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Ahri Build Guide by the chaos bringer 00

Don't you trust me? You're going down-cb00's way to Ahri

Don't you trust me? You're going down-cb00's way to Ahri

Updated on July 1, 2012
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League of Legends Build Guide Author the chaos bringer 00 Build Guide By the chaos bringer 00 9 2 12,232 Views 12 Comments
9 2 12,232 Views 12 Comments League of Legends Build Guide Author the chaos bringer 00 Ahri Build Guide By the chaos bringer 00 Updated on July 1, 2012
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Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Introduction

Hey guys this is chaos bringer 00 and this is my 11th -I think- guide on mobafire and it is about one of the few AP champions that I adore, Ahri!!! Ahri is a unique type of mage with a unique kit. All her moves are skillshots so some skill is required to play her. Enplus er.... I mean additionally to give your burst you have to hit all your skillshots and hell... almost everyone knows that skillshots can be either a gift or a curse. Hitting all of them makes you too stroonk but missing them means lost mana and much incoming damage. Also she can be a quite effective pusher with Orb of Deception and this makes free time to spend on raping other lanes with constant ganks. Having said all that, I definitely suggest you play Ahri because if you are patient enough and learn how to play well with her, you are gonna soon find out that she is the perfect all around mage.

NOW!!! I don't know but I feel like I have to say this but.... it's just...
is the sexiest female champ ever!!!! Now, off to the serious things. PROOF:
I wanted to create this guide to express my opinion, my thoughts and my choices for this champion and teach you something. Of course by reading your comments and improving this guide I will learn some things too. Also if you leave constructive criticism I will +Rep you and if you upvote this too I am gonna upvote one of your guides, if it deserves it of course. Please do not downvote this guide because it resembles something that you've already seen or because you hate this champion.
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Pros and Cons

Pros
Has some sustain with her passive
Damn good harass
Good farmer
Long range CC
Skillshot based(she can be really dangerous)
Relatively short Cooldowns
Such a mobile champion
Nice ganker






Cons
Squishy. 'nuff said
Skillshot based(you need to practise. A LOT)
Needs a lot of farm and early kills
You get focused
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Masteries

Offense Tree: This set-up, at late-game, (supposing that you have bought all the items in the cheat sheet) can give you a bonus 21,9 AP which is very good.


Utility Tree: This set-up, gives a pretty decent amount of mana when level 18 (216 mana) plus mana regeneration which is helpful during laning phase. Of course it gives us more buff duration so that we have our stolen or earned legally :) blue buff for more time.
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Summoner Spells

My choice: +

Flash because it is always great for juking or more like multi juking with Spirit Rush and of course to catch an escaping opponent or to land all of your skill shots.

Ignite because we have the mastery that gives us a bonus 5 AP/AD when it is on cooldown. Ignite is always good on AP casters. Also it cuts down healing stuff so that you can take down this **********ing ******* named Swain.




Other viable choices:
Cleanse because it is always good to avoid CC either it is from junglers or from your lane opponent. This can really save your life or even destroy the opponents' life as he CC's you to get away.

Ghost is always a good alternative for Flash especially when chasing someone but I just feel that Flash suits Ahri better since she is skillshot based.

Exhaust is especially good if you're up against an AD based team. Use this for fleeing, chasing and taking someone down 1v1. I suggest you use it on the AD carry when team-fighting.

Heal if you feel that you have trouble staying alive... this is the spell for the job.

Teleport is nice if you go for solo top but also if you want to go for shopping therapy (after all Ahri is still a girl=$$)

THE ABOVE MENTIONED ARE THE ONES THAT I SUGGEST. THE OTHERS EITHER ARE USELESS ON Ahri OR THEY ARE NOT GOOD ENOUGH.
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Runes

Here, in every category of runes (Marks, Seals, Glyphs, Quints) I will give you my choice, marked with a small arrow just like this: --> and the other will be some alternatives.


Marks



Seals



Glyphs



Quintessences


FOR THOSE THAT COMPLETELY TRUST ME AND/OR ARE BORED TO TRY ANYTHING ELSE TAKE A LOOK AT THE SHORT VERSION:

Runes

Precision
Fleet Footwork
Phase Rush
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Ability Explanation

Passive:

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.


Explanation:
This passive is what gives Ahri such good lane sustain early, and combined with Will of the Ancients you will see your health skyrocket when you hit the creeps. The indicator for this passive is that your ball turns green. When trying to get the most health back I would use Orb of Deception and try to hit all the minions in one wave.




Q:

Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.

Cooldown: 7 seconds

Cost: 70/75/80/85/90 mana

Range: 880


Explanation:
This skill is Ahri's bread and butter. It can be used for harass,farming and it does great AoE damage to groups of people. The range on this spell is also incredible , you can stay so far away from some champs that they cant harass you back. I would try to use it when you see your enemy going in for a obvious last hit to either cause them to take free damage, or miss the last hit. You can also run to the side or even backwards to control the angle you want the ball to come back at.

Once you hit level 9 you can wipe the wave of caster minions with a well-placed Orb of Deception and get the melee minions low to auto-attack them them a few times. This spell is also great for pushing your lane out and giving you the opportunity to roam to other lanes.




W:

Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 70 / 100 / 130 / 160 (+38% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 140 / 200 / 260 / 320 (+75% of ability power).

Cooldown: 9 / 8 / 7 / 6 / 5 Seconds

Cost: 60 mana

Range: 800


Explanation:
This is a very strong AoE spell.I've seen many Ahri players max this first but I don't like maxing it first for many reasons. You have to get really close to the person to do the full amount of damage, and this damage could possibly hit minions. Getting really close to a group of people could put you in a ton of danger if your not careful. Overall this spell does great damage even with the 50% debuff on each foxfire. I would max this 2nd over charm.




E:

Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.

Cooldown: 12 Seconds

Cost: 50/65/80/951/110 Mana

Range: 975


Explanation:
This skill is Ahri's main source of CC and great to use in many situations. An opponent out of postion? Charm. Someone is diving you? Charm. Your getting focused and you want to relieve some damage? Charm... I think you get it. Overall great spell to get and chain some CC with your team. It is also the reason why so many brave champions of the league spend a fortune in women clothing and roses ;) (typical example is the DEMAAAACIAAAA guys Jarvan IV) I get this spell at levell 2 max this spell last.




R:

Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times before going on cooldown.

Cooldown: 110 / 95 / 80 seconds

Cost: 100 mana

Range: 450


Explanation:
What Ahri is loved and hated for. One of the best ultimate abilities in the game. Use it to chase, kill ,or even run. Since you have 3 dashes the possibilities are endless. It can also be used to cross small walls that are blocking your way. I would be very careful using this spell because after constant nerfs to its CD you gotta be careful when you use it. Level this whenever you get the opportunity to level it.
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Ability Sequence

I think that by explaining the abilities in the chapter above I have given you some clues about the proper ability sequence. However I am gonna make your miserable life happier by making everything easier.

I give you 3 different ways to understand the sequence.

1)
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


2)PRIORITY ::::::::> > > >

3)MAX OUT FIRST: Orb of Deception
MAX OUT SECOND: Fox-Fire
MAX OUT THIRD: Charm
GET A POINT WHENEVER POSSIBLE IN: Spirit Rush
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Items

Starting Items: + 3x

Explanation

Standard start for most Ap carries. The boots give you the ability to dodge skill shots and evade potential ganks from junglers. The 3 health pots are just great for lane and give you the ability to tank a bit more damage.




Early game: 2x + or + Sight Ward


I try to stay in lane then b at the beginning with at least 1100g. This frees you up to buy 2x Doran's Ring and a few sight wards. If you really need the extra health you can get another Doran's Ring. Or if you think you don't even have to get 2 you could just buy 1. It also lets you buy a few Health Potion which will help you until you get your first core item Will of the Ancients or Rylai's Crystal Scepter. I usually sell these around getting my Rabadon's Deathcap

Sight Ward
Buy these every single back, it will save your life so much you will love them. Your Orb of Deception makes you push lane because you will most likely hit a minion while your harassing. Also Ahri is very susceptible to ganks pre 6. Sight Wards let you get to your Spirit Rush without dying.


Well you can get only Hextech Revolver in early game, but I suggest you take Will of the Ancients in early game. Will of the Ancients is probably one the best items on Ahri. It has great synergy with your passive, and when you do Orb of Deception on a minion wave with Will of the Ancients your health will skyrocket back to full. It's free sustain with blue basically, and at this point you don't need to buy Health Potion for sustain. It is also a great item paired up with another AP guy on your team. Double Will of the Ancients is OP. Sometimes you might not even have to get this item if your opponent isn't harassing you.




Mid Game: or + + (if you didn't complete it early game) + and possibly

or
I would recommend getting these boots after getting your Hextech Revolver or after your Will of the Ancients. Sorcerer's Shoes are the choice most of the time with its extra damage, helping you finish targets faster. If the other team has a ridiculous amount of CC or if your lane is bullying you, Mercury's Treads are a great alternative.


Once you get this item you become a slowing machine. You can kite like a boss with this item and chase like a boss. I would recommend getting the giants belt first if your playing agaisnt a caster that can burst you down quickly. Example Annie, LeBlanc If you don't think you need the tankyness for lane then just get the blasting wand.


Rabadon's Deathcap is the core for any AP who wants to do damage. The AP and passive on this give you monster amounts of AP. You can always get this item after Will of the Ancients if you feel like you don't need the tankyness of Rylai's Crystal Scepter and you want the pure damage of Rabadon's Deathcap.




Late Game: (this time for sure) + Situational Item


At this point in the game the enemy should be buliding some Magic Resist for the beast you have become. A great way to solve this is buying a Void Staff. I would not suggest buying this item if no one on the other team has built Magic Resist and go to buying one more of the situational items.




Situational Items: / / / / / /


Zhonya's Hourglass is a great item to get for those heavy AD teams. It also is a great source of damage from the chuck of AP it gives you. The passive on Zhonya's Hourglass is phenomenal, it is a life saving passive if you find yourself in a bad postion in the team fight.


A great item that gives you defensive and offensive stats. I would get this if the other team has a bunch of strong AoE AP. You can build the Negatron Cloak early if you want some early Magic Resist for laning. It also enables you to help the other AP carry do more damage. This item is amazing on Ahri. It's great agsint strong burst casters and also great when your playing with an AP top. It also means if your running Sorcerer's Shoes with it you will be doing true damage to your opponent! You will also have over 100 Magic Resist with this and Magic Resist Blues without even getting Mercury's Treads.


Very situational item. It is good to build this item versus tanky teams and for the CDR it gives you. The proc with this item and your combo (explained later in different chapter) gives your great burst to ceratin champs. So if your looking for more burst,damage and CDR buy this item.


If you want a item with pure tank stats this is it. The Magic Resist is great for the magic damage some champs deal. Also the fact that it blocks one spell is a great way to stop most casters from bursting you down. I would build this if the opposing caster is killing you way to fast for you to do anything.


This item is ridiculously powerful, and it's very cheap for what it does. I would take this vs any team with high CC, and it also gives you great Magic Resist. Always get this if you feel like your going to be the target of CC from certain champions. ex. Skarner, Rammus


This item gives you great damage early game with your auto attacks. The only problem is if you want to use it to its full potential you have to space out your spells to get a proc every 2 seconds. Great damage item when it really late and you have tons of AP. It also has movement speed, and Magic Resist which is also awesome.
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Gameplay Guidance

Ok so now you may say a thank you for learning how to build a dangerous Ahri but there is still something even more important. Yeah you guessed well. IT'S HOW TO DO WELL IN EVERY PHASE OF THE GAME AND PROCEED FROM EVERY PHASE TO THE NEXT!!!




EARLY GAME

If your team is going to invade I would recommend getting Charm before Orb of Deception for CC. Try your best to get a solo lane. This will lead you to better farm and give you a better postion to carry your team. Early game in lane as Ahri you want your main focus to be on farming. Out farming your lane early leads to you winning your lane mid game. Farming over 100 minions by the 14 minute mark should be your goal.

Make sure you check there jungler and see if he early ganks. EX Lee Sin .

For harass I would wait till lvl 3 or 4 because I feel like rank 1 of [Orb of Deception] doesn't do great damage. For harass watch your own creeps and wait for your oppoent to go for an CS then try to charm them or harass with [Orb of Deception]. If you can't land a kill on your enemy just focus on farming. Make sure you have your sides warded to prevent getting baited or a 2v1 against you. Also make sure to notify your jungle that you want blue buff. You can take advantage of blue buff by taking your wraiths and the enemies wraiths for extra gold. This will help in the roaming process/mid game I'm about to explain.




MID GAME

Her mid-game is a point in the game where she really starts to shine. With a proper combo her burst is insane. You want to watch the map at all times to look for opportunities to gank. You want to make sure you push out your lane with Orb of Deception before you leave. If you see a fight breaking out bot run toward it and try to make it a 3v2 or a 2v1. This is where Ahri's ability to carry comes into play because her ult and CC makes her a great roamer. A good gank can get your team's lane ahead and get you a free objective. Mid Game means that dragon and a dragon fight will be soon to come. Make sure you are ready to go for dragon because it is very beneficial to the whole team if you can have dragon control. Getting dragons and towers is very important for that team gold. Everything counts and most games are decided at this point in the game. At this point in the game I would prioritize killing the AD carry and the AP carry.




LATE GAME

Mid game is about Dragon control, and Late Game is all about Baron control. If you can get Baron Buff late game it could mean the difference between a win and a loss. You don't want to try to run in and burst the squishes because once the other team sees that you used all your Spirit Rushes to try to kill a squishy, your dead. Ahri isn't the type of assassin that Akali is. Try to use your other spells to damage the opponents from afar then go in with your Spirit Rush when you feel the time is right. A good Ahri play will know when or when not to use her ultimate.
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Team Fighting

Yes Team-fights have a special chapter on their own because they are very important sub-phases of the game. I feel that this chapter may need some further development so I will update this.

Try to start a team fight with Charm by catching a target off guard, or maybe make a tank take unnecessary damage. You don't want to be the initiator for your team leave that to the tanks/tanky dps. Even though you have Rylai's Crystal Scepter you can die very very fast, so use your ultimate carefully in team fights. In team fights I would suggest staying far away while sniping down some high priority targets. Using on the AD/AP carry is good because it relieves some damage off their target. Once you see a target get low unleash all your ultimate and Fox-Fires on him. Getting close to a squishy target with Fox-Fire will destroy them in team fights.

If its fully possible go for the AD carry. Make sure you have Charm to kill those runners after the team fight. Because late game is when they do the most damage. Then the AP carry. Then the tanks. If your forced to hit the tanks in team fights its ok, as long as your doing constant damage the whole fight your ensured to win.
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Lane Match-Ups

Ok so this the most difficult chapter to make because I was obliged actually to wish every time to find a different mid-lane opponent. Also it is of course difficult to have a fully detailed list for every single mid champion. In my future updates, I will be adding difficulty rates and possible changes in item or ability sequence.





I feel like Akali is a easy fight for Ahri. Try to harass her pre-6 and your golden. I would be careful for her 6 because her 3 ults can beat your 3 ults.





I usally don't have a hard time vs this champion. Just be careful of her Flash Frost pre-6 and try not to get to close to her to use her Glacial Storm + Flash Frost combo. Also remember that she has a 2nd life for her passive, so don't get baited by her egg.





For Annie you want to beat her pre-6 because once she hits she can 1 shot you. You can beat her in lane but I would recommend playing carefully until you get Giant's Belt.





Same with Annie. Be really careful of his burst after 6 because he will one shot you. Most Brands will try to land thei Pillar of Flame on you if you CS. Honestly, missing the 1 CS is worth the damage his Pillar of Flame will do to you.





Cassiopeia gives every lane a hard time. You have to be really careful of the burst on her twin fangs because they will chuck you. A well timed Spirit Rush to dodge her ultimate can win you the lane. Same rules apply to this champ as Brand. That 1 CS isn't worth the amount of harass you will take from her Noxious Blast + Twin Fangs combo.





I don't see this champion in mid often, but he has really good snyergy with his jungle. A quick Terrify + Reap from him can result in easy ganks. Try not to get close enough for his Terrify. You can't Spirit Rush or Flash while feared or silenced.





You can try to harass Galio with auto attacks and qs, but it is very hard to kill a good Galio in lane. Most of the time this will just be a farm lane because neither of you can kill each other without jungle ganks.





Just harass him early, Fizz has no ranged abilities early so hit him early where he is weak. Try to keep your distance from him because if he lands a Chum the Waters on you he can easily 100 to 0 you.





Gragas is kind of an annoying champ. If you try going in for a kill he can just knock you back and save himself. Ahri can beat Gragas with harass since he is melee. Just dont get to close to him because his Body Slam hurts and its a slow.





Take advantage of Karthus's early game. Its not very good and you can control the lane with an early kill. Try standing next to creeps when your fighting him because his Lay Waste does less damage to multiple targets. Its a rough lane for Ahri later in the game.





Kassadin bullies most of the AP's in this game. With his combo he can do half your health and float away while you are silenced. The only time I would find that you can beat him is in the early game before he gets his ulti. Kassadin is a very hard lane for Ahri. However don't be afraid, everyone hates him so he is usually banned.





Katarina is like Gragas. You can harass her very early with your spells without having worries about her retaliating. At 6 you can Charm her ulti or just Spirit Rush away from her. She doesn't give Ahri to many troubles.





Kennen is a very hard match up to me as Ahri. If the Kennen is maxing Electrical Surge first then he can keep a mark on you at all times, and once you try to play agressive he will just stun you. With Kennen's burst this will most likey end up in a kill for him. In theory you can Spirit Rush out of his ulti, but you will most likey get stunned. Don't get to close to this champion because he will just Lightning Rush + Slicing Maelstrom you. I would recommend trying to harass him down with Orb of Deception before going in for the kill.





Oh man LeBlanc. I hate this champion whenever I play agaisnt her as Ahri. A good LeBlanc will keep you zoned with her combo. Her combo is like Kassadin's in a way, where it does tons of damage and silences you so you cant retaliae. I would get Mercury's Treads and Giant's Belt early to take off some of the damage. Will of the Ancients wont be able to out sustain her and Kassadin's burst. If you see here running up to you use a Orb of the Deception and back away really fast to avoid her damage.





Keep your range from this champion. To get kills with Malz you have to be very close to the target to do your full combo. I would be very careful on how you use your Spirit Rush in this lane.





Don't see this champion mid that often in ranked, mabye in normals. If he Alpha Strikes you I would recommend saving your Charm for his Meditate. This will cancel the Meditate and allow you to get free damage in.





Tough champion to take down past 6. His ultimate, shield, and spell vamp makes him unkillable later in the lane. I would recommend trying to harass him down early game when he is auto attacking the minions.





DO NOT RUN UP TO THIS CHAMPION. Her Soul Shackles will ensure her a free Dark Binding and a dead Ahri. Try to save for her ultimate, and also try to stand behind minions to avoid her Dark Bindings. Getting hit by a Dark Binding can cost you your life in this lane. You can kill her but you have to be careful about it.





AP Nunu has mad sustain once he gets Will of the Ancients so try to harass him after he uses his Consume for sustain.





Stand behind minions and dodge all her skill shots. You can use Spirit Rush her Finales Funkeln if you really have to.





Pantheon is really good vs any squishy caster in this game. I would suggest keeping your distance and harass from afar. Try to charm him if you see him ultiing into another lane.





Same with Pantheon, try to keep your distance from Rumble because all of his damage is close up. Use Spirit Rush to get out of his ultimate quickly to reduce a lot of his damage.





I hate this champion. The fact that he gets tankier and does EXTREME amounts of damage to you. I have a hard time in lane vs this guy once he gets his Banshee's Veil, so try to do all you can before you get do that point. Your range is longer then his so try to take advantage of that.





You have to harass this champ early because once he gets more AP his shield takes forever to take down. Like all melee champs in mid try to harass him as much as possible early.





Another counter to Ahri. It's really hard for Ahri to kill Swain because he is so tanky and regens health constantly. I wouldn't try to go for a kill on this guy without Ignite, or a jungle gank.





Look at Pantheon and add a silence and more extreme burst.





Twisted Fate is a very squishy champion. Most of the time in this lane you just want to side step his Wild Cards to prevent free damage. Once you hit 6 and get some items its fairly easy to kill him. With Twisted Fate you can Charm his ulti to prevent him in crossing the map like Pantheon.





Veigar actually does quite well against Ahri. At 6 he has monstrous burst and it keeps getting worse after that. You dont want to Spirit Rush too close to him because that will jsut end up in you dying. I recomened getting Mercury's Treads and Giant's Belt early agasint him. Like Kassadin] and [[LeBlanc, Will of the Ancients won't help you sustain through his burst.





Because of Vladimir's Sanguine Pool it is really hard to kill him as Ahri. Ahri isn't the kinda of caster that can burst someone 100% to 0. Once he gets Will of the Ancients it's very tough to kill this guy. Pre Hextech Revolver Vladimir has a really weak laning phase so try to take advantage of that.





Your Spirit Rush] does wonders vs his [[Arcane Barrage. If you don't get stunned you can just dodge all off his skill shot ults. I would be careful of this guys burst post-6. One of the fe wcha vs this champion, because it pretty much gives you a free life.





His bombs hurt really bad. With Ziggs I like to stand next to the caster minions so when he throws a bomb I just back up and let it hit the minions. Letting it hit the minions will prevent it from bouncing and hitting you.





Like Ziggs his bombs hurt really bad. Zilean has a great early game and I wouldnt suggest trying to kill him. It's very had to land a kill on him by yourself because he has two lives.
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Fearsome Combos

Your main combo during laning phase to deal damage to your opponent is:

Charm on him/her, Orb of Deception right after and approach them while activating Fox-Fire.

Killing someone with 50%-75% hp:
Just the previous combo by adding Spirit Rush when you need it of course and Ignite

Chasing:
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Conclusion

So it was kinda funny, but really exhausting, to share my thoughts with you guys. So in the comments please ask any possible questions, give constructive criticism and upvote this and I ensure you that you will get rewarded ;) So I am sure that there are improvements to make and please indicate my mistakes to make this better for the mobafire community!!!
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Guide Details

  • Guide started on 2nd of February 2012
  • Guide completed and published on 21 of June 2012
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