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Ahri Build Guide by Aeon Psych

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League of Legends Build Guide Author Aeon Psych

Shredder Ahri <Play Time's Over>

Aeon Psych Last updated on April 29, 2012
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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: 9

Strength of Spirit

Utility: 0

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This here is a guide to create an AD/Shredder Ahri. Shredder Ahri is based upon 3 principles:

  • Attack Speed
  • Hit Effects
  • Damage
This guide is by no means an end all, be all guide to Shredder Ahri, or even Ahri in general...It is just a build I created on my free time that is very fun to play.

Some history on this build:
Started out one day when I was bored. I've been playing Ahri a lot lately, and had started to get bored with her, so I decided to try something new. At first, I attempted to jungle her. It didn't work out too well, but in the process, I had been using AD Runes and Masteries. It turned out that this seemed to be really good at harassing champions, so I decided to do a full on AD build with her. At first, I used my classic "Yi" build of 2 Phantom Dancer, 2 The Bloodthirster, Infinity Edge, and a Trinity Force. Results were amazing, but I felt that the items could still be tweaked a bit, as my "Yi" build is expensive and is only obtainable late game.
At this point, I started doing AD/AP Hybrid using items such as Phantom Dancer, Will of the Ancients, and Rylai's Crystal Scepter, and it was during a match where I realized that the slow effect (of Rylai's Crystal Scepter) would be be better for this build as an AD slow. Thus, Frozen Mallet arrives. This started the snowball effect of me finding items that had hit-effects (slows, penetrations, etc.)...And thus, Shredder Ahri was born.

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Pros / Cons

some pros/cons to playing AD Shredder Ahri:

  • Crazy harass
  • Easy In/Out of fights (ult)
  • Taunt - dps with no receiving damage
  • Slow - Keep enemy within range
  • Low sustain - hard to mid
  • Fast mana drain
  • Ult is only way out of lost team fights - no ult, no escape
  • People disagree in champ select - angry or dodge

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Masteries for Shredder Ahri are pretty similar to general AD carry builds.


I like the 21 offense, 9 defense because it gives the necessary armor pen and damage needed for the items being built, while the 9 in defense are aiding to keep ahri alive (since Ahri's passive life steal, Essence Theft, is no longer as viable). One thing to take note of is the absence of the 1 point into Lethality . I opted to lose this point because the item build doesn't contain any critical strike bonus. This point has been dropped into Sorcery instead, as Ahri's taunt will now be on shorter CD.

Other variations that can be changed based on personal preference are putting Demolitionist into Sorcery, and Hardiness + Vigor into Expanded Mind / Meditation for a little extra mana sustain.

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Shredder Ahri can be played with a few different sets of rune builds. The one listed for this guide is the one I am recommending, but it is not the one I have used most due to rune scarcity on my account.


Greater Mark of Lethality

Greater Seal of Attack Damage

Greater Glyph of Attack Damage

Greater Quintessence of Attack Damage

I have yet to obtain a full page of flat AD runes, so I have been using my AP runes for Shredder Ahri, but I expect a full AD page would achieve better results...
Greater Mark of Desolation - combined with The Black Cleaver give enough armor penetration for Shredder Ahri's purpose, so I have exchanged the usual Greater Quintessence of Desolation for Greater Quintessence of Attack Damage.
For the seals and glyphs, Greater Seal of Attack Damage and Greater Glyph of Attack Damage runes should suffice.

I choose flat AD runes over per level because I personally make a decision on not using the per level runes if they don't break even with the flats by level 6.

For those interested,
The build I have used is:
9 - Greater Mark of Desolation
9 - Greater Seal of Scaling Ability Power
9 - Greater Glyph of Scaling Ability Power
2 - Greater Quintessence of Attack Damage
1 - Greater Quintessence of Scaling Attack Damage

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Summoner Spells

Shredder Ahri only really needs 2 summoner spells: , and , but others can also be used...

Viable Spells:

Neutral Spells:
  • Surge - has AS bonus, but AP bonus wont be of much use
  • Clarity - gives a little more mana sustain, but more useful spells available
  • Teleport - can get you around the map faster, but LONG cool down
  • Cleanse - gets ahri out of sticky situations, but more useful spells available

Terrible Spells:
  • Heal- heal wont do you much good, if you have to use it, you're probably dead anyways
  • Ghost- Taunt and slow should keep target close, and ult lets you get away... Useless
  • Smite- used mainly for junglers.
  • Revive - If you die this much to use it, then you shouldn't be playing this build
  • Promote - Promoting minions won't do you much good as Shredder Ahri
  • Clairvoyance - used mainly for support... Shredder Ahri has better things to do.

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Skill Sequence

Shredder Ahri's skill sequence is a bit different then one would normally skill Ahri.

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

You start off with Charm, as this is your main tool of destruction. This skill lets you "stun" your target for a second or two, and during this time you have free reign over them with your auto/basic attacks without fear of being damaged by them. Depending on the target, one wave of charm/auto attacks is enough to have them running away meaning you still have health to keep fighting them. Combined with Frozen Mallet, enemies can rarely get away once charmed.
Orb of Deception is leveled at level 2 because it is a short CD decent damage ability, for when you need to harass while Charm is on CD, or for when you need to secure that extra 100 or so damage on an enemy about to leave you range.
Level Charm again at level 3, and then Fox-Fire at 4 (when charm can't be leveled again). Fox-Fire adds that extra close quarters harass that keeps enemies at bay, so its good to have 1 level of this.

From there, you max Charm, then Orb of Deception, then Fox-Fire, getting Spirit Rush whenver possible (6/11/16)

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the items are what really make this build what it is. Since there are so many different combinations of items that can be used, this item build order is by no means the best or only one...It is just one I made up, and like very much.

*********************Below is for previous build******************** Skip below jump for revision briefing.
I start off the match with 1 Doran's Blade. This gives you a decent amount of AD, while giving you better health sustain. A surprise attack combined with a lane partner, Exhaust, and Ignite should net you a first blood, and maybe even a double kill. At this point, you should return to the store to by 2 more Doran's Blade. These 3 will give you the health and damage to harass a lane to submission. Sometimes there are situations where you could buy more Doran's Blade, but I usually stop buying them at level 6/7.

Boots of Speed (basic boots) are next, as by this time in the match, you would need to be either chasing or running away.

Phage comes next, as this gives the potential of the slow on basic attack perk, while giving a bit of AD and Health.

Upgrade into Berserker's Greaves to get the AS and MS bonuses. This makes you really good at harassing or escaping. Especially if you have been shutting down your lane opponents.

Now comes the Malady. This gives a significant boost of AS, while giving you AP (making your charm do more damage), and the effect of decreasing targets MR on hit, while doing a bit of magic damage...Items like this are what contribute to a "Shredder" attribute.

To continue on, there are 2 items you can get interchangeably...You could either get a B. F. Sword for a boost in damage, or the Frozen Mallet for the slow on basic hit effect. I usually try to go for the Frozen Mallet first, as you do get a couple more points of AD with it, but the main thing is the slow effect. The Frozen Mallet also gives a decent amount of maximum health boost (too keep you alive longer).

Whichever item you did not get previously, you get now. This is where you will probably need to sell one of your 3 Doran's Blade to make room. Make sure you have enough gold after the sale. If you can fully get The Black Cleaver, go ahead and get it. It gives a nice AS/AD bonus, with sweet on hit effects (armor pen). This is another core "Shredder" item

If you couldn't fully get The Black Cleaver, get it now. Otherwise start working on Madred's Bloodrazor. Usually I get the Madred's Razors prebuild first, as it helps with minion farm. If the other team doesn't have any champions with lots of health, this item may be over looked. An item you could get instead would be the Last Whisper for the AD and ArmPen bonus.

Now is the last item. This slot can vary based on the enemy team composition. I just selected The Bloodthirster, as this item mixes well with the other Shredder items. It would give you more AD, and LS.

Other Viable Items
Sheen. This would combine with your charm for one hell of a hit... Charm activates Sheen, then you basic attack for 200% your AD. When they run, use your Orb of Deception, and Sheen activates again, making you hit them hard once more. Then Fox-Fire for another hard AD hit. If they are still alive by this time, your Charm would be up again, and you could repeat the process. Keep in mind this would be when you have Frozen Mallet... There just wouldn't be any getting away in a 1v1.
Last Whisper. This would be viable for teams stacking armor. Combined with The Black Cleaver, this actually penetrates through Thornmail quite well.

*********************Above is for previous build********************
Life steal has recently been nerfed, so use the above at your own risk. The Item Sequencer for this guide should be up to date with new items (without the doran items). I chose to remove the doran's items because I feel that with the nerf, they aren't as useful for this build. Don't get me wrong, they still can be viable for this build, just there are now more reasons to spend 415g elsewhere. In the new build, I recommend starting with either Cloth Armor and 5 Health Potion, Long Sword and 1 Health Potion, or 1 Doran's Blade and then continue on with the new build.
I have made these changes not only because of life steal nerf, but because I have come across many problems while using this build in game. You start out strong, but then the enemy team starts getting tanky. This is the reason to have a headstart on Madred's Bloodrazor and The Black Cleaver, as this will help counter tankyness.

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Usually I try to play Shredder Ahri in a duo lane. This way my lane partner and I can bum rush the bushes, camp them, and wait for enemies to arrive. Once enemies arrive, Charm the squishiest one (if present). Your lane partner would be unleashing everything on this target, while you are just simply basic attacking. As soon as Charm is up, cast Exhaust, and keep basic attacking. Once health is low enough, Ignite for the kill. If you get the kill, you may be level 2, and have Orb of Deception ready to cast on the other enemy champ in the lane, while your partner unleashes everything on this champ also. This may result in you getting a double kill/first blood.

From there, basic game play is you initiating with your Charm, basic attacking (while your partner unleashes everything), and then Orb of Deception them while they try to run. If you have Exhaust and Ignite up, use them as described above. When it comes to using Spirit Rush, use it with delays between the 3 casts when pursuing (jump towards target, basic attack target a couple times, repeat), and use to your best judgement while running.

Try to stay out in the field as long as possible, so as to obtain the most amount of gold... Obviously you are going to want to last hit everything you can. As for using abilities, I use them very scarcely. You really don't need to use them on minions, as your AS and AD should be enough to suffice. Only harass with your Orb of Deception and Fox-Fire if needed to, and always initiate with Charm. Once Charmed, usually you only need to cast abilities on other champs in the area (in team fights to help damage others, or snag kills, etc.), on the charmed champion when he tries to run, or not even at all.

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In summary, I've presented an introduction pertaining to the basic principles of Shredder Ahri and of this guide, discussed the pros/cons of this build, gave the low down on Runes/Spells/Masteries/Skills/Items, and gave some pointer tips on how to play this wonderful character.

If you found this guide useful, entertaining, or ****py, feel free to let me know. If you find errors, or have suggestions, also let me know...

DC4 For Life,
Aeon Psych

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Frequently Asked Questions


When might this Ahri build be a recommandable pick instead of an AP Ahri?

  • When your team is needing an AD Ranged
  • When you just want to have fun
  • When you want to surprise dominate a team (the few comments suggest AD Ahri does not work, just think of what people think in the champ select/first few minutes of game)
  • When plain ole AP Ahri becomes too boring for you

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Change Log



  • 8:51p - Revised item build with recent life steal nerfs.
  • 5:24a - Changed build title to "Shredder Ahri <Play Time's Over>"
  • 10:18p - Fixed B. F. Sword link error.
  • 9:48p - Added Last Whisper to viable items
  • 9:37p - Fix dual Summoner's Wrath image. Required comment to vote implemented
  • 8:00p - Updated FAQ
  • 7:43p - Fixed more coding/linking issues, revised mastery image links (smaller)
  • 7:28p - Fixed Orb of Deception image link error. Added more image links
  • 7:17p - Spelling and grammar corrections
  • 6:32p - Images updated
  • 2:23p - Style code added
  • 5:54a - Guide Written