Ahri Build Guide by Poppi Sama
My Official Ahri - The Nine-Tailed Fox Patch [9.20] GuideBy Poppi Sama | Updated on October 11, 2019
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Runes: Recommended Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Ability Chart
Threats & Synergies
Has high burst and poke potential; buying zhonya's hourglass pre-level 6, will aide you in his all in combo.
Difficult matchup for his all in burst. His playful trickster is capable of dodge your charm combos. Perma-Ban Recommended.
Constant poke and healing are a nuisance to Ahri, but is still a skill based matchup. Poke down, wait for his blood pool, then all-in.
Skill based matchup; Akali will look for any opportunity to proc her passive then AA, use that opportunity to full combo her and burst her down.
Highly immobile champion, look to avoid all poke from her long range skill shots (especially her Q/ Stun). Once you hit lvl 6, look for all ins while dodging skill shots with your ultimate.
High poke and all in potential, look to full combo when a charm is landed. Talon will ult towards you, use this opportunity to retreat to tower and charm, stunning his ult time and dmg.
Skill based matchup, however in the patch [9.19] Ekko has been over-tuned, and is being abused in this patch. Look for opportunity to poke with your long range Q's or Charms under your turret.
Dangerous matchup if not approached carefully. Yasuo is capable of blocking all your skill shots. However, use the opportunities when his wind wall is down to poke, as well and AA to remove his shield.
Immobile yet poke reliant, Orianna will look to poke you down every opportunity she gets when you try to CS. Use the aide of your jungler to control lane pressure.
Long range stun, yet immobile. Use that to your advantage once her stun is down. When she looks to ult, avoid her stun using Spirit Rush to Ult out and Ult back in to full combo her.
High damage, speed, and mana sustain. This patch has buffed Annie to be a hazard to Ahri due to her Stun/ Ult Combo. Avoid her range when she has 3 to 4 stacks on her stun.
Even matchup, constantly poke to remove spell shield, and avoid his ult range. Look for ganks, for he will CC you with his Ultimate, before or after his jungler appears mid.
Immobile, yet dangerous if caught by stun. Can out maneuver once level 6, and when doing so look for combos and all ins.
High burst, cc, and all in potential, once she reaches lvl 3. Exercise all caution and use jungler assistance.
Skill matchup. Basically whoever lands a stun wins the trade, however trading becomes easier after lvl 6.
Slows help Ahri Charm enemies.
Knock ups and Ultimate aide Ahri in landing her full combos.
Roam and gank potential Jax has on lanes, will aide Ahri in landing her charm.
Red kayn specifically, knock up benefits Ahri's Charm hit chance.
Double stuns almost always guarantee a kill when teamfighting.
Morgana's two year stun gives Ahri enough time to Charm the stunned enemy to guarantee a kill.
Beneficial knock up aides Ahri's charm ability.
knock up and CC kit
Stun from both Amumu's Q and Ultimate allow Ahri to all in stunned enemies.
Strong CC and early gank potential allows Ahri to become ahead in lane.
Strong CC and Taunt ability.
Champion Build Guide
Good in the Laning phase
Great Burst Damage
Good Crowd-Control Abilities
Skill Shot Reliant
Can Be Easily Countered
No Mobility Pre- LVL 6
Let's kick it off with her abilities.
R: Spirit Rush
Starting off with her Passive Vastayan Grace:
Whenever Ahri lands 2 ability hits against a champion within 1.5 seconds, she gains Movement speed icon 20% bonus movement speed for 3 seconds.
This Ability is useful for multiple uses, to engage and disengage in short terms. In many cases, whether an enemy gank or fight in river, whenever I need to get out, its smart to use your Q Orb of Deception hitting either enemies or minions and that burst of movement speed will help you get out of those dicey situations without using your ult of Flash
PASSIVE: Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next Orb of Deception Heal power heals her for 3 / 5 / 9 / 18 (based on level) (+ 9% AP) every time an enemy is hit.
Orb of Deception
ACTIVE: Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back, dealing Hybrid penetration true damage instead.
TARGET RANGE: 880
COST: 65 / 70 / 75 / 80 / 85
MANA COOLDOWN: 7
Ahri's W is Essence Theft and give her that extra burst of Damage:
Ahri summons three spectral flames which orbit her for up to 5 seconds.
Flames prioritize champions hit by Charm or any enemy hit by Ahri's last basic attack, within 3 seconds 725 range.
After 0.25 seconds, each flame targets a prioritized enemy, or after 0.4 seconds pursues the closest visible enemy in range, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage.
TARGET RANGE: 700
MANA COOLDOWN: 9 / 8 / 7 / 6 / 5
Ahri's E is Orb of Deception, this is her most important skill shot can turn mostly any fight in your team's favor:
Ahri blows a kiss in the target direction that deals magic damage to the first enemy hit, interrupting in-progress dashes, charming and slowing them by 65%.
TARGET RANGE: 975
MANA COOLDOWN: 12
And Last but not Least, Ahri's R or Ultimate,
"Are you an Ahri Maain?
Cause you make my Spirit Rush"-Poppi Sama
Ahri dashes in the target direction, and then fires energy bolts up to 3 visible targets to deal magic damage.
60 / 90 / 120 (+ 35% AP)
Spirit Rush can be recast twice more at a 1 second static cooldown within 10 seconds of activation at no additional cost.
TARGET RANGE: 450
EFFECT RADIUS: 600
COOL DOWN: 130 / 105 / 80
Now this is gonna be your engage and disengage, your ultimate can set up multiple combos and ganks. Whenever your Spirit Rush is up, look for ganks, river rotations, or even aggressive fights in lane. You can dash over walls and structures which makes this a great ability to dash in, full combo and dash out. Use this ultimate to its full potential, it's a great ultimate and people underestimate your mobility, especially skill shot oriented mages like Lux, Veigar, Orianna, Azir, Zoe, etc.
Now for the RUNES
Landing two of these abilities, with an AA will proc the Electrocute rune, or you can AA, Cast an Ability ( Q, W, E), AA will also proc the Rune as well, this is good to poke down your enemy.
in which will work well with your 3 dash ultimate Spirit Rush and will give bonus AP Lethality.
The Preference of,
Ghost Poro being good for extra vision and adaptive damage
Eyeball Collection for that extra adaptive damage for the mid to late game
Like i said, these two are a matter of preference, however I do recommend Ghost Poro to help you learn vision control and map awareness, both in which are important to climb elos.
this will help with your sustain in the mid to late game. The extra healing, along with your Essence Theft ability will give you the bonus healing to get back into almost any fight to continuously support your team in fights.
For the Secondary Runes go,
Kicking it off for her Primary Summoner Spells:
Ignite being useful to support your all-in wombo combo kit. Ignite is the best and most sufficient sum for Ahri to make fast and easy picks to delete your opponent.
Using Ignite against champions you can lure under your turret with the help of your E Charm, is very effective against aggressive champions such as Yasuo, Zed, Fizz, Ekko, and Cassiopeia.
However, you may also be able to grab,
depending on the matchup and your experience against enemy champions. If you are counter-picked or are against a hard, hyper-aggressive champions with high burst potential like Fizz, Zed, or Yasuo, and are uncomfortable with your laning experience against these champions, grab Barrier in some norms, and learn Ahri until you are comfortable with her kit and burst potential, until then I recommend Barrier as a learning tool for Ahri.
Summoner Spells such as Exhaust, Heal, Ghost, Teleport, and Smite for obvious reasons, (unless you're looking to go the Runic Echoes build, but that's for another guide ;) )
Start with either Doran's Ring and 2 Health Potion
That's the recommended start, then on your first back, gain enough gold to grab Lost Chapter in which you will build into a Luden's Echo, this will be your core item.
On how I setup my build I go
to Twin Shadows for CDR and gank potential,
Morellonomicon for the magic penetration and grievous wounds,
Zhonya's Hourglass for CDR and safety,
Void Staff for the 45% magic penetration on heavy magic resist tanks,
then finishing off with Rabadon's Deathcap to top off your AP scale.
This will be your standard build that I mostly use for every game, however if your looking for other options, I have multiple builds for you to use and try out to fit your liking and playstyle.