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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 Flash

Standard on most mid laners. It helps you escape, gap close, jump walls, re-position - it's simply too good to pass up. There's simply no other spell that's as versatile as Flash. The fact that you can use it to escape, dodge spells, or go aggressive is what makes it such a strong spell.

14.png Ignite

Ignite is taken to increase your damage. This helps you with 1v1 fights in lane, but can also secure kills in team fights. The healing reduction is very strong against champions that rely on spell vamp such as Swain or helps reduce the AD carries life steal such as Caitlyn. Don't be too afraid of using ignite as there's nothing worse than an enemy escaping with 50 hp because you didn't ignite them. It has a relatively low cooldown so even if it was "wasted" on a kill it will be back soon enough. If you're planning on all-ining someone you should ignite near the start of your combo. This is because you want to reduce their healing in half. A lot of the time people will consume health pots while you're fighting. By igniting early on when we're trying to kill someone we reduce their natural regeneration they receive from base stats as well as the healing from their health pots.
Read Author Notes

Runes

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QUINT%20AP.png Quints

Flat ability Power

You take the flat ability power quints to increase the damage on your abilities. Not only does this increase your burst damage against enemy champions, but it also helps you clear minion waves faster since your spells will do more damage.


MARK%20MAGIC%20PEN.png Marks

Hybrid Penetration

I take hybrid penetration as you only sacrifice 2.3 magic penetration for an extra 8.1 armor penetration. You auto-attack harass a lot as Ahri in lane. This will make it so that your auto-attacks deal more damage. As long as you auto-attack once or twice throughout a spell rotation (which you almost always do) hybrid penetration is mathematically superior to flat magic penetration. It also has the added bonus of making last hitting slightly easier since you will do a little bit more damage to minions with your auto-attacks.


GLYPH%20MAGIC%20RESIST.png Glyphs

Flat Magic Resist

Ahri has good range on her abilities, but is very squishy since she's an Assassin. The extra MR will help you deal with magic damage mid laners.

Ability Power per Level

You can take Ability Power per Level in very easy matchups where you won't need MR or if you're against a physical damage mid laner.


SEAL%20OF%20MANA%20REGEN.png Seals

Health per Level

Health Per Level seals are very strong. Health is a very efficient stat because it makes you tankier against both Physical and Magic damage. This will give you extra health to help you survive throughout the laning phase and in team fights.
 

Armor per Level

Take this when facing a physical damage mid laner. I prefer armor per level over flat armor since it's much more efficient and quickly overtakes flat armor at level 6.

Read Author Notes

Masteries

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0/1
0/4
3/4
1/1
0/1
0/3
3/3
1/1
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
1/1
0/3
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
  • Butcher is taken to unlock Feast - also has the added benefit of making last hitting slightly easier
  • Feast is taken as it will help restore a lot of health and mana throughout the laning phase.
  • 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

  • Phasewalker is taken to reduce the time it takes you to teleport to base - this can save you if you're backing in enemy territory.
  • 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. This 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 you.


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
2 years 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.
4
2 years ago
Added both of them to match ups section. Thanks for the compliment and constructive criticism. ^.^
0
1 year ago
Nice arts! Can you make some vids how you drew them?
1
11 months ago
LOL this guy is so retarded not only he posts this crappy adfly link everywhere but he's got another account to coment on it!
3
2 years ago
I believe that Liandry's torment is also a core item on Ahri, she benefits highly from the early game power of haunting guise, and the upgrades passive benefits from Ahri's E (slow, taunt), as usually when you hit it you want to unload all of your burst (Liandry's gives you extra damage through the 10%, which I think refreshes every time you hit a spell, and Ahri also usually follows up with her ult at level 6 to finish them off. Also, i think that DFG amplifies Liandry's passive power too, but I don't think it would be overly noticeable.
0
2 years ago
I'll be updating the guide as new builds emerge. Right now I think Liandry's Torment is only good on champions that do damage over time, such as Brand with his passive, or champions that are rushing Haunting Guise for early game dominance.
0
2 years ago
how about hextech revolver?? once u finish hextech and u have blue buff ahri can sustain in lane forever
2
2 years ago
Hextech Revolver used to be viable long ago before it was nerfed. Now, it doesn't give enough spell vamp to make it viable. Ahri's passive should give you enough sustain in lane. Although, everyone has their own personal play style. If it works for you, great, but I much prefer the builds I've listed as Hextech Revolver delays key middle game items and doesn't give enough stats in return to compensate, in my opinion.
0
2 years ago
How can you hold lane without a better sustain ? I never tried but i can't imagine ahri without Spell Vamp :s And my build with ahri don't work so much...
0
2 years ago
You need to buy hp pots or a Crystalline Flask in order to sustain in lane. They cost very little compared to buying an entire spell vamp item such as Hextech Revolver.
0
2 years ago
How about WOTA? Isn't that considerable?
1
2 years ago
AoE spells only apply 33% of the spell vamp. That means with WOTA you'll only be getting 6.6% spell vamp on Ahri's Q. With Hextech Revolver you only get 3.96% spell vamp on Ahri's Q. It's simply not worth it or needed on Ahri. Buy HP Pots or a Crystalline Flask for cheaper and you will have the same amount of sustain. I personally don't like Hextech/WOTA on Ahri.
3
2 years ago
WOTA really nerfs her DPS. It sucks because Ahri is awesome with spell vamp since her passive synergizes well with it, but she really needs a heavy hitting AP item ASAP to truly reach her potential in mid game I've found. She's such a powerhouse midgame and making WOTA your first big item just hurts your midgame.

The only time I can justify not going pure damage is when they have a lot of melee and/or burst, then I really like Rylai's after Doran's because it helps you kite so well.
0
2 years ago
Where's the Xerath lane?
+i feel Rylai is essential due to Ahri's squishiness, it also helps setting up kills mid-game.
0
2 years ago
I added Xerath to the matchups, thanks for the feedback.
0
2 years ago
you dude steal a lot of things from my guide on solomid.net...
4
2 years ago
Everything I wrote here was 100% original content. I didn't take one thing from another guide. Any similarities are purely coincidental.
0
2 years ago
Hi, what is your opinion on the new DFG? Since it doesn't stack with AP anymore, would you consider rushing it before deathcap if you're doing well early? You can 100-0 a squishy with the active and your combo/ult/ignite.
0
2 years ago
I've updated my item builds to reflect current trends. As always, when dominant builds begin to present themselves I'll update my guide. Thanks everyone for the feedback.
0
2 years ago
Why do you take the third point in Mental Force over Havoc?