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Ahri Statistics for Ahri

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

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  • Author Champion Statistics
  • Guide Details

Summoner Spells

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4.png Gives you the mobility needed to escape, catch people, and outplay your opponent.

14.png Increases your damage, allows you to secure kills, and the healing reduction is strong against opponents who rely on spell vamp.
Read Author Notes

Runes

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QUINT%20AP.png Quints

Flat ability power

  • Increases your Q damage by 9.801
  • Your W by 11.88
  • Your E by 5.1975
  • Your R by 15.5925
  • Total extra damage: 42.471

  • This is not only important for increasing damage dealt to champions, but also helps you one shot caster minions with your Q


MARK%20MAGIC%20PEN.png Marks

Hybrid Penetration

  • The best mark for increasing your damage
  • This will allow your auto attacks to do more damage
  • You sacrifice very little magic pen when going hybrid pen over magic pen
  • It also makes last hitting slightly easier


GLYPH%20MAGIC%20RESIST.png Glyphs

Flat Magic Resist

  • Only taken if you're against middle laners that do magic damage
  • Reduces incoming magic damage allowing you to win trades

Ability Power per Level

  • Taken if you're in an extremely easy match up where you don't need the MR
  • Also taken against AD mids


SEAL%20OF%20MANA%20REGEN.png Seals

Flat Armor

  • Physical damage comes from many sources in League of Legends - towers, minions, and auto attacks all do physical damage. Even if you're against an AP mid it will help you win trades in lane. It also helps deal with the variety of other AD centred champions that will occupy top, bot, and the jungle.

Flat Mana Regen

  • I don't like flat mana regen seals anymore because I simply find I don't need them. Still, they can be a viable option when facing an AP mid. I would never take them against an AD mid since I need my seals to give me armor.
Read Author Notes

Masteries

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0/1
0/4
4/4
0/1
1/1
0/3
3/3
0/1
0/1
0/1
1/1
3/3
0/1
0/3
3/3
1/1
0/1
3/3
1/1
1/1
Offense: 21
0/2
0/2
0/2
0/2
0/1
0/3
0/1
0/1
0/1
0/3
0/3
0/3
0/1
0/1
0/1
0/1
0/4
0/1
0/1
Defense: 0
0/1
1/3
3/3
0/1
3/3
0/1
1/1
0/3
0/1
0/3
1/1
0/1
0/1
0/3
0/2
0/1
0/3
0/1
Utility: 9

21/0/9

Offense - 21 points

  • Sorcery is taken for the cooldown reduction
  • Dangerous Game is taken as it's the only viable place for this mastery point for Ahri
  • All other masteries I've taken in the offense tree are mandatory because of their usefulness and strength


Utility - 9 Points

  • Fleet of Foot makes you move slightly faster, but you can take Phasewalker for 1 point instead - it's player preference
  • Meditation is taken for a small increase in mana regeneration during the laning phase
  • Alchemist equates to an extra 10 hp for each Health Potion or Flask charge you consume
  • Summoner's Insight will reduce the cooldown on your Summoner Spells by 10%, which is always good
  • We take Culinary Master as it's extremely strong during the laning phase. Being able to instantly restore an additional 20 health and 10 mana on consumption can be the difference between living and dying.
Read Author Notes

Abilities

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

Skill Order


Spirit_Rush.jpg > Orb_of_Deception.jpg > Fox-Fire.jpg > Charm.jpg



Take charm first if you're invading or fighting at level 1. Always make sure to wait before you use your first skill point in case an invade happens.



Essence_Theft.jpg

  • Your passive helps to increase your sustain
  • Really starts to kick in once you have blue buff and start spamming your abilities

Orb_of_Deception.jpg
  • Your bread and butter skill
  • Try to hit it at its max range so that the enemy can't dodge it on its way back
  • This is important to max so that you can wave clear fast and roam

Fox-Fire.jpg
  • Does a lot of damage later on in the game once it's maxed
  • It will prioritize champions over minions

Charm.jpg
  • Your only form of crowd control
  • You can use your ult to get very close to the enemy in order to land a point blank charm
  • Once the skill is maxed it will taunt the enemy for 2 seconds, which is actually quite a long time

Spirit_Rush.jpg
  • This skill really defines Ahri
  • Your ultimate will fire 3 bolts that damage the closest enemies - prioritizing champions
  • You can use it to get over quite a few walls on Summoner's Rift
  • You don't want to use this too early in team fights - it's important to use this not only to damage the enemy, but also to reposition yourself

Read Author Notes

Items

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Start With
Core
Situational

Start With

Crystalline Flask

2041_32.png2003_32.png2003_32.png2003_32.png

  • Gives you great sustain
  • It's a safe starting build that will help you stay in lane until you're level 6 in most matchups. The 2041_32.png also helps regenerate mana, which is great since it will allow you to use your skills more often early on.
  • You can buy a ward instead of 2 health pots if you'd like


Cloth Armor+5 pots

1029_32.png2003_32.png2003_32.png2003_32.png2003_32.png2004_32.png

  • Start this if you're against a strong AD Mid laner
  • Examples of strong AD Mid laners: Jayce, Kha'Zix, and Zed.


Doran's Ring + 2 HP Pots

1056_32.png2003_32.png2003_32.png
  • This is a viable start when facing an opponent that won't harass you very much
  • Gives you a stat advantage early that can help you bully the opponent in lane
  • Keep in mind you won't have a ward so you have to be more cautious of pushing the lane and being ganked


Trinket

3340_32.png

  • Best starting Trinket for mid laners right now
  • Will help you cover key choke points on the center of the map during the laning phase to help keep track of the enemy jungler
  • Try to place your ward around the 3:00 minute mark on the side the enemy jungler will be. This will be the standard timing most junglers have their double buffs and will be looking to gank



Core

DFG Route

3020_32.png1056_32.png3128_32.png
  • This is a very standard route to take if you're even or ahead in lane.
  • This will give you the maximum amount of single target burst during the mid game, which is when you're at your strongest
  • Some people will find it difficult to use the 3128_32.png active. If this is the case get a 3089_32.png instead.


Chalice Route

3020_32.png3028_32.png->3174_32.png

  • Get this when struggling in lane vs an AP mid (e.g. Vladimir)
  • The bonus MR from 3028_32.png help deal with difficult lane match-ups such as Diana.
  • The bonus Mana Regen from 3028_32.png helps you spam your abilities more, which helps clear the wave faster and harass more.


Seeker's Armguard

3020_32.png3191_32.png

  • Rush an early 3191_32.png when against any AD Mid Laner
  • Examples of AD mid laners are: Talon, Pantheon, Kha'Zix, Zed, and Jayce.
  • You want to turn this into a 3157_32.png immediately.


Pure Damage

3020_32.png3089_32.png3128_32.png3157_32.png3135_32.png
  • Use this build if you want pure damage
  • You will have to rely on good positioning to keep yourself alive
  • Gives you a lot of single target burst
  • You will have to manage the active abilities of 3128_32.png and 3157_32.png, which can be difficult for some players


Situational

3116_32.png - The slow is amazing with your W and gives you the utility needed to prevent enemies from escaping. The slow also helps you peel/kite melee champions. I would get this after your first major offensive item and then follow it up with a 3151_32.png.


3135_32.png - It's needed later on when enemies start stacking magic resistance. If there's a lack of magic resist on the enemy team then it's better to postpone this item.


3157_32.png - You get this item for the Unique Active. It allows you to go into team fights and assassinate key opponents then pop the active. This will disorientate the enemy team and lower the enemy team's overall damage per second. I've grown to love this item and can not recommend it enough for an assassin champion like Ahri. Opens up a lot more opportunities to outplay the enemy.


3026_32.png - It's strong late game when death timers are so long one team fights can decide the outcome of the match. You definitely want to postpone this purchase until later on in the game, but it's great as a 5th or 6th item. The passive is amazing and increases your magic and armor resist allowing you to take more damage in team fights.


3128_32.png - A great item to increase your single target burst. I would try experimenting with it and see if you like it. 


3089_32.png - A key item for increasing your overall damage. I would get this instead of 3128_32.png if you find that 3128_32.png is too hard to use.


3255_32.png - They really help healing fast, getting to objectives, as well as team fights extremely fast.


3151_32.png - You want to get this immediately after you finish your 3116_32.png as they synergize extremely well. The passive also helps you deal with bruisers/tanks that have a high amount of hp.


3174_32.png - You want to get this item when you're struggling against an AP mid. You benefit from the MR, Cooldown reduction, AP, and mana regen.


Read Author Notes

Matchups

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4
1 year ago
Awesome guide! Only suggestion I have is to add Leblanc and Kassadin to match-ups because they are low ELO pubstompers, and a lot of people find them difficult to lane against in general.
3
1 year ago
Added both of them to match ups section. Thanks for the compliment and constructive criticism. ^.^