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Ahri Build Guide by jokersprank

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League of Legends Build Guide Author jokersprank

Simply Charming ♥

jokersprank Last updated on July 28, 2017
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Author's Note

Read the notes for more informations!

I only added some tips and tricks on how to use Ahri. Masteries, Runes, Items etc. are most of the time the same or similar. Feel free to ask and critisize in the comment section.

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Pros & Cons


>Built-In Sustain
>Partly True Damage
>High Mobility
>Good Poke/ Burst
>Versatile Build and Playstyle
Ahri excels at kiting and catching people off guard. She is most of the times a mage that deals damage from the backline but once her ultimate Spirit Rush is available, she becomes a dangerous assassin.
Although she's squishy, she can dive like a tank right into the enemy team because of her ultimate which will get you out of most sticky situations. That means you're not dependent on your support, jungler or tank to make plays for your team. All of her abilities allow to outplay almost anyone.
Nothing is more frustating than playing against champions with targeted spells or worse crowd control. Additionally, without her ultimate Ahri is so much more vulnerable. She also lacks utility, which is why her late game is "worse" than other mid laners. They contribute much more to a team fight.
Cone late game the enemy will probably focus on you, which makes it harder to kill their carries. Furthermore, Ahri is not a tank killer because her "low" burst is the tradeoff for her mobility.

>Naturally Squishy
>Short Range
>Without Ultimate Vulnerable
>No Crazy Damage
>Lack of Utility

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Ability Explanation

Essence Theft

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 heals her for 3 / 5 / 9 / 18 (+9% of ability power) per unit hit. This value increases every 5 levels.

[ Tips & Tricks ]

Orb of Deception
Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+35% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+35% of ability power) true damage on the way back.
Ahri gains a massive movement speed boost while her orb is traveling that rapidly decays over time.

[ Tips & Tricks ]
  • Use Orb of Deception mainly for farming and pushing. It isn't worth to get pushed in or lose CS for a little bit of harass, conserve your mana smart as Ahri's mana pool is small.
  • In lane you try to hit your opponent with a long ranged orb. This allows to deal the magic and true damage part at the same time while the enemy has less time to react.
  • Due to the nature of the animation, Orb of Deception cancels your auto attack if the orb comes back.
  • If you get ganked or chased, throw the orb behind you. This will force the enemy to either dodge, which makes them slower, or take the full damage. It also increases the duration of the movement speed boost.
  • With Flash or Spirit Rush you can redirect the second part of Orb of Deception.

Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 65 / 90 / 115 / 140 (+40% of ability power) magic damage. Additional fox-fires that hit the same target deal 30% damage, up to a maximum total damage of 64 / 104 / 144 / 184 / 224 (+64% of ability power).

[ Tips & Tricks ]
  • Fox-fire is an auto-targeting spell. Every flame has its own range and targets priorities in the following order: The enemy champion closest to the orb's location, the target of Ahri's last autoattack and the enemy unit closest to the orb's location.
  • Fox-fire has no cast time, which makes it good for kiting.
  • Do not use Fox-fire in the laning phase unless the opponent is standing next to you. It will only waste your mana. Use it rather for farming minions with low health.
  • Fox-fire will only lock onto visible targets which is why you should avoid fighting in bushes or generally in the fog of war.
  • Before commiting to going all-in you should activate Fox-fire and immediately Spirit Rush. By doing this you will deal a nice amount of burst which can surprise your enemy.

Ahri blows a kiss that deals 60 / 95 / 130 / 165 / 200 (+50% 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 while effect lasts the movement speed is reduced by 50%.

[ Tips & Tricks ]
  • Be thrifty when it comes to using it. The spell eats up around 25% of your mana at level 1 alone.
  • Every time you miss Charm you have to play safer. This spell is Ahri's only way to defend herself from ganks and other stuff.
  • Channeling abilities like Katarina's Death Lotus or Kathus' Requiem can be interrupted with well timed Charm!
    [I was once ultied by a Malzahar but my Charm was still in mid-air and once it hit, the channel stopped. As long as it hits it will stop the channel immediately.]
  • If the enemy has a dash or gap closer, it's better to hold onto Charm and wait for the opponent to use his mobility spell. This gives you a better chance at landing Charms.
  • While it's a super slow spell nobody can dodge a Charm from the fog of war. They will have less time to react and will be hit.
  • The next level would be then to use the Charm+Flash trick. You can now fish people from every possible angle.

Spirit Rush
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 70 / 110 / 150 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times within ten seconds before going on cooldown. Maximum total magic damage to a single target is 210 / 330 / 450 (+90% of ability power).

[ Tips & Tricks ]
  • Between every Spirit Rush you should auto attack once. This increases your damage output significantly, especially in the early game where you lack damage.
  • Your damage output will be lowered if you fight without vision on the target because the targeting system of Spirit Rush is similar to Fox-fire.
  • Position yourself wisely, you don't need to use every charge immediately as you have a 10 second windows to use the remaining stacks.
  • Furthermore, I used to cast Charm immediately after using Spirit Rush even though my opponent was standing in front of me. The result was me dashing trough them and missing Charm. Basically, I want to tell you that you never need to go for the max range and can instead ult on the spot where you're standing to get damage off ;)
  • If you want to be Faker level, you need to be able to use the Spirit Rush+Flash trick. The trick enables you to travel a large distance and still hit the enemies with the projectiles of Spirit Rush.

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Skill Sequence

Level 1-4
Skill Order
Laning Phase

In laning phase I like to put 2 points into Orb of Deception before skilling Fox-Fire. The reason for that is that you can't farm or harass effectively with Fox-Fire unless your opponent stands next to you. Furthermore, the base damage of Orb of Deception increases one level earlier which makes your poke much stronger in lane.

If your team wants to invade it's better to wait for an actual enemy to come because sometimes Charm won't be necessary. Generally, you should wait for something to happen before putting one point into it.
» » »

Unfortunately Ahri has no real options regarding maxing a certain skill over another. You will use this skill order 99.8% of the time. The exception is maxing Charm but you're playing then ADC or Support Ahri.

We max Orb of Deception as it is Ahri's main spell because it has a long range compared to the other spells, deals tons of damage and is a great tool to escape a gank pre 6 due to the movement speed boost. Additionally, it has early on a shorter cooldown and is the only spell that does pass through minions which is needed to push waves. This is especially important since Ahri can't farm well under the turret.

Next is Fox-Fire because it provides great burst in combination with Spirit Rush. However, some people like to max Charm second for a longer duration but I don't think that it is good. You lose on a lot of damage and the duration of Charm at lvl 1 is enough to kill someone. Furthermore, the cooldown of Fox-Fire decreases with each level which results in higher damage output.

Spirit Rush is always maxed at lvl 6, 11 and 16 due to the huge increase of the base damage and as well the reduction of the cooldown.