Ahri Build Guide by Anthonie
Champion Build: Ahri
| Health | 2530 |
| Health Regen | 16.3 |
| Mana | 1880 |
| Mana Regen | 39.05 |
| Armor | 74 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 104 |
| Attack Speed | 0.895 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 708.59 |
| Life Steal | 0% |
| Spell Vamp | 32 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 54.9792% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Chapter 1
| spaace |
Pros
+ Ranged champion + Great harass and sustain in lane + Great farm and pushing capabilities + Ability to deal a lot of damage to multiple targets + High burst mobility + Good damage throughout the whole game + Ability to punish bad placement with great damage + + Ranged 2 second taunt + Amazing ability to recover even when doing bad. + Dance based on one of the songs of my favorite korean girl group, Girls Generation :D + Asian champion :D |
ce |
space |
Cons
- Hard to duel with others - High skillcap, not necessarily bad though - Has to choose between burst or escape with ultimate - Squishy before - Hurt a lot by stuns and snares, being unable to use - Hard to focus one target in a teamfight - No escapability once - Very skillshot heavy |
All but 1 of Ahri's abilities hit more than once!
This is crucial in looking at her kit. Her 33% AP ratio on
Introduction
This is my standard set of masteries for an AP carry. These give great AP, AP per level, and some percentage increasing AP, as well as some cooldown reduction with
Another set of masteries that could be used, forgive me for the lack of visuals, is 9/0/21. In theory, this could give additional cooldown reduction on your flash and all your skills, as well as some spell vamp, which is always handy to have because Ahri's
Ahri's Dance and Girl's Generation
|
|
space |
|
space |
|
Exhaust: Usually Exhaust holds an enemy near you so you can secure the kill or allows you to duel a powerful enemy more easily. Ahri just uses all her skills in one go, and can easily catch up to people with ult. Your
Charm works a lot like an exhaust, so you don't really need this.
Heal: You have a built in spell vamp passive, a
Hextech Revolver and you could have used that summoner spell slot for something much better, in my opinion.
Revive: Not going to crack down on this as much as other guides do. It's viable for sure, but there is a reason why you shouldn't take this. Usually this will be really useful late game, where the respawn timer easily surpasses 50 seconds. The reason is usually when your team is aced, and you revive, you won't make much of a difference and might die again! It's too situational in my honest opinion, and you should try to die the least amount of times, even though that's easier said than done.
Smite: Jungle Ahri is not viable whatsoever. If you want to try though for the lulz, go ahead. :D Stonewall has a video of it over here!
Surge: Leave it to the nukers, hybrids and auto attackers. You usually don't auto attack much as Ahri unless you have a Lichbane, and the extra AP usually doesn't matter all too much. If you love bursting and assassinating with Ahri though, feel free to take it.
Teleport: The only reason that I don't have this under viable summoner spells is because there are better choices. If you want to take this, go ahead, it's pretty helpful, but usually the solo top needs this. Unless of course, you are the solo top.
Cleanse: Also pretty useful, like
Teleport, but there are better choices. If the enemy team is hard CC heavy though, take this over
Ignite.
Clarity: With this build, the Doran's and the early Codex, you will rarely run out of mana unless you spam. Don't take this.
Clairvoyance: Don't bother, leave it to the supports.
Pros / Cons and Ratio discussion
Essence Theft often requires you to push with abilities to attain it. Usually when you use it, you will also be pushing. Don't spam your abilities on minions to get your passive, because your harass will usually get you up to 9 stacks already. Doing so will only push your lane.- Don't go in for a kill, especially towerdive, unless you have
Essence Theft at the ready. Unless of course the opportunity fits you or the jungler comes to gank. - Don't forget that 9 hits charges
Essence Theft. If you use and hit all of your
Spirit Rush's bolts, you will instantly either have your passive, or already have healed off it. - It is proven that using
Orb of Deception with
Essence Theft will provide the highest amount of spellvamp, but only if you are able to hit multiple targets (aka a minion wave). If you only have a single target,
Fox-Fire provides the highest healing.
Another thing that can't be forgotten is that on the way this ability does true damage, passing through any form of armor and magic resist, making her one of the only mid champions that has this. Sadly, in most cases the enemy mid won't build much magic resist early on, so the true damage will shine less.
What really stands out about this skill, is that, unlike other piercing skill shots (
- Don't forget that you can only get 3 passive stacks off
Orb of Deception, regardless of how many targets you hit. If attempting to charge your passive, or just when harassing, try to position yourself to only hit 3 minions so you get the stacks. - Because
Orb of Deception lacks damage falloff, this skill is a great farming ability. Just position yourself to hit as many minions and possible and see the money come in. - Because
Orb of Deception has no damage falloff, position is key on this skill. You need to hit as many people as possible in fights to make maximum use of it. Ahri is all about doing damage to their entire team. Instead of hitting only 1 or 2 of them in a fight, take a second for them to line up and hit them all for a lot of damage.
Orb of Deception has a deceptively long range. Because it returns to your current position, just by moving backwards, you increased the length of the true damage segment of the orb. Or just by slightly adjusting to the right, you might still hit the
Brand you missed when using the orb.
Orb of Deception at level 5 can easily kill the caster minions on the way through and back, allowing for extremely good farming and pushing.
Fox-Fire can make for some good harass too! Just come close enough so the fires don't bounce to a minion instead, and hit the W key.- However, getting close just to use this skill is risky.
Fox-Fire is best used in combo after hitting your
Charm and following up with
Orb of Deception. - Using
Fox-Fire with your
Spirit Rush will result in Fox-Fire being shot as an additional 3 bolts, adding even more damage to your ultimate's damage.
Fox-Fire is great at picking off runners that try to use the brush of fog to juke. Since it automatically locks onto a target in sight, and damages him, if you merely chase with this on, the moment they appear in your sight once, they will take all 3 fires, resulting in the kill.
- Don't initiate a fight with
Charm, instead, wait until there are no minions to block the skillshot, and then fire it for a sure-stun.
Charm works well with gankers that have a hard CC such as
Maokai, once Maokai has landed
Twisted Advance, you get a free
Charm off for a very long duration disable and an easy gank.- Try to leave your
Charm in a teamfight until you can disable the carry with it. Hitting a tank with this won't change the teamfight by a lot at all.
Spirit Rush can give you an easy out-of-jail card when pushing. Simply push down a tower or two, and when the enemy team comes in, you can escape extremely easily with your ultimate.- Know when to activate
Spirit Rush during a teamfight. Just read the teamfight section on how to.
Spirit Rush can easily catch a squishy enemy off guard. If your lane opponent is half health, you can easily score a kill by rapidly dashing through the minions and landing all your skills before he has the time to react with his own.- Each dash of
Spirit Rush counts as a separate spell. So your passive will only trigger off 1 dash.
Spirit Rush's utility is multiplied when used to escape over walls. There are 3 walls around the Blue Buff Golem, and if you jump over each of them, you have an ensured escape.
Ahri, the queen of burst mobility
Sustained mobility is a passive or active speed boost. Your champion moves faster, and therefor can easily catch up to enemies. In sustained mobility there is rarely the element of surprise. Examples of sustained mobility would be
Burst mobility consists of blinks. Your champion instantly dashes/teleports to another nearby location. The most popular form of burst mobility includes the summoner spell
Ahri is a prime example of burst mobility with her ultimate,
Masteries
This is my standard set of masteries for an AP carry. These give great AP, AP per level, and some percentage increasing AP, as well as some cooldown reduction with
Another set of masteries that could be used, forgive me for the lack of visuals, is 9/0/21. In theory, this could give additional cooldown reduction on your flash and all your skills, as well as some spell vamp, which is always handy to have because Ahri's
Runes
Greater Quintessence of Ability Power: The +15 AP just gives you that extra laning 'Ooomph!' with your harass and may even net you an easy first blood.
Greater Mark of Magic Penetration: Standard on any AP carry. Increases your damage and scales pretty well into late game.
Greater Glyph of Scaling Cooldown Reduction: Together with Morello's, masteries and this, you will be very close to the 40% cooldown reduction and that delicious 36 second cooldown
Spirit Rush.
Greater Seal of Scaling Ability Power: Some nice late game AP for your enemy to chew on.
Other Runes:
Greater Quintessence of Movement Speed: Some people prefer to have movement speed since they say Ahri is meant to stick to people. Personally I don't prefer it, but everyone likes choices.
Greater Mark of Ability Power: Gives you slightly more early game while sacrificing your later game. It's a personal choice really.
Greater Glyph of Scaling Ability Power: More late game AP, nom nom nom. Extra damage is always welcome.
Greater Glyph of Cooldown Reduction: Gives you cooldowns early on. To be honest, I don't think you really need these, but if you like to dominate a lane more than you already do, get these!
- greater seal of vitality: This is a matter of personal preference. Do you prefer having more health later or some extra AP? I prefer having a slightly bigger damage than more health. Take whichever you prefer.
Summoner Spells; What works, and what doesn't
|
|
space |
|
space |
|
Exhaust: Usually Exhaust holds an enemy near you so you can secure the kill or allows you to duel a powerful enemy more easily. Ahri just uses all her skills in one go, and can easily catch up to people with ult. Your
Charm works a lot like an exhaust, so you don't really need this.
Heal: You have a built in spell vamp passive, a
Hextech Revolver and you could have used that summoner spell slot for something much better, in my opinion.
Revive: Not going to crack down on this as much as other guides do. It's viable for sure, but there is a reason why you shouldn't take this. Usually this will be really useful late game, where the respawn timer easily surpasses 50 seconds. The reason is usually when your team is aced, and you revive, you won't make much of a difference and might die again! It's too situational in my honest opinion, and you should try to die the least amount of times, even though that's easier said than done.
Smite: Jungle Ahri is not viable whatsoever. If you want to try though for the lulz, go ahead. :D Stonewall has a video of it over here!
Surge: Leave it to the nukers, hybrids and auto attackers. You usually don't auto attack much as Ahri unless you have a Lichbane, and the extra AP usually doesn't matter all too much. If you love bursting and assassinating with Ahri though, feel free to take it.
Teleport: The only reason that I don't have this under viable summoner spells is because there are better choices. If you want to take this, go ahead, it's pretty helpful, but usually the solo top needs this. Unless of course, you are the solo top.
Cleanse: Also pretty useful, like
Teleport, but there are better choices. If the enemy team is hard CC heavy though, take this over
Ignite.
Clarity: With this build, the Doran's and the early Codex, you will rarely run out of mana unless you spam. Don't take this.
Clairvoyance: Don't bother, leave it to the supports.
Ahri's Kit
Essence Theft often requires you to push with abilities to attain it. Usually when you use it, you will also be pushing. Don't spam your abilities on minions to get your passive, because your harass will usually get you up to 9 stacks already. Doing so will only push your lane.- Don't go in for a kill, especially towerdive, unless you have
Essence Theft at the ready. Unless of course the opportunity fits you or the jungler comes to gank. - Don't forget that 9 hits charges
Essence Theft. If you use and hit all of your
Spirit Rush's bolts, you will instantly either have your passive, or already have healed off it. - It is proven that using
Orb of Deception with
Essence Theft will provide the highest amount of spellvamp, but only if you are able to hit multiple targets (aka a minion wave). If you only have a single target,
Fox-Fire provides the highest healing.
Another thing that can't be forgotten is that on the way this ability does true damage, passing through any form of armor and magic resist, making her one of the only mid champions that has this. Sadly, in most cases the enemy mid won't build much magic resist early on, so the true damage will shine less.
What really stands out about this skill, is that, unlike other piercing skill shots (
- Don't forget that you can only get 3 passive stacks off
Orb of Deception, regardless of how many targets you hit. If attempting to charge your passive, or just when harassing, try to position yourself to only hit 3 minions so you get the stacks. - Because
Orb of Deception lacks damage falloff, this skill is a great farming ability. Just position yourself to hit as many minions and possible and see the money come in. - Because
Orb of Deception has no damage falloff, position is key on this skill. You need to hit as many people as possible in fights to make maximum use of it. Ahri is all about doing damage to their entire team. Instead of hitting only 1 or 2 of them in a fight, take a second for them to line up and hit them all for a lot of damage.
Orb of Deception has a deceptively long range. Because it returns to your current position, just by moving backwards, you increased the length of the true damage segment of the orb. Or just by slightly adjusting to the right, you might still hit the
Brand you missed when using the orb.
Orb of Deception at level 5 can easily kill the caster minions on the way through and back, allowing for extremely good farming and pushing.
Fox-Fire can make for some good harass too! Just come close enough so the fires don't bounce to a minion instead, and hit the W key.- However, getting close just to use this skill is risky.
Fox-Fire is best used in combo after hitting your
Charm and following up with
Orb of Deception. - Using
Fox-Fire with your
Spirit Rush will result in Fox-Fire being shot as an additional 3 bolts, adding even more damage to your ultimate's damage.
Fox-Fire is great at picking off runners that try to use the brush of fog to juke. Since it automatically locks onto a target in sight, and damages him, if you merely chase with this on, the moment they appear in your sight once, they will take all 3 fires, resulting in the kill.
- Don't initiate a fight with
Charm, instead, wait until there are no minions to block the skillshot, and then fire it for a sure-stun.
Charm works well with gankers that have a hard CC such as
Maokai, once Maokai has landed
Twisted Advance, you get a free
Charm off for a very long duration disable and an easy gank.- Try to leave your
Charm in a teamfight until you can disable the carry with it. Hitting a tank with this won't change the teamfight by a lot at all.
Spirit Rush can give you an easy out-of-jail card when pushing. Simply push down a tower or two, and when the enemy team comes in, you can escape extremely easily with your ultimate.- Know when to activate
Spirit Rush during a teamfight. Just read the teamfight section on how to.
Spirit Rush can easily catch a squishy enemy off guard. If your lane opponent is half health, you can easily score a kill by rapidly dashing through the minions and landing all your skills before he has the time to react with his own.- Each dash of
Spirit Rush counts as a separate spell. So your passive will only trigger off 1 dash.
Spirit Rush's utility is multiplied when used to escape over walls. There are 3 walls around the Blue Buff Golem, and if you jump over each of them, you have an ensured escape.
Skill order
I take
Skill rotation in fights
Utilizing passive
Getting a kill after harassing (around 50% hp)
Ganking
Items & Optionals
-
: I open with a Doran's Ring merely because of personal preference, and there shall be many optional starting items listed below. Doran's Ring basically gives that extra health that you need to lane. Since
Charm brings your enemy closer to you, it also puts you in danger for counter harass. The higher amount of AP and mana regen you get also allow you to obtain and utilize
Essence Theft, your passive more often, for better sustain.
Note: Feel free to switch around the order of Codex, Revolver and Catalyst as you wish! They are all good first buys in every situation. Get your Codex earlier if you don't worry too much about your lane and are doing fine. Buy Catalyst if you need it for survivability or against a nuker like Malzahar. Buy a Hextech Revolver if you feel like you need more sustain, for example if laning against a strong harasser like Viktor or someone with high sustain like Vladimir.
-
: I usually get this first, sacrificing boots for this first, and have almost always have success with it. You only need boots first if you're playing versus someone like
Karthus,
Cassiopeia or
Xerath. Everything about this item is amazing on Ahri. The mana regen never lets you run out of mana. The ability power allows for better harass and more damage. And the cooldown reduction helps Ahri the most. Because Ahri has lower cooldowns than the average AP caster, I try to build on that by building cooldown reduction. An early codex will allow you to destroy your lane. All the advantages aside it also is very cheap.
-
: Next I pick up my boots, so don't fall behind in the movement department, and because I need them at some point anyway, this seems like a good moment to get them, if not slightly late.
-
: With this baby, and your passive, you will never need to use a potion ever again. The amount of lane sustain this and Catalyst give is insane! I try to get this item at a time that laning still is ongoing, but after catalyst so I can solve my mana problems. Therefor this item comes after my boots.
-
: Because I'm already so close to the CDR cap with this build, masteries and runes, I feel like
Ionian Boots of Lucidity aren't needed. Therefor I get these boots, because the magic penetration is always welcome on any caster.
-
: This gives me the ability to stay in lane forever. I also get some health and mana, as if the passive wasn't good enough already. Later this will be built into a
Rod of Ages.
-
: I've already got the catalyst, and might as well work it into a Rod of Ages. This will gives you health, mana and ability power, as well as retaining that great Catalyst passive. You need either this or
Rylai's Crystal Scepter for the survivability, because with
Spirit Rush you will be close to the enemy and prone to focus.
-
: First I pick up a
Needlessly Large Rod, and then this beauty. This will make your damage just skyrocket, and turn you into a real threat. If you've been bursting people before this, you'll be surprised at the amount of burst you get from this. Definitively a worthwhile investment.
-
: Because cooldowns become more and more important at this point in the game, I decided to upgrade my 10% CDR to 20% with the Morello's Evil Tome.
-
: This lets you penetrate that annoying magic resist that people will be building against you, and also free up your
Sorcerer's Shoes for a different pair of boots. Void Staff gives percentage based MPen (40%), while Sorcerer's Shoes only give flat spell penetration (20). This means Sorc Shoes are more cost effective MPen early on when people don't have much resist, but later on, Void Staff just adds to your damage.
-
: Like said above, and what I read in many other guides, and agreed with, is that once you get Void Staff, Sorcerer's Shoes are no longer necessary for spell penetration, instead, I get these beauties to complete the rest of the build, my masteries and runes and hit 40% CDR without blue buff. Mercury Treads are a good alternative if you feel you need them.
-
: I don't get Will of the Ancients any earlier because only late game, when your team sticks together a lot, does this item matter. It gives a spell vamp aura and some ap to your team. It can be, however easily swapped out for
Zhonya's Hourglass,
Lich Bane or any other items (
Guardian Angel).
- Different starting items can include:
Amplifying Tome,
Boots of Speed,
Meki Pendant or
Sapphire Crystal depending on your needs in lane. In all cases, you can get a health potion for extra sustain but you lose the +100 health from the Doran's. In my opinion it's just personal preference, but the Doran's stands out as the best in my opinion because of
Essence Theft.
-
: If you don't want to use CDR runes or masteries, you can get this and Morello's to be extremely close to the cap already, leaving rune slots and masteries more free.
-
: I personally don't like this items, but as long as League of Legends has such an unpredictable fight factor, you won't always be in the best possible position to use your
Spirit Rush, or you are just taking a bit too much damage mid. These are in that case.
-
: As suggested by Oharris, I can easily see myself getting this on Ahri due to her escapability. Replace
Morello's Evil Tome with this. I personally don't like snowball items because the risk they carry. If you manage to get stacks and keep them, you will go out of control in terms of damage, but you will become the prime target to focus in a fight, which is something you don't want. If you are confident that you can get stacks and also stay alive, then by all means, this item surpasses Morello's Evil Tome.
-
: Swap with
Zhonya's Hourglass. Gives you that late game survivability if you are having trouble with getting focused.
-
: Swap with
Will of the Ancients. This item is great if an AD is fed and doing tons of work, and has a great active, and more AP than the average AP item (100 ap instead of 80 ap). However, I feel like the active conflicts with Ahri, who is meant to be moving all the time. It also doesn't have any synergy with her, except that it lets her wait for cooldowns.
Kassadin will have
Riftwalk off cooldown after a Zhonya, and always has to be close to his targets,
Fiddlesticks can channel
Crowstorm while in statis, so it synergises with them. It doesn't with Ahri.
-
: Swap with
Rod of Ages. It's a matter of preference again. They give the same amount of AP, but Rylai's gives less health and a slow on every spell, while Rod of Ages gives you more mana, a great passive and more health. I don't prefer getting Rylai's now that Lizard Buff also works on spells. If you get
Rod of Ages and the Lizard Buff, you will have what Rylai's would give you and more.
Since so many people ask me why I don't get Rylai's, I have decided to quote a part of my F.A.Q. in here to explain another bit of why I don't like Rylai's on Ahri.
Quoted:Q: Why do you try and get so much cooldown reduction?
A: I feel like Ahri's cooldowns are a bit high, and this is also the reason I don't pick up Rylai's Crystal Scepter, basically how I feel Ahri plays without CDR is you roll out your entire combo and cross your fingers that the target dies. You can't follow up the Rylai slow with anything, because your Fox-Fire goes off cooldown after 5 seconds, Orb of Deception after 7 whole seconds without any CDR! I get Rylai's on champions with low cooldowns that can stick to targets, like Akali, with her two second Mark of the Assassin she will be able to apply a constant slow and actually follow it up with damage. I feel like Ahri needs cooldowns more than anything else.
-
: If the enemies aren't building a lot of magic resist, this is more efficient than
Void Staff. It actually reduces magic resist, and on lower magic resist levels, can let your damage do much better than a
Void Staff can ever give you. Also useful if an enemy AP is fed, but
Banshee's Veil is usually the better choice in that situation unless it's only slightly fed.
-
: You can choose to turn your Codex into a Deathfire instead, subbing the CDR for the active. Do this if at least 3-4 members of the team are stacking health and you find your damage extremely lacking, or they usually have around 30% hp left after you do your combo.
-
: Replace
Zhonya's Hourglass with it. This item used to be in the main build, until I felt like Ahri wasn't about auto attacking much unless it was a very close fight. Usually you'd use your entire kit and then kite while waiting for cooldowns. This item is, however, great for Ahri! The magic resist isn't that useful but makes you take less damage should the enemy AP try to focus you in a fight, it gives a good amount of AP, some movement speed, and some mana (you shouldn't have mana problems post-
Rod of Ages). Lichbane only shines if you can manage it's effect. Try to auto attack as often as you can. This also lets you tear down towers if your game is close and you need to split push to win.
-
: Always choose this over
Force of Nature as you're not a tank. This will help you against those pesky AP casters that are getting more fed than you.
Laning & Farming
Ahri is a pretty decent mid, not the best, but has great poke, but relies a lot on hitting skill shots to actually do well in lane. However, with good harass, it's not hard to actually pick up first blood if you play smart. Because I enjoy playing aggressively, I take
Try to stay in lane for as long as possible, by last hitting minions with your auto attacks, and if out of range, your
Don't be afraid to stay at a range and use your
Try to harass with
Make sure you a get Golem Buff as often as possible from your jungler. Don't leave your lane to go do it alone however, if you do so, you might risk losing a tower in mid. If you can get your hands on the Golem Buff without your lane being pushing, then you are in a great position. Ahri with this buff is great! She can spam her
Ahri might as well be one of the best farmers in the game for all I know. She has a great autoattack animation, quite similar to
Late game, Ahri becomes even a better farmer, as I usually double my team's creepscore without even trying. Since a level 5
Post-Laning Phase and Teamfights
After laning you want to do what Ahri is great at; Pushing and farming! Using your amazing farming skills, kill an entire wave fast, and pressure an enemy tower. If you get ganked
If you only see one enemy come to protect the tower from your pushing, don't immediately run off. You might even be able to score a kill. Try to poke at him with
This is often where I see other Ahri players do bad. They will either initiate using
If you watched the Ahri Pentakill video at the beginning of this guide, you will see perfect Ahri teamfight behavior. So here I'll give some teamfight pointers in the form of do's and don'ts.
- Do try to position yourself to hit as many people as you can with your
Orb of Deception. - Do try to save
Spirit Rush until you feel it is needed, and when there are at least three enemies around to take full advantage of Ahri's split damage. - Do start a teamfight standing the back using
Orb of Deception and trying to get a lucky shot with
Charm. When the opportunity arises and most enemy CC has been used (!!!), turn on
Fox-Fire and
Spirit Rush and dash through the enemy team dealing huge damage to all of them, giving you either a lot of assists or a sweet multikill. - Don't initiate a fight, ever! Fed or not, Rod of Ages or not, you are extremely squishy and if you
Spirit Rush in, you will just be killed without doing anything at all. - Don't use
Spirit Rush when the enemy team has CC (ie. Amumu hasn't used ultimate yet)! CC will screw you over, and you are now in the middle of their team because of
Spirit Rush, and you're squishy. You will be a sitting duck to focus. - Don't use
Spirit Rush when the enemy team is still high on health, unless you see you are losing the fight and need the extra damage.
Spirit Rush is mainly a chasing/killing blow spell, doing a lot of damage to the enemy team at low health and chasing those who run to ensure that ace. This is because when the enemy team is low they won't be trying to focus you as much as they would when they were full, because of the damage you can do. They will usually run, which is even better for you. - Don't hit an enemy tank with
Charm. That's exactly what they want. To be in the middle of your team and taking all the hits. You want to save
Charm to hit an enemy carry, because if you can pull that
Caitlyn away from her safe position in the fight closer to your team, and also disable her for 2 seconds, your team will love you!
How to deal with certain champions (Lengthy and detailed)
I've created this part of the guide to explain how I lane mid against other champions, if I need to adjust my build slightly, or if I use any special positioning. I'll also list their difficulty in the form of five stars (*****). After I finish doing the mid champions, I'll go to other champions and talk about their threat to Ahri out of lane.
This is a still a work in progress, as I haven't laned against every champion as Ahri yet, but I'll fill in as much as possible, partially from experience with other champions mid and partially with knowledge of how Ahri plays.
* - Easy as pie to lane against, Ahri will usually have a huge advantage against this champion, even if the player makes a mistake, or the enemy player does well. Can still be a danger fed though, as any champion.
** - Ahri will have the advantage in this lane, but make sure not to mess up. The line is very close, and if the champion manages to punish you for a mistake you make, the lane will become tougher.
*** - Both sides will be pretty equal. It'll all be about who can punish the other side for making a mistake and how much the jungler helps you or the enemy.
**** - These guys pose a huge threat and will usually have an advantage over Ahri, either by just being a better lane champion, or because they have a stun, snare or taunt. Get some jungler help with these, and try to punish their mistakes to get the advantage.
***** - Banes of Ahri's existence in lane! These are monsters that can rip Ahri apart, or just simply out-do her in lane. If you know the opponent is capable of nuking you instantly (
LeBlanc), then swap with your tanky top lane for an easier time. You need to be babysat by your jungler to win this lane, but if not, simply sit back and try to farm using the range of
Orb of Deception. Winning a lane against these guys requires great awareness of what they are capable of, and when you have to do what.
Smartcasting; Why Ahri loves it
Ahri is a great champion to have smartcasting on for. Heck, Riot already gave you an incentive by making her ultimate smartcasted by default. Ahri relies on skillshot for all but
Fox-Fire, and skillshots require a good prediction and fast reaction to hit. You might say that you have mastered the technique of 'pressing Q then clicking right away', but you will never lose that 0.5-1 second of clicking time, and that might be the difference between hitting or missing a skillshot! Especially when two of your skillshots are either your main damage ability or your biggest utility skill!
Smartcast is something I definitively advise any Ahri player to turn on, because you will benefit from it so much throughout the whole game. It promotes instinctive and reactive play rather than rational play, the former usually being the less good. Don't think about firing that
Orb of Deception, just toss it out and hit the enemy or not.
Only do this when you are used to her ranges though, as you might start missing skillshots if you underestimate her range.
Summary and Scores
Ahri is a great AP mid with a high skill cap, meaning a lot of her capabilities lie in player skill. So don't go mad if you don't do well at first. When you master when to use her abilities and how, you will be doing good every game, and never go negative, ever! Harass in lane, last-hit a lot, punish people for being out of position, and make the entire team range about how you are uncatchable with your ultimate.
If you have any questions, notes, spelling errors and especially tips, post them down below so I can improve the first guide I spent quite long on.
This is where I want to see your Ahri scores using this build! Send them to me and I'll put them up here. If I find a great Ahri video or you do, let me know, so I can put it here as well! This section is meant to show off how amazing Ahri is, to convince that one person to get her over another AP mid.
Thoughts on patch notes
This is where I put my thoughts on Ahri buffs or nerfs, and how they affect this build and Ahri as a whole.
Ahri Nerfs (Sejuani Patch 17/1/12)
- Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
- Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60
The change to
The change to her ultimate,
Frequently Asked Questions
Here I will put any questions posted in replies and answer them, so that anyone else who reads the guide may learn from it.
Q: Why do you try and get so much cooldown reduction?
A: I feel like Ahri's cooldowns are a bit high, and this is also the reason I don't pick up
Rylai's Crystal Scepter, basically how I feel Ahri plays without CDR is you roll out your entire combo and cross your fingers that the target dies. You can't follow up the Rylai slow with anything, because your
Fox-Fire goes off cooldown after 5 seconds,
Orb of Deception after 7 whole seconds without any CDR! I get Rylai's on champions with low cooldowns that can stick to targets, like
Akali, with her two second
Mark of the Assassin she will be able to apply a constant slow and actually follow it up with damage. I feel like Ahri needs cooldowns more than anything else.
Q: What is the range of dmg from her ulti? a.k.a. At what range do the bolts of your
Spirit Rush fire? ~Ducktide
A:Very interesting question! I thought I could solve it by a simple google, but I couldn't, so I hopped right into a custom game and leveled 6 so I could test it for you. I took three screenshots that should explain it perfectly!
The first picture below is the range at which
Fox-Fire will barely hit the dragon, basically the max range of Fox-Fire.
The second picture shows the range of
Spirit Rush at the exact same spot. This is the range you can dash to and the range at which your bolts fire.
The last picture shows the max range at which the bolts will hit the dragon. So basically, if you want to know the range of your ultimate's bolts, make sure to keep your target within 450 range, which is quite small, it's smaller than the ranged auto attack range.

Q: What is the point to
Runic Affinity
if you are going for the 40% CDR anyway?
You won't have this early game. All you will have before you get your morello's evil tome, and after your fifth item, your cooldown boots, is 15%. A blue buff in lane will help immensely, better pushing because you have your ult for damage. More
Orb of Deception spam. It's just great to have that CDR and mana regen while in lane, since it lets you dominate.
Replays
Everyone loves replays! And I have LoL Recorder on all the time to capture good games with Ahri to add to this guide and show to others! However, to watch these, you need LoLReplay, which you can find right over here! Not only can you watch lots of replays, but also automatically record your own, without pressing any button whatsoever! These files are also very small, unlike Fraps videos, where one game can easily take up a few gigabites, a replay only takes up around 7mb, so don't worry about your computer getting too full on replays. :D
These are examples of my Ahri play, as well as analysis on how and why I did certain things and why I died. Feel free to download these and watch them if you want to have some first person experience with this Ahri guide.
Changelog
18/12/12 - Guide created and published. :D
18/12/12 - Worked extremely hard on the guide, incorporating comment suggestions and adding a new section called 'How to deal with certain champions (Lengthy and detailed)'.
19/12/12 - Worked on the 'How to deal with certain champions' part of the guide, also added an optional or two and a new section about smartcasting. Heavily debating making video guides.
20/12/12 - Finished the AP mid section of 'How to deal with certain champions'. On to the solo top section of it. Looking at other top rates guides to see what I can add/change about this guide.
7/1/12 - Happy new year! Updated the item build slightly to be more optimized and added Viktor to the matchup list, according to a few edits here and there.
17/1/12 - New patch incoming, so I should update the guide. I swapped around Hextech Revolver and Catalyst. I felt like the Hextech Revolver gave slightly more lane sustain and should be build earlier in order to provide it's full use, but I also feel like all 3 unbuilt items (catalyst, codex and revolver) should be freely interchangeable depending on how your lane is going. Ahri also took a slight nerf this patch, so I will cover those as well. It's kind of sad that my build has fallen to 60%, but I'll continue to update it, and see if I can find some way to get it back up. Also added another frequently asked question.
|
|
|
Latest on MOBAFire TV
More Mobafire Video
Scheduled Tournaments
|
MOBAFire Community Cup NA June
Registration Open
|
|
Dominate Dominion #62
Registration Open
|
|
MOBAFire Community Cup EUW June
Finished
|
|
Dominate Dominion #61
Finished
|
Drop-in Games
![]() |
MOBAFire Inhouses
Registration Open
|






Build Guide
Discussion (51)




