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Ahri Build Guide by Isaac_Of_Dawn

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League of Legends Build Guide Author Isaac_Of_Dawn

Ninetailed Schoolgirl

Isaac_Of_Dawn Last updated on December 18, 2011
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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: 21

Honor Guard

Defense: 0

Strength of Spirit

Utility: 9

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Hello, I am Isaac of Dawn. I play on the North American server and I have about 400 wins, yes I know, I am rather new-ish, but I have the skill level of someone with about 800-1000 wins. This is my second contribution to mobafire, with my Riven guide being the first. I will put a lot of time into this build, as the item choice seems to work very nicely. So without further delay, I present to you, my guide on Ahri The 9-tailed Fox.

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Rune choice for Ahri can be split into two. I personally prefer to run the 9 Greater Mark of Magic Penetration, the 9 Greater Seal of Scaling Mana Regeneration, the 9 Greater Glyph of Scaling Ability Power, and the 3 Greater Quintessence of Ability Power.

Although an alternate route for her would be 9 Greater Mark of Magic Penetration, 9 Greater Seal of Ability Power, 9 Greater Glyph of Scaling Ability Power, and the 3 Greater Quintessence of Ability Power.

Swapping out the 9 Greater Glyph of Scaling Ability Power for 9 Greater Glyph of Scaling Magic Resist can work too, and makes Ahri just a bit tankier against any AP.

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Going 21/0/9 is more of an offensive Ahri, as with my playstyle of her, I tend to be right up with my tanky fellows, dashing around the battlefield and casting on my enemies. I can usually net quite a few kills and assists with this set up, but I wouldn't be opposed to going 9/0/21 either.

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Now to explain my choice of items.

I start with a Meki Pendant and two Health Potion for early game survivability. It is not much help if you get CC'd to death and end up giving first blood, but if you can manage to escape with just a bit of hp left, these potions will save you.

Next, you should finish your Tear of the Goddess and buy a pair of Boots of Speed. Now this will give you more mobility around the battleground, so well as allowing you to stack mana on your Tear of the Goddess, giving you a nice AP boost once you finish the Archangel's Staff.

Catalyst the Protector should be your next goal item. Getting the Catalyst will give Ahri a little more health and mana where she needs it, making her a bit less squishy. Finish the Rod of Ages at this point, then buy your Sorcerer's Shoes, and then finish the Archangel's Staff which, if you should have been stacking well, should give you about 252 AP. Start your Rabadon's Deathcap with a Needlessly Large Rod at this point.

At about this time, the game should be winding down, so finish your Rabadon's Deathcap and wreak havoc with your abilities. If the game prolongs, buy a Lich Bane. It really helps Ahri's autoattacks, as they do a nice bit of damage and that proc hits hard. After that, pick up a Rylai's Crystal Scepter, or well, whatever you want.

In alternative building, after your Rabadon's Deathcap, if needed more tankiness, pick up a Zhonya's Hourglass and an Abyssal Mask. A Frozen Heart would be great with your Archangel's Staff as well as slow down the attack speed of the enemy carries.

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Skill Sequence

Orb of Deception - This skill is usually what you will be using for a majority of the game. It is quite like Sivir's Boomerang Blade, and quite possibly hits just as hard. Use this early on to farm, as well as harass enemy champions, but make sure to try to hit them twice so they are hit by both the magic damage and the true damage for the fullest effect.

Fox-Fire - This is a great farming skill for laning phase and once teamfights start, a VERY good harass skill. All you really need to do with this skill in a teamfight is activate it, and skirt around the edge of the battle. It prioritizes enemy champions, meaning that all three fires will focus a champion as long as they are in range. I try to always combo this skill with Orb of Deception or Spirit Rush, for the most damage.

Charm - Your cc ability. Charm is a taunt. It has a nice duration at level 1 being one second, and scaling to 2 seconds at level 5. You can use this to initiate by luring one of the enemy champions into your group, or in tandem with other CC. Always land this move first if you are initiating a battle against a single opponent, then land your other skills.

Spirit Rush - This is a dash move. As far as I know it CAN go through some walls. It can be used either offensively, to charge at your enemy and burst them, or defensively, to escape through walls, or just make a gap between you and your aggressor. It can be cast up to three times, and the time between casting is very very long. You can cast it, run forward for a bit or cast Orb of Deception behind you, then dash again with plenty of time left. It is a very useful skill and powerful as well.

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Summoner Spells

Teleport - Teleport is highly useful for Ahri, as it can get her to a large creep wave fast, near a teamfight, or to even save or take a tower. It is something I enjoy running on her.

Flash - Flash is a great escape tactic for her. If your Spirit Rush is down or you just want another blink to ensure a safe escape, Flash is definitely the way to go.

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Ahri is a very bursty champion, not to mention busty, but is a tad squishy, so long as the items make up for the squish, you should be dealing plenty of damage so long as you are not focused into the ground. I hope you enjoyed reading my guide, and I hope it has helped improve your Ahri game. Please, feel free to leave a comment and vote on my Ahri, The 9 Tails Fox guide.