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Ahri Build Guide by

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Theá Eve's Ahri Guide

Last updated on February 8, 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: 4

Honor Guard

Defense: 0

Strength of Spirit

Utility: 0

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Theá Eve here, first attempt at putting a guide in my head down on paper (or in this case the net...yay viral status?). Anyways, this is a build I seem to do well with so I thought I would share it (maybe :P)

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Caster Page Runes

This rune page was designed with the aspect of increasing any mage type champ's ability to sustain mid lane for longer periods (mana wise at least). As well as giving them an early game damage bonus against that pesky 30 MR nearly every champion starts off with.

As shown above, I broke down the rune page into 3 sets of 10. Normally, as many people have told me in-game, it is rare to see Quintessence that aren't power hungry (no clue but someone said it like that so I will go with it).

Anyways back to my explanation

Mark Runes (aka the Red Ones) and their Quintessence partner
Magic Penetration - this allows for 10 points of the starting enemy Magic Resist (MR) be negated, thus you can counter most (not all but most) enemy rune pages early MR builds (incase you face off with tanks).

Seal Runes (aka the Yellow Ones) and their Quintessence partner
Mana Regen per level - While early game this is not a lot of bonus, each level makes it stronger and allows you to sustain your lanes and or team fight participation longer, I ususally end the the game with about 60 - 70 Mana / 5 seconds which helps a lot.

Glyph Runes (aka the Blue Ones) and their Quintessence partner
Cooldown % per level - This gives a small boost early game but at the end game it will come in handy to reaching the 40% Cooldown reduction limit.

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Caster Mastery Page

Along with the rune page, this mastery page was also designed to help capitalize on the subtle strengths of a champ allowing more room for item power rather than item utility.

Offensive Tree
4/4 Mental Force - A small little bonus of AP to start the game with
4/4 Sorcery - 4% Cooldown, this will help once added with the 6% in the utility for an opening of 11% Cooldown (you will have about 1% from runes at level 1
1/1 Arcane Knowledge - 10% Magic Penetration

Utility Tree
1/1 Summoner's Insight - Buff to Summoner skills Clarity and Flash
4/4 Expanded Mind - Increases your mana threshold by 12 per level
4/4 Swiftness - 2% Movement speed
4/4 Greed - 2 gold / 10 seconds to increase your gold income
3/3 Transmutation - 3% Spell Vamp
2/2 Wealth - 40 more starting gold
3/3 Intelligence - 6% Cooldown
1/1 Mastermind - 15% Summoner Skill Cooldown

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-side note of info-

People new to the game will notice there are 2 values for Magic and Armor penetration.

Armor Penetration X | X%

Magic Penetration Y | Y%

The difference being that
X and Y (not with percent) are pure value reduction.
Example: Enemy Champion has 30 Magic Resist, using the rune page above you negate 10 of that right off the bat.

X% and Y% are percentage value reductions.
Example: Enemy Champion has 30 Magic Resist, using the 10% from the mastery page you negate 3 of their Magic Resist.

If I recall, Pure Magic Penetration is subtracted before Percent Magic Penetration.
So 30 - 10 = 20 - 2 (10%) = 18 Magic Resist when finished.