Ahri's main damage source aside from her ulti. Practice landing skillshots. Landing one shot front and back deals a considerable amount of damage.
W (Fox-Fire):(Active): Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, always prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.
Cost: 60 mana
Range: 800
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Magic Damage Per Fox-Fire: 40 / 70 / 100 / 130 / 160 (+0.38 per ability power)
Maximum Damage to the Same Target Per Cast: 80 / 140 / 200 / 260 / 320 (+0.76 per ability power)
[*] **** skill. Just an additional damage source.
E (Charm): (Active): 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.
Cooldown: 12 seconds
Range: 975
Cost: 50 / 65 / 80 / 95 / 110 mana
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)
Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
[*] Not a great damage source but amazing taunt effect. Use this to run away. Basic common sense will tell you that using this will save your life, not end it. You MUST land this skillshot to be a good Ahri.
R (Spirit Rush): (Active): 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.
Cost: 100 mana
Range: 450
Cooldown: 90 / 80 / 70 seconds
Magic Damage Per Bolt: 100 / 140 / 180 (+0.3 per ability power)
Max Magic Damage: 300 / 420 / 540 (+0.9 per ability power)
[*] Ahri's ultimate ability, called ultimate for a reason. Use this as an amazing chaser/ damage source. Or, you can burn all three charges for a sure escape.
Basics: Play it safe early game. Don't get hit by enemy abilities. Literally just take one step to avoid a skillshot or such. Try to get them to half hp by level 6. DO NOT WASTE YOUR MANA. IF YOU ARE MANA DRAINED, SLAP YOURSELF.
You should have your first kill by now. If not, you harassed them too hard early on and they were too ***** to push. Go back when you have 1.2k, enough for hextech revolver. If you are low on hp, use orb of deception a few times along with your passive to regain a bit of hp. YOU SHOULD NOT BE MANA DRAINED.
After you come back with your hextech revolver, continue harassing with orb of deception, but only seldomly. You don't want to be mana drained. Get another kill when your ulti is up. Just land your combos.
Take out mid turret asap, but do it safely. Don't risk a death for the turret. Ahri can't hold a lane for too long so you might have your jungler cover for you. Also get blue buff for this gives Ahri amazing sustain. As soon as the first mid turret is down push a little if it can be safely done. Then leave your lane to gank or help with dragon and such. Return to lane if enemy is pushing.
Call your mias.
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ALWAYS use orb of deception when your passive is up. This way, you get the most out of your spell vamp. Also try to hit as much things as possible with your orb.
Don't rush in like a dumbass. Stay back.
Land your q and your e. Aim it in front of them so they walk into it. Duh!?
When running away, don't just run away. Whenever you can, spam your skills to lower their health and probably turn the tides against them. Think of fox fire as a shield when running away. Hits the enemies for a bit of spell vamp. Only time useful.
Always initiate with your charm or ultimate.
Basic harass or running away combo: e>q>w>run back.
Full chase combo: r in>e>q>r in>w>r in>ignite>q
Tower Dive:r in>e>q>w>r in>ignite>q>r out
The only bad case senarios is when the enemy team has ranged silences like Fiddles, Talon, Kassidin, etc. You should stay away from these champions and go in once they have used their silences. Avoid being bursted down by assassins or suppressed and snares. Ahri is susceptible to strong CC's but will easily live off any slows.
Stay tuned for more updates. Such as videos!!! Thank you!
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