Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Normal (standard)
-
Very aggressive Ahri
-
Defensive
Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction





Unlike other foxes that roamed the woods of southern Ionia,Â

However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution,

"Mercy is a human luxury... and responsibility." ―

Once again I make sad fanatics of
Heal and
Clarity - if you want to take these spells,
Ahri is not for you... Or for you, if you take something useful -
Ignite and
Flash. Yes behave worthy assassin. Only these two offer the possibility of additional damage and subsequent escape mechanism, combined with the skills of
Ahri makes it a perfect and sexy killer - but she is still sexy in itself.






While being careful can long persist,
Ahri due to their mobility, may since the beginning gain a huge advantage over your opponent thanks to the AP runes. I recommend
Greater Mark of Magic Penetration for magic penetration, and a set
Greater Quintessence of Ability Power,
Greater Glyph of Ability Power, and (because of its mana-hungry) Greater Seal of Mana Regen.
Precision
Fleet Footwork
Phase Rush
Situationally, you can play it on the
Greater Seal of Armor in conjunction with
Greater Glyph of Magic Resist - we can often meet a strong opponent against whom we have to use magic resistance and the ability to refuel with each new level. There are a lot of other options, like
Greater Seal of Health,
Greater Glyph of Cooldown Reduction and
Greater Quintessence of Movement Speed. But, in my opinion she should have a lot of ability power at the beginning.




Runes




Situationally, you can play it on the





Masteries which I use:
As assassin she can go in battle and go out easily. I do not recommend play as 21-9-0, because she can be mana-hungry, so
Meditation
and
Expanded Mind
are very useful for me to not allow be out of mana
Ahri. With these masteries you can beat a lot of enemies! I decided to take
Runic Affinity
and put 1 point into [Mastermind], (I assume your jungler will be nice and he will give second and others
Crest of the Ancient Golem.
-
Summoner's Wrath - extra 5 AD and AP if you use your
Ignite,
-
Mental Force - more AP,
Sorcery - cooldown reduction,
-
Arcane Knowledge - magic penetration,
-
Blast - more AP,
-
Havoc - extra damage dealed by your champion, love it,
-
Spellsword - great idea, hope it can help a lot: dealing magic damage with every standard attack,
-
Archmage - more, more, more AP,
-
Executioner is a must - as mid champion she needs to kill. Just assassinate them and goodnight.
As assassin she can go in battle and go out easily. I do not recommend play as 21-9-0, because she can be mana-hungry, so





Essence Theft - Is
Ahri's innate skill.
Essence Theft is a passive ability that gains charges whenever any of
Ahri's abilities deal damage. Each target that takes damage will provide 1 charge, up to a maximum of 3 per ability. Upon reaching 9 stacks, her next ability will consume the charges to gain 35% spell vamp when it deals damage.
Essence Theft is not expended if her next ability doesn't hit an enemy unit.
Spirit Rush's 3 separate casts are considered as individual spell casts; it is therefore possible to gain 9 charges by only activating
Spirit Rush.
Essence Theft cannot be charged or consumed with
Ahri's summoner spells or items' active effects. When
Essence Theft has 9 stacks,
Ahri's orb becomes green.
Orb of Deception -
Ahri's Q. It is a pass-through linear skillshot that sends out an orb in the target direction, dealing magic damage to all enemy units it hits. After reaching its maximum range the orb then returns to Ahri, dealing true damage to enemy units hit.
Orb of Deception does not proc on-hit effects.
Orb of Deception procs spell vamp and
Rylai's Crystal Scepter's slow similarly with all multi target spells and abilities with diminished effect.
Orb of Deception pops Spell Shield.
Orb of Deception's magic damage will be blocked by
Black Shield. However, the true damage will not be blocked. Both the initial and return hits will heal
Ahri with
Essence Theft's spell vamp.
Fox-Fire -
Ahri's W.
Fox-Fire is a proximity self-targeting ability that, upon activation, releases 3 fox-fires around
Ahri for a short duration. These fox-fires will launch themselves to deal magic damage to the closest enemy units, prioritizing champions. Consecutive hits of fox-fires on the same target beyond the first will deal 50% damage.
Fox-Fire does not proc on-hit effects.
Fox-Fire procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
Fox-Fire pops Spell Shield.
Fox-Fire will damage
Black Shield.
Fox-Fire's targeting priority is as follows: The enemy champion closest to the fox-fire's location; The target of
Ahri's last autoattack; The enemy unit closest to the fox-fire's location.
Fox-Fire has no casting time and does not interrupt
Ahri's previous orders.
Ahri may act freely while
Fox-Fire is active. Each of the fires from
Fox-Fire counts as a single-target spell for the purposes of Rylai's slow and
Spell Vamp.
Fox-Fire can only target units that are visible. This means that champions, stealthed champions, minions and jungle creeps in the fog of war and inside brushes can not be auto-locked and hit. The cooldown of
Fox-Fire does not begin until all the fox-fires have either been consumed or expired. Each
Fox-Fire has its own targeting radius. They may thus target and damage different units depending on their location relative to
Ahri's. Once
Fox-Fire locks onto a target it will act similarly to a direct-targeted ability, moving to and hitting the target regardless of whether it leaves vision or the ability's range afterwards.
Charm -
Ahri's E. It is a collision linear skillshot that affects the first enemy unit it hits, dealing magic damage and charming them for a short duration. While under the effect the target is forced to move towards
Ahri's location at a specific movement speed, and cannot control its movement, attacks or use any abilities.
Charm does not proc on-hit effects.
Charm procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
Charm pops Spell Shield.
Charm will damage
Black Shield but the charm effect will be negated. If
Ahri is not within the charmed enemy's sight, they will stand still for the duration of the charm debuff. Neither slows nor speed boosts affect a
Charm victim's movement speed with which they are moving toward
Ahri.
Stuns and snares, however, prevent a victim from walking while under such effects. This is not considered a slow and is not affected by
Highlander or
Decisive Strike. Even though
Rylai's Crystal Scepter applies a full slow on a
Charmed target, this slow is effective only while
Charm's rank is below 3 as Rylai's slow will expire before
Charm does.
Spirit Rush -
Ahri's R.
Spirit Rush is a three part cursor targeted dash ability which causes
Ahri to rush towards the cursor's location.
Spirit Rush can be activated up to two more times after the initial cast, with a 1 second cooldown between each dash. Every time
Ahri casts
Spirit Rush, upon reaching her destination she fires up to 3 essence bolts which target and deal magic damage to the closest enemy units, prioritizing champions.
Spirit Rush goes on cooldown after all three casts are used, or after 10 seconds of the initial cast.
Spirit Rush does not proc on-hit effects.
Spirit Rush procs spell vamp and Rylai's slow similarly with all multi target spells and abilities with diminished effect.
Spirit Rush pops Spell Shield.
Spirit Rush will damage
Black Shield.
Spirit Rush allows
Ahri to go through walls and terrain. Each use of
Spirit Rush counts as an individual spellcast. Each dash will interact fully with
Essence Theft, and can attain up to 3 charges or apply the spell vamp upon damage dealt. Each dash will proc (but not apply)
Sheen,
Lich Bane, and
Trinity Force.
Spirit Rush can only target units that are visible to
Ahri at the end of the dash. This means that champions, stealthed champions, minions and jungle creeps in the fog of war and inside brushes can not be auto-locked and hit. Note that due to
Spirit Rush selecting targets at the end of each dash, the ability may target and hit units that were out of
Ahri's initial vision but entered it due to Ahri's new position and vision.
Spirit Rush can hit targets as far as 1000 range units away from the initial dash location as long as desired targets do not break vision or move further than 550 range away from
Ahri's
Spirit Rush destination. Once an essence bolt from
Spirit Rush locks onto a target it will act similarly to a direct-targeted ability, moving to and hitting the target regardless of whether it leaves vision or the ability's range afterwards.
I prepared 3 builds.
First is my standard (normal), most popular build, which I use when I play with normal team against normal team.
Second one is very aggressive build, included
Mejai's Soulstealer and
Deathfire Grasp to fastly assassinate enemies champions one by one. This build consist of using
Deathfire Grasp in right time to snowball enemy. Sometimes if I play for fun, with friends I can show them real power of
Ahri, so that's aggressive option.
Third build I use fighting against very aggressive enemies, for example a
Talon or
LeBlanc,
Swain, who are counters for
Ahri.
Check all my builds and choose the best in your opinion ;)
Boots and three
Health Potions - they appear in each build. After first back to base, take
Doran's Ring and for aggressive play, or two
Doran's Ring if you wanna play safely.
In my normal play I suggest to take
Hextech Revolver as fast as you can - is very viable for
Ahri, because of her innate skill. Extra
spell vamp is a great way to improve our Lady. She could heal herself by using abilities.
Rabadon's Deathcap,
Rylai's Crystal Scepter,
Will of the Ancients give
Ahri all what she wants - a lot of ability power, extra health and ability to heal herself and allied champions if they are near and use skills. Last item could be
Zhonya's Hourglass to give us ability power and awesome option of Stasis; moreover
Void Staff will give us extra magic penetration and you will be able to destroy everyone who's got magic resist. Sometimes I tried to use full magic penetration
Ahri so before I ended my build I used
Haunting Guise after
Sorcerer's Shoes and then
Liandry's Torment. Including runes for magic penetration you will deal true damage, because many times you deny more than all enemies' magic resist.
or:
Aggressive
Ahri can also start with
Boots and three
Health Potions, but if you are sure you will dominate enemy, take
Doran's Ring at start. Fast taken Kage's Lucky Pick give you some money in time, so you will be able to order
Mejai's Soulstealer very fast. This item, combined with
Rabadon's Deathcap,
Sorcerer's Shoes,
Rylai's Crystal Scepter make us very strong. Fast built
Deathfire Grasp gives you a snowball ability to fire extra skill into enemy, changing him into dust. In this build,
Zhonya's Hourglass is the only one defensive item.
When you started with
Boots and three
Health Potions, take two
Doran's Rings. Fastly make
Giant's Belt and upgrade
Boots into
Mercury's Treads. This is safe option which let u receive smaller damage than usual. Take
Chain Vest to protect you from strong AD champions and
Chalice of Harmony to protect from AP characters.
Chalice of Harmony is a good item to do not allow
mana go out. It gives some magic resist, so enemy cannot deal us all of his damage. Upgrade
Chain Vest into
Zhonya's Hourglass. It is great because of Stasis it gives. Again,
Rylai's Crystal Scepter make us very strong = extra health.
Athene's Unholy Grail is an item which should be used to give us extra ability power and improve mana regen, which will be very important if we are afraid to farm from normal attacks.
Abyssal Mask is an item which replace
Void Staff in normal build and
Guardian Angel gives us rebirth option when we died in teamfight.
First is my standard (normal), most popular build, which I use when I play with normal team against normal team.
Second one is very aggressive build, included




Third build I use fighting against very aggressive enemies, for example a




Check all my builds and choose the best in your opinion ;)
Starting items in my every build:




First "normal" option:
In my normal play I suggest to take



















or:






Second "aggressive" option:
Aggressive
















Third "safe" option:
When you started with























Playing
Ahri makes me fun. She is very good in killing. I would like to show some combos to destroy enemy.
When you can, just spam Q into enemy:
Normal combo after 3 level:
Easiest way to destroy a single enemy (after 6 level):
If you are skilled, there is combo after 6 level:
Fighting with
Deathfire Grasp:
Or:
Or even:

When you can, just spam Q into enemy:

Normal combo after 3 level:



Easiest way to destroy a single enemy (after 6 level):







If you are skilled, there is combo after 6 level:








Fighting with










Or:









Or even:








If you wanna test my guide, just please do it. Any opinions, advices are welcome. Good luck and never give up, summoners!

"They're mine now." -
Ahri

"They're mine now." -

I would like to say thanks to http://leagueoflegends.wikia.com and everyone who voted up for my guide. Thank everyone who tested my build and enjoyed it.



Examples of using this guide




You must be logged in to comment. Please login or register.