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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.

21.png Barrier

Go barrier against extremely high burst champions that you will struggle against. It can work well against Zed, Fizz, and Malzahar just to name a few.

7.png Heal

Heal is good against anyone who doesn't have a lot of front loaded burst. It scales better than Barrier and the fact that you can use it on an ally means that it's very useful in small skirmishes or in team fights. The movement speed increase also helps you kite better.

3.png Exhaust

Exhaust can be a good pickup when facing high burst assassins such as Zed or Fizz. This is because it will reduce the amount of damage they deal helping you survive the burst. It also helps shut them down in team fights for the same reason. Can also help kiting them too since it reduces their movement speed.

6.png Ghost

Ghost can be taken along with Flash to give you a ton of escapability. It helps you kite people and chase people down. It's also extremely effective if you plan on split pushing since if multiple enemies come you can use ghost and flash to escape and waste their time or outplay them.
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.


Flat Movement Speed

You can also take flat movement speed - this comes down to player preference. The idea behind movement speed quints is to give you more kiting potential. Since Twisted Fate doesn't have any spells to escape movement speed can help you simply outrun people and use your Pick a Card to keep kiting them.


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. Auto-attacking is a big part of playing Twisted Fate. Your W and E both apply your auto-attack damage. Also, when you build Sheen the passive is physical damage. For all of these reasons the extra armor penetration will increase your damage more than flat magic penetration. It also helps increase your auto-attack damage to minions - meaning slightly easier last hitting.


GLYPH%20MAGIC%20RESIST.png Glyphs

Flat Magic Resist

You want to take Magic Resist glyphs since the vast majority of the time you will be facing Ability Power champions that do magic damage in the middle lane. This will help reduce the amount of damage that they do thereby helping you win trades and all-ins. Some people take scaling magic resist, but I prefer flat magic resist to help me in the early game.

Ability Power per Level

You want to take ability power per level glyphs when facing a physical damage mid laner since you won't need any magic resist.

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

Health per Level

Health Per Level seals are very strong. They will synergyze with your magic resistance glyphs to give you more effective health - meaning you will be tankier and the opponent will have to do more damage to kill you. The combination of health and magic resist in your seals and glyphs will help you survive the magic damage casters' burst that you're facing in the mid lane.
 

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
1/1
0/1
1/1
3/3
0/1
0/3
3/3
0/1
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
3/3
0/3
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
  • Spell Weaving is taken since you'll be auto-attacking a lot when damaging opponents
  • 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.
  • All other masteries I've taken in the offense tree are mandatory because of their usefulness and strength


Utility - 9 Points

  • Fleet of Foot works well with Twisted Fate's playstyle as we want as much movement speed as possible so that we can catch people, quickly rotate to gank, reposition/dodge spells, and kite opponents
  • Phasewalker is taken since we don't need the mana regeneration from Meditation because of our Blue Card
  • Summoner's Insight helps reduce our summoner spells, 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


Destiny.jpg > Wild_Cards.jpg > Pick_A_Card.jpg > Stacked_Deck.jpg



Loaded_Dice.jpg Loaded Dice

  • One of the best passives in the game
  • Will grant you and your allies bonus gold for killing units/structures while you're alive

Wild_Cards.jpg Wild Cards

  • With 1450 range it's one of the best poking tools in the game
  • A great skill for wave clearing
  • You can use it to last hit from a safe distance in tough matchups

Pick_A_Card.jpg Pick A Card

  • A versatile spell that allows you to stun, wave clear, and sustain your mana
  • You can use your blue card to harass in certain situations which allows you to do damage without losing mana
  • Your Q + Red Card can clear the caster minions
  • Works extremely well with 3100_32.png

Stacked_Deck.jpg Stacked Deck

  • The bonus attack speed and magic damage help increase your overall dps as well as burst
  • The increased attack speed helps take towers down faster

Destiny.jpg Destiny

  • One of the best ultimates in the game
  • This is what makes Twisted Fate such a strong mid laner
  • The mobility and map presence that comes from his ultimate synergizes extremely well with being mid lane since it's the centre of the map
Read Author Notes

Items

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Start With
Core
Situational

Start With

Standard Start

1001_32.png2003_32.png2003_32.png2003_32.png2003_32.png

The boots allow you to dodge and kite back in the laning phase. Will also allow you to escape a lot of jungle ganks since you'll move faster than the enemy jungler and mid laner. Helps you secure cards to harass or stun the opposing mid laner since you'll have significantly more movement speed than him. You don't need to start with Doran's Ring like other mana dependent mid laners since you can regain your mana through your blue card.


Aggressive Start

1056_32.png2003_32.png2003_32.png

This is a very aggressive start where you look to increase your combat stats. It can be risky since you will only have two health potions for health regeneration. I would never start this against someone with a lot of harass in lane.


Crystalline Flask

2041_32.png2003_32.png2003_32.png2003_32.png

You can go with these starting items when you're facing someone with a lot of harass/poke early game. This will help you stay in lane and farm up until you hit level 6 and look to gank.


Trinket

3340_32.png > 3341_32.png

Best starting Trinket for mid laners. 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 3:00-3:30 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.

You want to swap this for the 3341_32.png trinket at least by the time you're level 9. However, sometimes I will swap for the 3341_32.png trinket as early as my first back. This all depends on if you're planning on roaming or not. If you're planning on roaming you want the 3341_32.png trinket so that you can clear wards and increase your chances of not being seen when ganking.

Core

Lichbane+Echo Route

3020_32.png1056_32.png1056_32.png3100_32.png3285_32.png
  • This is your standard build that will give you a ton of burst damage
  • The combination of 3100_32.png and 3285_32.png will not only give you an immense amount of burst damage, but will also give you a lot of movement speed. This huge increase in movement speed is very strong on Twisted Fate since you have no escape spells. This will allow you to kite back and gold card enemies and stay safe while still outputting a lot of damage.
  • After these two items you can either get a 3089_32.png or a 3157_32.png depending on whether you feel you need more damage or more survivability.


Struggling VS AP

3020_32.png3028_32.png1056_32.png

  • I go this route when I need magic resist in a tough matchup
  • A reason Chalice is great in this situation is that when you're in a tough matchup against an AP mid you will often have to farm with your Q more than usual. Having more mana regen will let you do this without constantly running out of mana.
  • You'll want to turn the chalice into a 3174_32.png 


Against AD Assassins

3020_32.png1056_32.png1056_32.png3157_32.png3100_32.png

  • I go this route when against a strong AD assassin such as 238_64.png
  • You want to first get a 3191_32.png for the increase in armor and ability power.
  • You can purchase up to a total of 3 1056_32.png if you feel you need the extra power early on to help you survive.
  • I follow up the 3157_32.png with a 3100_32.png as my second item for the increased damage, as well increased split pushing power.
  • Keep in mind you can purchase a 3057_32.png before fully completing your 3157_32.png. This will give you a nice damage spike if you're not having that hard of a time surviving in lane.



Situational


3028_32.png - Get this item when you're struggling against an AP mid. The MR and mana regen helps you stay back and farm safely.

3259_32.png - This can be a good boot upgrade if you're ahead and are running ignite/heal as your second summoner spell. If you're behind you usually end up needing homeguards in specific situations when reviving from death to defend your base. If you're running flash/ghost you want the distortion boot upgrade below.

3258_32.png - You want this boot upgrade whenever you're running flash/ghost as your summoner spells.

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. It's extremely important to purchase this item when against champions such as Zed or Malzahar that are looking to take you out in one burst.

Read Author Notes

Matchups

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0
2 years ago
One question. Why do you prefer distortion enchantment instead of furor?
1
2 years ago
I actually prefer Alacrity instead of Distortion. I'll be updating guides as dominant builds begin to present themselves. Furor is a viable alternative.
1
2 years ago
How do you feel about a 9-0-21 mastery for TF? I used to run it in S2 along with Gp10 seals and it was an useful alternative. Any thoughts about it?
1
2 years ago
You sacrifice too much damage in 9/0/21. There are a variety of masteries in the offense tree that help to increase your damage. Keep in mind that everyone has their own play style and strategy. If it works for you that's great, but I would advise going 21/0/9 for the damage increase.
1
2 years ago
Nice guide ;)
0
2 years ago
Thanks ^.^
1
2 years ago
Nice guide man!
0
2 years ago
Thanks! ^.^
3
2 years ago
This was a great guide! I enjoyed reading it and learned a few things. Ty very much! 5 stars!
1
2 years ago
Thanks, glad you enjoyed it!
0
2 years ago
What with Brand in Matchups?
0
2 years ago
I added Brand to the matchups, thanks for the input.
1
2 years ago
Nice read,got a few tips of it.Keep up the great work!
0
2 years ago
Thanks ^.^
1
2 years ago
what about the matchup against ap teemo
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.
5
2 years ago
oh man.... this guide has made me a pro, first match for quadra and stats of 32/8/4 and a win streak of 11 games wtf this has done magic to my mid laning phase. you da man
1
2 years ago
Ikr.. i love this guide ;).. i always win as tf ;)
1
2 years ago
Thanks, I'm really glad it's working for you!
0
2 years ago
Matchups vs syndra?