Ahri

Starter Guide: AP Burst Ahri (Mid) Mid

For Ahri · By lolclassicwiki Starter

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Item Build

Total stats from Core Build
310 Ability Power15 Magic Penetration45 Movement Speed

Skill Level Order

18 Levels Planned
Ability 123456789101112131415161718
Orb of Deception Q
Orb of Deception
14579
Fox-Fire W
Fox-Fire
38101213
Charm E
Charm
214151718
Spirit Rush R
Spirit Rush
61116

Spells & Runes

30 / 30 Runes · 2 Spells

Summoner Spells

Flash Ignite

Rune Page

Marks

9 / 9 Sockets
  • Mark of Magic Penetration +1 Magic Penetration (+9 total)

Seals

9 / 9 Sockets
  • Seal of Armor +1 Armor (+9 total)

Glyphs

9 / 9 Sockets
  • Glyph of Magic Resist +1.4 Magic Resist (+12.6 total)

Quintessences

3 / 3 Sockets
  • Quintessence of Ability Power +5 Ability Power (+15 total)

Total Rune Statistics

30 / 30
Magic Penetration +9
Armor +9
Magic Resist +12.6
Ability Power +15

Masteries

21 / 0 / 9

Offense

21
0/4

Deadliness

Not taken · 4 max ranks

See it on the mastery tree →

4/4

Blast

4 of 4 ranks taken
1: +0.25 Ability Power per level
(4.5 Ability Power at champion level 18)
2: +0.5 Ability Power per level
(9 Ability Power at champion level 18)
3: +0.75 Ability Power per level
(13.5 Ability Power at champion level 18)
4: +1 Ability Power per level
(18 Ability Power at champion level 18)
0/1

Destruction

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Havoc

3 of 3 ranks taken
1: Increases damage dealt by 0.67%
2: Increases damage dealt by 1.33%
3: Increases damage dealt by 2%
0/1

Weapon Expertise

Not taken · 1 max ranks

See it on the mastery tree →

1/1

Arcane Knowledge

1 of 1 ranks taken
1: +8% Magic Penetration
0/2

Lethality

Not taken · 2 max ranks

See it on the mastery tree →

0/2

Brute Force

Not taken · 2 max ranks

See it on the mastery tree →

3/3

Mental Force

3 of 3 ranks taken
1: 2 Ability Power
2: 4 Ability Power
3: 6 Ability Power
1/1

Spellsword

1 of 1 ranks taken
1: Deals 5% of your Ability Power in magic damage to the target on each basic attack
0/1

Frenzy

Not taken · 1 max ranks

See it on the mastery tree →

0/3

Sunder

Not taken · 3 max ranks

See it on the mastery tree →

4/4

Archmage

4 of 4 ranks taken
1: Increases Ability Power by 1.25%
2: Increases Ability Power by 2.5%
3: Increases Ability Power by 3.75%
4: Increases Ability Power by 5%
1/1

Executioner

1 of 1 ranks taken
1: Increases damage dealt by 5% to targets below 50% Health

Utility

9
1/1

Summoner's Insight

1 of 1 ranks taken
1: Improves the following Summoner Spells:

Teleport Reduces cast time by 0.5 second
Revive Grants bonus Health on Revive for 2 minutes
Flash Reduces cooldown by 15 seconds
Clarity Increases Mana restored by 25%
Clairvoyance Grants additional vision of enemy units revealed
0/3

Wanderer

Not taken · 3 max ranks

See it on the mastery tree →

3/3

Meditation

3 of 3 ranks taken
1: +1 Mana Regen per 5 seconds
2: +2 Mana Regen per 5 seconds
3: +3 Mana Regen per 5 seconds
1/1

Improved Recall

1 of 1 ranks taken
1: Reduces the cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds
0/1

Scout

Not taken · 1 max ranks

See it on the mastery tree →

0/3

Mastermind

Not taken · 3 max ranks

See it on the mastery tree →

3/3

Expanded Mind

3 of 3 ranks taken
1: +4 mana per level (+72 at level 18)
2: +7 mana per level (+126 at level 18)
3: +10 mana per level (+180 at level 18)
0/2

Artificer

Not taken · 2 max ranks

See it on the mastery tree →

Guide & Strategy Breakdown

Classic Deathfire Grasp Ahri from Season 3. Land Charm, open with DFG, then dump the rest of the combo before the target can react.

Classic Deathfire Grasp Ahri from Season 3. Land Charm, open with DFG, then dump the rest of the combo before the target can react.

How it plays

Ahri picks people off before the fight starts. Charm (E) is the whole combo: land it and Deathfire Grasp plus your damage usually finishes a squishy outright. Spirit Rush (R) is what gets you into range, and more importantly what gets you back out.

What to buy

  • Starting Items: Doran's Ring and 2 Health Potions for early health, AP, and mana sustain.
  • Core Build Rush: Sorcerer's Shoes for magic penetration, Deathfire Grasp to amplify magic damage by 20%, Rabadon's Deathcap for AP multiplication, and Void Staff to shred enemy Magic Resist.
  • Situational Options: Zhonya's Hourglass for stasis safety against AD divers, Abyssal Scepter for flat MR shred, Banshee's Veil, and Morellonomicon.

Summoners and skill order

Flash is the one you always take, for Flash + E (Charm) playmaking over walls. Ignite provides true-damage burn for solo kills.

Max Q (Orb of Deception) first for waveclear and true damage on return. Max W (Fox-Fire) second for single-target burst. 1 point in E (Charm) at level 3.

9x Magic Pen Marks, 9x Armor Seals, 9x MR Glyphs, 3x AP Quints. 21/0/9 masteries with Runic Affinity.

Hardest against Kassadin and Ryze. Counters skillshot mages like Lux and TF. Pairs best with hard-CC junglers like Jarvan IV and Vi.

New to the champion?

Combos worth drilling

  • Basic Trade Combo: E (Charm) -> Q (Orb of Deception) -> W (Fox-Fire). Charm forces the enemy to walk directly into both the outgoing magic and returning TRUE damage of your Q.
  • Level 6 All-In: R (Spirit Rush) forward -> E Charm -> Q -> W -> Ignite. Save your 2nd and 3rd R blinks to adjust your position so the returning true damage on Q lands even if the enemy dodges.

Mistakes to avoid

  • Don't throw E Charm randomly: Charm has a long cooldown and high mana cost. If you miss E, back off until it returns, as enemy midlaners will engage on you while it's down.
  • Don't waste Spirit Rush (R) offensively without vision: Spirit Rush is your only escape. If enemy jungler is missing, save at least 1 R charge to blink back under tower.

Playing it out

  • Early Game (Levels 1-5): Use Q to last-hit CS and poke when enemies line up with minions. Save mana until level 6.
  • Mid Game (Levels 6-11): Shove mid waves with Q+W and use Spirit Rush over wall blind-spots for surprise side lane ganks.
  • Late Game (Levels 12+): Hide in unwarded bushes. Open with DFG + E on an isolated target, then use R to reposition safely.

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