Content guides
GUIDES:

Highly Rated Guides
Champions:

Highest Win Rate

Most Popular
Leaderboards:
All Guides Ahri Guides It's too late for mercy! (7.2)
2
1
Updated
1 year ago
Views
4.7K
Comments
0

Ahri Statistics for Alcarin

Author's performance with Ahri compared to the ranked average.

Value
Average
Games Played
67
5
Win %
55
46
Kills
7.4
6.1
Assists
6.2
7.3
Deaths
2.4
5.7
KA:D Ratio
5.7
2.4
Gold Earned
12.3K
11K
Creep Score
201.2
168.0
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png: It's the most important spell on any midlaner and should never be sacrificed for any other kind of summoner spell. It helps you with ganks or dangerous engages pre-6 or if a flash is needed instead of a dash (passing 268.png wall or 45.png stun) and in the case that your ult is on cooldown. If you want to kill someone pre-6 flash is important and you can do a flash dash if you have to get to some point really fast. Just a must-have.


14.png: Gives you that extra tick of damage in early fights and in general. It is just so bad seeing enemies escape with less than 50 HP and ignite manages to prevent that pretty often. Against someone like 8.png or 50.png it is perfect to reduce that healing and also if the enemy tries to survive using a pot ignite is your friend. Ignite is the second spell I use in pretty much all of my games, but I wanted to give you these other options if you like them more.


ALTERNATIVES:


7.png: Is a safer choice to replace the 14.png, but since it can be reduced by ignite, which is the spell most midlaners have, i do not really like heal in the midlane. It can be useful however if your enemy will likely not take ignite but still has a huge burst like an 34.png.


1.png: If you think the enemy team is too CC heavy or you just have huge troubles playing against CC anyways, this is possible to go for. It has a pretty low cooldown too, but it does not remove everything (think of 90.png ulti) and sacrifices damage for it, which is why i prefer 14.png.


3.png: If you face really huge burst champions (like 238.png or 7.png), this is a viable choice going for and probably even better than 14.png. If you are not used to it, definitely try it out because it can save you a really hard lane.


21.png: It is possible against high-burst mages and has the advantages of low cooldown, not being reduced by 14.png and being castable while stunned, but it's duration is not that long (7.png is permanent) and often the enemy just waits until barrier is gone and kills you after that, which is why I never use it.


6.png: If you do not have flash unlocked yet, take this as your mobility spell. In recent times, the combination of Ghost and 4.png has become more popular, but on Ahri with her 3 dashes and movement speed on her Q I consider it a little bit of mobility overkill.


12.png: If you want to have crossmap pressure, this is somehow valid. With the increased duration of the teleport though I like it even less than before because it gives up so much kill potential or safety in the lane for ganks the enemy has a ton of time reacting to. Although I do not consider Ahri the greatest splitpusher for the lategame which is why i do not like teleport.


11.png: No.

New Runes Back to Top

Masteries Back to Top

KEYSTONE:

Most important thing first: I love Thunderlords decree because playing around its cooldowns leads to it being a very strong mastery for lane dominance, which is what I am always looking for. The deathfire touch mastery is way better if you are looking for a stronger lategame, but since you don't spam your spells on the enemy that much, you don't have much range and you are more likely trying to burst them it is not that good in my opinion. All the other keystone masteries are not effective on Ahri.


FEROCITY TREE:

Picking the spell damage over the attack speed is a pretty normal choice I think. There are some people saying that poking feels smoother with the AS but i do not believe it is worth giving up the damage.

The Feast Mastery gives you a slightly stronger lane which I really like. Fresh Blood deals more damage though to the enemy if you manage to autoattack consequently than you could heal with Feast because of Feasts high cooldown, which is why I prefer Fresh Blood. Expose Weakness is a nice spell for teamfights and in lategame it leads to more damage than the Fresh Blood, but it is completely useless in lane which is why I don't take it.

The choice between Natural Talent and Vampirism was very hard for me. I went with Vampirism because I really like having sustain in lane and don't think that 10AD and 15AP will help you that much in lategame, but this one you should test out yourself.

I think Bounty Hunter is the best choice at the moment because it can lead to a total of 7.5% increased damage. Double-Edged Sword has effect already earlier in the game though, but it also makes you receive more damage which I don't really like and has a far weaker lategame. Battle Trance is not so great in my opinion because it takes 5 seconds to get to full potential in fights, which is more than many midlane skirmishes on the first levels take, and with the longer fights later in the game, you might already have higher value by taking Bounty Hunter.


CUNNING TREE:

Moving on to the cunning tree, I started with Savagery because it makes farming a little bit easier and i do not like the out of combat movement speed mastery.

Assassin is a really nice mastery for me because again, it strengthens your lane and your pick potential in many cases. Also very popular is the Secret Stash for some more sustain in the lane, but since Ahri has innate sustain anyways and I do not have that much mana problems, I never use and never used it. The Runic Affinity is also good, but you have to remind yourself that there are many junglers out there who will not give you any blue buffs making the mastery pretty useless until you get buffs yourself or your team gets baron or Elder drake.

I take Merciless because it greatly increases your killpotential, but if you nstruggle with Mana management, I think Meditation is viable too and makes your lane quite a bit easier.

For the next, I picked Dangerous Game because it saved me countless times and I don't think Bandit is too good for mid laners (do I look like a support?). Greenfather's Gift gives you some nice damage, but it doesn't help you in lane at all unless you're Ivern (which you're not), so I don't take it.

Getting 5% cooldown reduction for free sure is a nice thing, which is why I use the Intelligence mastery, although I rarely get the 45% CDR. Penetration sure is a nice thing, but I prefer getting some through the hybrid marks and thats enough for me.


The whole RESOLVE TREE seemed a little bit to tankyish for me, and since I did not like using the old defensive tree either, I do not use it now.

Abilities Back to Top

Q
E
Q
W
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
3
5
7
9
W
4
8
10
12
13
E
2
14
15
17
18
R
6
11
16

Firstly, I will explain the function of all the spells and their specialties, then I will go into why I skill the abilities up the way I do it. If you want to have any further information on the spells like exact damage, scaling or range, visit the League of Legends Wiki, it helped me alot. More detailed information on how the spells should be used can be found in the three sections for each stage of the game below though.


Quick Note: In my opinion, you should always use smartcast. It makes your reactions faster, when you get used to it it gets more precise and especially the EQ combo comes out better when you have smartcast on.


PASSIVE, ESSENCE THEFT: This ability gives you a stack with every enemy you hit, limited to three stacks per casted ability. At nine stacks, your orb turns green and your next spell gives you health back for every enemy hit. This is why you want to always cast Q if your orb is green and hit as many enemies as possible with it.


Q, ORB OF DECEPTION: You can throw this spell out at a pretty high range dealing magic damage and when it reaches its end it comes back dealing true damage. This is why you always want to focus on hitting both or at least the second charge because it is really huge damage. It also gives you a huge buff in movement speed which rapidly decays after the usage of the orb. It is really nice that the damage does not get reduced per enemy hit, so you can harass your enemy through the minions and still get off the full damage.


W, FOXFIRE: This casts three fires around you that search for the nearest enemies to hit, fly to them and deal damage. Normally, they go for the nearest target, preferring champions, but if the target will die by one or two fires, the other ones will hit other enemies which is nice for farming. If you hit an enemy with more than one fire, the other ones will deal only 30% damage. The foxfires prefer champions and after that the target of Ahri's last autoattack, but since they do not appear all at the same point, sometimes the enemy champion will be in range for one or two of them, but not for the others. Always keep an eye on you being near enough to your enemy to hit all foxfires if possible.


E, CHARM: It is a skillshot that lets the first enemy hit take damage and walk towards Ahri with 50% of his movement speed and basically works like a reversed fear. The duration goes up with skilling the ability while the mana cost remains the same throughout the whole game at 85, which is bad for early, good for late. This ability greatly synergizes with your Q, because you can hit Q easy on both ways after you landed charm.


R, SPIRIT RUSH: This ability lets you perform a small dash to the cursor, firing out up to three bolts which deal damage, preferring champions again. You cannot hit one target with multiple bolts though, meaning that if only one enemy is near, only one bolt will be emitted. After casting this ability, you have 10 seconds time two perform the same dash with the same damage again two times, which gives Ahri her great mobility with a total of three dashes. Additional dashes do not cost any mana. There is a little tiny bit of cooldown between the dashes though so that you can't perform one great monster dash by casting all three of them in a row. You should consider this while fighting against champions with heavy CC skillshots (like morgana), because they have a little window of time in which they can hit you and you cannot dodge it without flashing. One target can get hit by three bolts total, one per dash.


Depicted above is the Standard Ahri Skill order. There are two differences that can occur:


LEVEL 1-4: I saw these tries on the first four levels: QEQW (like in this guide), QEWQ, QWEQ. I like getting the CC on level two if my opponent decides to do any crazy all in or a surprise 35.png appears, which is why I use the first one. On level 3 I get a point on my Q since I can do really nice poking then and even if I get engaged on, I only have a bit less damage but save 45 Mana in the level 3 fight.

Getting the W on level 2 is something you can go for in rare cases, like a melee enemy you want to get a huge load of damage on on level 3 already but you should be careful with that because you can't defend yourself if they engage on level 2.


CHARM OR FOXFIRE? There are a lot of people out there skilling up the Charm instead of the foxfire for some extra duration so u can 100% hit the Q both ways. I don't really like that because W gives you much more damage and I just trust in my ability to hit Q properly anyways which is why I go for the damage. Skilling the charm will prevent enemies from flashing out of your return Q though because of the duration, which otherwise can not be prevented by skill.

Items Back to Top

Starting Items

    Standard
    Movement Speed
    Snowball Start
    Don't Forget

Core Items

    FIRST ITEM
    Semi-Core
    Pick one
    Not quite core

Situational Items

    Other Boot Choices
    Good on Ahri
    Splitpush
    Defense
    Fun Item

START: 1056.png2003.png is the safest and most common start with HP, AP and some Mana regeneration plus the Mana-giving passive. this is the start most Ahris take and it is my preferred choice as well. The 1001.png2003.png gives you a very sustain-focused lane and expecially against someone with many skillshots like 101.png or 99.png it can let you stay in lane forever which otherwise would be very difficult. Your own damage is significantly lower though and you will not have as much Mana to maybe farm in a difficult matchup like the Doran's Ring can give you.

If you go for the 1056.png start you have to find a good time to sell it. I usually wait to sell it as long as possible because it is easily one of the most costefficient items in the game. If I can, I will keep it until I need the slot for some better item or I sell it to get enough gold for something way better like 1058.png.


1082.png2003.png is a very aggressive choice. If you get an early lead, you will get up to 45AP from this item which makes it extremely costefficient and you even get one more Health potion in lane. If you don't do so well though you are missing the Mana regeneration and passive Doran's Ring can give you to farm with spells (The 100 Mana Dark Seal gives are just two level 1 Q's) and you are missing the 60 Health that your opponent will likely have (80 HP if he's AD and goes for 1055.png) which makes a bad lane overall much worse than it already is. This is the reason I never go for this item because I think it is too risky too pick up and in higher ELO's, it may attract the attention of the enemy jungler if you have some Glory Stacks because he wants your stacks and lead to go down as long as it is still possible for him.


You always start with the 3340.png to prevent any early ganks and just have some Vision to provide in the early to mid game. Also start buying 2055.png early on especially against junglers that go invisible (29.png28.png107.png), but also because they last infinitely and even regenerate if you interrupt your enemy trying to kill it.


FIRST ITEM: 3165.png is the most bought first item on Ahri and the item I buy first almost every game. It gives you insane 100 AP and 400 Mana, 20% CDR, the grievous wounds passive (especially good against 8.png50.png) and the Mana-On-Kill/Assist passive for only 2900 Gold. This is such a good deal you can almost not ignore it. After you finished this item, you have a really nice powerspike and can all-in many enemies like 112.png. The build path is also really nice with the 3802.png first to get a little bit of Mana restoration and 300 Mana already and the 3108.png giving you 10% of your CDR already.


The 3001.png on the other side is even cheaper than 3165.png with 2750 Gold. It's build path is very similar to the Morellonomicon build path, again including a 3108.png and a 1057.png for early MR. This is the best item to go for in matchups where you go against heavy AP damage and maybe even an AP jungler because they will be astonished how good your 1v2 is with this item because of your 60 MR. Also you get at least 10% CDR and you even get to reduce the enemy's MR by 10-25 based on level which is not too much but shouldn't be forgotten either, especially because not only you but all your AP damage dealing teammates can profit off of that.

When I buy the 3165.png first, I often go for 3001.png second or third, if i start 3001.png however, I usually skip 3165.png and go for more expensive and more useful items for the lategame.


AFTER THAT:

I used to go for 3165.png3285.png as my first two items in almost every game of mine, but I don't like the Luden's Echo that much anymore. It gives you nice burst but you are a complete glass cannon which is why I don't buy it anymore unless I am very fed and I want to kill the adc with RW only.

Nowadays, I prefer going for an early 3116.png (often it is my second item). It gives you quite alot of tankyness and as much AP as the 3285.png but with the slow on it's passive you get a lot of safety and it helps tremendously against fed toplaners who will otherwise just run up to you and kill you like 122.png. Even better is the fact, that you can slow your enemy with W and have an easy time hitting your spells afterwards on the slowed target. Also consider that the buildpath of this item is really nice too and it can be built quite good in the earlier stages of the game. However, with the item being pretty cheap it also doesn't have the best stats for the lategame, where Luden's seems to be better in most cases.


Your boots should be 3020.png most of the time and I usually get them when my first two items are finished or when my money can't be spent effectively on other stuff. If you face a heavy CC team and maybe you didn't quite win the midlane against your AP enemy, you should definitely go for 3111.png. They cost the same as the Sorcerer's boots and give you MR and tenacity. Also consider that the Sorcerer's aren't that useful if the enemy has not much MR and you already have an 3001.png or 3135.png. I do not like 3158.png that much anymore because many AP items give you CDR already and you might overcap by buying these. In addition, you don't even need 45% CDR on Ahri in my opinion, which is why I rarely buy them anymore. 3047.png are the perfect boots against a full AD team. The more your game goes into late, the better every bit of armor that you have gets and you will outscale almost every full AD comp by buying enough armor. The last boot choice are the 3009.png. They give you 10 MS more than the other boot choices shown here give you, and you also get yourself 25% slow resistance so consider these if the enemy has many slows and you feel like it is really hurting you. The other boots available are not viable on Ahri in my opinion and I recommend staying away from them.


3089.png gives you the most damage any item can consistently give to you. It is the most expensive item in the game though with 3800 gold. It also does not have a good buildpath since even after you bought 1026.png1058.png you still need 1700 to finish it if you don't want to fill one slot with 1052.png (if you even have a free slot). Once you got it it will give you a huge powerspike though and will make every item you'll buy for the rest of the game more worthy. In the lategame this item becomes a must-have which is why I listed is as semi-core (I don't think Ahri has any 100% core items you have to get or even should get every game).


3135.png is an item I titled as semi-core in the section above. The reason I did that is because you will almost always get one tank in the enemy team and many times two or even three. You can build flat AP all you want, without proper magic penetration you will never deal any damage to these guys. Also 3001.png is a very popular item on the midlane and 3111.png is very popular in general making Void Staff worth it in 97% of the games. You have to consider the point in time you are buying the item though because the tanks and also the other roles will not likely build that much MR untl the 30th minute which is why I buy this item very late most of the time. 


Your trinket should be changed to 3363.png at some point in the game because it gives you safer vision because of the high range and the ward lasts longer if the enemy does not spot it. If the ward is useful though and spots and enemy, it will likely get killed but it still is the best choice for the late game where you can not afford to walk up to a bush warding it with the low range of 3340.png. If your team has three 3363.png and one 3364.png you can stay with the yellow trinket though to get some stronger wards (meaning they can not be killed by everyone).


SITUATIONAL:

3157.png does not give nearly as much AP as it used to; with only 70 it gives less than almost any other important item except for 3001.png which is why I do not consider it as important as it used to be. It is really good though against AD comps because it gives 45 armor and the 10% CDR are nice as well. The buildpath is really good and 3191.png in itself is an item that , when stacked up, is worth it's money many times. The active of Zhonyas is really nice, but you should consider the champions you are facing when buying it. There are champions like 238.png99.png which lost all of their damage if you time your zhonyas well, but someone like 69.png will kill you afterwards just the same as before.


For splitpushing, 3100.png is a good choice. If you time your spells good and throw an autoattack on a turret after every spell, you can bring it down really fast. However, this item is not giving you as much burst or safety as some other items give which is why I do not get it usually.


3140.png is an item you cannot keep in your build until the end because it is not as effective as other items and you don't want to upgrade it to 3139.png for obvious reasons. If you have trouble against someone like 25.png4.png you can get it midgame for the active and sell it later again also because it gives 30MR which is really nice too. If you want a pure defense item that you can keep until the end I would get 3102.png because it also provides protection against heavy CC engages and 300HP, 70MR and a huge load of health regeneration you become quite a challenge to take down. If you have trouble against one or more AD champions, you should stay with 3157.png3047.pnggiving you 70 armor total. If you play against a full AD comp and don't think that it is enough or if Zhonya's is really inconvenient, you can get any full armor item like 3143.png3110.png or others, whichever fits the situation best. 3026.png is an item you can buy for your last slot especially if you get one-shot every time you try to participate in a team fight by someone like 7.png, but in that case I like 3157.png more because it gives you offensive stats too and a well-timed Zhonya's active is better than the guardian angel.


3152.png is a really fun item to play with and gives you fancy opportunities to outplay your opponent with this fourth dash that doesn't care about the little cooldown you have between the ult dashes which otherwise can be counted on by your opponent (the dash is very short though). It gives you 60AP, 10% CDR and 300 health for 2500 which is quite a good deal. However, I do not really like it and the pros almost never buy it too. If you want to have some fun, go pick it up, but to win it seems you should stay away from it.


3027.png is an item I truly despise and never pick up on Ahri but you cannot deny that it's stats are insanely good when fully stacked. The buildpath is really nice and it gives you some additional sustain, even if you only have 3010.png yet. You will get quite tanky with this item and probably never see Mana troubles again, and all of this for only 2700 gold. What I don't like about Rod of Ages is that it is really slow, it takes 10 minutes to grow to it's full potential and you do not get any CDR of it making you extremely vulnerable after getting your combo out. To compare, 3165.png gives you the same AP and Mana a fully stacked Rod of Ages gives, it also has mana sustain (although it doesn't get procced too often) and it also has 3802.png, giving you Mana sustain just like 3010.png. If you consider the 20% CD and the grievous wounds, Morellonomicon is quite an efficient item too and in my opinion fits way better to Ahri's assassin-like nature which is why I never build Rod of Ages.


3041.png is a very risky item to buy. If you snowball, it feels awesome, especially considering the low price, but if you don't, it is utterly useless. Just like the item Mejai's is built out of, 1082.png, a good jungler or a good team in general will spot your purchase and hunt you down leading to you needing to play a really safe game and not engaging although your damage might be huge. Also it almost forces the purchase of 3157.png or 3026.png which is not too cool either if it does not fit the game.


3030.png gives you the same Mana a fully stacked 3027.png gives ( you don't wait for it with Hextech GLP though), but 20AP and 200HP less. They both have the same regeneration passive and just like with Rod of Ages, the buildpath for Hextech GLP is really nice. The active of this item is not bad and deals nice damage, but it is pretty expensive and there are better items giving Ahri more burst too. Also, if you want to get a Hextech item (you should not get two Hextech items in the same game because they share the cooldown), 3152.png is the better choice. 3146.png should not be taken under any circumstances because the AD is pretty much wasted on Ahri and the spellvamp is not the best either since your passive is really strong in the lategame and you don't need any spellvamp.


3151.png is a really good item for mages and counters HP stacking like no other item does. You also get a nice bit of health and 80AP. The price is rather high though and since Ahri is more of an assassin than a mage who would deal constant damage, you do not get to use the passive of Liandry's to it's full effect which is why I would not recommend it.


3115.png is an item you should only take if you are desperate and plan to do a backdoor as a last hope of winning the game because in that case, this way you will get the most damage on the nexus (selling your items and buying AD items wastes way too much gold and is therefore not effective).

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Akali
    Medium
  • Anivia
    Medium
  • Annie
    Hard
  • Aurelion Sol
    Medium
  • Azir
    Easy
  • Brand
    Easy
  • Cassiopeia
    Medium
  • Cho'Gath
    Hard
  • Corki
    Medium
  • Diana
    Medium
  • Ekko
    Medium
  • Ezreal
    Easy
  • Fiora
    Medium
  • Fizz
    Medium
  • Galio
    Medium
  • Gangplank
    Easy
  • Heimerdinger
    Medium
  • Irelia
    Hard
  • Jarvan IV
    Medium
  • Jayce
    Easy
  • Jhin
    Easy
  • Karma
    Hard
  • Karthus
    Easy
  • Kassadin
    Easy
  • Katarina
    Easy
  • Kayle
    Hard
  • Kennen
    Medium
  • Kog'Maw
    Easy
  • LeBlanc
    Hard
  • Lissandra
    Medium
  • Lux
    Easy
  • Malphite
    Medium
  • Malzahar
    Medium
  • Mordekaiser
    Easy
  • Morgana
    Hard
  • Nasus
    Hard
  • Nunu
    Medium
  • Orianna
    Easy
  • Riven
    Easy
  • Ryze
    Hard
  • Sona
    Hard
  • Swain
    Hard
  • Syndra
    Medium
  • Taliyah
    Easy
  • Talon
    Medium
  • Teemo
    Easy
  • Twisted Fate
    Easy
  • Urgot
    Medium
  • Varus
    Medium
  • Veigar
    Medium
  • Vel'Koz
    Easy
  • Viktor
    Medium
  • Vladimir
    Hard
  • Xerath
    Easy
  • Yasuo
    Hard
  • Zed
    Hard
  • Ziggs
    Easy
  • Zyra
    Hard

VS

Akali

Medium

Akali is a champion that is so bad pre-6 that you should definitely try to get a kill on her.  Ahri's range should win you this matchup, if she stays safe, it should be impossible for her to get any farm. Just do not get autoattacked if she has her Q-debuff on you and autoattack her all the time so she drops low and you can maybe surprise her with a flash engage. Keep in mind though that her ultimate has a much higher range than Ahri's making her a dangerous enemy once she hits level 6. If she hits it before you, walk to your tower and wait because she can kill you very easily. Also you should be extra careful pinging misses to your allies because she can kill them really fast if she catches them off guard.

VS

Anivia

Medium

The problem with Anivia is her annoying egg that can bait you hard if you do not pay attention to it every second. Pre-6 she is not very good, especially because her stun is really slow, but afterwards she can clear waves really easy which makes you waste much mana for CS and you have almost no kill pressure on her. However, she should not have kill pressure on you either, since her wall is almost useless against Ahri's ult. Abyssal Scepter is a great item for this matchup making your engages stronger and her damage way lower. Also, the egg cooldown is at 4 minutes, so trading ignite or your ult for the egg is worth it and you have time to kill her afterwards with her being completely immobile and having a stun that can easily be dodged with on of Ahri's ult charges.

VS

Annie

Hard

Annie has less range on her Q than you have on Ahri's, use that to your advantage if she tries to zone you. If she uses her stun to farm, punish her! A good Annie though will probably still poke you with her Q and hold her stun for you to zone like crazy because she can get her W off after she hits Q-stun and walk to her minions afterwards. The biggest thing getting in your way is flash Tibbers, but flash has a pretty decent cooldown and you can try bursting her while it is on CD. Also, I recommend Abyssal Scepter in this matchup because it delays the point in time where she can oneshot you tremendously. If you have good experience playing against Annie and know, when she ults, you can maybe engage with your ult and flash right before she ults the position where you landed because that is what most Annie players will do. If she uses Q on you though, you are probably dead so this is a very risky maneuver.

VS

Aurelion Sol

Medium

Aurelion Sol's lane can be pretty hard because he deals high DPS with his W from early on and you can't really trade in lane because of that. Stay out of his W range and just lasthit as much as you can. Once you get your ult, he is no challenge for you anymore since his stun is really easy to dodge and his W is no problem anymore too. With good reactions, you can even dodge his ult. Keep note that his W disappears completely if he gets CC'ed (charmed), so don't use it too late after a fight broke out to not suffer too much damage. He also has the cooldown on his W if you interrupted it, making hm weaker for a few seconds.

VS

Azir

Easy

Versus Azir you have to learn how they use their soldiers. For me, it worked really well to stand by my melee minions, because he can not farm and attack me at the same time then, plus, you can probably hit him with both Q ways using the time he needs to place his W. After 6, you are ahead because you can easily get out of range of his soldiers and maybe even dodge his ult with some good reaction or prediction. Abyssal is highly recommended because you can engage very nicely on Azir, especially if his ult is down and the MR helps in lane too because after all he is pretty annoying, so maybe go for Abyssal first item.

If you aren't where his wall ends and where you can dash, maybe you should just flash over it to be safer if you want to get him because otherwise he will probably escape if you miscalculate and hit the wall.

VS

Brand

Easy

Brand is pretty skillshot reliant, since he has to hit his Q usually to not get killed. If you survive the pre-6 phase, which probably means giving up some lasthits for the sake of living, you can dodge his Q and W and even get away from a minionwave so that his fireball does not bounce and he is pretty much useless. In lategame you can maybe get a Zhonya's too dodge his ult.

VS

Cassiopeia

Medium

Against Cassiopeia, it is really important to not step into her Q or W. Not only that it gives her passive stacks, but it also gives her the ability to freely rape you with her E already on level 2 or 3. Luckily, many Cassiopeias are very predictable with their ults, so you can use your ult to dodge it and kill her afterwards. If you engage on her with ult and then flash behind her, she usually ults at the point your ult ended and you are free to kill her. It is very important to hit charm in this matchup since she can deal high DPS, especially in the later stages of the game. Remind your team that even a Cassiopeia thats behind will deal damage late and that you are not allowed to forget her in teamfights.

VS

Cho'Gath

Hard

Cho'Gath is really disgusting to play against. I would ask the jungler for help to kill him pre-6 because that is the only point where you have hope because his ult with the additional HP is not available yet. If your jungler does not like you, just try to autoattack him all the time to maybe get hiim low enough that he can't even afford to get his sustain from the minions anymore. If you can't, just farm and do other things like roaming bot lane because it is very difficult to kill him afterwards. Morellonomicon is nice in this matchup to reduce his passive healing.

VS

Corki

Medium

Corki nowadays is played midlane quite often and even to some success. His lane is not too bad because his autoattacks deal huge damage of both damage types which makes it hard building against him. He doesn't have much range though and you can probably get your thunderlords on him a few times in the lane.

When you get ult and want to engage on him, keep your charm because he will probably W away so you can jump after im and charm him then or force his flash. Be careful to not stand in his W path if not needed, especially if he has his package because the damage it deals should not be underestimated.

VS

Diana

Medium

Diana is melee, which gives you the range advantage again, but her Q costs low mana so she can get many lasthits with that from a safe distance. Getting hit with moonlight after level 6 is deadly, so maybe even dodge it with your ult if necessary and try killing her afterwards. Also a good tip against Diana players is to always dodge the Q by walking up to them instead of running away because most Dianas will place it slightly behind without even knowing it because it is a very odd type of skillshot.

VS

Ekko

Medium

I highly dislike Ekko due to his high amount of passives and extra effects he brings with his kit. There are many things to pay attention to: Do not ever stand in his W, do not let him Trigger his passive, do not stand near his ult hologram, do not be near him if you are under 30% HP. All of these mistakes will probably make him kill you instantly. If you manage to get all that together though, you are in a pretty nice spot to fight him and although he will often escape you with his ult, you can still try to get a farm advantage pre-6 or in general.

After playing a lot of games against Ekko, while fighting him you can hold your charm until the point where you think he will ult and throw it at his hologram because he will probably ult into it as soon as he hears the sound of the charm. You need quite a lot of experience to pull this off though.

VS

Ezreal

Easy

Ezreal's early is really bad, so he has no kill pressure in lane on you but you have to restrain yourself from wanting an autoattack battle with him because you will lose hard. Do not try to charm him, because he will just E away and you wasted 85 mana. Since he is really skillshot reliant, you can outplay him with your ultcharges and he will have a bad day. Everytime you engage on him, he will instantly E, so you can ult after him and use your charm then, either killing him or forcing the flash.

VS

Fiora

Medium

It's rare that you see Fiora midlane, but since the matchup can be quite annoying, I decided to make a section for her. She has good mobility from level 1 on and if she hits vitals on you a few times you almost surely have to go back. In addition, if she parries your charm, you get stunned yourself for 1.5 seconds in which she can get huge damage onto you and probably force your ult or flash if you're not level 6 yet.

You should try staying behind and punishing her for the lasthits she takes as good as you can, especially if she goes for caster minions. When she engages on you, you want your minions to attack her but not be in range of her minions (this is optimal in every matchup, but against Fiora it is easier to pull off). If you engage on her or she engages for you, try to keep your charm because she will probably do a panic-riposte pretty early after which you can charm her after her next dash (if you do it immediately, she might have her dash already because the cooldown is really low if she hits a target with the damage portion of the dash).

VS

Fizz

Medium

Against Fizz, pre-6 you can harass him a bit because he is melee, but he probably wont die due to his E and the harass is lowered by his passive. Also his level 3 is really strong so you don't want to be engaged on if you don't have 8+ minions backing you up A way to prevent this is pushing him in early since his only waveclear comes from his E which costs much Mana, this is dangerous though because the jungler could gank you.

When he has ulti up, you have to be really careful and if he ults you, dodge it with your own ult under all circumstances. If his ult hits, you are lost, so just do it. Try killing him afterwards, his E and even the Q can be dodged with Spirit Rush too. Whether you kill him or not, since his ult has a way lower cooldown than yours, be careful for the time your ult is down because you can not dodge his deadly fish then. Zhonya's is a really nice item against him because you can dodge the ult any maybe the E at the same time together with a good portion of his damage over time. If he is missing, ping it two or three times and maybe even the lane he will probably go to because his ganks are really strong.

VS

Galio

Medium

Galio is a natural counter to you and if your enemy isn't really bad, you probably can not kill him. Just try to get ahead in farm and poke him with your autoattacks if his Q is down which is his major damage in lane. Also it is crucial to hit your true damage in this matchup because of his high MR, especially after he backed two or three times and got some items. It is also good to build an earlier void staff to deal damage to him. In my opinion, ignite is pretty important against Galio because it deals true damage and decreases his W healing through grievous wounds. the further the game goes, the more you have to pay attention to stay out of his ult range or out of his flash ult range if you think flash is up.

VS

Gangplank

Easy

Gangplank is not to strong against Ahri in lane because you are ranged and can kill his barrels safely, if you are not good with the timing you should be careful though especially if he already has one barrel standing beside him because he can set another one, kill his first and then set a third one directly on top of you which still will explode with the other two barrels together.

If you don't get hit by the barrels, he has only his Q as a way of dealing ranged damage to you while you can harass him for every minion he takes with his autoattack. Ahri can engage on Gangplank pretty good, but you should wait with your charm and ignite because he will probably activate his W directly after you jumped on him (the lower the ELO, the worse his usage of W will be) so you can apply your ignite and E afterwards getting the full damage and CC. If he waits with his W, then just go on with it and hold to your charm because you probably won't need it to kill him.
Go for a Seeker's armguard early and upgrade it to Zhonya's later because even if he is behind, his barrels hurt quite a lot.

VS

Heimerdinger

Medium

The Donger is really annoying to play against because he is the definition of a camper and again: not killable for you. Especially when he gets his Zhonyas you should pay attention not to overcommit because he will just place his ult tower which deals huge damage and then he just AFK's for 2.5 seconds. Try getting your farm together in this matchup and stay away from his turret beams. If the turrets fired their beams, you can autoattack them to kill them because they are not that tanky and especially in the early game he needs quite some time to set them up again. Early roams botlane are also nice because he can't follow you that good and his ganks are pretty bad.

VS

Irelia

Hard

Irelia is really dangerous to you especially before you hit level 6. It is absolutely crucial to not stand next to low hitpoint minions because she can get the reset on her jump and immediately jump on you afterwards. Since you probably can poke her pretty well on the first few levels when she doesn't have all her spells and thus not a good all-in, she will probably always have less %HP than you and stun you if she activates her E. If she gets to jump on you though, throw your charm immediately on her and if she is fed or farmed up, maybe ult away and deal damage from afar. 

Also I would definitely buy Rylai's; though she has tenacity it still slows her considerably down and she won't get to you anymore once her jump is on cooldown after jumping on you.

VS

Jarvan IV

Medium

You do not see the J4 midlane very often (did not see it since I created this guide August 15), but if you ever face him, be really careful. He can 100-0 you on level 2, I am deadserious with this, he will burst you on level 2, especially since you cannot interrupt his dash with charm anymore. Don't let him snowball and be careful staying away from him as much as you can. Rush Seeker's Armguard and skip the Mana Regeneration, since it is more important not to feed. You have a great opportunity on level 1 though with Thunderlords, because if you hit Q both ways and an auto attack, you will deal ~250 damage or so, which can give you a really nice advantage and can be pulled of twice if he gets in range (although you might not get the thunderlords damage the second time because of the cooldown). In the later stages he is pretty useless against you though if he is not fed because you can dodge his knockup with your ult and his ult wall is no hindrance for you either.

VS

Jayce

Easy

In this matchup you have to be careful especially in the early levels. You have the range advantage over him regarding auto attacks and your Q can go through minions which his Q cannot. If he gets in range to you you will have a huge problem since he deals tremendous amounts of damage especially on levels 3-5, do not ever underestimate that! After that you get the bonus that you get a spell on level 6 while he has his ult already and he probably can not kill you anymore. Stay behind the minions and avoid his accelerated shock blasts as good as you can because two of them between Level 6 and 11 will almost kill you. Seeker's Armguard is recommended to be bought early in this matchup. Jayce's lategame is very bad, so try to stay even or ahead in farm if possible and you will crush him from minute 30/35 on.

VS

Jhin

Easy

Jhin's laning is pretty annoying since he has much range and can annoy you with his Q. You have to be careful to stay away from the minions he cast it on and especially from the lower ones since the damage gets higher per target killed. His fourth autoattack is a really good tool for zoning you. The good thing for you is that if he gets his fourth shot on you, he has to reload for 2.5 seconds which is enough time for you to get huge damage onto him while only getting hit by maybe his Q which doesn't deal as much damage if you are the first target to be hit and no other target increased it's damage by dying yet.

If he ults you or someone else, you should use your ult to get to him if his team does not protect him to cancel his ult with charm because the damage of this spell especially in the lategame can turn around an entire teamfight or single-handedly kill your adc or you if he knows how to aim it. He is also the target you want to be going for in the lategame at any case because his crits can easily surpass 1500 damage and he can twoshot probably any carry in your team.
I think Seeker's armguard is a good item to buy early in this matchup, especially if the enemy has even more AD damage in his team besides the Jhin and the botlane adc.

VS

Karma

Hard

Karmas W is pretty devastating in combination with her E speed because after that she can hit RQ safely too and blocks some of your potential incoming damage with the shield she activated. The movement speed of said shield also helps her dodge your charm and orb. In this matchup you should definitely try and stay passive, don't focus on using thunderlords if you have it because she can E-W and you lose the trade in 95% of the cases. Try and farm up, go bot and kill their adc if possible.

VS

Karthus

Easy

Pre-6, you have to play safe and not get hit by too many Q's, especially by the ones aimed only at you because they deal more damage. As soon as you get your ulti, he is basically dead. He has no mobility, his slow is irrelevant for your ulti and he is really squishy. Just pay attention to not getting killed by his passive and you are fine. You should play aggressive against him though since he will probably outfarm you because his kit is really awesome for that.

Buy an early Zhonya's maybe against his ult. Also remember that you can interrupt his ultimate with charm if he activated it near to you to save someone on your team or yourself.

VS

Kassadin

Easy

Kassadin's pre-6 is one of the worst there is. His shield doesn't last long, so it can be waited out, and it doesn't block autoattack damage or your return Q true damage. You will probably kill him or force his flash pre-6 or he has to go back 2+ times. Use this to get one of your other lanes a lead through roaming.

In the lategame, Kassadin can still shine though and you should maybe buy an Abyssal to not get oneshot by his full rotation. If he has Zhonya's, don't throw your charm instantly when he ults in because he will probably activate it instantly too and ult out afterwards. Either try and time it perfectly or just be happy with him wasting the Zhonya's cooldown if you don't think you can time it good enough.

VS

Katarina

Easy

You have to autoattack Katarina much to drop her low fast. Her only chance in lane is to get you running out of mana and then benefiting from her not having mana. Since she is melee though you can probably poke her down and force her back pre-6. If she uses her shunpo offensively or just bad, u can charm and probably kill her, but you have to be careful if she uesd it on one of her daggers, because in that case, she gets a reset and you don't want to waste your mana on that. Be careful that she doesn't hit you with too many Q's, although they only bounce on three targets since 6.22, thus they are easy to avoid. After 6, charm her immediatly after she started channeling ult and she is dead. If she ults in her minions but still next to you and you are unsure hitting the charm, just ult away, you do not want to take that under any circumstances.

Just pay attention that she doesn't catch up to the game through roaming botlane without you following up, because kills on Katarina can be somewhat hard to handle. Also be aware that the enemy will win most teamfights where Kata can get herself a reset, which is why you don't want to stay around if you are low and tell your teammates if they don't see the danger.

VS

Kayle

Hard

Kayle will probably get ahead in farm because she pushes so hard and easy that you have to farm under your tower and lose mana. You can not fight her because her DPS even on early levels is too high and you don't have the damage already to burst anyone. After-6 again you can not kill her because of her ultimate, so maybe you should try some bot roams. Remember though that her ultimate does not make her CC-immune and one single charm can waste half of her invulnerability. Another nice option is asking for a gank pre-6, where you can still 2v1 her because she lacks mobility.

VS

Kennen

Medium

There are quite a few Kennens starting with Doran's Blade to get damage onto you with autoattacks in the earlier levels. His Q is quite hurtful either but as long as you stand behind your minions, he can't hit it on you. When you try trading with him, he will probably autoattack you and activate W which is quite even if you answer with Q-autoattack for thunderlords. If he decides to follow you through your minions to kill you, charm him and let him take your minion's damage which will probably change his mind.

His ult is one of the most dangerous for late game teamfights and when you see him charging in with his E you want to charm him and maybe buy Rylai's to slow him down even more. When he activates his ult, immediately ult out of it because the stun only takes one second to be applied and after that you take at least two more ticks of his ult as damage which totals at several hundred damage plus being vulnerable to other enemies. If he already sits in the middle of your team, maybe after using flash, you should usually not try and charm him because he will dodge it with Zhonya's and your charm goes to waste.

VS

Kog'Maw

Easy

Kog'Maw is a champion I didn't see in the midlane for ages but since it still occurs sometimes, I decided to write a section for him. Kog'Maw midlane will most likely build AP and his E will deal the most damage to you in lane. It is quite hard to dodge, but if you stay back and only lasthit safely he can't hit you as easily. You just need to get to level 6 where the tables completely turn as he has no form of mobility or tankyness or hard CC whatsoever, which leads to him having no chance at surviving your engage.

VS

LeBlanc

Hard

The matchup against LeBlanc has become somewhat easier since her sigil takes 1.5 seconds now until it can be activated. This means, that if she hits any spell on you in lane, you want to stay back until it runs out because you have no means of interrupting her dash, so she would get guaranteed sigil damage on you if you stayed in her range. Most LeBlanc players nowadays level the E up as first spell, which is why you have to be extra careful not getting hit by that, especially since it triggers her passive instantly if the second instance connects too.

A thing you can do against LeBlanc is harassing her really hard on level 1 with Q and autoattacks, since her level 1 is still really weak. If she casts her ult, you can activate W and it will probably kill her clone instantly so you can focus on the real one. Keep in mind that Q doesn't kill the clone though because it has to be single target damage!

VS

Lissandra

Medium

Lissandra's lane is pretty safe. She has a nice passive to save mana, her range is okay and she has decent damage on her spells. Avoid standing in a way that there are your minions in a line between you and her because she can throw her Q on the minions then and it will hit you too. If you respect that, you can probably poke her with some Q's and autoattacks in between to get the thunderlords damage off.

After-6, her ult on you is really crippling because she can rape you during that time and it is point-and-click. Often, you can outplay her by throwing a Charm to where her E lands though, which gets her immediatly charmed so you can follow up with Q. Try staying away from her to not get W'd if possible. If you engage on her, ignite her before she can ult herself to reduce her healing, if she tries to E away, charm her right before she reactivates her E because she won't be able to use it in any way then.

VS

Lux

Easy

Since Lux is very skillshot reliant you should outduel her after-6. Pre-6, the E is pretty annoying but if you manage to not get hit by every single one of them, farm should stay fairly even. Once you get your ulti, Lux is pretty lost because of her lack of mobility, but be careful since the ignite won't do it always because of her shield and the fact that many Lux's take barrier with them. Still, from level 6 on, she should not have kill pressure on you, if she hits a binding though you are probably dead, so don't be afraid to dodge it with your ulti to save the cooldown. Zhonyas is an important item in this matchup to avoid damage if binded.

VS

Malphite

Medium

Beating Malphite mid in lane is really easy since he has to go for every lasthit with an autoattack if he doesn't want to use his Q which costs quite a lot of Mana. Thus you can poke him easily and probably force him out of lane pre-6.

Once he gets his ult which scales 100% on AP, therefore dealing huge damage, you have to stay safe. If your reactions are not great like mine, you probably won't be able to dodge his ult with yours out of reaction and even the flash can be hard sometimes. This means that you have to adapt your playstyle to the knowledge you have about the enemy jungler's position because if you get engaged on and the jungler is there too, you are probably dead. Maybe consider buying Abyssal Scepter for 60MR or Zhonya's if you think you can dodge the ult with it's active (slightly easier than flash because you don't have to target it at the right spot, you can just press it and it's done). Since AP Malphite has almost no tankyness though, you can probably kill him if you charm him, especially if another teammates of yours is nearby. If engage on him alone, you should maybe ult to the side after your charm wears of hoping that he will immediately ult the position you were at before so you dodge it, but that doesn't work all the time.

VS

Malzahar

Medium

Malzahar in the early levels has not a very strong lane. He can play it safe and you will never get to him because he can just farm with his E and stay back, but he won't kill you. If you trade with him pre-6, you are usually the victor, especially if he just casted his E on a minion and thus does not have it. Remember to fall back though if the E is on the last minion off your wave because you don't want to take that damage in any case.

After he hit level 6, Malzahar gets quite dangerous because if you don't buy QSS, you have almost no counterplay against his ult except for hitting a lucky charm right before he casts it to interrupt him immediately, but that is not reliable enough. I would try to roam botlane, especially if he got behind a bit during the laning phase and get some kills there.

VS

Mordekaiser

Easy

I don't know where this champ should be played, but because I saw him midlane, I will make a section for him. He is beatable as long as you watch out not getting hit by his abilities. Only poke him, if it is enough to get through his passive shield because otherwise you waste time, maybe HP because of minions or even mana. Zhonyas ist good in this to avoid some of the ult ticks. His complete lack of mobility should make you pretty safe as long as you don't ult near him because his third Q attack really hurts.

VS

Morgana

Hard

She can push the lane really hard making you lose all your Mana farming under the turret but after-6 you can dodge her binding with your ult and dash out of her ult too which gives you a really escape. Just pay attention to never step into her binding and you are pretty safe. You also should change your E-Q Combo to Q-E to break her spellshield because otherwise the CC of the charm gets lost. Zhonyas is good to negate her W damage if binded and maybe the ult. Also she will probably for Rod of Ages, making her pretty tanky and sustainable. In general, you should not seek a fight with her and go roaming as much as you can.

VS

Nasus

Hard

AP Nasus midlane is a really strong lanebully. His E, which is instant and can't be dodged in any way, scales pretty good with AP and he still can stack up his Q like a normal Nasus to deal crazy damage with that. He can slow you hard and maybe even get a Q on you, but probably he won't take the risk of receiving too much minion damage. You should try poking him, but since he has innate lifesteal, you can't just count on that winning you the lane.

Since he won't kill you only by pressing E though you should buy Rylai's to keep him away from you because if he can't get to you, he can't kill you. Another option is to roam and make the enemy team think of him as the typical Nasus that never leaves his lane because he is stacking-addicted. The only disadvantage AP Nasus has compared to normal Nasus is that he can be killed easier. If you get one teammate with you and you both stay as far away from him as possible, he will have no chance of surviving.

VS

Nunu

Medium

He is very annoying to play against because he makes your life hell with his point-and-click snowball that deals a huge amount of damage. You can leave the area of his ult though immediately after he casts it with your ult, so that is some huge damage you can always avoid. In teamfights, you should try interrupting it with charm as soon as possible so your teammates don't get damaged hardly by it either. Just try farming up and rely and the fact that you are more useful with your mobility and you can get easier to his adc than he gets to yours.

VS

Orianna

Easy

Her Q has less range than your's has and is also much slower. Just do not stand near her ball and try to poke her whenever it is safe. Be careful not to stand between her and her ball because you are way easier to hit in this case.

After-6, you can dodge her Q with your ult, which nullifies her W anyways and if you want to be supercute and you got the timings, you even can dodge her ult with yours, but that is a bit of a prediction thing too. Always be careful with her Q-W Combo, it is sooo much damage even if she does not seem to be fed because many Oriannas are really good at farming. Maybe buy a Zhonyas to be safe negating her RW combo.

VS

Riven

Easy

A Riven can annoy you with her dashes and the shield. Wait for her to use E, wait for the shield to run out and hit her with Q afterwards. Do never try to charm her because she has two ways to dodge it and you will waste your mana. Only use your E if she tries to mess with you. You have to play quite some games against Riven to get the experience on how far away from her you have to stand so that it will not be worth for her engaging on you. An early flashtrade is not unlikely, but don't hold back on your flash! If she gets an early kill on you and you had flash up, you should be really sad, especially because her snowballing is huge. If she engages on you after-6, you should try to dodge her knockup and stun with your ult and if you have the timing even the windslash so you can maybe kill her.

I like to build an early Rylai's because it gives you a bit more kiting potential and health. Zhonyas is nice too though because of armor, damage and the active to dodge her third Q, or windslash or even both.

VS

Ryze

Hard

Ryze is a really strong champion in my opinion. His waveclear is very effective even in the earlier stages which is why he can easily push you under the turret from level 2 on. Also his Q range and his overall damage is way higher and easier to land than yours, which, in addition with his shield, makes him almost impossible to be solo killed in lane. You should try and get as many minions as possible while staying away from your own to not get hit by the E. Since he pushes most of the times and has no real form of mobility, you can maybe communicate with your jungler so that you get a few ganks making his life hard.

VS

Sona

Hard

Trading with Sona in lane is close to impossible. Her Q is not dodgable and she has a shield and heal, she is hard to hit due to her movement speed spell and her powerchord deals nice damage too. Since she has no form of hard-CC before she hits level 6, she is no real threat to you, but you should stay back and don't get poked too much, because if you manage to trade even or in your favor, she can still heal back up and her Mana costs are way lower than your's.

When you hit level 6, you have a good engage on her and she has no mobility besides her movement speed. You have to be aware of her ult, but against many Sonas you can ult in on them, then flash to the side to dodge the ult and kill them afterwards or force the flash which is nice because they can't flash ult on multiple people for the next minutes. Also I recommend Abyssal Scepter first to lower her poke and make your engage on her a bit stronger with your magic penetration.

VS

Swain

Hard

Swain dot deals nice damage but you can easily walk out of it and maybe even anticipate when he is going to cast it by his movements. His nevermove is a pretty easy to dodge though and easy to predict too because he will almost always place it slightly behind you so that you walk into it while escaping, but getting hit by it is never worth, especially because he can get some ticks of his dot freely on you.

After-6, he can heal up any damage you deal with his annoying ult. Against other champions you want to poke a bit with Q's and then all-in with ulti but he just heals it away in seconds and waiting for him to run out of mana is also a pretty sad story since he will likely get Rod of Ages first. I would get a Morellonomicon to reduce his healing, but still try to find your luck elsewhere, like botlane.

VS

Syndra

Medium

I still believe Syndra to be a viable champion and she can crush you in lane if you underestimate her power. Pre-6, you have to pay attention to not get hit by her spells which have high range, but after that, you can rely on the fact that she does not have a tiny bit of mobility. Try to dodge her Q's and especially the E with your ult and kill her in the meantime. Keep a really close eye on not falling behind in CS because farming with Syndra is really easy.

If I have to play late against Syndra I ult straight to her, maybe immediately flash to the side to dodge her Q-E combo (if she hits that, you are dead, no discussion on that), but you should only do this if you played her yourself several times to really know the timing. Also a Zhonya's can be nice to dodge the damage of her ult which can easily surpass 1500 if she has some orbs lying around.

VS

Taliyah

Easy

Taliyah is a champion that has a weak lane since she can't push with her Q as nice anymore. You can trade with her after she activated her Q by throwing your own Q together with an autoattack for the thunderlords. Her W is pretty hard to hit and if you manage to dodge it, she loses her main damage source. Always remind yourself to not dash through her E field because it will cut your HP to half in an instant. Her ult wall does not bother you too much because usually you have ult yourself, but since she can gank really nice, remember to tell your team where you suspect her to be and tell the lanes if they are in danger of getting cut off by the wall.

VS

Talon

Medium

Talon is a laner you an crush by only autoattacking him often enough. His new W, which was introduced in 6.22, is slow enough that you can often dodge the second instance, avoiding almost two third of the damage and the slow too. If he engages on you, you can charm him and maybe kill him. If you think about engaging on him yourself, you should be pretty sure to kill him or carry a red trinket around with you to detect him, since Control Wards don't do the trick against him anymore.

VS

Teemo

Easy

This is one of the easiest matchups there are. Teemo's blind doesn't affect you majorly and his range is not too good either letting you trade back pretty good. Since he has no burst damage, in a direct 1v1 he is far weaker than you and without tankyness, he will get crushed by you probably 5 times before laning phase ends. His mushrooms are still annoying, but with an Abyssal Scepter as second or third item you are good to go and he will not affect you in any major way. If the slow annoys you, think about Boots of Swiftness, or buy Mercury Treads, which makes the Abyssal Scepter somewhat overkill though if they don't have 3+ AP champions.

VS

Twisted Fate

Easy

Twisted Fate is normally not that pressuring in lane, especially because most people play him bad (like me). You can poke him with your Q which he can't answer with a W-Auto because he does not have enough range on that and his Q is slow and easy to dodge. Also he doesn't have any kind of mobility, so after level 6 you can engage on him after he used his blue or red card on minions and he has to flash or he will probably die.

The danger of TF is his cross-map plays but that is something your team has to play against as a team and nothing that you as the midlaner can do too much about. If you see him walking away though, immediately ping the direction he went off to and also, you should tell your team when he hits level 6 so they can adapt.

VS

Urgot

Medium

Urgot is surprisingly tanky and if you get hit by his E you get slapped on a really high range, which is why you have to dodge it under all circumstances. Don't get in ult range for him, because he will get insane resistances for ulting you which makes him almost unkillable. Also the range gets higher with level and on max level it is almost the same range as your Q. If you are confident on dodging his E, you can abuse the fact that his autoattack range is really low and his Q can't pass through minions without the E. Buy Seeker's armguard so you don't die instantly if you get hit by E.

Otherwise, stay safe, farm and roam and try to ignore the disgusting mutant in your lane. Win by playing around him as much as possible.

VS

Varus

Medium

Varus is a really annoying champion because he can be safe as hell and also deals much damage through autoattacks which makes poking him with Q-autoattack for the thunderlords somewhat dangerous. Try staying safe and farm as much as you can and don't be the first target to get hit by his Q, because that is really disgusting damage. Stay behind your minions. If the jungler ganks him, he has to flash or die most of the times since he has no form of mobility.

After you get level 6, you can maybe engage on him but be careful not to get hit by his ult and the full rotation afterwards. A Seeker's armguard early is also nice to prevent a portion of his damage. Be aware that almost every Varus takes a defensive summoner, often it is cleanse so your charm might be ineffective.

VS

Veigar

Medium

Veigar is pretty pokable in lane because after he uses Q to farm, his only damage is W which can only be hit if you walk into his stun which needs half a second to build up. Also, the direction he throws his Q at is most of the times your lowest minion, which means you should not be near to this minion because you might get hit too.

If you walk up to him after level 6 an he uses his stun, ult immediately to the side and then to him to kill him because without his W, he won't have enough damage to get you in the earlier levels. An early Abyssal also helps with that. Later, I like to build Zhonya's to dodge his ult, especially because of the execute damage which will always kill you if you are below 50% HP.

VS

Vel'Koz

Easy

Vel'Koz is not bad compared to Ahri pre-6, if he knows his angles and because of his range, but his spells are quite slow and his Q can often be dodged if you use your minions to your advantage. If you have two stacks of his passive on you, stay away until they run out because you don't want to take the risk of getting hit by the true damage.

Afterwards, him having no mobility is really crucial for you beating him. You can dodge every single one of his spells with ult and since he is squishy he has to flash or die. In teamfights, you have to be aware that his ult can turn it single-handedly so maybe keep your charm to interrupt him immediately.

VS

Viktor

Medium

Viktor is a pretty relaxed pick for you. Both sides normally concentrate on farming because they can kill each other very easy, so it is like a status quo. Ahri has a slight advantage because she can dodge the Laser and the gravity field with the Q momvement speed or ulti later, while Viktor has no mobility without upgrading his item and even then it is kind of inferior to your's (you probably have ulti at that point), but you can still expect a safe farm lane. His shield also prevents you from going too crazy on him.

His spells are more deadly than the one's of almost any other midlaner and overcomitting against him will lead to a R and laser combo that kills you pretty fast. In the lategame he can do nothing against you engaging on him though because he will probably be a glass cannon, so you can easily kill him if you get a pick.

VS

Vladimir

Hard

Vladimir is pretty hard to deal with because he does not use mana and has crazy sustain, his burst is not that high though and when he ults you, you can ult away from him and he is pretty useless since he has no mobility except for maybe Ghost. The fact that almost every Vladimir rushes spirit visage and still deals almost as much damage as other midlaners can make him pretty hard for you to kill or even lane against. Try to not be in range of his Q in lane and be particularly alert if his empowered Q is up which is shown to you by his resource bar becoming red.

Pay attention to his summoner spells: Many Vladimirs I saw picked up the Ghost Flash Combo, which means he has no Ignite to kill you with. You need the ignite yourself though to reduce his healing and maybe a Morellonomicon would be nice too, but killing him is often impossible and you have to call for ganks or focus on roaming botlane. If you happen to engage on him because he is low or behind, don't EWQ him immediately after spirit rush because he will probably go into the pool immediately and afterwards, he can turn the fight in many cases with his lifestealing ability. Wait for the pool to run out and get your spells off aterwards. Also always ignite at the beginning of the fight rather than at the end because reducing his healing is crucial.

VS

Xerath

Easy

Pre-6 you have to focus on dodging Q's and after-6 he is lost. You can dodge every single one of his abilities with your ulti and he has no mobility, making him a really easy matchup for Ahri to deal with. If you happen to be low after a fight and he starts ulting, maybe oyu can ult back to him instead of away to charm him and escape then so he can't get the other shots off.

VS

Yasuo

Hard

Yasuo is a really difficult and complex matchup for Ahri, but in my opinion one of the easiest once you played it a hundred times.

The first rule is that you do not want to use charm before he used windwall and even if friendly minions are nearby because the possibility that he properly reacts to it and dashes away is too high and you waste 85 mana for nothing which hurts really bad against a midlaner that does not use any resource for his spells.
You should auto attack him, wait for the shield to wear off, if you are lucky, he will already set up his wind wall because he expects you to follow your single autoattack up immediately with Q. Once the shield is gone, Q and auto attack him so that you get the thunderlord damages. This is something he can not counter that good, if he dashes to you through your minions to kill you melee, just auto him. At first you will eat more damage than him, but if you wait with your charm, he will windwall useless at one point and then you have the control, especiallly when he is on the retreat.
Also be careful not to use your passive when his windwall is up, because you will likely not get any HP back then.
After-6, the matchup gets really easy if you pay attention to his tornado and dodge it with ult if you think he can kill you if you don't. If he is low too, finish him off with the remaining ult charges or force a flash, but always keep the windwall in mind, this is 100% crucial in the matchup.
Now, there are Yasuos who mastered the champion so hard that all of the above does not seem to work because he knows everything you do the instant you do it. In that case, ask for ganks, roam bot or stay as safe as possible because a fed and good Yasuo is a true pain to deal with for your whole team.

VS

Zed

Hard

Most Zeds are not able to pull of incredible mechanics, so u can just make use of your range advantage and poke him with Q. if he uses W and jumps to it, charm and force him back or even kill him. Most Zeds are pretty defensive though and they only attack you through their WEQ which deals huge damage and if he hits both Q's you also suffer the thunderlord damage. Since he doesn't use Mana he can keep pulling this trick and if he knows his champ, you will have a hard time. When his shadow disappears, you can start poking him for 10 seconds or more, depending on level and cooldown reduction, where his only mean of attacking you is his Q. Also remeber that his Q deals more damage to the first target hit, so stay behind minions even when his shadow is on cooldown. Keep in mind that you don't buy Mana regeneration, you rush Seeker's Armguard to not get bursted by him and get Zhonya's as early as possible. Zhonya's almost nullifies his engage on you and makes him probably really upset so that he goes for your adc and you can concentrate on other stuff.

When he ults you, he always appears behind you. Either you can charm behind yourself immediately when he shows up or you can ult in the direction he will appear in and charm behind yourself bringing some distance between him and you already. A good counter to Zed is Exhaust and you should definitely consider not taking ignite in this matchup if you struggle with it.

VS

Ziggs

Easy

Ziggs can poke you and is really annoying, with his W he also has a bit of mobility to escape if you try to walk up to him and kill him. Just stay far back, farm and hope to get a level 6 kill on him since his W takes a bit time to set up and maybe he will fail it if he is not too experienced on Ziggs. Be careful with his mine field and don't ever dash through it because it's huge damage. Also, if you are low and recalling, always be alert for his ult because it deals tremendous amounts of damage.

On the other hand the probability of seeing a Ziggs is really low so he won't bother you anyways.

VS

Zyra

Hard

Zyra is hard to deal with because her plants are strong enough that there is no point in fighting them most of the time. Good thing is that you can dodge her E once you get your ult, but if she sets up 3+ plants around her, it is almost like fighting Heimerdinger and you want to avoid it in most cases. Be careful when you try to charm her because maybe she sets a plant directly between you and her and the charm hits the plant which is a useless waste of 85 Mana.

She has no mobility whatsoever though and in lategame you can hunt her down and destroy her pretty easily. Her ult knockup in later fights should be dodged if possible because it gives her plants way too much time to attack you.

Introduction Back to Top

103.png

I am currently a mid Platinum Ahri main and I main her since around level 15 where I started playing her because I saw some videos on youtube and thought she was nice. I have almost two thousand games with Ahri (I guess?) and I think I got some understanding of her gameplay.

I hope that I included everything in my guide new players and maybe some veterans too would be interested in knowing and that I did not fail to cover important mechanics on Ahri. If you are very new League of Legends and do not understand some of the terms I use in this guide, you should probably just play some games for random and come back when you got some understanding of it (you are allowed to learn everything by theory and then try it out, but i consider that pretty lame and in most cases not as functional). For more learning by theory I would recommend you watching some recent professional gameplay or streams by high ELO players to see, not just read, how Ahri can or should be played.

Hopefully the structure of this guide is not too messy because I felt like many things could be said three times in different sections of the guide so if you miss something, just try and read another paragraph and you might find it.

I would like to see comments on my guide and if you have anything you don't agree with, tell me and after a good explanation I am willing to change my mind.

To everyone who is interested, I released four Ahri montages on Youtube:





Laning Phase/ Early Game Back to Top

ABILITY USAGE:


During the laning phase, you want to poke your enemy with your Q. It has the by far highest damage of your skills if you hit both ways, is not too hard to land and does not cost too much mana on early levels. If you think your enemy will try to get a skillshot on you in the next second, cast your Q immediately his way since you will probably hit him as he is focused on hitting you and through the great movement speed the Q provides you can dodge his attack easier. This is something you have a decent amount games on midlane for though to be able to predict when the enemy is going to try and hit you. Another thing with the Orb is that you can cast it and sneak an autoattack in between so that you have 3 hits total (if you hit both ways of your Orb) which sets off the Thunderlord mastery, dealing more than a third of an enemies HP as damage on level 2 to 3 already. You should really play around this mastery (if you have it) meaning that you should try to trigger it as it is off cooldown as soon as possible. This gives you a really nice advantage because especially in lower ELOs no one really does that. You can't do it against every champion though since someone like 1.png for example will just stun and combo you and you will lose the trade in most cases.
If you enemy goes for minions that stand near to you, you should also try and trigger the thunderlords in the same way.
Also, in general, you ccan use your Q for lasthits that you can not kill with autoattacks, but you should be really careful with that since excessive lasthitting with your Q leads to early Mana problems and can make you fall behind in trading and the lane in general.

Your W won't be skilled up in laning phase, but if an enemy is close to you, you can press W to fire all 3 bolts on him and again set off Thunderlord's Decree with it, which deals a lot of undodgable damage. Most of the times the foxfire which is the furthest away from your enemy won't hit him though which is why you should sneak an autoattack in between safely trigger thunderlords.

The Charm should only be used if you are sure to hit it, and even then only with a follow-up Q. Since it costs the pretty high amount of 85 mana from the beginning on, it hurts you to throw two charms and miss them, so be careful with that. If you get ganked, you often have to use it, but just try to charm and fall back; don't waste anymore Mana on the enemy jungler if you are not 100% sure that you can kill him so you don't fall back on Mana too hard.
If you managed to get your opponent low enough pre-6 and your opponent stays out of charm range you can cast E to where he stands and immediately flash in his direction. The charm will go off after the flash but it's animation will be canceled thus giving your enemy less reaction time than a normal flash-charm combo would give him. The charm will fly to the direction where your cursor was when you casted the charm which enables you to throw your charm seemingly through a minionwave, then flashing to the side and hitting your enemy around the wave following up with all your other damage to get a kill on him.
Take note though that this charm mechanic does not work with your spirit rush!

The usage of Ahri's passive is pretty easy, just wait for a new minionwave when it is up and try to hit every single minion and maybe even your opponent on both ways, it is a really huge sustain ability and helps your laning enormously. There are moments though in which you have to be careful not to greed for the full hit on the minionwave because it is not worth getting more damage dealt by your opponent than your passive can heal you. Also don't be afraid to pick an advantageous fight where you would spend your passive on charm or Q on just the enemy champion thus getting almost no HP back because it will still be worth if your enemy loses more HP than you could've healed anyways.

Autoattacking is also very important in the quarrels with your opponent. Just getting off four of them in a fight sums up to more than 200 raw damage on level 1 already which should never be forgotten. Especially against melees it is so easy to win lane just by reminding yourself to constantly autoattack the enemy for every lasthit he dares to take.
There are some limitations to this though meaning that you should not autoattack your enemy if you will get too much minion aggro because of it resulting in you taking more damage than him. Also, if your Thunderlord's is on cooldown and his isn't, you should pay attention that he doesn't deal three portions of damage to you while you are autoattacking him because in the early game, Thunderlord almost single-handedly decides the outcome of a trade if both parties hit their respective spells and make use of their autoattacks.
If you manage to get a red buff through killing the enemy jungler, especially pre-6, make use of it! Three autoattacks with red buff on the enemy deal a nice chunk of damage and make it a bit easier to hit your Q due to the slow.

The information on how and why I level the different spells can be found in the Abilities section of this guide. For more information on the ultimate, go to the end of this section.

LASTHITTING:

Lasthitting is extremely important and there are estimates about how much CS equals one average kill. The lowest I heard was twelve, the highest was 25. Most of the times though you get told that 18 cs equal one kill meaning that in a lane with these scores (0/2/0 - 112 cs, 2/0/0 - 76 cs) it is actually equal if you consider only the gold although the 0/2/0 player will probably feel like he is behind and needs jungler help. It goes to show that even with poor mechanics, if your lasthitting is above average you will still win many games because you can just outdamage your opponent hardly.
There are also different opinions on what is a "good" or even "perfect" cs. In my opinion, perfect cs, which you want to achieve, does not mean getting 107 farm in 10 minutes (which is the highest you can get if you don't farm the jungle/wards/enemy pets), it means getting every lasthit that is available to you. This will, depending on the game, result in something around 70-90 in my opinion. Also, a good cs depends too on the game, if there where many roams/ganks, but if you got 70 at the 10 minute mark, you will probably outfarm your opponent in 90% of the time. If you do not manage at all to reach these benchmarks, that is nothing to worry about to greatly. Yes, lasthitting is important, but it can be learned by everyone through experience (and maybe some theory as below).

There are many enemies that can push into you really hard without spending much Mana (10.png34.png). In that case, you should try to prepare the enemy minions before they reach the tower in a way that you can lasthit them. As a good approximation you can say that a previously full health melee minion can be killed with one autoattack after it got hit by two turret shots. A caster minion you should autoattack once, then let the turret attack it and kill it afterwards. If you are behind on level though your AD is not high enough that these rules apply thus i can happen that you need to hit a melee minion one time before and that the caster minions rake two hits by you before the tower hits so you can finish them off afterwards. Following this scheme, you want to prepare the melee minions so that they are full health (slightly below if you are not high enough on level) or a tiny bit over half health when the turret encounters them. The caster minions should be slightly below full health, again depending on your leveling progress. For the cannon minion, you have quite some time to estimate the damage every hit of the tower deals to the minion and can adapt to it because cannon minions are pretty tanky.

In the end, you have to know the basics of lasthitting, but it is not something that can be understood on paper and then be perfectly executed ingame. Over time, you will get the experience to see how many minions attack and enemy minion and how long you can wait until you should throw your autoattack. The most important thing is that you concentrate every game as much as you can even on your lasthitting because many players just seem to do it drive-by which does never bring the best possible result.

Also remember that relatively early in the game you can take down all three little wraiths if you hit your Q both ways on all of them (which is possible without seeing if you give it a little bit of practice) giving you some gold. Also take the bigger one or maybe wolves if your lane is pushed out and you don't see any other opportunities on the map or if you want to recall but still need some gold and can't go to lane because it is pushed out or your enemy could kill you.

WARDING/JUNGLERS:

You should always use your trinket, if you have two stacks on your 3340.png, you've made a huge mistake. Usuallly, especially if you didn't recall yet and thus have no 2055.png ready, you should have a bush on one side of your lane warded most of the time. If the enemy jungler is applying much pressure, you can maybe ask your jungler to support your warding. Always stay on the side where you have a ward placed because if you are on the other side, you can still get hit by jungler spells coming out of the unwarded bush and you'll get killed or have to use summoners afterwards making your ward quite useless.
Depending on the enemy jungler, you have to focus more or less on 2055.png. If they have some invisibility jungler, you should always have a control ward with you to replace any destroyed control wards of your's. With some stealth junglers, especially 35.png29.png, you have to be alert for level 2 ganks which they like to pull off on the midlane and that to great effect.
Be really careful if you used your flash pre-6 in lane and try no to push since a gank by the enemy jungler will most likely be your death if you don't have your escape. If you just saw the enemy jungler on one of the other lanes or he died somewhere, you can ignore him for a short time and play your lane to Ahri's full potential while your opponent still has to be careful what your jungler is doing.
In lower ELO's, many jungler can get baited to overcommit on you. If you think the enemy jungler to be of the type, you can hold back your charm until he is almost in towerrange and charming him into it, resulting in a safe kill on earlier levels or his flash or if lucky even both.
Should the enemy jungler have decided to camp you, play as safe as possible, do never walk up to a bush to ward it because you have to fear him being in there. Also try to direct your team around, let them kill dragon if they can and the jungler is waiting in your topside bush or tell your jungler where it would be safe for him to gank or counterjungle depending on what you know about the enemy jungler's position. It can be extremely frustrating to get camped, but if you think of it as a team game, as long as you don't die, even if you get only half of the farm you would usually get, the rest of your team can play a 4v3 and when being on your lane, the enemy jungler can't get any farm too if he doesn't want to steal your opponents farm.
If you want to check a bush that isn't warded and you don't carry wards with you yourself, you can throw a Q through it and watch your passive stacks. If they go up, someone's in there. For some more range, you can throw your charm, but it is usually not necessary and costs more Mana and cooldown. When you throw in your Q and you are pretty sure before that someone is in there, you should run to the side while casting if because if an enemy camps in there, he won't expect that and miss any skillshot he decided to fire in your direction.
The last point regarding the enemy jungler would be that you should not hold on to your flash for too long. Summoner spell greedcan give up many kills and comes with the habit of flashing too late and still dying while you could have dodged all the damage and CC that came in earlier with your flash. The same concept also applies to your spirit rush.

If your own jungler comes to gank your lane, you should not try to freeze the lane in an obvious manner because especially in higher ELO's your opponnet will realize your sudden change of behaviour and suspect that your jungler is near. Most of the times, it is better to make yourself appear somewhat aggressive or thoughtless to bait your enemy into getting some "free" damage on you enabling your jungler to engage onto him. If you have a jungler like 154.png who can easily engage on his own you should try and stay in range so that you can follow his knock-up with an immediate charm for the chain CC resulting in a kill. If you failed to stay in range, you can pull off the E-Flash combo described above or, if you have your ult, you can RE in to kill the enemy.

If you engaged yourself and your jungler came in at the last second stealing the kill, I understand that you might be upset about it but remember that your team got overall more gold because he got the full kill gold and you got additional gold for the assist which is worth it in the end in contrast to just you getting the full kill gold because you would not have gotten more gold than he got for his "kill steal" because you don't get the gold the assists usually give if you kill an enemy by yourself.

Regarding the blue buff you should always ask nicely for it. Many junglers will give it to you without you even asking but some may want to take it and change their mind if you ask them. Not having a blue buff in lane when your enemy has one is really painful in most match-ups because your enemy can push you in hard and you will suffer from having close to no Mana after one or two waves.
In very rare cases, your jungler will give you his first blue buff. In that case, you can try and hit the enemy as often as possible because missing something doesn't really hurt you in any way. Keep track though that you don't continue spamming spells after the blue buff has worn off because it's duration is not too long.

MINIONS:

Playing a good laning phase also has to take the minions into account because especially in the early game they are a huge factor damagewise.

At the first three levels or so of the laning phase I like to keep the minions fairly in the middle between my turret and the enemy's turret because at this stage no one has an advantage yet and probably no too good waveclear either. That means I try to deal as much damage to the enemy minions as my opponent deals damage to my minions while still getting every lasthit I can get without getting punished hard by the enemy.

If the enemy starts to push you in really hard you have to apply the lasthitting techniques I described above. Also you can ask your jungler for a gank if the enemy has means of pushing you in without using too much Mana while you have to spend it all just to get some lasthits.

Sometimes, you want to push the enemy in yourself. This applies if he has no waveclear or just really Mana-intensive spells to kill your minions which can make him lose minions under the tower. This tactic is even better if you got blue buff because you don't have to care about your Mana for the next 1:30 minutes (1:43 with Runic Affinity), also your damage and cooldown get enhanced a bit. Just like you can call for the jungler if your enemy pushes, you are at a greater risk of getting ganked yourself and should put wards deeper in the river, for example in the small bushes that are between the middle of midlane and the dragon/baron pit. There are also some special moments where you should push out, the most common ones being an early dragon attempt by your jungler which requires your help or your enemy getting killed early. In the later case, you want to push out because your minions will then die to his tower denying him cs, while only a few of his minions will die to your minions and by the time they move to your tower, you will be back again to lasthit what's there.

Now, there might be cases where you want the lane to stay where it is, preferrably near to your turret, but under no circumstances pushing into your enemy's direction. This is called freezing and should be applied when your enemy will most certainly die if he dares to come near you which is most commonly the case when you are far ahead, have a very favorable matchup or your jungler is around and can come to your immediate help. For the last one you should pay attention though not to reveal that your jungler is waiting through a sudden change in behaviour as already described above, which is why I usually don't freeze if my jungler wants to genk immediately but rather when he is at wraiths or killing the scuttle crab near midlane.
Freezing is achieved through dealing the least possible damage to the enemy minions, thus making them strong and making them push into you. For perfect freezing, you have to tank their damage sometimes when your minion wave is dead, because if they push into your tower the whole thing turns around and the minonwave pushes towards your enemy. Ifn some other cases where your minion wave is only marginally weaker than your enemy's wave, you can only freeze for a limited amount of time because through your lasthitting you weaken the enemy's wave to much that they will eventually lose to your own minions coming from base.
Many times, freezing is something that gets forgotten by players because out of a habit, they start pushing the wave as it draws closer to their tower out of fear of losing lasthits to the tower, but you always want to concentrate and remember that you should not just push your minions to a place where the enemy can lasthit just as well as you if you can help it.
Freezing is very strong and frustrating to play against. Especially in lower ELO's, there are many players who will desperately try to kill some of the minions to get at least some cs, but dealing so much damage to your minions with some of the spells (assuming they know that they die if they get in autoattack range) that the freeze gets even stronger worsening their situation even more. The thing you want to do when the enemy is freezing and it doesn't seem to break anytime soon is pretending to go back, since your enemy only has vision until around the middle of the lane because it is pushed so far to his side, and then you want to go roaming to help out other lanes or maybe getting a kill for yourself, compensating the difference in cs the enemy's freeze has created.

Something you should try to remember is that pushing in the early game can be heavily rewarded if you get the first turret of the game which results in 400 gold bonus for you if you take it down alone, otherwise it's shared with whoever helped you but still, 400 gold for the team is truly strong. This means that if you see that no lane is winning hard and it doesn't seem like there will be a tower going down for the next few minutes, it can definitely be worth considering just staying in lane, getting farmed up and securing yourself with wards while working towards bringing down the tower all the time.
If you and a teammates are both close to getting the first tower on two different lanes, don't greed for the sake of it if you don't have proper vision to back your push up. Since League is a team game, normally it shouldn't be that important if you or some teammates gets the gold, as long as it is your team getting it, not the enemies.

ULTIMATE:

At level 6, you have a really huge powerspike. If the enemy is still level 5, you can position on his side of his minions and zone him completely out because he can not fight you. If he is level 6, against most champions you can still just ult in on him, maybe dodge a skillshot and kill him with ignite. But, against enemies with heavy sustain like Swain or Cho'Gath, you should not waste your ultimate on trying to kill them, because probably they are nowhere near low enough to be killed and a bit too tanky too.
If your enemy is still level 5 but somehow seems very aggressive although you are level 6, you should pay attention because he could be baiting for you to go in and get immediate back-up from his jungler.
If you are the one being level 5 and the enemy is level 6, you should fall behind as far as possible whilst staying in XP range against most champions (not including Jayce or Karma who don't get anything special on level 6) and just wait until the lane pushes to you to farm again and get your level 6 to play normally again. There can also be games in which you are level 10 and the enemy is level 11 and it is still part of the laning phase. If that happens, against some champions at least, you have to remind yourself that their ult damage just got significantly higher and they may engage on you.

During laning phase and ganks, you should almost never use your ulti only as a damage dealer, because the utility is too high to be wasted for raw damage with a pretty low 0.3 AP scaling per bolt. After you killed an enemy and you have still ult charges left, do not use them "for fun" or to farm or anything, because maybe an enemy will appear in the next five seconds and you would wish to still have your ult charges still up then, even if it is only one.

When you engage your enemy with ultimate and you realize that you can't kill him because he flashed or whatever might be the case, you should keep your last ultcharge and try killing him when your cooldowns are up again several seconds later because it is very likely he will not expect you reengaging that shortly after.
A common mistake to watch out for when using Ahri's ult is that you throw your whole combo on the enemy, but before the return Q hits you ult through him or to the side missing the true damage without your enemy even dodging. Just wait a tiny fraction of a second more so that you apply your full damage.

Mid Game Back to Top

ROAMING BOT:


In the midgame, you want to try to help other lanes out, especially if you managed to get ahead of your opponent in laning phase thus bringing huge damage with you. Push your lane in and go for it. The most impactful way to do this is roaming (ganking) botlane and maybe communicate with your jungler so that both of you are there at the same time for a sudden 4v2. This will mostly result in at least one, probably both kills or some burned summoner spells on their side. Engaging with Ahri means that you W and R immediately afterwards, since you take the W charges with you to the target location of your ult, so both damages are getting fired off there on the enemy champion(s). You press the W before the R because again, your animation on the W is pulled off during the dash of your ult so you do not waste any time. If you are doing some lane gank though and minions are around you, it is better to do a RW combo because otherwise your W will get wasted, at least partially, on the minions that are around.

After that you obviously try to land your charm and if you manage to do it, the target is pretty much dead. Pay attention to what you are facing, especially regarding the mobility. If you face someone like 81.png236.pngas adc or 25.png on support, you should wait with your charm until they use their movement spells/blackshield to not waste your CC which could result in the enemy getting away. After throwing your Q and maybe hitting the first way, you can try and hit the second way by repositioning with one of your ult dashes but only if the enemy used his mobility spell already if he has one.


You should always ward when roaming bot, favorably in the tribush or/and in front of the dragon so that you can see if the enemy jungler reacts to your roam and comes bot so that you can fall back on time.

Also try to take the scuttle crab or direct your jungler to take it/ask him for help when you suspect your enemy focussing on botlane or dragon in the near future because it cannot be cleared out and will make you able to keep track of the enemy's movements. If the enemy is doing the dragon and they have a 2055.png in the pit thus clearing all your wards, the scuttle crab at least shows you the HP bar of their adc and maybe midlaner/support because they will always stand at the exit of the dragon pit since being next to the wall is way too dangerous.


Always remember that you don't want to get all the kills. If you had a great lane and took all the kills you got through roams too, a single 127.png ult on you can take out all your team's damage and you will lose although you are ahead goldwise. This means that if you got a lead early on, you want to try and invest this lead back into your team getting everyone ahead instead of just one person. This also means that you have to rely on your teammates a bit because they have to put the gold they earned to good use. Assuming though that the enemy team and your teammates will be equally skilled on average, in the long run you will get more out of investing in your team than out of taking all for yourself.


DRAGON:


Dragon can be a huge advantage for your team but also a point where you can throw the game so you should know when you can think about the dragon and when to leave it alone.

Basically you can take dragon when you spotted the enemy jungler toplane and all members of your team except for your toplaner are in the area. It is also a good idea if the enemy botlane got killed because they will be 2v4 in this case (3v5 if toplaners teleport in). Depending on the state of your botlane you can take drake even if only the jungler or midlaner died. If the enemy botlane is really strong, do something else. Also you should be keeping track on the teleports: If your toplaner just used it while the enemy's is still up (or maybe your toplaner doesn't even have the spell) you have to consider that situations looking like a 3v4 can be 4v4 in reality.

Another important thing regarding the dragon is your team's HP, if you are all low, fall back and play it safe because giving up three or four kills at dragon together with summoner spells hurts quite a lot. It is quite important too which drake is currently up. If you see an Infernal Drake or Mountain Drake, you should try and play around it and focus on killing the botlane to get it afterwards while you don't want to go aggressive for an Ocean Drake or Cloud Drake.


If you decided to take drake, you will probably only be the one tanking it if you take it only with your adc or support which usually happens when all the other players were eliminated in a teamfight before. Taking down the dragon fast is quite important, but if enemies are directly around you want to hold on to your charm because if they engage on you, the CC is way more crucial than your two damaging spells. If the enemy jungler tries to go in and steal it is best for you to charm him right before dragon goes down and before he can even enter the pit so that your jungler has a safe smite and not some 50:50 chance. Also you might want to tell your team before that you should turn on the jungler if he shows up and stop focusing the dragon to get it safe.

Contesting the dragon if your enemy decided to take it can be quite hard, especially if you are behind. You can try to poke them down together with dragon and maybe attract the attention of one or two members of their team which leads to them taking longer to finish drake thus taking more damage and maybe your team can take on a teamfight then. If you want to steal the drake, you should position outside of the pit and throw your EQ (not W because it's range is too small) when it is at around 2000 HP. In the case that your enemy pulled the drake out of it's pit and it is not the Cloud Drake, it is worth to ult in, throw your combo out (also W this time, because you are in the pit and near enough to the dragon) and ult out again. Be careful that you are near enough to the wall when ulting out because if you fail it, you are probably dead. This should only be done if your enemy doesn't have any fast hard CC because in that case the risk is too high and the chance of reward too low.


TOPLANE:


While ganking botlane is most of the times the more effective way of having impact on the game and getting your team ahead, the toplane also has some advantages if you plan on roaming.

Toplaners usually don't carry a sightstone with them which means that there won't be as many wards as you encounter on the botlane. Additionally, a 2v1 is more favorable than a 3v2 and also, most toplaners are not specifically intended to disengage like some supports are. If you are on blue side (bottom left) you also get to engage on the toplaner from behind which is not as nicely doable if you want to go botlane (it's the other way around if you are on red side though). On the other side, the tribush you have to pass through if you want to get to the enemy toplaner is usually warded with a 2055.png while the river bush is often unwarded.

The rules on how to engage with Ahri are the same as on botlane. Toplaners tend to be more dangerous to you in general though compared to AD carries and supports, at least in the midgame so you have to watch out. Again you want to ward the lane before ganking if possible because you don't want the enemy toplaner to have unseen back-up.


The Rift Herald is quite a strong objective to take (maybe after the enemy toplaner or jungler died) and if you take it together with one or two members of your team (more won't usually show up because it's too far away from the botlane), you don't want to stand on one side of it because hitting his eye, which is on the back, deals huge damage and without these chunks it is close to impossible to take on him. You should not take the buff though once you killed him because most top laners will make way better use of it.


PLAYING FROM BEHIND:


Playing from behind can be a difficult task to pull off especially if you made some mistakes and the morale is low. In these games, you should firstly focus on farming even more (assuming that you don't concentrate on every lasthit 100% everytime which only very good players do). Since your opponent is likely to be fed, you want to stay out of range of his dangerous abilities and not trade with him if possible.

Roaming can be a good tool to help you get back into a game. If the botlane for example is fairly even, you can go there and you will have the number's advantage which will probably be sufficient. In most cases you should try and take the kills instead of giving them to the adc because you want to come back into the game to have the biggest possible impact you can have.


WAVECLEARING:


If you farmed well and got some kills, you will be able to clear a wave with throwing a Q both ways through all the minions, which will kill the caster minions instantly, and then getting W off to kill the melee minions; the foxfires will pick off each of them with one hit, three fires on three minions. If there is a cannon minion, you will have to wait for another W (which is not that long because the cooldown is pretty low) to finish it off or do it with autoattacks and the help of your own minions.

If you are a bit behind and did not manage to keep your farm up, you wont be able to kill the caster minions with one Q, so you should autoattack them each one time whilst/after casting your Q. If you realize that one autoattack is not enough to finish them you should just walk up to them and kill them with your W. For the melee minions keep in mind that foxfire will always prioritize the minion that was the target of your last autoattack so keep that in mind to not mess up any of your lasthits.

Late Game/Teamfights Back to Top

PICKS:

In lategame, you want to try to make picks firstly whereever it is possible. If you catch the enemy midlaner or AD carry off guard, they will most likely be dead because of your huge burst. This is the easiest way to get your team ahead but you have to communicate with your team to transition the kill into something like a tower, a dragon or even killing baron. While searching for picks you must pay attention though that you do not get surrounded by enemies wihtout noticing because you are the one getting picked off then.
Also you can buy 3364.png when your enemies are careless and facecheck bushes often, so you can safely camp in a bush after dewarding it and wait for someone to show up, maybe together with someone else in your team.

To be safer against getting picked off yourself, you might want to buy 3363.png, because it creates wards with no timer on it that have a huge range so you can safely get vision in bushes you find to be suspicious, or you can easily see if the enemy is doing Baron or Drake if you believe so.


TEAMFIGHTS:

In the lategame, the enemy AD carry is usually your prime target. When he is fullbuild and gets left alone for a few seconds, he will completely obliterate your team in a fight.
If the enemy frontline lacks instant hard CC, you can directly rush through them, get everything off on the ADC and either rush out again or use 3157.png if you have it. Another advantage of the Zhonya's build is that your enemies will probably use two or three spells on you when you rush in, which can all be dodged with an instant Zhonyas, making your enemy lack a huge portion of damage.
With a glass cannon build you will probably be able to oneshot the ADC on the first spell rotation if you hit everything, but even if you lack some damage, he will drop very low on HP and has to be careful. If you have a teammate that can get to the ADC too, communicate with him before the fight erupts and ask him to help you bringing down their ADC.
Just like in the midgame though, when ganking, you have to consider the enemy ADC's abilities; if he has mobility, you might want to wait until he gets his mobility spell out somewhere before rushing in, especially if his reactions have been on point in the earlier stages of the game.
If their frontline is very dangerous to rush through however because of heavy CC, you might want to consider coming in from the side, from behind or over a wall where you can't be interrupted by the tanks in the frontline and are likely not to be seen anyways until you engage.

There are games though, in which the enemy midlaner is the bigger problem, thus you want to be going for him. In contrast to most ADCs, the midlaner is like to have hard CC and burst just as strong as your's, needing you to be very careful when engaging. Use your ult to dodge the enemy's burst (if it is a skillshot) or wait for him to use it on someone else in your team, but be most careful with their CC since any stun at the beginning of a teamfight will probably result in your death.

Just as important as the enemy ADC is your own. If he plays a hyper carry like 29.png222.png, he will win any late game teamfight for you when protected properly. Especially against strong frontlines, you want to stay back and help him kite their onslaught, because him surviving means a won teamfight and probably a great or even gamewinning push.

After a won teamfight, you want to transition your freshly gained advantage into something else. Most of the times, it will be getting Baron or Dragon, but especially in the lategame, where the death timers and damage are high, you want to consider just pushing the enemy base in and getting the win because it is often underestimated how many turrets and inhibitors a late game team can take down during their enemy's death time.

BARON NASHOR:

The Baron is a huge objective to get for your team. He provides additional combat stats for everyone, empowers your recall and you get incredibly strong minions, if one of your team is near them, resulting in great pushing power. He is pretty strong though so you want to be careful before starting him. He gives a resistance debuff on everyone and deals decent damage too, making you almost guaranteed to lose a teamfight if your enemy catches you trying to kill him when you're not safe enough to do it.
The best time to take baron is when the enemies just lost a member or more and you know they can't fight you. In that case, you just want to kill him fast, but again hold on to your charm for CC. If the enemy jungler shows up to get a suicide steal, you have to turn on him or CC him outside the pit to get your own jungler a safe smite.
Another opportunity to take baron is when you just spotted one or more members of the enemy team pushing botlane without having and possibility to join their team (that is 12.png or someone like 98.png4.png). You have to be sure though that your damage is sufficient that you can kill him before the missing enemies join because after taking down the baron, you might be pretty low and thus you will be defeated in a 5v5 despite having the baron buff enhancements.
If the entire team is seen botlane, you have to evaluate if they push slow enough that you can take down Baron and defend afterwards with the baron recall or if they can destroy too much of your base in the process leaving you crippled. If the enemy team started Drake because they saw your team being in the topside, you can rush to baron too so that each team gets one of the strong buffs which is fairly equal, although a team with Elder Drake will probably have an edge over you, depending on how many elemental drakes they took down before.
After a successful baron, you often want to direct your team going base first if you are all low because playing safe is better and you don't want to lose the buff directly afterwards already to enemies catching up to you while still low on HP.

Another thing you can do is just faking to take baron through clearing out their vision, and then camping in a bush to catch someone since in lategame, even the tanks fall almost instantly against a full team attacking them at once. If you got one of their inhibitors, you can also just wait for their base to get under serious pressure, resulting in one of them having to go back and enabling you to take baron.

If the enemy is taking baron while your team is not in a position to fight them because you lost a member or you are severely behind, you can try and get a steal. Just like with dragon, you position yourself on the other side of the wall and wait for it to get down to 2000HP, throwing your charm and Q in. You have to assume that they have vision of where you are though, so if they can just kill you from inside the pit, you might not want to try a steal.
If your team is full on numbers though, you should spam ping baron to make them know. Most of the times, the frontline of a team will be tanking the baron while the carries will stand at the entrance of the pit, leaving them open for you to engage on them and deal enough damage to immediately get your team a serious advantage in the fight. Assuming that you will win the fight and the remaining enemies will be pretty low, you can finish the baron if you're not too low yourself. If the latter is the case, you want to go mid or toplane to push a tower or two while the enemy's are still down on numbers.

The duration of the baron buff is at 3,5 minutes, which is 1,5 more than the Aspect of the Dragon. Thus, taking the baron and the Elder Drake directly afterwards, if you can, results in your team being completely superior for 2 minutes which will cost any enemy team at least one inhibitor, but more likely you will close out the game.

ELDER DRAKE:

The elder drake is a huge buff to your team. It gives additional true damage on any of your spells, which is even higher the more elemental drakes you got beforehand, making your team almost guaranteed to win any fight for the next 2 minutes.
The Elder Drake buff is probably the stronger buff compared to Hand of the Baron, but he is also at least as hard to get, if not harder, because he has way more HP upon spawn.
The conditions for taking the Drake are pretty much the same as for baron, except that you want your enemies to be on toplane and not on botlane this time.

Stealing the Elder Drake can be harder than stealing Baron, because most of the teams pull back, resulting in him to go out of range for you if you stand behind the wall. In that case, you have to ult in the pit, get your spells of on drake, and ult out immediately. If they see you preparing for that though and put one or two people directly behind the wall to catch you when you rush over it, you want to engage with your team in an upfront battle, or just give it up if both options are too dangerous.

INHIBITORS:

Inhibitors are a really important onjective to get in lategame because it will most likely result in great snowballing and thus taking down even more objectives.
If you won a teamfight and you are in a good position on the map to just push, you should get one or more inhibitors. It is usually better to stay safe and not greed to get more inhibitors, because if nobody in your team dies, you can use your superminions to great advantage. You can either go for Baron and just wait until one in the enemy team has to go back to take it or get a Drake buff in the same manner.
Another thing you can do is pushing a lane, where you did not take the inhibitor down yet, because the pressure on the lane without inhibitor will result in the enemy team having at least one member going to defend which is the time where you can probably get one or two towers or another inhibitor. You can also send one member splitpushing in the lane without inhibitor because one enemy champion will probably not be enough to hold him back if he has superminions with him, resulting in a 4v3 for you on the other lane.
If all the enemy's inhibitors are down, but for some reason you still can't break through, you should go for Baron and then return to their base, empowering your minions so that they can't be held off anymore so that your enemies have to fight, which will probably result in a defeat against a baron empowered team with superminions on every lane.

If you have an inhibitor down on your own though, you want someone to push the lane out as far as possible so that you get a minute of breathing room where you can deny your enemy some objective like Baron or Drake. Against a well organised team though the only thing you will be able to do though might just be defending your remaining inhibitor turrets until their buffs wore off and you get your inhibitor back up again.

SPLITPUSHING:

If you are fairly fed and the enemy will need at least two champions to bring you down, you can consider to start splitpushing. This means, that you go on one of the sidelanes alone just pushing as far as you can. Since Ahri has some decent waveclear and if fed, some really amazing 1v1 potential, you can push pretty good. In the meantime, your team has to hold the enemy off your own base. This is most easy if your team in general has plenty of waveclear or poke which makes it hard to engage their tower/them.
Splitpushing is also great if your team is generally ahead, but you can't get through the enemy somehow, maybe because they have great waveclear. In that case, you tell your enemy team to pressure on dragon, baron or a tower while you go and push on the opposite side of the map to force the enemy team into giving up something tohold off at least one of your team's advances.
If you generally do like splitpushing, you might consider running 12.png more often since you gain the ability to join your team in a fight once you see that someone arrives to defend against you. Be careful though that you don't get interrupted or killed while channeling, since it takes 4.5 seconds, which is incredibly long and your team will probably start engaging as soon as they see you porting in, which will mostly result in a defeat if your teleport gets cancelled.

KITING:

Something I want to stress is the huge buff to Ahri's kiting provided way back in patch 5.2. If someone chases you, you can slow him down with charm and speed yourself up with your Q by throwing it behind you, dealing damage and getting the maximum speed time out of it. If you have your ult, you can fall back on that too, but don't use it too early. Even a 11.png or 23.png does not get a guaranteed kill on you despite of their high melee damage. If you really struggle with your kiting because the enemy sticks to you really well, go for 3116.png as fast as possible. Again: if you got red buff through a kill on someone or stealing the enemy's red buff, make use of it. The slow is really nice and can give you the one second extra time you need to survive.

Send Feedback