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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
WIP! - FAQs

Glyphs


It will take you until lvl 7 to get even in the AP and then outscale the Flat AP. Since you will be able to farm quite safely with Ahri's Q if you are in the need of waiting the time out, I would recommend the Scaling over the Flat AP.

Seals
Personally I like the Mana Regen on mids in general, mostly because Ahri can heal more often from passive if she is allowed to spam her spells but also because this makes you able to trade more in mid. If your opponent doesn't have Mana Regen you might even make them need to back early or take the harrash.



Marks
Magic Pen is genius to have imo, you will often not rush a Magic Pen item (exept for


Quintesses


I find it better to take the Flat AP here, since it will take you until lvl 12 to have gotten more out of it. After that it will be 8.37 AP (2.79 AP per Quint) more if you choose to run Scaling AP, which I wouldn't consider the time waiting worth it.


Level 1 - Your First Spell
Q - ![]() Most of the time I choose Q as my first spell. Pros: - Gives up to 80 damage, 40 of that being true damage. - Can damage all opponents within it's range giving a better start for jungler and clear in lane. Cons: - Hard to hit: Skillshot (though remember you might hit with its return!). - No CC. - Not the highest single target damage. |
W - ![]() I wouldn't recommend this in any way. Your W is hard to control if you don't have an engage or distraction (such as a jungler gank) going on. I would have done a pros, but there isn't really any reason what so ever to take it in level 1, but just to sum up: Cons: - No CC. - Hard to hit: Needs to be close before it targets champions and not go for a nearby creep. - Lowest single target damage at rank 1 (remember that your Q does ½ true damage) |
E - ![]() Your E is your other choice for your level 1 spell. This is your main CC but hard to hit aswell. I would recommend to take this only if you invade or are being invaded. This will not help your jungle either since a charm will reset the jungle creep, rather than give the damage needed in the pull at level 1. Pros: - Heavy CC for a level 1 spell. - Highest single target burst if you hit an AA afterwards (should be fairly easy to do so). Cons: - Hard to hit: Skillshot and doesn't move through mobs. - Resets jungle creeps (not the creeps in lane). |
Leveling Up - Rest of the Game
Q - ![]() Your Q is your main source of damage. Max it first. Pros: - Half of the damage is true damage - Can damage all opponents within it's range giving a lot of damage output and more potential heal from her passive. - Good wave clear. Cons: - Hard to hit: Skillshot (though remember you might hit with its return!). - No CC. - Not a direct burst, its the return that really hurts. |
W - ![]() Take this as the last spell. You need to get close before you can have a real impact in a fight with this, meaning it will be either hard to hit or hard to survive if you choose to get close. Properly your best burst spell but have a bad wave clear, making it hard to be able to leave your tower. Pros: - High Burst - Good defensive spell if engages upon - Easy hit if engaging directly towards an opponent Cons: - May choose to attack minions if close to them. - No CC. - Bad wave clear. |
E - ![]() Max this second. You're not maxing it for the damage but for the CC. At max rank it's up to 2 seconds where the enemy wont be able to move exept slowly towards you. You need damage for the CC to be worth it, which makes the reason to max it second. Pros: - Amazing CC Cons: - Hard to hit (can hit minions) - Resets jungle creeps (use only as last hit) |
I'm not gonna explain

Offensive Tree:








Utility Tree:





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