Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Ahri Build Guide by AverageLilliaPlayer

Jungle The ALP Guide to Ahri Jungle

Jungle The ALP Guide to Ahri Jungle

Updated on November 6, 2024
New Guide
Vote Vote
League of Legends Build Guide Author AverageLilliaPlayer Build Guide By AverageLilliaPlayer 3,080 Views 0 Comments
3,080 Views 0 Comments League of Legends Build Guide Author AverageLilliaPlayer Ahri Build Guide By AverageLilliaPlayer Updated on November 6, 2024
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: Burst

1 2 3
Domination
Electrocute
Cheap Shot
Eyeball Collection
Ultimate Hunter

Sorcery
Manaflow Band
Scorch
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2
Standard
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Smite

Smite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

The ALP Guide to Ahri Jungle

By AverageLilliaPlayer
About Me
Hello, my name is Average Lillia Player (or ALP for short) though ingame I go by Yoon. As the name suggests, I main Lillia and prefer to avoiding laning as a whole, often queuing for Jungle or Support (but mostly Jungle). Almost all of my time in the game is spent making extremely strange picks in the Jungle work out, anything from meta to borderline throwing, I'm determined to make it work.
Champion Introduction
Abilities





Ahri, The Nine-Tailed Fox
Ranged, Mage, Assassin, Mana, Mid Laner, Magic
Clearing: Slow, Unhealthy First Clear [ 3:50ish ]
Ganking: Good, Highly Mobile
Speciality: Mid-Late Game Burst Damage
Why Jungle Ahri? Ahri is a very fun mobile jungler. Although she struggles in invading she doesn't have much trouble out-ranging her opponents and provides great bait in the early game with the speed from her W and the Charm on her E. When ahead, Ahri can dish out a LOT of damage, though she wont ever have an "optimal" jungle clear.
Pros and Cons

Pros

CC
High Damage
Very Mobile
Some Sustain
Great Ganks
Can Catch Up When Behind

Cons

Weak Clear
Ultimate Reliant
Skillshot Heavy
Weak Early
Squishy
Falls Off
Builds

ABILITY POWER
Ability Power is the most optimal build path for jungle, as it is her default and the damage she scales with in all of her abilities. AP Ahri is the standard, for obvious reasons.

ATTACK SPEED
Attack Speed Ahri works out decently well, but not as well as it could on actual ad champions. Her mobility makes her good for kiting enemies and her charm allows her to land plenty of hits.

CRITICAL STRIKE
Crit Ahri is a very... "for fun" type of build. It's hard to go wrong with crit on anybody, but not having any AD scaling on abilities obviously means she wont have as easy of a time as anyone else. It works out alright for the same reasons as AS Ahri.
Skill Order
Q
Orb of Deception

2 / 4 / 5 / 7 / 9
W
Fox-Fire

1 / 8 / 10 / 12 / 13
E
Charm

3 / 14 / 15 / 17 / 18
R
Spirit Rush

6 / 11 / 16
> > >
To begin with, Ahri goes W to kite your first buff while taking as little damage as possible. Although Q has a lower CD and a bit more damage, I find the health to be more valuable, so savor it.
For level 2 we go into Q for the damage it provides in comparison to E. Simple. This is also the first ability you max out, then into W-E.
Then our last ability for our first three levels is E.
Ability Usage in Jungle
PASSIVE ABILITY
Essence Theft
When Ahri kills a monster or minion, she generates a stack of Essence Theft. When reaching 9 stacks, she heals herself for a small amount. Additionally, Ahri heals herself after scoring a takedown on an enemy.

In the Jungle, Ahri uses the healing from Essence Theft to, well, heal off of her camps and not absolutely fall over during her clear. It still remains unhealthy, but it's enough to keep her going. She excels in killing Voidgrubs due to the the Voidmite's providing enemies for her to kill and stack her passive. The healing from killing enemies also makes her a great team fighter and excellent counter-gank.

This scales off of Ability Power.
Q
Orb of Deception
Ahri sends out her orb in a target direction and deals magic damage to those hit. She then pulls it back and deals the same amount in true damage to enemies hit.

In the Jungle, Orb of Deception is the primary damaging ability in Ahri's kit. It is especially useful in damaging AOE camps such as Raptor's and Krug's. It also does extremely large amounts of damage in the latter half of the game to enemies.

This scales off of Ability Power.
W
Fox-Fire
Ahri gains movement speed and summons three orbs that chase nearby enemies and deal magic damage to them. The flames prioritize enemies hit by Charm, then champions, then minions that would die to the damage, then the target of Ahri's last basic attack.

In the Jungle, Fox-Fire is used in the early game for kiting both enemies and jungle camps. The movement speed granted from the ability is more useful than the little bit of damage it provides. Of course, it's still viable as a damaging ability nonetheless.

This scales off of Ability Power.
E
Charm
Ahri blows a kiss in a target direction, deals magic damage, and charms an enemy, causing them to walk towards her for a short duration and be slowed.

In the Jungle, Charm is used as her CC tool for ganking.

This scales off of Ability Power.
R
Spirit Rush
Ahri dashes in a target direction and fires bolts of damage to 3 nearby visible enemies, each dealing magic damage. She gets three charges of this so long as it is used within a 15 second period. Scoring a takedown on a champion grants her another charge and extends the duration.

In the Jungle, Ahri uses Spirit Rush as her primary mobility tool alongside her W. She uses this in her skirmishes to dash in and out of target range, avoid enemy skillshots, and line up a perfect Charm.

This scales off of Ability Power.
Objectives
DRAGON
Ahri cannot solo dragons in the early-mid game and it is incredibly dangerous to attempt to do so. It is important to ping for your team and wait for them to aid you before attempting to complete these objectives.

Ahri benefits the most from Cloud Soul, as the Movement Speed keeps her hard to hit and bouncing in and out of fights.


VOIDGRUBS
Ahri can solo Voidgrub's with little struggle so long as you save your Q for when the grubs spawn the little Voidmite's. She heals a lot with her passive if she gets the kill credit for these guys.


RIFT HERALD
Herald can theoretically be done alone by Ahri, but it is much more efficient and safe to ping for your top or mid lane to help you before beginning. However if the herald is being done alone and you are fought in the baron pit, Ahri can easily escape with her R over the redside wall without burning her Flash.


BARON NASHOR
Ahri can only do Baron with the team. However with her incredibly fast wave clear, it is important to prioritize Baron when it is up.


ELDER DRAKE
Ahri benefits from Elder Drake as much as anyone else does, she is not particularly special in any regard. By this point in the game she can solo it if her team is busy holding off other enemies.
Clearing

RED SIDE
OR

BLUE SIDE
Red Side is best for Ahri due to the slight heal off of Red Brambleback buff and the AOE camps being more accomodating for her abilities AOE damage, specicially her Q. After Red Brambleback she goes to Krugs then Raptor's. Blue Sentinel is useful for it's buff to her cooldowns and mana, but she doesn't particularly struggle with mana in her first clear to begin with. It's better to have an optimal clear speed in my opinion than have extra mana and lower cooldowns. After she finishes red side, she goes to Wolves, Blue Sentinel, then Gromp.
Core Items
STANDARD/BURST
AD AHRI
Boots

-OR-
Sorcerer's Shoes > MAGIC PENETRATION
These are the standard boots options, acting as a great early game boost to damage. It usually won't be enough magic penetration for the latter halves of the game, but for the earlier parts it is more than enough.
Ionian Boots of Lucidity > ABILITY HASTE
A personal preference pick, but it's the optimal choice of boots for AD Ahri. Although it can be used on the standard build just fine! At times, Berserker's Greaves can be used in place of these on AD Ahri.
Summary

IN CONCLUSION
-
EARLY GAME: Ahri suffers from a slow clear and is weak to invades, needing the assistance of her term in case of an enemy/multiple enemies invading her jungle and taking her camps. She is capable of ganking with her E, though she cannot usually secure a solo kill and must play carefully.
MID GAME: By this point in the game, she should be capable of killing her enemy jungler alone with her ultimate and can gank and clear objectives without much hassle. Clearing is (and will always be) a bit on the slower side, but with upgraded smites she will find more success being a proper jungler.
LATE GAME: Ahri can kill enemies efficiently and is a formidable burst champion, though there are others like her on the enemy team. It is important not to go into fights without a plan and be careful when burning escape abilities on engages.
Patch Notes
10/12/2024: Added "Builds" section.
10/6/2024: Guide Created.
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide