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Spells:
Flash
Ignite
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
So you want to know how you should go about melting faces with











While


Disclaimer: I do not claim to be the best or most experienced


Credits to jhoijhoi for the template and line dividers, which you can find here.
spaaaaaaaaaaaaaace |
Pros
![]() + Good farmer + Good harassment + High mobility with ultimate + High damage + Great spells + Can be rage inducing + Fun to play! + Cute! |
space |
space |
Cons
![]() - Blue-Buff dependent - Squishy - Slow - Low damage output early - Only escape mechanism is ![]() - Many skillshots - Multi-target and multi-hit spells with low damage individually - Keeps getting nerfed |
Recommended
Greater Quintessence of Ability Power: Standard AP runes, gives some good early-game ability power to strengthen your harass.
Greater Mark of Magic Penetration: Again, standard AP runes, they let you hit just a bit harder which is always good.
Greater Glyph of Scaling Ability Power: More AP! But this time it's AP/level which scales well into the late-game.
Greater Seal of Scaling Mana Regeneration: Gives some much needed mana regen which builds up nicely as the game progresses. If you are conservative with your mana early game it shouldn't be too much of a problem.

Other possible runes:
Greater Glyph of Cooldown Reduction: These can work as CDR is always nice, but I wouldn't recommend them. The AP/level runes just work so much better.
- greater seal of replenishment: I used to use these runes back when I always built a
Tear of the Goddess on
Ahri as they give good early-game mana regen, but have since found that the mana regen/level runes are just better
Greater Glyph of Magic Resist: If you feel the need you can take these to increase your survivability in mid. I would not suggest them, but there are some champions that hit really hard forcing a fast
Negatron Cloak (especially
Ryze and
LeBlanc). If you find yourself up against them (draft pick of course) and you have these runes, do take them along with 21/9/0 masteries. Sacrificing damage for survivability is worth it in those cases.
There really aren't that many other runes that would work well on

I go with standard 21/0/9 masteries though 21/9/0 would work just as well should you want the extra sustain (make sure to max out

In the utility tree I take





I experimented with using













-
Essence Theft (Passive): Ahri's passive.
Essence Theft grants 35% spell vamp at 9 stacks giving decent sustain in lane. Every time you hit an enemy with a spell you gain a stack (max 3 stacks per sell). Since most of
Ahri's spells are multi-target you will usually trigger your passive every 4th spell. You gain the most benefit using this with
Orb of Deception to clear creeps. If you trigger the passive with
Orb of Deception and hit a creep wave you should recover around 50 health at low levels (levels 1-3).
Morgana's passive,
Soul Siphon, is better than
Ahri's since it is more consistent AND gives the same amount of spell vamp at higher levels, continuously, so
Essence Theft is useful but not the best.
-
Orb of Deception (Q): This ability is your bread and butter. It is excellent at clearing creep waves and harassing enemies. It is also one of the easiest skill-shots to use. This spell has a decent range (880) and is very similar to
Sivir's
Boomerang Blade. It does magic damage on the way out and true damage on the way back which is useful against enemies that stack Magic Resist. If you
Charm an enemy before casting
Orb of Deception you are guaranteed to hit in both directions. Also if you catch an enemy right at the end of the spell's range it does both the magic damage and the true damage to them simultaneously.
-
Fox-Fire (W): This ability causes 3 fox-fires to come into existence and orbit
Ahri until she comes in range of an enemy (800) or the timer runs out (they last around 5 seconds). They then target and hit the closest enemy, one at a time (it's basically a channeled spell but you can move). The spell prioritizes champions so if there are any in it's range (800) it will tend to hit them instead of minions. This ability is great for building your
Soul Eater stacks and filling your
Tear of the Goddess. It does more single-target damage than
Orb of Deception, but I find it to be less useful.
-
Charm (E): This is a ranged taunt that causes the enemy to walk harmlessly towards you for 1/1.25/1.5/1.75/2 second(s), does some damage, and slows them while they are taunted. It is a difficult skill-shot to land (harder than
Morgana's
Dark Binding or
Ezreal's
Mystic Shot in my opinion- it has a much shorter range too) and can easily be intercepted by minions. However, if you do manage to land it you can ensure that your
Orb of Deception hits both times, force an enemy to walk into your tower, snare an enemy before a teamfight, and prevent an enemy from escaping. It is also very useful for checking bushes for potential ganks, and running from enemies. It is easy to land if your target is moving in a straight line towards you or not moving at all, very hard otherwise.
*I will be givingCharm it's own chapter soon as it has great utility and is can be quite hard to use properly.
-
Spirit Rush (R): Your Ultimate. When activated you dash forward (not towards your cursor like flash but in the direction
Ahri is facing) and release up to 3 essence bolts that target nearby enemies, prioritizing champions like
Fox-Fire. This is great for escaping, chasing, and just dealing a ton of damage in teamfights. If the same enemy is hit by all 3 bolts it ends up dealing 300/420/560(+0.9) damage. Note that 3 enemies can be hit 3 times each making it insanely powerful during team-fights. However it is easy to hit every enemy champion on the enemy team twice, spreading out the damage more and making it far more likely that you will receive assists instead of kills.
This ultimate has been nerfed twice already making its cooldown significantly longer. It was originally 80/70/60, then it was 90/80/70, now it is 110/95/80. This is a real problem forAhri players as it is her only escape mechanism. The longer cooldown now makes you much more vulnerable to ganks or simply being chased down after a failed team fight. With it's new, longer, cooldown
Flash is an essential summoner spell.
Start with



However, if you are laning against a melee champion, you should take




You can level



And of course, take


Early Game
Start the game by buying a






On your first back, if possible, purchase a








Core Build
Now comes the core build, items you will buy every single game. At this point the early-game has probably finished, a tower or two have fallen, and people start looking for ganks while continuing to farm. You need to finish your boots now so pick up some

Next you build towards a




Teamfights should be breaking out quite often by now, and you will likely notice that you are receiving a lot of assists but very few kills. I have had many games where I start 2/1/15 (and end 11/2/20) because you simply don't do enough single target burst to kill anyone on the enemy team. You soften them up, and your allies finish them off (or you could just let your allies soften them up and finish them all off yourself Muahahahaha!). Once you get your Deathcap, however, You should be approaching 400 AP and dealing enough damage to burst them down from full health.

Late Game
Once you have your


Next you should build a



To finish off the build grab an




Remember that this build is not absolute, it is merely a guideline for what to buy. If the enemy team is has tons of AD, then please do buy some armor to mitigate some of the damage,




If they decide to stack some serious magic resist, the



As with all builds, this one is not set in stone. Your build should be reactive, to an extent. These items are also very viable on Ahri, and can be great situational items when the base build just won't cut it.
-
Ahri has trouble with crowd control spells, they simply destroy the mobility granted by your ultimate making you easy to focus. Should you see a heavy CC team in the loading screen, you may want to pick up these boots instead.
-If you find yourself being focused especially hard by the enemy team and constantly disabled during teamfights, pick up a
Quicksilver Sash to turn things around. A
Banshee's Veil may be a better choice in some situations.
-Generally the
Abyssal Mask will be a more useful item as it not only gives magic penetration to your whole team, but also gives you magic resist. However, it falls off if the enemy team decides to take a lot of magic resist. Should most of them have over 100 MR, take the
Void Staff instead.
-Should you find yourself against a very aggressive AD mid, or an AD heavy team picking one of these up can be a lifesaver. Remember to buy the
Chain Vest during the laning phase should it be necessary.
-This used to be a key item in my build but I have recently decided it wasn't worth it. I liked to buy an early
Tear of the Goddess to remove my mana problems but proper conservation of mana, the right runes, and the blue buff have made it unnecessary. I would still suggest that if you go out of mana (OOM) with
Ahri often that you buy an early tear (between
Boots and
Sorcerer's Shoes). I would also suggest that newer players or those without the right runes (the mana regen runes) take this approach.
-This item works well with
Ahri giving AP, mana regen, and some much needed CDR. Unfortunately it just doesn't fit into the build I use, but if you want to fit it into your own build, then go ahead.
-This item provides AP, mp5, CDR, and a very strong active nuke. I can see it being an excellent item to build on
Ahri, it just doesn't fit into my current build.
-I would not recommend this item as it is a snowball item. If you do well and get tons of kills/assists there are few items that are better. But if you do poorly it just sucks. It's also places a big FOCUS ME sign on your champion as no one likes it when an enemy builds up enough stacks for snowball items to be useful.
-I used to have this in the build, but have since deemed it unnecessary. It is a good sustain item and gives a decent amount of AP, but I find a Tear of the Goddess] + [[Rylai's Crystal Scepter make this item redundant (I originally had all 3 in the build). If you don't want to build the tear, this could help solve your mana problems, but you will have to either drop
Rylai's Crystal Scepter or
Lich Bane from your build.
Pick your poison:
Rylai's Crystal Scepter +
Rod of Ages = tons of health, enough mana, and slows but lacks some burst damage
Rod of Ages +
Lich Bane = enough health, enough mana, great burst
Rylai's Crystal Scepter +
Lich Bane = enough health, slows, great burst, lacks mana
































Pick your poison:








Early Game
You will generally start the game leashing for your jungler (if you have one). This is rather straightforward, you stand in the bushes near the river to prevent level 1 ganks. If you haven't seen any enemies by the time minions spawn, they won't be coming and you can move closer to the golems. When the golem spawns (at 1:55) you just hit it with an

In most cases you will want to take mid lane. The times you want to avoid taking mid are when the enemy champion hard counters you (see the match-ups section). If you were playing draft pick and the enemy team picked




If you are against a skill-shot reliant champion start with





Play passively at the start, focus on last hitting minions and dodging enemy harass. You want to conserve your mana and avoid spamming your abilities. If you are certain you can hit the enemy champion, go ahead and cast an

At level 2 you will learn


At level 3 you can start being aggressive. Now that you have








It can be hard to harass enemy mids as





Early in the game this will drop most enemies to half health forcing them to use a potion, recall, or simply be zoned as another combo +


Keep farming and harassing. If you can land your combo properly, you should be able to grab a kill before level 6, zone them hard, or simply force them to go back. Once you reach level 6 you can be even more aggressive. If they are low health and tower hugging, push your creep wave to their tower and




If they have 1/2 - 3/4 of their health,






If they have a lot of health harass them down using


Keep farming your lane and see if you can pick up blue with the jungler's help when it comes up again (should be at ~7 mins). If you have blue, go ahead and spam your abilities to push your lane and see if you can gank the top or bottom lanes.

If you are severely zoning the enemy mid, they are likely to call for a gank from their jungler. If you have wards in place, this won't be a problem. If you don't, it still shouldn't be a problem. When their jungler comes out of the bushes he will charge straight at you making



When your jungler ganks the key is to not tip off the enemy mid to his presence. If you were playing very passively and then get very aggressive, they will suspect something and likely flee. If you have been aggressively trying to

Try to land




Mid-Game
The mid-game generally starts when the first tower falls. If this happens to be the enemy's mid tower then congratulations! Push the creeps towards the inner tower mid and start ganking. If this is the enemy's top or bottom tower, keep farming mid but expect your teammates to start roaming around looking for ganks and helping you push your lane and take down the enemy tower.
It is unlikely that things have gone this smoothly for you though and it may be your tower that has fallen. Keep farming mid and trying to push and make sure you warn your team when the enemy mid is missing and looking to gank (see if you can tell them which lane he's going to gank, base this on the direction you saw him leave the lane if you saw him leave, ping 3 places along his probable route so they have no excuse for missing your MIA/SS). Should one of your team's other towers have fallen, be very wary of ganks and try not to over extend. Focus on staying alive instead of zoning and buy some wards for the river if you have not already done so.

As the game continues and more towers fall, you should start seeing team fights. These are most likely to break out at the dragon or in mid (unless the first tower for both sides is already down). Your goal here is to do massive damage without dying. If you try to initiate, you will die (with one exception) so don't initiate, leave your tank to do that. That exception is this: if someone on the enemy team overextends and comes too far forward, attempt to land

Once the tank has initiated and the enemy team has used their CC, jump in with








Late-Game
It's not very clear when the the mid-game turns into the late-game, but it is probably when an inner turret has fallen and teamfights start focusing on the Baron or inhibitor turrets. At this point you should be quite far along in your build, have a high creep score (at least 200, most of them before the 20 minute mark), and be fairly well fed.
Your role in team-fights remains the same, the AP carry that murders everyone on the enemy team once the fight has been initiated. Just be very careful about enemy CC and being focused, if you are dead you will be useless to your team and there is a good chance the enemy team will score an Ace which could lead to a come-from-behind win (if you are the primary carry anyway). Having several tanky champions with some good CC will help significantly as it will make you hard to focus down (


When you purchase your



In this section I will talk about the various laning match-ups you will likely face, and their difficulty. I will be updating this as I face off against more champions with Ahri.
Difficulty Ratings:
5: Avoid this match-up if at all possible
4: A challenging match-up, but can be done
3: The champions are roughly evenly matched, comes down mostly to player skill
2: A rather easy matchup but you must remain vigilant.
1: If you play
Ahri properly, you should never lose the lane against this champion.
Difficulty = 3. Not the worst champion during laning phase, but having
Baleful Strike thrown at your face every few seconds is a real pain and may force you to buy a
Negatron Cloak. But if he is hitting you with
Baleful Strike, it means he is not last-hitting minions with it to build up AP making him a bit less of a threat late game. The real problem comes later, when you've both gotten high AP, he can literally 2-shot you. You want to try to avoid him at all costs when the teamfight stage arrives.
Difficulty = 4. I have not actually played against
Gragas as
Ahri, I have, however, played against
Ahri as
Gragas. He is a difficult opponent for
Ahri. His
Barrel Roll has a much longer range than any of
Ahri's spells and does large amounts of damage, his
Drunken Rage allows him to shrug off a good portion of your harass, and his
Happy Hour lets him lane for a very long time before having to recall. You simply cannot do enough burst to take him down during the laning phase, and he has enough sustain to minimize your harassment. On the other hand he can very easily burst you down. I would suggest purchasing your
Giant's Belt early on to make you difficult to burst down. I would also suggest playing rather cautiously and make sure to dodge every barrel.
Difficulty = 5. Ryze is just a pain to lane against as Ahri, the few times I've been unfortunate enough to do so I simply get decimated in lane, starting 0/5 or 0/8 (I normally go 10/3 when I play Ahri). Even with the
Hextech Revolver you cannot out-heal his
Overload harass as it is really strong, and if the enemy jungler decides to gank and
Ryze casts
Rune Prison you are doomed. Basically, stay away from him if at all possible.
Difficulty = 5. Laning against LeBlanc is really difficult, as anyone who has had to go against her mid should know. Her burst is incredible and she has high mobility making mid hell for her opponents. Fortunately she drops off significantly late game and isn't very good when it comes to teamfights, unfortunately you may never get there because of how hard she will shut you down. LeBlanc is like Ryze on steroids, she's simply harder to face in every way. Her Sigil of Silence does massive damage and is a strong harass, and you will never be out of her range because of
Distortion. But the worst part is that
Ethereal Chains actually stops your ultimate, it is impossible to ult out of it. If the chains land and you don't have flash, expect to die very quickly.
Difficulty = 3. Playing against yourself in blind pick is always awkward and always comes down to how good the other player is. I tend to dominate enemy Ahri players as they generally play too passively allowing me to take a huge lead in creep farm.
Difficulty = 2. Not particularly difficult to lane against, but he can be annoying. Since he never uses mana, he never has to recall when OOM like you may have to at the start of the game. He also recovers health with his spells and will take an early hextech for sustain so he's hard to harass out of lane. He's even harder to gank because of his
Sanguine Pool, but on the other hand he can't harass you out of lane or gank you. You also out range him and will probably have him pinned by his tower most of the time and should be able to take a creep advantage.
Difficulty = 2. This is usually a rather easy match-up. While his incessant spamming of
Lay Waste is irritating, as long as you are paying attention it should never hit. On the other hand
Karthus is slow and squishy, it is very easy to burst him down. But if Karthus plays super aggressively and has a good jungler ganking you may have a hard time. I suggest starting with
Boots and 3
Health Potions so you have the mobility to avoid
Lay Waste (I like to call them "exploding zits"). On your first back get a
Doran's Ring and then start building the
Hextech Revolver and go from there. As long as you are wary of ganks, you should be able to basically free-farm and get first blood which will set you up nicely for the mid-late game.
Difficulty = 2.
Ziggs generally is not that hard to lane against. He relies on
Bouncing Bomb which is a skillshot and has a rather high mana cost to harass. Take
Boots and
Health Potions first when you lane against him to make it easier to dodge. If he is good at landing his skillshots, he can be a pain, but most of the time he won't be (and the boots will make it easy to dodge). Once you have your
Hextech Revolver you should easily be able to heal away the occasional
Bouncing Bomb hit and endlessly harass the squishy
Ziggs. He may still become a problem late-game regardless of how well you zone him and deny creeps, but you should have no trouble taking him out in a 1v1 situation.
> > Note < <
I do not yet have many match-ups despite playing
Ahri in the majority of my games. To decide what difficulty to assign a given match-up I must face that champion several times (preferably in quick succession).
Example (
Karthus):
I was mid against
Karthus for the first time. I had started with a
Doran's Ring like I normally do and was forced to back early as I could not dodge
Lay Waste. After buying
Boots and returning to lane I was able to easily dominate
Karthus for the rest of the game leading my team to victory. I decided his difficulty was a 2.
The next game I faced another
Karthus. This time I started with
Boots and 3
Health Potions and had a very easy lane completely crushing him. My teammates claimed that
Ahri should never lose to
Karthus, and I agreed lowering the difficulty down to 1.
Two games later and I was once again facing
Karthus in mid. This
Karthus played super aggressively, spamming so many
Lay Wastes that I could not possible dodge them all (not if I wanted to kill any creeps at least) and I was quickly pushed back to my tower. To make things worse, bottom lane decided to feed (especially the jungler,
Shyvana, I think she was 6/0 by the 10 minute mark) and whenever I managed to push out the slightest bit I would be ganked, leading to a quick loss. That
Karthus player was obviously quite a bit more experienced than the earlier ones. Had bot lane not fed, had I not been ganked every 90 seconds who knows how it would have turned out. As it was, the
Karthus that game felt like a 4 but given the other circumstances (bot lane feeding hard and lots of ganks) I decided to only raise it back to a 2.
Difficulty Ratings:
5: Avoid this match-up if at all possible
4: A challenging match-up, but can be done
3: The champions are roughly evenly matched, comes down mostly to player skill
2: A rather easy matchup but you must remain vigilant.
1: If you play











































> > Note < <
I do not yet have many match-ups despite playing

Example (

I was mid against





The next game I faced another





Two games later and I was once again facing






Thank you for reading my guide, I hope you enjoyed it and that it helps you become a better
Ahri player.
Ahri is a great deal of fun to play and I hope you all enjoy yourselves! Please leave comments or questions below and I will address them as best I can.
Changelog:
2012-3-5: Made a few changes to the layout, if you can think of more improvements please let me know.
2012-3-4: Added the rather long chapter on laning (will touch it up later). Changed the name of the guide from "Ahri, Another Tail to Tell" to "Ahri, Melting Faces" because I never really like the original title (was a friend's idea and I couldn't think of anything better at the time).
2012-3-2: More general updates.
2012-2-27: Removed the
Archangel's Staff from the main build, placed it into optional items. Added
Karthus to the match-ups section.
2012-2-20: Updated the build, changing it to have two paths,
Archangel's Staff path and
Lich Bane path. Made other minor changes to the guide.
2012-2-4: Minor fixes to spelling, grammar, and formatting
2012-1-27: Added some more match-ups
2012-1-24: Removed the
Rod of Ages and added
Will of the Ancients to the build
2012-1-4: Made some general updates to the build and its layout
2011-12-16: Published


Changelog:
2012-3-5: Made a few changes to the layout, if you can think of more improvements please let me know.
2012-3-4: Added the rather long chapter on laning (will touch it up later). Changed the name of the guide from "Ahri, Another Tail to Tell" to "Ahri, Melting Faces" because I never really like the original title (was a friend's idea and I couldn't think of anything better at the time).
2012-3-2: More general updates.
2012-2-27: Removed the


2012-2-20: Updated the build, changing it to have two paths,


2012-2-4: Minor fixes to spelling, grammar, and formatting
2012-1-27: Added some more match-ups
2012-1-24: Removed the


2012-1-4: Made some general updates to the build and its layout
2011-12-16: Published
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