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Ahri Build Guide by RanYakumo

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League of Legends Build Guide Author RanYakumo

Midnight's Ahri (WIP)

RanYakumo Last updated on July 21, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 27

Legendary Guardian

Defense: 0


Utility: 3

Threats to Ahri with this build

Show all
Threat Champion Notes
Ashe Land Charm and she's dead.
Karthus Kill him once. Then just kill him again, the instant he dares show his face in lane. Repeat.
Xerath Dodge skills. Similar lane to Lux and Vel'koz. He can't do very much against you if you can dodge. Don't get hit by his stun, especially at max range. Susceptible to ganks.
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Hello, I'm Midnight aka Dynasty Ahri (my smurf), a lowly Gold player from the OCE server. I've mained Ahri since I started playing League of Legends in March 2012, and I like to think I know a little bit about her and how to use her. In this guide I'll go over every aspect of Ahri's play that I can think of, and put in everything I know.

Remember that this is just a guide, please don't blindly follow it and then QQ if you do badly. Part of the attraction of League of Legends is the fact that every game is different.

I hope you enjoy it, and learn something~

"How do we know you're good at Ahri though?"

My main's LoLKing:

My smurf's LoLKing:

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Pros / Cons


-Very mobile
-High assassination potential
-Lane sustain
-Strong burst
-AoE damage


-If she gets CC'd, she's probably dead
-Skillshot based
-Charm has a slow missile speed
-Susceptible to ganks pre-6
-You can **** yourself over if you mess up
-Relies a lot on her ult

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Ignite and Flash, standard mid laner spells. I don't take anything else unless I'm playing purely for fun or smurfing, in which case I might forgo Flash for Exhaust or Heal, or even Teleport.

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I actually have five different runepages for Ahri, but this is my standard one. You might wonder why I take 5% CDR from runes, the simple answer is that it's because of my OCD. With masteries, you have 10% CDR at level 1, DFG gets you 20%, then with Elixir and Blue Buff you have a perfect 40% CDR. *sigh* so satisfying.

My other rune setups are:

Generic AP mid, what you take on most mid champs:
9 Glyphs of MR
3 Quints of AP
4 Seals of Armor
5 Seals of Health
9 Marks of MPen

Strong early bullying runes to take against a melee AP like Katarina or Kassadin:
1 Glyph of AP
8 Glyphs of MR
3 Quints of AP
1 Seal of AP
4 Seals of Health
4 Seals of Armor
9 Marks of AD

Heavy harass vs AD such as Zed or Talon:
9 Glyphs of AP
3 Quints of AD
9 Seals of Armor
4 Marks of AD
5 Marks of Armor

Full AP vs AD:
3 Glyphs of Armor
6 Glyphs of AP
3 Quints of AP
9 Seals of Armor
9 Marks of MPen

Honestly though, I only really use the featured runepage and the generic AP one.

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-Starting Items-

In 90% of cases I'd start Doran's Ring + 2 Health Potions, really the only time I'll start boots is if I'm against Brand or rarely Xerath, Cass or Syndra, AND they have a strong early ganking jungler with avoidable cc like J4, Volibear, or Amumu. The reason for this is that you really don't want to give first blood to any of those champions, especially Brand. He does a lot of damage if you let him have even a slight edge, and if he hits 6 before you, you're ****ed.

-Laning Phase-

You want to get at least a few of these items during laning phase depending on your opponent and how you're doing - two Doran's Rings is always a good buy and is very cost efficient.
I'd buy a Negatron if my enemy is someone like Brand, LeBlanc or Veigar and I haven't killed them already, you really don't want to let any of those champions kill you.
Against AD such as Talon or Zed, an early Seeker's Armguard is basically required - it negates a ton of their damage and builds into Zhonya's Hourglass which in my opinion has one of the most broken actives in the game.
If you're roaming a lot or having trouble dodging skillshots, upgrading your boots can be a good idea, but don't be one of those baddies who wastes money on upgrading them to tier 3 at, like, 15 minutes.
If you're stomping your lane, and the enemy isn't someone with massive kill potential on you 1v1 or you feel like you can snowball easily, a Needlessly Large Rod isn't that bad of a buy, it gives you a massive spike of damage, especially if you get it early. It also builds into DFG, which is your core item as Ahri.
An early Codex is a good buy, CDR never hurt anyone and of course it's part of your DFG which you generall want to get as early as possible.
In some cases I'll buy an Elixir of Brilliance, basically it's just another way to solidify a lead, or get back into the game with the spike of AP and CDR it gives you. Generally though, wards will help more in getting you back in the game or solidifying a lead. Vision is OP.

-Core Items-

DFG is what you want to rush in 90% of games, it basically triples your kill potential on, well... Anyone. The active stacks with your Charm's damage amplification, it's quite broken. DFG is the reason Ahri was considered overpowered.
Zhonya's Hourglass is normally what you want to build after your DFG, or even before it in rare cases, eg if you're against a team who you can avoid a LOT of damage from using it, or heavy AD. Against champions with a single ability that ties together the rest of their kit, Zhonya's is very very strong, for example you can avoid the damage proc of Zed's ultimate completely, if you're quick you can Zhonya's Veigar, Karthus (obviously), Brand and Syndra's ultimates, as well as Fizz's shark.
I'm not sure how many people know this, but you can Zhonya's as Yasuo's ultimate is about to end, and dodge all of the damage from it. You can do the same thing with Vi's ultimate, and both at the same time. :3
Once you have DFG and Zhonya's Hourglass, I'd think about upgrading your boots if you haven't already, and then going for a Rabadon's Deathcap. You can buy a hat before your second NLR item, but it's only going to give you even more AP if you build it after them, and it doesn't have an overpowered active like DFG and Zhonya's.
Once you have your hat, or even before it depending on how you're doing, I'd build some sort of defensive item, like Banshee's Veil or Spirit Visage against AP, or just a plain Chain Vest that you can upgrade into GA later if you want, I guess, since you already have a little armor from Zhonya's.
Defensive items will be covered in the next section anyway.
Void Staff is a very good item on Ahri as it is with most assassins, it's more gold efficient if the enemy is building a lot of MR (which they kinda should be especially if you're fed) - you can shred people who look tanky with Void without too much trouble. Void Staff is my waifu.

-Defensive Items-

You should in general already have a Zhonya's in most cases just because the active is broken and it gives you a nice spike of AP, but if not, it's a very good buy.
Guardian Angel is a fun item, but if you get caught out it's next to useless. If your team is staying with you and not dying immediately, the enemy can dive you and your team can hopefully kill them while you're getting back up, assuming you die from it in the first case. GA also gives a nice little spike of both Armor and MR.
Banshee's Veil has one of the most useful item passives in the game in my opinion. If you're skirting around the back where it's hard to hit you, like you should be, it can be very hard to break the shield with a spell like Syndra's Q, especially if you're good at dodging, forcing someone to sacrifice a more useful spell on you. This item isn't a be all, end all, though, it is useless against certain team comps who don't really care about Banshee's.
Spirit Visage is what you get if Banshee's isn't optimal against the enemy team and you need MR, it also gives you a little HP and CDR, as well as more healing from your passive.
Rylai's is a pretty good item on Ahri, the slow really helps with a nice chunk of HP and AP to go with it. It lets you kite much easier, and if you get caught you'll have more of a chance to live.
Frozen Heart is a decent item, it ****s Riven over so hard you don't even know. It gives as much armor as Randuin's and arguably synergises better with Ahri. She doesn't really need the mana, but more CDR really does help, if you use the 10% CDR level 1 runes/masteries and with a DFG, you'll have 40% CDR without blue or elixirs.
Abyssal is a weird item, all of useful but only if you're playing a certain way or against a certain team. Abyssal is a good buy against a heavy AP team or with a heavy AP team, but you need to be diving right into the fight to get the full efficiency of it. I play Ahri less like a teamfight mage (which is what she used to be) and more like an assassin who excels at punishing people for the slightest mistakes in positioning.

-"Don't build these."-

Just... don't. If you want to build these items, play a different Champion.

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Skill Sequence

W isn't worth maxing at all even against melee champions who have to all in you anymore, you lose your waveclear, poke, true damage... Just max Q. You don't need the extra CC duration on Charm early and you're better off with the extra damage from W.

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I play fairly aggressively early, with the little bit of extra AD you can shred the enemy faster, even if only a little. Also helps with taking out towers. If you just want to use generic 21/0/9, that also works fine.