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Ahri Build Guide by DixonTheGuideMaker

Middle 💗Complete Ahri guide by Dixon 📜 12.14 ✅

Middle 💗Complete Ahri guide by Dixon 📜 12.14 ✅

Updated on August 4, 2022
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7 0 7,944 Views 2 Comments League of Legends Build Guide Author DixonTheGuideMaker Ahri Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Taste of Blood
Eyeball Collection
Ultimate Hunter

Biscuit Delivery
Time Warp Tonic

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


1 2
Flash + Ignite
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

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Champion Build Guide

💗Complete Ahri guide by Dixon 📜 12.14 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
1. Ahri’s Passive offers her extra sustain in lane which can help her survive even the toughest of matchups. While the healing isn’t much, it can be impactful.

2. Thanks to Ahri’s Charm, she has great pick potential throughout all stages of the game. When used in conjunction with her Spirit Rush, she will be able to catch enemies out of position and increase her gold lead.

3. In team fights, your mobility is quite formidable. With your Ultimate Spirit Rush, you’re able to flank the enemy from the side, get a kill and then escape before anyone is able to catch you.

1. Ahri is quite vulnerable when her Ultimate Spirit Rush is down. Play safer and avoid committing aggressive plays while it is on cooldown.

2. Ahri has multiple skill shots which makes her somewhat harder than many champions. Additionally, her Charm hitbox isn’t the biggest, so it can be difficult to land.

3. Ahri can be difficult to play into team compositions with heavy CC. While she does have tools to help her dodge these abilities, she will be limited on how and when she can use her Ultimate Spirit Rush. For example, she may have to wait for the enemy to use their CC tool before using her Spirit Rush aggressively.

Ahri gains a stack of Essence Fragment whenever she kills a minion or monster. After obtaining 9 stacks, she consumes them to heal herself. Whenever Ahri scores a champion takedown within 3 seconds of damaging them, she consumes their essence to heal herself. This ability helps her to stay longer in late, so you would not lose gold and experience from minions. It also can help you in team fights because it's easy to score champion takedowns and heal yourself.

Ahri sends her orb in the target direction that deals magic damage to enemies hit. At maximum range, the orb homes back to Ahri to deal the same in true damage to enemies hit. This is Ahri's main combat skill that does a lot of damage, especially when the orb comes back. First of all, it is worth noting that when returning back, the sphere does not deal magic damage, but true damage and this is very significant. The point is that true damage is not reduced due to magical resistance. You need to try to use the ability in such a way as to be sure to hit the enemy 2 times. The easiest way to do this is at the maximum distance (although it sounds strange). If you use the ability at close range, you will most likely be able to hit the enemy only once, and then the enemy will have time to run away.

Ahri gains bonus movement speed that decays over few seconds and conjures three flames which orbit her clockwise for up to 2.5 seconds. Flames prioritize enemy champions hit by Charm, then enemy champions, then minions that would die to Fox-Fire's damage, and then the target of Ahri's last basic attack within 3 seconds.

This is the second ability that can potentially deal good damage. Not as good as Orb of Deception, but still don't ignore this skill. An extremely important advantage of the ability is that it is applied instantly and there is no long animation for ability cast. There is only a slight delay before the spheres start flying at the enemy, but this disadvantage can be used for example in order to first use this ability and immediately use the ult afterwards. In such a combination (if everything is done quickly), the spheres will not have time to react and, for example, fly to the minions. Of course, the ult must be used in such a way as to immediately be next to the enemy champion. The spheres target the enemy champion first, as long as it is within range of the ability, so you can safely activate it in a crowd of minions and not be afraid that the spheres will fly into minions.

This skill imposes one of the best control effects, somewhat similar to the provocation effect, only the enemy does not attack you. The skill is convenient because it doesn't just stun the target, but makes the enemy move slowly in your direction, making it much easier to kill him. In some ways, it's even better than stun. It especially helps in situations where the enemy starts to run away from you. In teamfights the target that was hit by this skill usually dies right away since they are unable to do anything. For example, you can for a long time harass an enemy on the line with auto-attacks or skills, but as soon as the enemy makes a mistake and falls under the effect of enchantment, in a short period of time it is possible to unload all his abilities in him. This usually results in the enemy's death, or he can run away from you with very little health. It's not easy to hit with this ability and the enemy can hide behind their minions, but you can combine Charm with the Ultimate or Flash.

Arie's ult is aimed more at increasing mobility than damage. Ahri with an Ult is extremely difficult to kill, since the effect of the Ult can be compared to the Flash spell, but with additional damage and the opportunity to use the ability several times. You can dodge the enemy's skills and counterattack instantly with the Ult. In fact, it's the main reason why it's fun to play Ahri.
is one of core items for ability power based champions. The item gives your champion additional source of CC ability to root enemies.

is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.

is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.

is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.

is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.

buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.

is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.

is a strong ability power item with a goal to increase damage of your champion.

is a good choice for those mages who have low mobility, but desperately need it.

is on of few "Sheen" items, but for mages which is very good for dealing high burst damage to enemies. Unlike Trinity Force, Lich Bane does not necessarily need to be used by champions with high base attack damage to deal the highest damage possible, since Lich Bane is the only Spellblade item that can scale (with AP in its case). Just making sure to stack a lot of AP is enough to ensure that this item will deal relevant damage. However, Lich Bane still deals more damage with higher base AD, due to its base AD scaling.

is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.

Watch this video to see how Master+ tier player plays Ahri at MID:

That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.

The rune gives your champion some sustain which is especially useful during the early game and the rune scales also with AD and AP items so it can become a reason in the late game why your champion survived a fight with 1-3% HP.

This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).

This rune allows you to use your Ultimate ability noticably more often.

The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.

Take this rune if you are going to play with Corrupting Potion and you will be able to slightly accelerate your movement speed while Corrupting Potion or Refillable Potion are active.

Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
EARLY GAME (average):
At level 2, Ahri will have access to both her Orb of Deception and Charm. Once she hits this level, she can look for a favourable trade. As soon as Ahri hits level 6, her kill pressure and pick potential increases. You can look for kills with your Ultimate Spirit Rush when the enemy overextends. Once you’ve recalled and picked up your first component item, your Orb of Deception damage and wave clear will increase dramatically. You will be able to push the enemy into their tower with ease once you have this item.

Focus on farming up and getting your Lost Chapter as quickly as you can. While using your Orb of Deception, try to hit both the minions as well as the enemy to maximize the efficiency of this ability. You are not very mobile before you get your Ultimate Spirit Rush, so always keep a track of the enemy Jungler's position. Hug the wall opposite to the side where the enemy Jungler was last seen. Once you unlock your Ultimate Spirit Rush, it is time to begin roaming and securing kills elsewhere after shoving the wave in. Sometimes, the enemy laner may follow you. If they do this without vision, just hide in the Jungle and kill them when they walk too close to you.

MID GAME (strong):
When Ahri hits level 11, she will have 2 points in her Ultimate Spirit Rush. This offers her extra pick potential during the mid-game. At level 9, Ahri will max out her Orb of Deception. She will be able to easily push the minion wave during this stage of the game. Mix this with the items she picks up beforehand, she can constantly keep the enemy pushed into their tower. Since Ahri is a burst mage assassin, when multiple items are completed, she will be able to secure picks on squishy targets throughout the mid-game: leading to a possible neutral objective advantage.

You should focus more on roaming and killing overextended enemies whenever your Ultimate Spirit Rush is up. When the Ultimate Spirit Rush is not up, just focus on shoving your wave but don't overextend while doing that. Try swapping to a side lane as soon as you can. It will allow you to chase enemies more easily with your Ultimate and Charm. Securing picks during this stage will make it easier for your team to obtain neutral objectives. During fights, always try to get to the enemy backline by flanking them from out of vision. A Oracle's Lens may help you with that. If you can't do so, just keep chipping on the enemy frontline, till you can catch someone out with your Charm.

LATE GAME (average):
In the late game, you should be near max build. You should be able to easily take down any champion who you might come into contact with. Set up ambushes and look to blow up an unexpecting enemy. Once you’re level 16, you will have 3 points in your Ultimate Spirit Rush. You can look for more aggressive plays and look for picks on overextended targets. It will be on a low cooldown in the late game, so don’t be afraid to go for risky picks as you can use it to escape if you miss your Charm. Ahri falls off in the late game as the enemy will be healthier, and most champions will buy defensive items to protect them. It is unlikely you will be able to burst down any frontline champions, but you can quite easily take down the enemy Support or ADC.

Keep farming up till you get to the full build. Once that is done (or while farming), you may use the minion wave as bait and set up death brushes around it. It will allow you to catch enemies unaware with your Charm and burst them down before they can react. Team fighting should be similar to the mid-game. Always look for ways to flank the enemy and take out one or two squishy members of their backline. This will also act as a signal for your team to engage, and if they don't engage, you can always use your last Ultimate Charm charge to get out. The fog of war is your friend and you should use this to set up death brushes with your team. This works especially well when a major fight is going to take place for a neutral objective like the Baron. Also, try to take fights in closed areas like the Jungle, as it will let you hit multiple people with your Orb of Deception.

Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension.

Swain is good in team fights thanks to his AOE Ultimate Demonic Ascension. Forcing a fight or fighting when Swain isn’t around will make it easier for your team to win team fights. Avoid grouping too closely around objectives or in team fights as it may allow Swain to land a really good multi-person Nevermove and start the team fight. Burst and poke is the best way of winning a fight against Swain. Try to poke him down before a team fight starts. When he activates his Ultimate Demonic Ascension, burst him down so he is unable to dish out lots of damage.

At level 6, Swain’s damage output and survivability increases. You shouldn’t commit to a fight with him unless you can burst him down quickly as his Ultimate Demonic Ascension will offer him extra protection and health regeneration. Swain’s early game is abusable as he is really weak early on. Once the mid-game hits, you’ll have to play more respectable. He is really good in team fights thanks to his AOE Ultimate Demonic Ascension. Bursting him down at the start of the fight will make it difficult for him to deal damage and win the fight.

Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.

Don’t chase Akshan in the jungle during the mid-game. He could be leading your team into danger or an ambush. Try and look for fights when Akshan isn’t there. That way he will be unable to benefit from his Going Rogue. Playing around Akshan’s Ultimate Comeuppance will be very beneficial during the mid-game. Without it, he will be unable to maximize his damage output.

Akshan’s first power spike is when he unlocks all 3 basic abilities. Although, his early game damage is pretty good at level 1 and 2. When he unlocks his Ultimate Comeuppance at level 6, his kill pressure intensifies. Keep this in mind and avoid staying in lane when low. After Akshan’s first back, he should’ve picked up a component item for his Mythic. Unless you’ve matched him, be careful as he will win trades and all-ins.

Try to match Taliyah’s wave clear during the laning phase. Matching her wave clear will reduce her ability to roam. Taliyah doesn’t gain access to a damaging Ultimate Weaver's Wall at level 6. If you’re a champion with a strong Ultimate, try to abuse her weakness at this time. When trading with Taliyah, always keep behind at least 1 minion. This will make it very difficult for her to deal damage with her Threaded Volley. Make sure you also watch out for her Seismic Shove.

Taliyah will want to delay a team fight for as long as possible while she pokes you down with her Threaded Volley. Try and force a fight as soon as you spot her. Avoid splitting up and playing alone. Taliyah’s Ultimate Weaver's Wall will allow her to pick off enemies who are alone or isolated without assistance. Do not push up too far forward if you have no one nearby. Taliyah has good pick potential with her Seismic Shove. If you don’t know where Taliyah is in the mid-game, do not walk around Summoners Rift alone and avoid areas without vision as she may be looking to set up a surprise attack.

Taliyah’s kill pressure doesn’t increase at level 6 but her ability to roam does. If you’re strong at level 6, try to abuse her. After she has her first item completed, Taliyah can quickly push the wave with her Threaded Volley. Ensure you’re always behind the minion wave or outside of it so she cannot push and poke at the same time. The more items she gets the stronger Taliyah will be. Avoid letting her poke you down with Threaded Volley as she will deal lots of damage to you. In particular, do not let her delay a team fight with her Threaded Volley.

When Ahri’s Charm is down, she has no real way of defending herself without blowing her Ultimate Spirit Rush. Look to fight her when her Charm is not available. Try and stand outside of the minion wave, but close to it. This will force her to choose between pushing with her Orb of Deception or poking with it instead. Stand close to the wave so you can run inside of it to dodge her Charm. Ahri is incredibly vulnerable when her Spirit Rush is down. Make sure you abuse the long cooldown early on.

As long as you build magic resistance and dodge her Charm, she has no way of one-shotting you. Ahri likes to roam after level 6 when she unlocks her Ultimate Spirit Rush. Ping her as soon as she leaves lane and try to follow if possible. If you can’t follow her, push the wave and try to draw her back to lane. Ahri is incredibly vulnerable when her Ultimate Spirit Rush is down. Try to bait it out first, and then call for assistance from your Jungler to kill her while it’s unavailable. Make sure the wave is closer to your side of the map to make it easier for them to gank you.

Ahri is rather weak in the early game. Look to poke and fight her during this time to get a good start from the get-go. Post-6, Ahri has a lot of chase potential thanks to her Ultimate Spirit Rush. Do not overextend when you’re low as she can easily kill you and set you behind. Once Ahri has completed her first item, she will deal a lot of damage and be able to push the wave / fight more frequently. Keep this in mind and respect her all-in damage.

Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉
Ahri’s origins are a mystery, even to her.

She has no clue as to the history of her vastayan tribe—or their place among the rest—save for the twin gemstones she has worn her entire life. In fact, her earliest memories are of running with icefoxes in the northern reaches of Shon-Xan. Though she knew she was not one of them, they clearly saw her as something of a kindred spirit, and came to accept her within the pack.

In that wild, predatory existence, Ahri nonetheless felt a deeper connection to the forests around her. In time, she came to understand that this was the magic of the vastaya that coursed through every fiber of her being, and the realm of spirits that lay beyond. With no one to teach her, instead she learned to call upon this power in her own ways—most often using it to quicken her reflexes in pursuit of prey. If she was careful and close enough, she also found she might soothe a panicked deer, so that it remained serene and calm even as she and her packmates sank their teeth into its flesh.

The world of mortals was as distant and unsettling to Ahri as it was to the icefoxes, but she felt drawn to it for reasons she could not explain. Humans in particular were coarse, gruff creatures… and when a band of huntsmen camped nearby, Ahri watched them from afar as they went about their grim business.

When one of them was wounded by a stray arrow, Ahri could feel his life seeping away. Knowing nothing but the instincts of a predator, she savored the spirit essence leaving his body, and through it gained brief flashes of his memories—the lover he had lost in battle, and the children he had left behind when he came north. Ahri subtly pushed his emotions from fear to sorrow to joy, and comforted him with visions of a sun-soaked meadow as he died.

Afterward, she found that human words now came to her easily, like something from a half-remembered dream, and Ahri knew the time had come to leave the pack behind.

Keeping to the fringes of society, she felt more alive than ever. Her predatory nature remained, but she was caught up in a riot of new experiences, emotions, and customs across Ionia. Mortals, it seemed, also became fascinated by her in return—and she often used this to her advantage, draining their essence while charming them with recollections of beauty, hallucinations of deep longing, and occasionally dreams colored by raw sorrow.

She grew drunk on memories that were not her own, and exhilarated in ending the lives of others even as she felt the grief and woe she brought to her victims. She experienced heartbreak and elation in tantalizing flashes that left her craving more. She wept at the images of brutal invaders from a faraway land of iron and stone. It was overwhelming, but she sensed her own power fading whenever she tried to stay away, and could not help but partake again and again… as much as it pained her heart to do so.

Through countless stolen visions, Ahri began to glimpse more about the vastaya. It seemed she was not alone, with many tribes now having somewhat troubled relationships with mortals. Eventually, she learned of a rebellion aiming to restore their people to some kind of former glory.

This, perhaps, was the link to a past she could not remember.

With the twin gemstones in hand, Ahri has set out in search of others like her. No more will she rely on borrowed memories and unfamiliar dreams—and if any trace of her tribe still exists in Runeterra, then she is determined to find it.

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