// Recommended builds

The best trait and item combination at every level, 2 stars, by DPS.

Every level and star level below

// Top items

What each item adds on its own, in DPS, with no other item.

Red Buff+140
Guinsoo's Rageblade+134
Void Staff+127
Blue Buff+121
Quicksilver+106
Nashor's Tooth+102
Spear of Shojin+97
Adaptive Helm+91
Giant Slayer+67
Striker's Flail+50
Rabadon's Deathcap+48
Jeweled Gauntlet+45

Builds by level

Every combination of Ahri's own traits that a comp of the chosen level can reach, ranked by the DPS of its best 3-item build against three dummies with the team's shred, sunder and burn already on them. Numbers open the DPS Calculator with the same inputs. Levels 4 to 7 only use champions you can find at that level: up to 2-costs at level 4, 3-costs at levels 5 and 6, 4-costs at level 7.

Level
Stars
Debuffs on the enemies
/ 20

// Cast timeline

2.25 smana lock per cast
1.00 scast window1.25 slocked while the effect runseffect 0.50 s

From the mana bar filling until mana can come in again. No mana comes in during this time. Mana locked until the ability's effect ends, 2.25 s after the cast starts.

0 / 100mana at start / to cast
+7mana per attack
+2mana per second
0.80attacks per second
0.33 sattack delay: from the start of an attack until it hits
0.08 safter the hit until it can cast or attack again
0.0 s0.80 attacks/s0/100
  • attack animation
  • attack lands
  • attack recovery
  • cast window (mana locked)
  • mana locked (no mana while the effect runs)
  • effect

First cast at 12.92 s with 0.80 attacks per second. Items, traits and damage taken change the mana pace; the cast, effect and channel windows do not.

Step by step, in words
  1. Mana reaches 100/100: the cast starts and the mana lock goes on (no mana from attacks, ticks or damage taken).
  2. 0.00 to 1.00 s: cast window. The unit plays its cast animation and its return to idle; it cannot auto attack.
  3. 0.50 s: the ability's effect fires (projectile launch, damage, shield...).
  4. 1.00 to 2.25 s: the ability's effect keeps the mana lock on. Attacks land, no mana comes in.
  5. 1.00 s: unlock. Mana starts again (overflow kept) and a fresh attack starts from zero; it lands at 1.33 s at base attack speed (the attack delay is 27% of the attack animation).
  6. Attack loop: the attack lands at 27% of the attack animation (mana granted) and unlocks at 33%; a cast that becomes possible at the landing starts at that unlock point, cutting the rest of the attack.
  7. Mana gain: 7 per attack and 2 per second; combat starts at 0/100.
  8. Overflow is banked: mana past 100 from attacks or regen is kept through the cast (98/100 plus 7 casts and comes back with 5). Same rule for every champion; only the amounts differ by role.

// Itemized Roles

Ranged AP CarryPrimaryGuinsoo's RagebladeSpear of ShojinGiant Slayer

4-cost ranged AP Caster (game role tag, range 4). As the comp's damage dealer it takes the best calculated damage items. Mana lock 2.25 s per cast against a 13.4 s fill (14% locked). Casts per minute at base speed 3.8; with Spear of Shojin 5.7, Blue Buff 5.8, a +45% attack speed item 4.9. Blue Buff and Spear of Shojin are within 2% of each other, so either keeps the loop rolling; the default mana-per-attack set stays.

Ranged AP SupportSolidVoid StaffRed BuffBlue Buff

4-cost ranged AP Caster (game role tag, range 4). When another champion carries, it holds the team Shred/Sunder and Burn items. Mana lock 2.25 s per cast against a 13.4 s fill (14% locked). Casts per minute at base speed 3.8; with Spear of Shojin 5.7, Blue Buff 5.8, a +45% attack speed item 4.9. Blue Buff and Spear of Shojin are within 2% of each other, so either keeps the loop rolling; the default mana-per-attack set stays. One Shred item and one Burn item for the team, plus the third item that adds the most calculated damage for Ahri (490 DPS at 2 stars against three 2-star tanks). Ionic Spark, Evenshroud and Sunfire Cape are left out: at range 4 their aura would not reach the enemies.