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All Guides Ahri Guides [6.23]From the Depths of Hell-Detailed Ahri Guide
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Ahri Statistics for Hellrisen

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

Value
Average
Games Played
10
3
Win %
60
47
Kills
8.3
6.5
Assists
6.0
7.9
Deaths
5.2
6.1
KA:D Ratio
2.8
2.4
Gold Earned
12.4K
10.9K
Creep Score
177.5
153.6
Average
  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

4.png14.png The standard combination you'll probably use in nearly every game. Flash is the best summoner spell in the game, allowing you to get out of a pinch or make aggressive and/or unexpected plays. Ignite provides extra damage as well as reducing opposing healing, making it good as an executing tool or as a counter to any healing and lifesteal abilities the opposing team may possess.

4.png6.pngWhile Ahri does have 3 dashes and Ignite is quite appealing for more power in the lane and better all-ins, Ghost is really strong right now and a viable alternative. Allows for all-ins, ganks, escapes and chases; the utility it provides is incredible and its CD rather short. Don't overlook it.

4.png1.png 4.png21.png Ahri is a squishy champion, but she's remarkably mobile. As such, using more defensively oriented summoner spells isn't something you'd need most of the time and I wouldn't advise it. If, for whatever reason, you think you'll find yourself the focus of a lot of cc or burst that you don't think you will be able to avoid or outplay, you can go with Cleanse or Barrier. Generally however, Ignite or Teleport is a superior option for a champion with Ahri's playstyle.

New Runes Back to Top

Masteries Back to Top

The Cunning tree is the best for assassins and mages. Savagery makes laning much easier, although Wanderer is an option if you want better roaming. Assassin improves your dueling and all-in capabilities early on and later on boosts your dives and assassination attempts. I believe Merciless is stronger than Meditation, since, when properly played, Ahri will not struggle for mana. If you have difficulty handling mana, then you can try Meditation. Dangerous Game is very fitting to an assassin's playstyle, while Precision adds a good amount of penetration. Intelligence is a possibilty if you want to break the CDR cap, but I believe it's not needed. Finally, Thunderlord's Decree is the strongest assassin option as it deals the highest damage in lane and in early stages, although it's falls off later.

On the Ferocity tree, Sorcery is self-explanatory, while Feast is there to strengthen your laning phase. Natural Talent grants an extra 15 AP which can be amplified later in the game by buffs like Rabadon's and Infernal Drakes, making it a quite good scaling mastery. Bounty Hunter outclasses Double-Edged Sword fast enough in my opinion, if not in raw damage, at least in overall usefulness. Double-Edged Sword is a risky option that grants a high boost from early on (slightly more than 3 Bounty Hunter stacks), but the associated increase in damage taken means it's up to you to decide whether or not it fits your playstyle.

Abilities Back to Top

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

latest?cb=20130929122631Essence Theft

Essence Theft is a stacking ability that gets one stack every time one of Ahri's spells hits an enemy, be it a minion, monster or champion. However, a single spell cannot generate more than three stacks, so even if Orb of Deception hits seven targets, it will still generate three stacks. Hitting the same enemy more than once with a single spell will generate casts normally-for example, Orb of Deception hitting in both instances will generate two stacks and Fox-Fire hitting the same enemy three times will generate three stacks. Once nine stacks are gathered, Ahri's orb will turn green and a sound will be heard. After that, the next spell cast by Ahri heals her for 3/5/9/18 +9% AP for every instance of damage that the spell dealt. The amount is the same regardless of what the target hit is-for example, damaging a minion and damaging a champion grants the same amount of healing.

latest?cb=20130929122633Orb of Deception

Orb of Deception is a skillshot ability with a boomerang trajectory. Ahri shoots her orb forward, which damages all enemies it passes through for magic damage during the first pass and true damage during its return. While the orb is in flight, Ahri gains a burst of movement speed that decays as the orb returns to her, starting at 215 and reduced to 80 over 0.5 seconds, where it remains until Ahri catches the orb again (so moving to the opposite direction of the orb will extend the flight duraton and movement speed boost). It is Ahri's main skill, acting as her primary way of farming, harassing and healing via passive in lane (since it's the skill capable of hitting the most targets), as well as her strongest damage source, thanks to the scaling with AP true damage it deals. It's also a great kiting tool owing to the movement speed it grants.

latest?cb=20130929122632Fox-Fire

Fox-Fire creates three small flames around Ahri, which home into the three closest targets. It prioritizes champions and the targets that Ahri recently used her basic attack on. More than one flame can hit the same target, but each flame other than the first only deals 30% of the ability's normal damage. While this ability isn't a skillshot and may seem easier to land, in reality its behavior is rather erratic. One still has to be careful when using Fox-Fire. An incorrect placement, an incoming minion wave, a jungle monster or even another enemy champion can easily mess up the priority and draw some or all of the projectiles to them, resulting in reduced damage to the desired target, if any at all. Overall, this ability's low cooldown and mana cost make it very good in duels, but when there are multiple enemies present, it's much harder (sometimes nearly impossible) to home into specific targets.

latest?cb=20130929122630Charm

Charm is a skillshot ability that shoots forward a heart. The first enemy minion, monster or champion hit by the projectile is charmed, being unable to use any abilities, summoner spells or attacks, as well as walking slowly towards Ahri. This is Ahri's utility/CC ability, incredibly strong (2 second charm on level 5 is amazing), but requires precision to use, especially in early stages. Charm is quite an expensive ability that will drain Ahri's mana early on, so missing it can be quite problematic.

latest?cb=20130929122634Spirit Rush

Ahri's ultimate is a three-charge dash. At the end of each dash, Ahri fires up to three homing projectiles at the closest targets (no more than one projectile can hit the same target). The dashes can get Ahri through walls. Only the first dash costs mana; the other two casts are free.

Items Back to Top

Starting Items

    Standard start against the majority of matchups.
    Against heavy AD champs, such as Zed. Rush Seeker's.

Core Items

    Second Doran's is very good for laning, so is chapter.
    Best boots for Ahri in my opinion. Even with the true damage, additional magic penetration is very useful.
    Get these, starting with Morello, if you plan on building damage.
    For tough AD or AP matchups.
    Example Final Build-Assassin
    Example final build-Mage
    Start with warding, swap to farsight later.

Situational Items

    Provides sustain and makes kiting even easier.
    Great utility item, the active is amazing. Must have for AD matchups.
    A great damage tool on Ahri, useful with low cds and ult charges.
    Luden's isn't as strong as it used to be, but it's still a good item which is viable in most situations.
    Almost core. An excellent item for the majority of AP matchups and in general.
    Only item capable of outperforming Rabadon's, rounds up burst and is a must against stacking MR.
Ahri is a very versatile champion, and those who say that you can build pretty much any AP item on her and go well aren't far from the truth. Some options are more standard than others, but overall Ahri can easily alter her build path to account for most situations she may face. Still, there are a few items that are almost always inferior on Ahri. These items are listed at the bottom of the notes.


Items you should build on Ahri


3020.png3158.pngSorcerer's Shoes are the standard boots for the majority of AP mid champions. Lucidity boots are an option if CDR is required in the early game, if you don't use CDR runes or if you don't get enough CDR from your build and wanna cap. You can keep them afterwards, but I generally consider Sorcerer's to be a superior option. If you plan on building Lich Bane, don't build Lucidity, since Lich Bane also allows you to cap on CDR.

3165.pngMorellonomicon is an excellent item. It provides a good amount of AP for an early item, CDR and a nifty passive. Most of the time it will be the first item you'll build.

3135.png3001.pngVoid Staff is the standard choice when looking at an item to help defeat enemies that stack MR. It provides more AP, better bypassing of MR and is cheaper. In terms of raw damage, it outclasses Rabadon's once the enemy has more than 70 MR. Abyssal Scepter however, aids your team in case there's more magic damage to be dealt by an ally, works well with Ahri's ranges, allows you to cap CDR and helps against enemy magic damage dealers too. Both can be picked if needed, but usually one of them will do the trick. When you build them depends on the situation. You may want to build them after Morellonomicon if enemies are stacking MR early, or leave it for after you make Rabadon's if there's no high MR on the opposing team.

3089.pngIn terms of raw AP, Rabadon's is unmatched. Damage-wise, it's second only to Void Staff should the opponent have at least 70 MR, and greatly amplifies your overall AP. When you build it depends on how well the game is going. Generally speaking, however, you want this as your third item, after Morellonomicon and Luden's Echo/Void Staff/something situational. If you're ahead, you can try and get it as your second item.

3157.pngZhonya's is an excellent utility item. A 2.5s invulnerability is nothing to scoff at. It can allow a crucial cooldown to refresh, save from burst or just deny an opposing ability.  It's gonna prove useful in almost any matchup, after the three main items have been bought. It's a bit lacking in terms of AP though. Its component, 3191.pngSeeker's Armguard, should be rushed against AD champions in lane; against Zed specifically, you may consider rushing the whole Zhonya's as a first item, especially if you're in danger of falling behind.

3285.pngThe passive effects adds to your damage and helps with waveclear, the raw AP is high and the movement speed buff is great on a champion like Ahri. It may not be used on every single matchup, but you'll probably find yourself building it more often than not. You can build it early on after Morellonomicon, or use it as glue to finish your build later in the game.

3100.pngLich Bane adds a lot to your damage, taking advantage of the autoattacks that Charm enables, Fox-Fire's low CD and the three charges of your ultimate as well as Ahri's playstyle as a short and middle-range caster. It also increases your movement speed, which helps with kiting and chasing.

3116.pngRylai's is the best sustain item Ahri can get. It provides good health and AP and has an amazing passive that amplifies your kiting ability to extremes. You'll usually want it in situations where you find yourself focused a lot, or generally when it's not safe to go in and you might find yourself trying to avoid damage a lot. Its damage isn't as good as that of Lich Bane or Luden's, so if you wanna go full assassin it's not recommended.

3151.pngLiandry's can be used alongside Rylai's for a tankier build centered around kiting. Personally, I wouldn't recommend it, as such a build would be quite weak and without any good poking or teamfighting power, but I guess it's an option.

3340.png3363.pngThe ward totem is what you should usually start with. Depending on how brave you feel, you can keep it (that also depends on how well the team wards) or change it to Farsight to avoid a deadly facecheck.

Items you should not build on Ahri


3003.png3040.pngAhri doesn't need this. You'll practically never find use for the amounts of mana it provides. It's difficult to stack early on since you need to be careful with your mana in lane, and in later stages of the game you'll just find yourself drowning in mana you won't ever use.

3027.pngAnother item whose stats aren't useful on Ahri. The mana is, similar to Archangel's/Seraph's, not needed, and if you're so pressed for HP Rylai's is much more useful to you.

3115.pngYou're not dependent on your autoattacks. Landing a few during a full combo isn't a reason to get Nashor's.

Matchups Back to Top

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

  • Ahri
    Medium
  • Akali
    Easy
  • Anivia
    Easy
  • Annie
    Medium
  • Azir
    Medium
  • Brand
    Medium
  • Cassiopeia
    Medium
  • Cho'Gath
    Easy
  • Diana
    Medium
  • Ekko
    Medium
  • Ezreal
    Easy
  • Galio
    Medium
  • Heimerdinger
    Easy
  • Karthus
    Easy
  • Kassadin
    Medium
  • Katarina
    Easy
  • LeBlanc
    Hard
  • Lux
    Medium
  • Malzahar
    Hard
  • Morgana
    Easy
  • Orianna
    Medium
  • Ryze
    Easy
  • Swain
    Medium
  • Syndra
    Hard
  • Talon
    Medium
  • Twisted Fate
    Easy
  • Veigar
    Easy
  • Vel'Koz
    Easy
  • Viktor
    Medium
  • Vladimir
    Easy
  • Xerath
    Medium
  • Yasuo
    Hard
  • Zed
    Medium
  • Ziggs
    Easy

VS

Ahri

Medium

Mirror match. Entirely skill-dependent.

VS

Akali

Easy

You can beat her in lane, before and after lv6. You can harass her before lv6, and outmaneuver her afterwards. Watch out for her ultimate and her smokescreen; you don't want to be bursted before you burst or miss all your skills because she disappeared.

VS

Anivia

Easy

Anivia is weak in lane, so as long as you don't allow the slow-moving Flash Freeze to hit you, you'll be able to harass her and zone her out. Post lv6 you can use your ultimate to neutralize her wall and ultimate. She outscales you in the lategame, but you should still be able to outplay her.

VS

Annie

Medium

An annoying matchup. She will almost always outfarm you, her targeted or instant spells make it hard for you to avoid her damage, and her bear can block your Charm and draw Fox-Fire. Harass her in lane with your Q and avoid trading if her stun is up or has many stacks. She is immobile, so try to combo her post 6 when she's low on stun stacks and you should be able to take her down. Predicting her ultimate and E casts and countering with your ultimate helps tremendously.

VS

Azir

Medium

Azir is a big lane bully, so play it safe while in the lane. Harass him if you can, but keep in mind that he'll often be out of range for you to do so. Post lv6 the mobility your ultimate provides can easily shut him down. Get away from the soldiers after he Q's and move around (not through!) his wall and you should be able to take him down.

VS

Brand

Medium

Brand can be a pain to deal with in lane. He outranges you and his passive will allow him to win trades, so don't play too aggressively. He is immobile however, so proper use of your ultimate after lv6 can easily outplay his stun and pillar of flame, greatly reducing his damage output and allowing you to take him down.

VS

Cassiopeia

Medium

While early on she's immobile, Cassiopeia is a good farmer and her cassiopeiamiasma.pngMiasma can prevent you from using your ultimate if placed correctly, thus robbing you of your strongest tool and making you way more vulnerable. Don't underestimate her.

VS

Cho'Gath

Easy

Killing him is hard due to his sustain, but he can't kill you easily either. He is melee, so you should be able to harass him while easily avoiding his spells. Ask your jungler for help if he overdoes it and pushes too much with his Vorpal Spikes. Try to all-in him at lv6 and get a kill by utilizing your ultimate to outplay him; letting him stack his ultimate will make him really hard to kill later on.

VS

Diana

Medium

You win before lv6, not so much afterwards. You can easily harass her early on, but once you've hit lv6 you should do anything in your power to avoid getting hit by her Q, otherwise you're pretty much dead. Forcing her to use her ultimate without having hit you with Q first can often decide a fight, so use your own ultimate to get around that.

VS

Ekko

Medium

It's mostly a skill matchup. You should take advantage of your range over his early on, and try to harass him. Post lv6, you should try and play around his ultimate, dash, and stuns with your own. If you played properly earlier, it's anyone's game. If, however, you allowed yourself to be harassed and/or left behind, it's gonna be hard to win against him.

VS

Ezreal

Easy

You can farm and harass more reliably, and unlike him, you have cc. You should be able to gain the upper hand in the lane, and later use your ultimate to play around his skillshots and kill him.

VS

Galio

Medium

Galio is always annoying when playing as AP, however, that doesn't mean he can win the lane against you. You'll probably be unable to kill him, but there's no reason to allow him to kill you. Watch out for his abilities while in lane. They hurt a lot, so avoiding them is crucial. Your goal is survival. Start roaming as soon as possible to grab kills from other lanes.

VS

Heimerdinger

Easy

He has amazing zone control, but that's about it. His abilities are skillshots, so are the bigger shots of his turrets. Play defensively early, you can't beat him then. Focus on farming. Once you hit lv6, you can use your ultimate to get close, kill him and get away, but be careful. Missing your abilities or getting hit by his can tilt the fight in his favor.

VS

Karthus

Easy

Immobile champion, easy pickings. Don't get hit by Lay Waste too much, stay out of his aura, and you should be able to beat him at any stage.

VS

Kassadin

Medium

Easy pre-lv6. Get an edge early, and you'll have an edge over him even after he gets his ultimate. If you let him off the hook easily though, he'll wreck you later on.

VS

Katarina

Easy

Harass her to death pre lv6, outfarm and zone her. Post lv6 just save your Charm for when she ults. Be careful however; her mobility is great and properly played she will avoid your orbs or a rushed Charm and make your life difficult. She isn't as ult-dependent as she used to be either, so extra care is advised.

VS

LeBlanc

Hard

Probably your hardest matchup. LeBlanc outdamages and wins most trades against you, is very mobile and can easily outplay you. Your best bet is Charming her when she uses Distortion, but a good LeBlanc will do this through minions to avoid such an outcome, and after restoring some of the spell's speed it's much harder to pull off a play like that. After 6.4, Charm doesn't interrupt dashes, putting you in even more of a disadvantage. Play as defensively as possible. Just farm. Jungler can't save you, a good LeBlanc will never fall to a gank. Focus on surviving. Surviving the lane counts as a win for you.

VS

Lux

Medium

That's a complicated matchup. Your main focus is to avoid her snare, but it's also pivotal to not get harassed to death by Lucent Singularity. Lux has long ranges and good damage output if she lands her spells, so you should focus on farming and staying alive. Post lv6, you can exploit her immobility to avoid her skillshots and land yours, netting you kills.

VS

Malzahar

Hard

Not a nice matchup. Malzahar outfarms you and while you can harass him and avoid his own harass, you'll end up mana starved while he's still with half the pool. His ultimate is targeted, so you can't outplay it unless you predict it and cast Charm right as he ults you, interrupting it... assuming he isn't immune at that point. Exploit his lack of escapes by asking your jungler for help. It's the only way you have hopes in such a lane.

VS

Morgana

Easy

She's the champ you'll never kill without help from your jungler. But she'll never kill you either, unless you decide to play target for her bindings. She'll never be able to harass you, and in turn she'll shield and just heal through your harass. It's a farming lane.

VS

Orianna

Medium

Play around her ball. Her damage output early on isn't extraordinary, but getting hit multiple times will show. Her shield makes her hard to kill pre lv6. After you both get your ultimates, you can try to outplay hers with yours and all-in her, but do so at your own risk. Overall a rather balanced lane.

VS

Ryze

Easy

You outrange him and can farm or harass more reliably than him. As long as you stay away from him when he ults and prevent him from comboing you repeatedly, either through Charm or your ultimate, you should have an edge in all situations.

VS

Swain

Medium

A real pain to kill, but not very threatening to you if you're careful. Use your superior range to avoid getting a chain of abilities on you. His wave clear pre-lv6 isn't good, so try to outfarm him and, if you're feeling confident enough, push the lane and force him under the tower. Past lv6, you can avoid most of his abilities with your ultimate, but don't think killing him is a walk in the park; it's the exact opposite. Ignite and taking advantage of when he might be low on mana are your best shots at taking him down. Later in the game even that isn't possible, so don't bother killing him on your own.

VS

Syndra

Hard

Syndra is very strong in lane, and you should be careful not to get too harassed or outfarmed. She is also very strong later, so while you can play around her, she is considered a "hard matchup" just due to her insane damage. After you hit lv6, you can use your ultimate to all-in her by playing around her stun, but be careful. If you get hit by the stun, then you're probably dead. You're also likely to die even if you just get hit by an orb, a syndraW.pngForce of Will and her ultimate, so don't get too bold. Abyssal is a must.

VS

Talon

Medium

Talon has dropped from  being one of your worst nightmares to a manageable, yet still kinda hard, opponent. It mostly boils down to leaving him behind. Pre-lv6 it's really anyone's game, and it's important to exploit his melee range by harassing him while being careful not to get in reach of his abilities. Killing him once or twice or denying him a lot of farm will allow you to beat him later on, but if you don't manage any of these his burst will prove problematic. Always get at least Seeker's, if not Zhonya's.

VS

Twisted Fate

Easy

The only way Twisted Fate can beat you is if he stuns you, and properly played, that shouldn't happen. Your Charm is almost double the range of his autoattack, so he should never be able to attempt a stun without flashing unless he plans to get a Charm in the face. Getting Charmed is usually the end for him as well, so your stakes are high. Just watch out for his Wild Cards. It's really not worth getting hit by them. Their damage is good, but they're quite easy to avoid, so you should be fine.

VS

Veigar

Easy

It boils down to two things. Don't get stunned, and get ahead. Both are rather easy against Veigar. His stun is hard to land, and he can easily be defeated in lane, before and after lv6. His burst is massive, but all his abilities except for his ultimate can be avoided, and your ultimate is just the tool for the job. Once you get ahead, you can burst him down before he knows it. Just watch out for his ultimate. Whether you're fed or he's fed, that thing hurts a lot.

VS

Vel'Koz

Easy

He's immobile and fully skillshot reliant. You can safely farm and harass him, since his own poke is easily avoidable. At lv6, there's really nothing he can do against you if you use your ultimate properly. You will just dance around him, as landing his spells is gonna prove a real pain for him.

VS

Viktor

Medium

Death Ray has a long range and deals good damage, so laning against Viktor isn't a walk in the park. Watch out for his harass and try not to stay behind in cs. Death Ray is a bit unpredictable as an ability, but it's not very fast so it can be avoided with some effort. Once you hit lv6, things get much easier. Viktor has two area abilities, one completely immobile and one that isn't really fast moving, as well as a skillshot difficult to aim. Your ultimate provides the necessary tools to ensure that the majority of his damage is neutralized and you can exploit his lack of movement to take him out.

VS

Vladimir

Easy

An annoying lane. You have the upper hand due to superior range and cooldowns, but don't think that taking him out is easy. It's a total pain. Most of the time will be spent farming. Ask your jungler for help and you can set up a rather easy kill. Just don't allow him to avoid cc through his Sanguine Pool.

VS

Xerath

Medium

Unlike other immobile champions, Xerath boasts a huge range that makes it very difficult to get to him. Laning pre-lv6 is bad, play safe and only try anything if he begins to get low on mana, although you shouldn't count on it because of his passive restoring it. You can kill him after lv6, but you must be careful. All-in him by using your ultimate to avoid his abilities (all of them are skillshots) if he gets too cocky, but don't get too cocky yourself, or you'll never know what hit you.

VS

Yasuo

Hard

This is one nasty matchup. You have two abilities that are skillshots, two that rely on proximity and as icing on the cake all of them are projectiles, making Yasuo's many dashes and his wall the stuff of nightmares for you. Play it safe at all times, try to harass him when his wall is down, and don't allow him to use your creeps to get to you. Post lv6 the situation's pretty much the same. You can take him on if there are no creeps around for him to use his dash on, but if there are, keep your distance. Don't ever get hit by his tornado, or you can kiss your life goodbye.

VS

Zed

Medium

Zed is a difficult opponent to face, but you still have a good shot. Pre-lv6 it's a question of avoiding his harass while hitting him with yours in order for you to get into a favorable situation once you hit lv6. Charming him the instant he appears behind you with his ultimate or using Zhonya's completely negates his combo, so practice your casts and get an early Hourglass. If you don't allow him to get ahead, you should be able to beat him at most situations. Watch out for possible outplays of your abilities, especially Charm, by his shadow however, because missing them can make the difference between killing and getting killed.

VS

Ziggs

Easy

He's a very good farmer, but that's about it. In any scenario, you should be able to keep up with him and easily kill him once you get your ultimate. He's immobile and his abilities are easy to avoid.

Pros and Cons Back to Top

Pros

  • Easy to learn
  • Easy to build
  • Fits in any team composition
  • Can be blindly picked due to effectively being able to take on any opponent in-lane
  • Highly mobile
  • True damage
  • Good CC in Charm
  • Great kiting abilities

Cons

  • Squishy
  • Very susceptible to CC
  • Skillshot dependent
  • Kind of a "Jack of all trades, but master of none"-she fits into any composition and can play many roles, but there are often superior picks depending on the composition that can fulfill those roles.

Gameplay Back to Top

Ahri is a champion that walks the line between assassin and mage. She has the mobility to assassinate but her burst damage is inferior to that of a champion like LeBlanc; often, you'll find yourself unable to 100-0 an enemy carry. The utility she brings on the table with Charm and Spirit Rush grant her mage elements, so the way you'll eventually play depends on how you choose to build her. If you opt for a full damage build, you'll play as an assassin, using your mobility and escape ability to compensate for the lower damage and the longer time it will take you to kill an enemy. If you use something like Frost Queen's Claim and Rylai's instead you'll walk a more mage-like path, focused on poking and correct use of your ultimate and Charm to acquire proper positioning and peel for the rest of the team. I find myself going down the assassin's way more often than not, but that depends on not only the game's circumstances but also individual playstyle and preferences.


Ahri is also a good roaming champion. While without her ultimate she may be a bit lackluster, since you depend almost exclusively on Charm to succeed, if Spirit Rush is up you become incredibly dangerous, able to close in from a lot of different angles, chase down enemies and land skillshots easily. Take advantage of that.

Early Game Back to Top

Early game lasts from the first minion wave spawn until around 15 min or when outer turrets begin to fall.

Ahri has a relatively easy laning phase against most champions, which is what makes her such a safe blind pick. With good wave clear and poke in Orb of Deception, sustain in Essence Theft and Charm for the occasionally required cc, Ahri has all the tools she needs to win her lane. Focus on farming with your autoattacks as much as possible to avoid pushing your lane and save mana, since Ahri may not be the most mana-hungry champion but reckless use of spells early on can and will lead to mana starvation. Poke from time to time with your Q, preferably when an opponent prepares to attack a creep to increase your chances of landing it. Taking both the true and magic damage from your Q always hurts. If your passive is up and you're low on health, try using Q when the minion wave is lined up to hit all of them for maximum healing. This, however, also pushes your lane, so if you're not in major need of healing either hold on to the passive or use it on the bare minimum of creeps required to get you to a state of health you find acceptable. Generally, don't play too aggressively. Easy and safe doesn't necessarily mean strong. You will not lose your lane at any given occasion if you play properly, but becoming too bold and overextending is something you should avoid.

At lv6 pushing the lane is no longer an issue as long as your ultimate is up. Your ultimate is more than just an escape tool, however. Should an opponent be at around 60% health (can be more or less depending on the opponent and their items), you can use your ultimate to get close to them and all-in them. Cast Charm at as close a range as possible and follow with Orb, Fox-Fire and Ignite. If Charm doesn't land (you misfired or the opponent flashed), you can still use the remaining charges of your ultimate to stay close and ensure that the rest of your spells hit. In most situations, this will net you a kill.

Mid Game Back to Top

Mid game begins around 15 min or when outer turrets have fallen, ending the laning phase. It lasts until around 30-35 min.

This is where you are at your strongest. The true damage component of your Q shines, as opponents haven't yet stacked health, and your ultimate helps you in avoiding ganks, dueling and roaming. Try to push and take down your opponent's turret as fast as possible, if you haven't already. Roaming isn't impossible with it still up, but it becomes much easier if it's down since it unlocks the enemy jungle, forcing the opposing jungler to play more conservatively. Similarly, it pushes the enemy midlaner in their territory, making it harder for them to follow your roams.

Ahri is an excellent roaming champion thanks to her ultimate. You can gank from the river if a lane is pushed by your opponents, a lane gank through the bushes if the enemy lacks vision there or even gank from behind and under the enemy tower. Thanks to Spirit Rush, you can jump under tower range with little concern, kill the enemy ADC and jump out with little consequence. Be careful of getting cc'ed under the tower, however, as it will likely spell doom for you.

An important thing to keep in mind is that you're not a hard carry in any way. You can carry your team to an early, pre-30 min victory, but that won't always be possible. Later on, you fall off, and you'll find yourself unable to kill the tank you managed to kill before or destroy the squishy as easily and safely as you could earlier. Exploit your roaming potential as much as you can. Help your teammates get strong, because you'll have to depend on them in the late game to carry.

Late Game Back to Top

Late game begins after 30-35 min into the game.

Ahri begins to fall off in later stages of the game, but that doesn't make her a pushover. Getting kills will no longer be as easy; opponents will have probably begun to stack health and mr, countering both your true and magic damage (having Void Staff at this point helps a lot). However, Ahri is still as mobile as ever and with proper positioning she'll work miracles. Charm is amongst the best cc abilities in the game if it lands, and your Orb still deals significant damage. Peel for your adc as much as you can. If an opportunity presents itself, dive the enemy carries. As long as you avoid cc, landing a full combo on them will render them useless for the rest of the fight, if not outright kill them, while you will manage to escape without taking much damage. Utilize every tool in your kit, and you'll find yourself being useful even as the game nears its end.

About the Author Back to Top

Hello world. I'm Chaos Jackal, known in-game as Hellrisen. I'm an old player (I've played League since Lux's release), but I was never really big on it. I got somewhat immersed during the last months of season 5, and I've been playing on and off in season 6, trying to keep up with the game but without major time investment. In general, I'm more of a theorycrafter than a strong player; I understand many aspects of the game well, but my average mechanics and skill hold me back. I sometimes jokingly refer to myself as the strongest Silver player, as I have good KDA ratios on most of the champs I play in ranked, yet am unable to quickly rise through the divisions since I lack the actual skill to match my background.


I'm a middle lane main and can play a variety of champions there to a variety of success degrees. Ahri is my main among these champions and by far my most successful one; I'd say it's the only champion that I have gotten really close to mastering. This guide is based on my experiences not only in lower-tier ranked games but also in higher level games, courtesy of some high-ranked friends. I hope it helps those who read it to learn about Ahri, or, if they already play her, to improve and become as good Ahri players as possible.

Thank you for reading, and I hope you found the guide helpful. You can check out my LeBlanc guide, "Velvet lies and Harsh Truths", also on LoLKing. Good luck in your games.

~Chaos Jackal

Changelog Back to Top

2/11/15-Added Ezreal, Morgana, Ryze, Vel'Koz and Vladimir in matchups.
14/11/15-Changed masteries to Season 6. Updated runes, masteries and items description to reflect the changes from new masteries, particularly on CDR capping.
21/11/15-Updated masteries.
24/11/15-Updated for Homeguard changes.
14/1/16-Updated with small changes and refining for season 6
21/1/16-Updated for Frost Queen's Claim
13/05/16-Updated for the Mage changes in 6.9
06/06/16-Updated some old rune and item information
11/11/16-Updated summoner spells, runes, masteries and items to cover for the new metagame in preseason.
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