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Ahri Build Guide by DixonTheGuideMaker

Middle 💗Complete Ahri Guide by Dixon ☑️

Middle 💗Complete Ahri Guide by Dixon ☑️

Updated on November 9, 2023
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League of Legends Build Guide Author DixonTheGuideMaker Build Guide By DixonTheGuideMaker 24 4 60,025 Views 2 Comments
24 4 60,025 Views 2 Comments League of Legends Build Guide Author DixonTheGuideMaker Ahri Build Guide By DixonTheGuideMaker Updated on November 9, 2023
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Runes:

Domination
Electrocute
Taste of Blood
Eyeball Collection
Ultimate Hunter

Sorcery
Manaflow Band
Transcendence
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2
Flash + Ignite
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

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Extreme Threats
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Champion Build Guide

💗Complete Ahri Guide by Dixon ☑️

By DixonTheGuideMaker
INTRODUCTION
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 Dixon and i'm League of Legends content creator. I started to play LoL in 2016. My highest ELO at the moment is 💎Diamond 1 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server. I've got three times to Diamond in different season and now I'm more focused on creating guides and videos with reviews of the strongest players in the world, growing my channel by sharing my experience and training new champions for the marathone to Master+ in the future.

I also want to invite you to subscribe to my YouTube channel where I'm going to make League of Legends content:
https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
I would be very happy to build my first audience with 1000+ subscribers and start streaming😊

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Let me know in the comments section if you find any mistakes or outdated information so I could fix it!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! 📖🤓
PROS & CONS
PROS:
1. Great mobility with the possibility to go through walls.
2. Good escape and chasing potential.
3. Nice wave clear + great mobility = amazing roaming potential.
4. Ahri is good for every team comp.
5. She has powerful burst damage and sometimes she is able to 100>0 HP one shot squishy enemies.


CONS:
1. Immobile and vulnerable when her R is on cooldown.
2. Squishy and can be quickly killed, especially if she is CC'ed.
3. Ahri is useless if you miss her skill shots often.
4. Weak before level 6 because she consumes mana very quick and she is immobile without her Spirit Rush.
ABILITIES

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.
MY YOUTUBE VIDEOS
HOW KOREAN GRANDMASTER PLAYS AHRI GAMEPLAY REVIEW
MORE OF MY VIDEOS ARE HERE: https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
BUILDS & ITEMS
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 Torment 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.
RUNES

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 allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.


The rune gives some amount of ability haste which is overall better for this champion than alternatives Celerity and Absolute Focus.
SUMMONER SPELLS

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.



Teleport is mainly used to minimize laning downtime after Recall or respawning, to prevent enemy laners from gaining an advantage. Teleport is also used to quickly switch lanes to defend an unguarded turret. Unleashed Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards. Another use for Unleashed Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports himself to that ward. From there that champion will attempt to bring down as many turrets and inhibitors as possible. Unleashed Teleport can be used to prolong or save the life of an allied Zac by making one of Zac's Passive's drops ( Cell Division) invulnerable for the Teleport duration.
GAMEPLAY INFORMATION & TIPS
EARLY GAME:
Ahri is mostly played in the mid lane. Early pre-level six game is the weakest period for Ahri. She has to either passively farm and wait level 6 or she can bully enemies who have the same or smaller ability's and attack's range. In the second case, with more aggressive playstyle, minion waves will move towards enemies tower. This is the moment when you have to be very careful since enemy jungler can try to attack you while Ahri is immobile without her Ult. The situation will be even more dangerous if Ahri has not enough mana to use Charm to slow him down a little bit.

You should not spam your abilities to last hit minions early on, because it will consume all your mana really fast. You have to train last hitting minions by auto attacks so you would better feel the damage and the speed of her auto attacks. It's okay to last hit minions under your tower though. You can also use abilities to try both last hit a minion but damage the enemy champion at the same time. It is also okay to shave minion waves by using abilities in those situations when you want to do a recall or to move out to help your jungler.

When your rune Manaflow Band will be fully stacked and you will have Lost Chapter then you will be able to use abilities more often without losing all mana and you can destroy minions by them. It will increase your roaming potential. It's much easier and better to do mutual ganks with your jungler because you will have a great number advantage over your enemies. So don't forget to watch the mini map not only to spot enemy jungler, but to monitor the position of your own and think what useful you can do together. If you want to play Ahri in duo then it's better to play together with a jungler, so you would have the best map influence during early and mid game stages.

Ahri begins to feel herself much more confident after getting level 6. The most interesting part of her gameplay begins after lvl-6 and when you get at least 1 complete item + T2 boots and thus Ahri is able to clear minion waves quickly and go roaming. Your champion may be constantly moving around the map, trying to earn more gold for herself and her allies.


MID GAME:
Ahri begins to hunt enemies around the middle stage of the game, when it is still possible to catch them alone before they have bought themselves protective items against magic or items with additional health.

Mid game is the strongest game phase for Ahri and she has to try to do the most for the victory. You can take Oracle's Lens to reveal enemy wards when you try to gank someone or escpecially when you make an ambush. If you see an enemy ward you have to choose between two options. You either return and move back to your lane or you can continue to make a gank since some players don't watch mini map regularly and they probably didn't see your champion.


LATE GAME:
In the late game you can still make ambushes, but it's better to do together with your teammates. Sometimes even one good ambush in the bushes in the late game can be the key to victory within the next minute. In general, in the late game it is necessary to stay closer to your allies, especially if you play without Teleport.In a team fight, you need to try to target and hit fragile champions with high damage. This is not easy to do, because they will try to hide behind champions of the front line. And here is when the mobility that Ahri’s Ultimate gives can be very useful to us. We move at the right angle to reach the desired target. It is important, however, not to rush and allow your tanks to join the battle before and consume some enemy abilities. Ahri is quite fragile and will quickly die under the focused fire of the enemy team.

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! 😉 https://www.youtube.com/@TheGamedictedCapy-ve7jg/videos
AHRI BIOGRAPHY
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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💗Complete Ahri Guide by Dixon ☑️

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