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Ahri Build Guide by Elusive Ferret

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League of Legends Build Guide Author Elusive Ferret

Elusive Ferret's Super In-Depth Ahri Guide!

Elusive Ferret Last updated on December 6, 2016
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Ability Sequence

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

Masteries

Fury
 
 
5/
Sorcery
 
 
 
 
 
 
 
 
Vampirism
 
 
5/
Natural Talent
 
 
 
 
 
 
 
 
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Offense: 12

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
5/
Precision
 
 
Intelligence
 
 
 
 

Defense: 18

Recovery
 
 
Unyielding
 
 
 
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Utility: 0



Threats to Ahri with this build

Threat
Low
High
Show all
Threat Champion Notes
3
Ezreal Difficulty: Easy (Details in Matchup Section)
3
Fiddlesticks Difficulty: Easy (Details in Matchup Section)
3
Karthus Difficulty: Easy (Details in Matchup Section)
3
Morgana Difficulty: Easy (Details in Matchup Section)
3
Nidalee Difficulty: Easy (Details in Matchup Section)
3
Twisted Fate Difficulty: Easy (Details in Matchup Section)
3
Vel'Koz Difficulty: Easy (Details in Matchup Section)
3
Xerath Difficulty: Easy (Details in Matchup Section)
3
Ziggs Difficulty: Easy (Details in Matchup Section)
3
Zyra Difficulty: Easy (Details in Matchup Section)
3
Heimerdinger Difficulty: Easy (Details in Matchup Section)
3
Urgot Difficulty: Easy (Details in Matchup Section)
3
Cho'Gath Difficulty: Easy (Details in Matchup Section)
3
Ekko Difficulty: Easy (Details in Matchup Section)



Hello! and welcome to my guide to Ahri. Whether you are new to League or a seasoned veteran, if you have come to learn about Ahri then you have come to the right place! I have poured all of the knowledge and experience that I have gathered over the last 5 years into this Guide. I will warn you that is is quite the read at 68 thousand words, but I assure you that it includes everything there is to know about her and more! I plan on keeping it constantly updated over time and making it look as visually appealing as I can. If you have any queries about the guide or Ahri then feel free to ask in the discussion and if you like the guide hitting the upvote will help greatly. Once you're done reading you can also check out some gameplay videos on my YouTube channel and to get you started or in the mood for Ahri you can watch a little montage of mine below! Thank you for your time and I hope you enjoy the guide :)



Hi, I'm Connor! I'm 23 years old from the small county of Cornwall - South West England. My Summoner name is Elusive Ferret and I finally decided to write a guide to my favourite Champion, Ahri. I started playing League on the US server around the middle of Season 1 ( Maokai Release) and very quickly became addicted to the game. I spent about a year on the US server before moving to EU and back then I just played the game for fun with friends. Before League I primarily played FPS on console (Halo, CoD), so League was my first major PC game and of course MOBA. It wasn't entirely new to me though because I also played a lot of RTS games. Season 1 and 2 I probably only played about 30~ Ranked games because I primarily played Normals with friends at that time and didn't really take the game super seriously. Season 3 is where I started taking league seriously and began to play a lot of ranked. In Season 3, I managed to climb to Diamond 5 right before the Season ended. Season 4 I peaked at Diamond 1 and ended Diamond 2 as the Season finished, and in Season 5 I finished high Diamond 1!

This Season (6) I only played about 150 games and was at Diamond 2 about a month into the Season, but due to personal reasons I took a 7 month break and decayed to Diamond 5. I've just started playing again towards the end of Season 6 and I'll be back as normal once Season 7 hits!

I've never really liked the play style of Mages in any game, and when I first started out with League I only played tanks and bruisers. My first ever main was Irelia, and she's still one of my strongest Champs to this day! When Ahri was released, I bought her solely from her splash art and instantly fell in love with her. From that day, she became my new main and I went through a phase of almost exclusively playing only her for a long time.

Many people think I'm a 1 Trick Pony because I'm only known for my Ahri, and I mostly play Ahri, but it's actually far from the case! Other Champions that I can play to an equal, and some even better standard as Ahri include: Irelia, Akali, Elise, Shyvana, Kha'Zix, LeBlanc & Maokai! So yeah I like Assassins, and Dragons, and well, Trees I guess :D

I'm quite a shy person but I'm humble and I love to help people in any way that I can! I get along with most types of people and I'll usually respect your opinion on matters where we may disagree. I also hate arguing and prefer not to get into a heated debate so please don't be mean! I'm a super fun guy and I'm extremely chilled, you'll always see me messing around in games, but at the same time I do still try to win. Fun is the most important thing to me in games though, and I don't really rage or get mad at all with games (unless I get camped, that really grinds my gears!!)


So now you know a little more about who I am, my background and my League history. It's time for you to read... a lot :D


I am a Diamond Ahri Main since Season 3 (Diamond every Season) and have been playing Ahri ever since her release with the vast majority of my games with her. That makes it 5 years of experience with her. From the nature of this, I have a lot of experience with every matchup and experience playing vs Mid-High level Diamond players. There also isn't a single thing that I don't know about the Champion and I'd even go as far to say that my knowledge of her surpases my skill with her.

My win rate with Ahri in Season 4 was 76.8% out of 155 games and my KDA was 5.33:1. My Season 5 win rate with her was 70% with 125 games and a KDA of 6.34:1. On the LoLSkill Toplist I was also very highly ranked for Season 5 and before my hiatus towards the end of the season I was #1 in EUW for a long time.

Now of course people don't lie on the internet right? But in case you want proof/stats of my success with Ahri I've got you covered! (STATS SUBJECT TO CHANGE)

Click for Season 4 Stats

Click for Season 5 Stats

Click for Season 6 Stats

Overall, I like to think I play Ahri in a less common way than most, so I hope that even if you are an experienced Ahri player you might be able to learn something new!
.



There are many reasons as to why I love playing Ahri and it makes her a great
Champion to pick up and learn. I will go over and explain the key reasons below.

The first and main reason is because of how unique she is. Ahri has one of the most fun kits in the game which is mainly due to her Ultimate, Spirit Rush. What's not to like about having 3 dashes that deal damage for an Ultimate? Ahri has a very unique kit in the sense of it essentially being a Mage Assassin Hybrid. She has the basic traits of a Mage with her Orb of Deception and being ranged, but she has the Damage and Mobility of an Assassin with her Fox-Fire and Spirit Rush. She also has the ability to pick off a specific target like other Assassins with her Charm. There's really no Champion like Ahri in League and she's the kind of 'Jack of All Trades' Champion which makes her very fun to play.

This moves on to my second reason as to why Ahri is such a great Champion to play. Due to her part Assassin nature, she is able to make picks and sometimes instantly take out an enemy Champion. Because of this, all it takes is 1 good Charm on a key target to swing the direction of an entire game.



In general though, Ahri is great for picking off wandering Champions that don't have vision on you, if they walk right into a Charm the chances are you will be able to take them out or at least force them to go back which could then get your team an objective. Another way that Ahri can make picks is by forcing them rather than waiting to ambush someone. You have 3 dashes with your Spirit Rush and a 4th counting Flash, which means you can afford to Ult in aggressively in order to get a Charm off, and then Ult backwards to get out safely if you need to. The more aggressive pick attempts are much more risky but they can pay off big if you manage to Charm someone out of place.

Charm, paired with Ahri's mobility and ability to reposition herself makes her a great Champion for 1v1'ing almost anyone and you can always just get out of dodge with your Ultimate dashes if things ever go sour!

The third reason for why I love playing Ahri is her ability to outplay opponents. Ahri has the perfect kit for outplaying Champions and this is due to being able to reposition yourself multiple times during a fight with Spirit Rush. Not only does Ahri's Ultimate make it extremely easy to dodge skill shots, but it allows you to reposition for a perfect Charm or return on Orb of Deception.

Ahri's Spirit Rush can be used defensively and offensively at the same time, dashing back to dodge an ability or get away from a gank will likely make your opponent feel safe, but you can very easily go in for a counter attack just before your remaining charges of Spirit Rush are gone. Leaving the counter attack to as late as possible will mean that your opponent will think that you have no intention of going back in for a kill and if they are not paying full attention to detail they might think that you are out of charges, though be aware that they can see how many charges you have left and how long is left on the timer if they click on you.



Most Champions have at least one ability that can be dodged easily with Spirit Rush such as Defile and Plasma Fission and it can be very satisfying dashing around an enemy Champion having them unable to hit you with any of their abilities. This is what makes Ahri so good at facing off against Champions with skill shots as if timed right, you can avoid being hit.

It can however get frustrating playing against Champions that have no skill shots because it is almost impossible to outplay something that you cannot dodge. These are usually found on the Champions that hard counter Ahri which is pretty much the main reason why they counter her in the first place, such as LeBlanc, Annie, Fizz, and Syndra. There will almost always be Champions in the game that you can outplay with Spirit Rush though even if they are not in your lane.


.


Click on an image to jump straight to that Ability!

Ahri has a fantastic kit that is both fun and rewarding when played right. I will go
over each of her abilities with the relevant information such as cooldowns,
damage numbers, ratios and a GIF of each ability in-game.





Passive: Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell heals her for 3 / 5 / 9 / 18 (+9% of ability power) per unit hit. This value increases every 5 levels.

Healing: 3/5/9/18 per unit hit (at levels 1/6/11/16) (+ 9% AP)

Ahri has quite an interesting passive and it is actually quite a nice one for keeping your health up in lane or late-game healing for more than half of your health pool. It doesn't tend to take very long to charge up because both Orb of Deception and Fox-Fire count as 3 charges each most of the time. The healing scales with Ahri's level and also with AP, so Early-Game it will not heal for much, but once you get some big items and higher levels, it can heal for a good chunk of your missing health!

The best way to get the most out of the heal is by lining up an Orb of Deception to hit as many enemy units as possible. Once your Passive is up, send a Q down the middle of a minion wave and it should hit all of the minions twice, healing you for the most amount possible. If there's only a couple of enemies to be hit, it would be best to try and save your Passive until you can hit more units and get a better heal (if it's needed). You should also try to avoid wasting the Passive heal. What I mean by this, is when you have it up but you’ve only lost a tiny bit of health. If you sent an Orb down a minion wave you would essentially be wasting the heal. It would be much better to hold the Passive for as long as you can until you take some more damage to make better use out of it.

Since it doesn't become active until you reach 9 charges, if you have lost some health and are at 6, 7 or 8 charges, the best thing to do is quickly cast Fox-Fire on minions and then straight after send an Orb down the wave. Using Fox-Fire first will instantly get you the remaining charges to activate your Passive so that the Orb you send out after will heal you opposed to using Orb for the final charges and then having to wait for Orb's cooldown before you can heal.

When the Passive is ready, Ahri's Orb will turn green and it will also start to make a sort of mystical chime-like sound to further let you know that it's ready to be used!

The final thing to note about Ahri's Passive is that you should always try to avoid using it with Charm because that's her only spell that can't hit multiple targets and so you'll always get the lowest amount of heal from it.








Q: Ahri sends an orb of arcane energy in the targeted direction, dealing magic damage to every enemy it passes through, then pulls it back to herself, dealing true damage on the way back.

Ahri also gains a massive movement speed boost while her orb is traveling that rapidly decays over time.

RANGE: 880
COST: 65 / 70 / 75 / 80 / 85 mana
COOLDOWN: 7

Magic / True Damage: 40 / 65 / 90 / 115 / 140 (+ 35% AP)
Max. Damage vs Same Target: 80 / 130 / 180 / 230 / 280 (+ 70% AP)

Orb of Deception is Ahri's main tool for damage and wave clear. The way the ability works is slightly strange as once it is sent out it comes back, similar to Sivir and her Boomerang Blade, only with Orb of Deception the return damage is True damage while the initial is Magic. Because of this, it is vital that you try to hit both parts of the ability in order to get the most damage out of it and because of the True damage on return, it's more important to hit that part.

The ideal way to use the ability is to try and hit your target at the maximum range of the ability. In doing this, it will apply both the Magic damage and True damage at the same time which means you won't have to worry about hitting the return part of the ability. Ahri's Orb of Deception actually has a bit of a strange thing with it. The Range Indicator of Orb doesn't actually show the true range that it will go, which is 880. As a guess, I'd say that the indicator only shows about 850~ range. This means that if they are the end of the range indicator, it'll still hit the target, even though according to the arrow it won't.

Once you throw out an Orb of Deception, you can move Ahri around to re-direct the return. This can be extremely helpful when an enemy moves as you can move with them to try and hit them with the return. You can also use Spirit Rush and Flash after you send out an Orb and by doing this you can completely change the direction of where the Orb will come back to.

Orb of Deception synergises extremely well with Ahri's Charm because when you land a Charm, it enables you to get an easy double hit on Orb and Orb of Deception can really chunk people once you get some AP and levels put into it. The cooldown of Orb is fairly reasonable at 7 seconds, it's not spam-able, but it is back up fairly quickly once used. You typically always have quite a lot of Cooldown Reduction on Ahri too so Orb will almost never be its default cooldown. It's great for farming minion waves too and once you get enough AP, Orb of Deception will start 1 hitting the caster minions and leaving the melee ones on a very little health which makes shoving or clearing lanes very easy.

Another great thing about it is that Ahri gains a massive increase in movement speed whenever the Orb is in flight. This greatly helps Ahri during the Early-Game when she does not have her Ultimate. Pre 6, Ahri is quite vulnerable to ganks as without Spirit Rush she has no mobility. The movement speed on Q makes it so that she can get away from ganks or enemy Champions in general a lot easier. It can also be used offensively to catch up to enemy Champions or the speed buff can help reposition for the return damage of the Orb. Something to note is that Orb of Deception does have a cast time/animation, but the speed you gain is definitely worth the time it takes to cast the ability, even if it is used on nothing to get back to lane slightly faster for example.

The final note for Orb is that you can use it with Flash to essentially extend the range of the ability. This is done by the Ability + Flash trick that cancels the animation of the ability rather than using Flash and then having to stop for the animation of Q. Doing this trick extends the range of Orb by 425 and the spell goes off instantly. Below will be a clip showing what I mean and showing you how incredibly fast it is when you manage to pull it off.


As you can see from the video, the Lissandra didn't even have time to self-cast her Ult because there was no way to expect the Orb kill as I was standing well out of range. I go into more detail about the 'Ability Flash' trick later in the guide and once you master this trick, it makes plays like this feel absolutely amazing.








W: Ahri summons three spectral flames, which orbit her for up to 5 seconds. After a brief delay, each flame will target the closest visible enemy, prioritizing Champions then the target of Ahri's last basic attack, dealing magic damage upon hit. Multiple flames can hit a single target, but each flame beyond the first will only deal 30% damage.

RANGE: 550
COST: 50 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5

Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+ 40% AP)

Max. Damage vs Same Target: 64 / 104 / 144 / 184 / 224 (+ 64% AP)

Fox-Fire is Ahri's second best ability in terms of consistent damage output. It is a great ability for single target damage on a Champion and it can provide some AOE damage as it can also hit up to 3 targets. A great thing about Fox-Fire is that it prioritises Champions when they are in range, there is no need to hit Charm or anything, you just press W and they will lock onto an enemy Champion as long as they are within range. You have to be careful with this though, because if they are out of range when you activate Fox-Fire, the charges will be used up on minions/monsters and that is a large part of Ahri's damage output come Mid/Late-Game. There is a tiny delay from the flames coming out and then homing in on targets which allows you to activate W while moving towards the enemy, or using it before Ulting or Flashing in range rather than after.

Something that I really like about Fox-Fire is that there is no cast time, you can just press W whenever you want and Ahri won't pause or even cancel auto attack. This makes it very nice to use with Rylai's Crystal Scepter as you can be moving away while casting your W and all 3 procs will slow the targets that they hit. This makes it very easy to kite with Ahri when you have Fox-Fire paired with Rylai's Crystal Scepter and most games you will have a Rylai's!

Fox-Fire also synergises very well with Spirit Rush as they are essentially the same move in terms of how the flames function and the damage they deal. Activating W and then dashing in with R will send 6 flames out at 3+ targets or 4 at 1 which can be a good amount of damage to multiple targets or a lot of damage to a single one.

The range is the same as Ahri's auto attack which means you will have to get quite close to the enemy in order to get the flames off. From having to get close, Ahri will naturally be in more danger than when you are playing further back using Orb and so you must be a lot more careful when using Fox-Fire to trade in lane. Because you have to be so close, it also raises the chances of the flames homing in on minions from being too far away from the target you wish to hit. This makes important to be aware of your position when using it and make sure that you are at least within auto attack range to prevent damage from being wasted.








E: Ahri blows a kiss in the targeted direction, dealing magic damage and charming the first enemy she hits, forcing them to walk harmlessly towards Ahri while slowed for 50%.
RANGE: 975
COST: 85 mana
COOLDOWN: 12

Magic damage: 60 / 95 / 130 / 165 / 200 (+ 50% AP)

Duration: 1 / 1.25 / 1.5 / 1.75 / 2

Charm is Ahri's unique, deadly tool that she uses to catch people out and assassinate targets with. When an enemy is hit by Charm, they are open to the full barrage of damage that Ahri can apply with Orb of Deception, Fox-Fire, and Spirit Rush. Generally speaking, if a squishy target gets hit by a Charm they will likely be killed very quickly.

Charm is a great tool for essentially stunning an enemy Champion while they get hit with any and every spell thrown at them. In a way it works better than a stun, because if the enemy is running away from you and you Charm them, they will move towards you for a brief moment instead. Ahri's Charm is the whole reason she is able to assassinate Champions and so there is quite a lot of reliance on the spell to hit in order to pull of said assassinations. There are many tools available that aid Ahri in landing Charms such as Spirit Rush, which can be used to re-position Ahri allowing for an easier Charm to land, and Rylai's Crystal Scepter to slow enemies which then makes hitting a Charm much easier.

Other ways to pull off easy Charms include being in a bush that the enemy has no vision in and waiting for your prey, or charming enemies over the other side walls that you have vision of via a ward or Champion. Something to keep in mind when using Charm, is that it has a cast time and it doesn’t have the fastest missile speed. This means that when you are trying to Charm a moving enemy you will have to aim ahead of them slightly in order to compensate for the animation and travel time. It may take a while to get used to the missile speed of Charm, but once you get used to it you'll be hitting them on unaware moving targets in no time!

Charm synergises amazingly well with Orb of Deception. This is because when you hit a Charm, you are almost guaranteed to get the perfect double hit off on your Q. Charm has slightly more range that Orb of Deception, but don't worry because when you hit a max range Charm they will start to walk towards you and by the time your Orb of Deception gets to them it will be at the perfect point to apply both parts of the damage at the same time.

One slightly annoying thing about the way that Charm works is that when you Charm someone they walk towards you, and if they are on the other side of a wall, the pathing of the game will make their character walk around to get to you. So, instead of them walking into the wall as if straight towards you, they will instead walk off to the side which can cause you miss an Orb of Deception. Something you can do to counter this problem is by holding off on your Q for a split second until you see which way the pathing will take their character.

The final note about Charm is that you can pull off some amazing plays by either Ulting into Charm or doing the Charm Flash trick which I explain later in the guide in the Tips, Tricks & Advice Chapter. I will leave a clip below to demonstrate how quick and effective Charm Flash can be at catching someone.


Just like with the Orb Flash, it is almost instantaneous and there is very little time for the enemy to react. They don't expect to be in any danger because of how far back you can stand before attempting the Skill + Flash.








Ultimate: Ahri dashes in the direction of the cursor and fires up to three energy bolts, which target the closest visible enemy units, prioritizing Champions, and deal magic damage on hit.

Spirit Rush can be cast two additional times within 10 seconds of activation, at no additional cost, before going on cooldown. The same enemy can only be hit once per dash.

RANGE: 450
COST: 100 mana
COOLDOWN: 110 / 95 / 80

Magic Damage: 70 / 110 / 150 (+ 30% AP)

Max. Damage vs Same Target: 210 / 330 / 450 (+ 90% AP)

Spirit Rush is what makes Ahri who she is, an extremely fun to play Assassin Mage with great mobility with her Ultimate. Spirit Rush is Ahri's signature move that allows her to dash around, dodging skills and outplaying opponents. Being able to dive in and out of a fight is the reason she is so fun to play. Spirit Rush synergises with Ahri's entire kit extremely well. It allows you to re-position to set up a better angle for an ability like Charm or to change the directional return of Orb of Deception. Ahri can also dive in with a very high amount of unmissable burst damage with her Fox-Fire combined with Spirit Rush procs.

Spirit Rush can be used both offensively and defensively, diving in or diving out of a fight and it makes Ahri a very slippery target to deal. Spirit Rush is also what makes Ahri a great roaming Champion. Without her ultimate, Ahri doesn't have any more mobility than the other Mages, but when her ultimate is up, she can enter a lane and make quick work of the enemy Champions with the help of allied Champions. Spirit Rush also gives Ahri the ability to pick off targets safely by Ulting to close the gap for a quick Charm, unloading all her spells and then Ulting back out to safety.

The cooldown on Spirit Rush is fairly reasonable. And once Rabadon's Deathcap is completed you can pretty much try for a kill every time your Ult is up. The level 1 Ult cooldown is quite large at over 100 seconds, but once it gets to Mid-Game with Blue buffs, a Morellonomicon and sometimes CDR Runes, the cooldown becomes very short for what it does.

Because of how important Spirit Rush is to Ahri, when it is on cooldown you should play very safe because you go from being extremely mobile and hard to catch to not very mobile at all and easy to lock down. If you have to blow your Ult to get away from a gank or roam, makes sure that you play very far back, especially if you have little or no vision because they will likely return and gank you again only the next time you won't have Spirit Rush to dash away. Having to use Spirit Rush defensively greatly hurts Ahri's offensive and play making capabilities too. It can be a good idea to just try and play safe and farm while it is on cooldown and then once it is back up you can play more aggressively or look to make plays somewhere on the map.

Spirit Rush is also excellent for getting over terrain very easily. Ahri can dash over almost every wall in Summoner’s Rift and she can do it multiple times since you have 3 dashes available. I talk more about using Spirit Rush to get over walls in the Tips & Tricks section of the Guide!

The last thing to mention about Spirit Rush is that it's a great tool for Tower diving in the sense that you can quickly go in under tower and then get out preventing yourself from taking too many tower shots. Because you have 3 dashes, you can go in under tower to unload all of your abilities, then use the second charge to get out of tower range, and finally once your cooldowns are back up you can use the last charge to dive back in again.


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This is the only part to Ahri that is extremely linear and there basically isn't really any room for diversity. When it comes to the Skill Sequence with Ahri, in my eyes there is only 1 order. There are many Champions in the game that have multiple abilities that can be maxed first or second, but with Ahri her Orb of Deception is undeniably the best skill to max first, followed by Fox-Fire and finally Charm, taking points in Spirit Rush when they become available.


You won't find a lot of variation when it comes to the order of leveling skills on Ahri as explained above. For most people and always for me, it's R > Q > W > E. The reason that W is maxed second over E is because Ahri needs the damage from W to help burst down Champions. The only real benefit from leveling E is that the Charm duration goes up. The damage increase from Fox-Fire is much more important which is why I never max Charm second. Fox-Fire is also reliable damage because there is always the chance that you might not hit the Charm. In my eyes, there isn't even a single situation where I would max Charm over Fox-Fire because it goes against the way that I play Ahri. If you ever plan on assassinating someone, you won't be doing it with Charm maxed second.

-- --
Most games as Ahri you will want to level your Q first so that you have a tool ready for farming or trading with the enemy in lane. The only time you would start something different is if you were planning an invade or waiting for an enemy team to invade you. If you are planning an invade, don’t level anything until you see an opportunity to Charm someone. If you level Charm as soon as the game starts and you don’t find anyone in the invade, you’ll be at a disadvantage for laning.

There will never be a game where you would start W, so it is either Q or E at level 1. In a typical calm game with no level 1 shenanigans, you would start Q, and then at level 2 I recommend that you ALWAYS take your E in case of a Jungle gank. If the enemy Jungler ganks you then you should be fine by using Charm on either the Jungler or enemy Mid laner and if your Jungler ganks for you, you will be able to either set up, or follow up the gank with Charm. There is no reason to take W at level 2 as the damage is very low and it will just soak up your mana.

The way that I Rank up her abilities at level 3 and 4 may be slightly different from some. At Champion level 3, 100% of the time I will choose to level up Ahri's Orb of Deception to Rank 2 instead of going with W to get 1 point in each ability, and then level 4 I'll get my first point in Fox-Fire. I believe that 2 points in Q by level 3 is far superior to only 1 and 1 in W because Early-Game your main trading & farming tool is your Orb of Deception. To me it makes the most sense to rank up Q whenever possible.

-- - --
Another thing I don't like about going Fox-Fire at level 3 is that the damage is so low, it pretty much just becomes a mana sink and you shouldn't be very close to your opponent in the first place to be in range of a Fox-Fire. The only time that I would be alright seeing someone take W at level 3 is when they are vs a melee Champion as they will likely be in range of the Fox-Fire most of the time. Even against a melee though you'll never see me personally go W at level 3. The only real advantage that taking W at level 3 has is that you can charge your Passive Essence Theft slightly faster, but by level 3 you should not be in need of your Passive already.

I honestly don't understand why people take Fox-Fire at level 3. The extra point in Orb is superior in almost every way and I highly recommend you follow my way of leveling in the first 3 levels.

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When it comes to Runes for Ahri, or any Champion for the matter, it’s generally a good idea to have multiple pages at the ready because depending on who you're up against, you will require different stats from your Runes. For example, a page that has Magic Resist will be no good against an AD Champion like Zed or Talon, instead you would want to take Armor.

There are many variations of Runes that can be used for Ahri, but there are 3 main pages that I have set up to account for every kind of matchup. Each matchup will typically fall under 1 of 3 possible categories. These are: Standard AP, such as Orianna or Twisted Fate; AD Mid, such as the already mentioned Zed and Talon; and AP Burst, for the likes of LeBlanc or Syndra.

I’ll go through each page explaining what Marks, Seals, Glyphs and Quints I take and why I take them. In some cases, I will also go over other Runes in that can be used as alternate choices.


This is the Rune page that is used against Standard AP Mid laners. What I mean by 'Standard' is that the Champion is typically an easy or average matchup for Ahri and they don't have a lot of lane pressure, or high burst damage. Some examples of Champions that this page would usually be used against are: Ziggs, Karthus, Ezreal,
Ekko, Twisted Fate, Orianna, Xerath




Greater Mark of Attack Speed x 3 is the first part to the Marks of this Rune page which equates to 5.1% AS. You'll be immediately wondering why on earth I take Attack Speed Runes on Ahri, but there are many benefits and I've been running these 3 AS Runes on her for over 2 years.

To view the detailed explanation, you can click here, but the main benefits to this small amount of Attack Speed include: faster auto attack and a huge improvement on Ahri's clunky animation, allowing for much smoother gameplay; easier to double auto attack under tower to last hit;
& easier Orb Walking (attack moving).
Greater Mark of Magic Penetration x 6 are the main Runes used for Marks which equates to 5.2 Magic Pen. Typically, Mages always run Magic Pen simply because most, or all of their damage is Magic. All 4 of Ahri's spells deal Magic damage and the Pen from Marks help with maximising the amount you can deal with her abilities. While you do lose out on 1.6 Magic Pen due to the Attack Speed, it’s a trade-off I'd take every time.

There isn’t really another choice to take for Marks anymore. While Hybrid Pen used to be on par, if not better than just Magic Pen, this is no longer the case because of the Lethality system replacing Armor Pen. With that said, if you don’t have Magic Pen, take Hybrid instead.


You probably think I'm really strange for running Attack Speed on Ahri, but trust me when I say that it helps a lot in just generally making her a lot smoother to play. Ahri's auto attack animation is not the best, it's really quite clunky at the end of the day and running a little bit of AS essentially removes the clunkiness of her animation and it makes her a lot more smooth and fun to play. The fact that it does that alone makes it worth losing 3 Mark slots to me. With the added benefits of faster attacking, translating to easier last hitting and easier Orb Walking, it's a no-brainer to me.

With that said, while I do recommend that you use them, you don't have to take 3 Attack Speed Marks. It's just something unique that I do and have been doing for years. If anything, at least trust my word and give them a try before dismissing the idea, you'll be surprised at what a small amount of AS can really do. I've made tons of Ahri players adopt the 3 AS Marks already, many even high elo!

To expand on the choice between Hybrid and Magic Pen, there aren't even situations where Hybrid can be favourable anymore. It used to be the case of when facing a Melee Mid, Hybrid Pen would be the better choice due to how much you tend to auto attack Melee Champs. With the change of Armor Pen to Lethality, the Lethality you get from the Hybrid Pen Runes makes almost no difference to the amount of damage deal with autos. Against a Mage with no bonus Armor, you get literally 1 extra point of damage per auto attack at level 1. That essentially makes it a waste to take Hybrid because the 1.5 extra Magic Pen that's lost will be way more useful than a couple extra points of damage per auto.




Greater Seal of Scaling Health x 9 are the Seals used in this Rune page which equates to 216 Health at level 18 (+12 Health per level). Scaling Health Seals are a very good choice of Rune for Ahri because of how squishy she is in terms on her health pool. She has the 22nd lowest HP at level 1, and the 30th lowest at level 18. That's out of 133 Champions too, so you can see how low her base HP really is which is why
Health Seals are so important on her.

The alternate choice for Seals here are the Greater Seal of Health which grant you 72 Health at level 1. These are also a great choice on Ahri and they are a lot better for Early Game since they give a decent immediate boost to your health pool. The reason I don't use the Flat Health Runes here is because you are typically using this Rune page in a comfortable matchup, or one where you won't get bullied in lane and so you'll
get the most value out of the Scaling ones.


Some people take AP Seals on Ahri, but I heavily advise against doing this. Ahri is too squishy to be forgoing Health Runes and you'll be a glass cannon without them. Armor Seals are also out of the question because this Rune page is for facing AP Mid laners, not AD. Simply put, the Health Seals are must, preferably the scaling for this page, but Flat are also fine. Another thing to note about the Scaling HP is that they end up being way more valuable than the Flat HP. The break-even point for the Scaling to grant the same as the Flat is only level 6, making them very efficient. By level 18 you'll also be getting triple the amount that you would have with the Flat Runes.




Greater Glyph of Scaling Cooldown Reduction x 6 are the main choice for the Glyphs in this Rune page which equates to 10% CDR at level 18 (0.54% per level). Cooldown Reduction is a fantastic stat on Ahri, mainly because it puts her Spirit Rush on a lower cooldown, which
essentially translates to more potential kills and plays.

The reason that it's only 6 CDR Glyphs instead of 9 is because it's the most efficient use of Runes that allow Ahri to reach the CDR cap (40%) with a standard Build. You get 10% from here, 20% from Morellonomicon and 10% from either an Abyssal Scepter, Zhonya's Hourglass
or Ionian Boots of Lucidity, which you'll likely have 1 of.
Greater Glyph of Magic Resist x 3 are the choice for the remaining 3 slots which equates to 4 Magic Resist. The added 4 Magic Resist generally helps with reducing the overall damage you take. Because this Rune Page is used for Standard matchups that aren't too troubling for Ahri, there's not as much need to run a full page of MR Glyphs, but 3 is still quite nice.

There are a few alternate choices for the last 3 slots here with the most common being some AP. Because Ahri's weakest stage of the game is the early phase and first few levels, I think it's best to just go with a defensive approach with the MR rather than a small amount of AP.


The standard Glyphs used to be 15% with a full set of CDR per level, but with the change to CDR being in increments of 10%, running 15% from Runes would mean that you would end up wasting 3 Glyphs to get to max CDR. With that said, I believe that it is still perfectly fine running a 15% CDR at level 18 and I have a strong argument as to why I think it’s still fine.

While running 10% scaling is the more efficient route to take with Runes, you won’t cap out until level 18. Running 15% @ 18 caps you out at 12 and most games you'll get to that stage, whereas there aren't many games that you end up reaching level 18 in. It's also worth to note that you are ONLY wasting the 3 Glyphs after level 12. So if you're level 14, you're wasting 1 Glyph, 16 you're wasting 2 and 18 you're wasting 3, so you can see how insignificant it is.

It's also not as if you are wasting the 3 Glyphs for no benefit because the benefit is that you cap out CDR much earlier at level 12, and it means that if you for any reason only go Morello, you'll end the game at 35% CDR instead of only 30% which is another plus side.




Greater Quintessence of Ability Power x 3 are the choice of Quints which equates to 15 Flat AP. When it comes to Quintessences for Ability Power Champions, there really isn't much variation. Flat AP are by far the best choice and you'll see almost every AP Champ take these. The only time you might see something different is the odd AP Quint here and there being subbed for an MR, or CDR one. Most of the time, it's just 3 AP though.

The only other alternate combination of Quints I would ever consider running, is 2 Flat AP and 1 Flat CDR, paired with 9 Flat CDR in Glyphs for the 'hit max CDR as fast as possible build' but I very, very rarely ever do that build and so 99% of the time it's simply just 3 AP Quints.


The only thing to note about the AP Quints is that with most other cases for Runes, the scaling versions are almost always more efficient than the Flat ones and you end up getting 2-3 times more stats out of Scaling. This is far from the case with AP Quints however, you actually barely get 50% more AP at level 18 from the Scaling versions. 3 Flat AP nets you 15, while 3 Scaling at level 18 nets you 23.22 AP. That's only 54.80% more AP, not even close to double.

Lastly, the break-even point for the Scaling Runes isn't until level 12, which makes them very inefficient. This is why you never see, and never should run the Scaling AP Quints.


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This Rune page is the go-to page for when you are facing an AD Mid laner. So, if you are facing a Zed, Yasuo, Talon, or any other physical damage dealer, you MUST take a page that has Armor or else they'll shred you. The major difference between this page and the Standard page
is the Armor instead of Health.




Greater Mark of Attack Speed x 3 is once again the first part to the Marks of this Rune page which equates to 5.1% AS. As mentioned in the previous Rune page, there are many benefits to running a small amount of Attack Speed on Ahri and I highly recommend that you give it a try.

To view the detailed explanation, you can click here, but the main benefits to this small amount of Attack Speed include: faster auto attack and a huge improvement on Ahri's clunky animation, allowing for much smoother gameplay; easier to double auto attack under tower to last hit;
& easier Orb Walking (attack moving).
Greater Mark of Magic Penetration x 6 are also the main Runes used for Marks like with the Standard Page which equates to 5.2 Magic Pen. As a Magic damage dealer, you want to maximise the your potential damage with spells and pure Magic Pen is the way to do this.

Hybrid Pen are again the only possible alternate choice, but because of the change with Armor Pen to Lethality, you will lose out on damage overall if you choose to take Hybrid Pen over Magic Pen.


When facing a Melee Champ Mid, Hybrid Pen used to be the better option because of the Armor Pen you got. It used give a nice amount of additional damage per auto attack via the Armor Pen you got. Because Lethality changes the way Armor Pen works, the Hybrid Pen Marks are way less favoured now and there is no longer any case where I would take them over just Magic Pen. Even if you were to auto attack a Champion 10 times in the space of 30 seconds, it still wouldn't make it worth to take Hybrid.




Greater Seal of Armor x 9 are the Seals used in this Rune page which equates to 9 Armor. The Armor in from these Seals are by far the most important part of this Rune page and it's the best option you have when facing AD Mids. If you go into a game against an AD Champion without any bonus Armor, you will get shredded by them and it will make the lane a lot harder than it needs to be. The 9 Armor from Seals greatly helps in minimising the amount of damage that you'll take from the enemy
Mid's abilities and auto attacks if they get in range.

Because of how important Armor is vs AD Mids, you shouldn't really be looking for an alternative. With that said, the only other choice of Rune that would be alright to use would be Flat Health and while you won't have the Armor to reduce their damage, you'll have the extra Health to slightly make up for it. You get 72 bonus HP, which is basically the damage of 1 ability.


I can't stress enough how important Armor is when facing AD Champions Mid. If you have 0 bonus Armor, abilities such as Zed's Razor Shuriken and Talon's Rake will simply shred your health pool and you'll find yourself having a much harder time laning against them. It ideally needs to be Flat Armor too and not Scaling Armor. The Scaling ones have very good value at 27 Armor by level 18, but you essentially won't have any at level 1, and very little at 2/3 and those are the levels where things can and likely will go badly for you if you don't have that bonus Armor or even Health.

Scaling Health Runes are completely out of the question because they provide next to no additional defense in the early levels. The best choice by far are Flat Armor, but in order of best to worst it would be: Flat Armor > Flat Health > Scaling Armor > Scaling Health.




Greater Glyph of Scaling Cooldown Reduction x 9 are the choice for the Glyphs in this Rune page which equates to 15% CDR at level 18 (0.81% per level). CDR is one of the best luxury stats you can get from Runes and any time where you can afford to sacrifice defense for it, it's what you go for. Because there's no need for any MR against AD Mids, you can go for CDR. The reason it's 9 Glyphs instead of 6 is because vs AD you will often forgo Morello and you won't usually hit the CDR cap. The 15% from
Glyphs ensures that you still have a good amount of CDR and paired
with Hourglass, you'll be at 25% at the very least.

The only alternate choice here are AP Glyphs, Scaling or Flat. If you go with AP however, you'll be at an extremely low amount of CDR for most or all of the game and playing Ahri without any, or very little CDR is not fun.


Because you will be facing an AD Mid, taking Flat AP Glyphs as an alternate to CDR can be quite good because you typically fight Melee Champs more often and you certainly hit them with more spells. The added damage the Flat AP grants is a great help to winning the lane, especially in the Early stages of the game. As mentioned though, if you choose to go with AP Glyphs, you'll be cutting out a lot of CDR from your build and I personally hate playing Ahri with little to no CDR.

With CDR Glyphs, Hourglass (which you always get vs AD), and possibly Lucidity Boots, you're still looking at 35% CDR by level 18 which is really good. Without the CDR Glyphs, your total will be almost halved at just 20%, or 10% with only Hourglass and that's a huge no for me.




Greater Quintessence of Ability Power x 3 are again the choice of Quints which equates to 15 Flat AP. As mentioned in the previous page, Flat AP are the best choice and you'll see almost every AP Champ take these. Any bonus AP is very good vs a Melee Mid because you will almost certainly be hitting them with more spells and the added damage from the extra
AP can help you win the lane.

When facing AD Mid Laners, there is more of a case for swapping out a single Quint however. The other choices I would consider is swapping 1 AP Quint for either a Flat Armor, or Scaling CDR one. That would either bring your total Armor from 9 to 13, or your CDR at level 18 from 15% to 20%.


As stated above, the 2 possible alternate choices are either 1 Armor, or 1 CDR Quint. The extra Armor can be a great help against a touch AD Matchup where you will likely get poked a lot, such as Zed or Jayce. Losing out on just 5 AP isn't going to make much difference, especially when you factor in that Ahri really only uses Orb in lane to trade for the most part. It's also much more important to ensure that you survive and don't fall behind Pre 6, especially against an AD Mid because they are often the type of Champion that can really snowball if they get a lead.

The 1 Scaling CDR Quint is quite nice because it means you will have 20% CDR by level 18 without any CDR items. You don't tend to go Morello against AD Mids, so 20% from Runes essentially makes up for what you lose with Morello, and with Hourglass and Lucidity Boots you can quite easily and effortlessly hit max CDR. Come Late Game it's also a no-brainer than 5% CDR is more valuable than 5 AP, but the extra damage from the AP Early Game can make the difference between a level 2/3 fight ending in a kill rather than a death and fights usually do happen quite early against AD Mids.


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This is the defensive Magic Resist page. It is basically the page you will almost have to use when facing heavy AP Burst. Prime examples of Champions that you would use this page against would be Annie, Syndra and LeBlanc. So basically this is the page you would use against Ahri's hard matchups. The main difference between this page and the Standard page is simply 0 CDR, full MR.



Greater Mark of Attack Speed x 3 are here again which grants Ahri 5.1% AS. The benefits to a small amount of bonus Attack Speed on Ahri are
very real and I would never not use them anymore.

To view the detailed explanation, you can click here, but the main benefits to this small amount of Attack Speed include: faster auto attack and a huge improvement on Ahri's clunky animation, allowing for much smoother gameplay; easier to double auto attack under tower to last hit;
& easier Orb Walking (attack moving).
Greater Mark of Magic Penetration x 6 are also here again for Marks like with the other 2 pages which grants Ahri 5.2 Magic Pen. Same reasoning as before, you want to deal the most damage possible and these
Marks will enable you to do that.

Hybrid Pen are of course the only real possible alternative, but as I've mentioned with the last 2 pages, they are not as good as Magic Pen after the changes and the way Lethality works. You will always get more damage from the extra Magic Pen, even if it seems like such a small increase.


There's not much else to say about the choice here that I haven’t already mentioned in the other pages. Hybrid Pen are strictly worse for Mages now and there is no situation where I would take them over Magic Pen. The only time you should be using them is if you simply don’t have Magic Pen.




Greater Seal of Health x 9 are the Seals used in this page which equates to 72 Flat HP. This is the first major difference between the Standard Rune page and this one. Because you will be up against a hard matchup where you will likely be bullied, or you will at least be under pressure, the boost in Health from level 1 via Flat Runes is a lot more beneficial than having to wait for the Scaling Seals to kick in. This is a heavily defensive Rune page, and survival is the main thing in mind, which is why I take the Flat
Health Seals here over the Scaling ones.

Of course, that means that the alternative choice are indeed the Scaling Health, and they are still a good choice to go with. If you do take Scaling here, then you must play safer than with Flat HP, at least for the first
3-4 levels until the Scaling Health start to scale up!


This Rune page is reserved for Ahri's counters and hardest matchups. These are the kind of matchups where the enemy Mid often has a lot of kill pressure on you, or they simply out-trade you in the Early Phase of the game. Some will quite likely even look for an all-in at level 2 or 3. This is why Flat Health are more beneficial as they greatly aid your chances of surviving the lane until 6, which is your main objective as Ahri.

If you take Scaling HP, you're only getting 12 HP per level. That means that even at level 4, you've only got 48 bonus HP, which pretty much isn't even enough to negate 1 auto attack. Flat HP are also better in every way when it comes to Early Game fights and trades because you get 72 extra HP from the start. You're definitely going to have an easier time with the Lane Phase with Flat HP, which is why I recommend that when facing AP Burst, you take the Flat Health over Scaling!




Greater Glyph of Magic Resist x 9 are the choice for the Glyphs in this Rune page which equates to 12 Magic Resist. The Magic Resist to this page is like the Armor to the vs AD Page, it's a must. The 12 Flat Magic Resist will greatly help in reducing the overall amount of damage you receive and you will certainly be taking a lot of damage against an AP Burst Champion. To put it simply, if you don't take Magic Resist against AP Burst,
you're gunna have a bad game.

The only choice for alternate Glyphs would be the Greater Glyph of Scaling Magic Resist. They end up scaling very well into Mid-Late Game, but like all Scaling Runes, they don't provide much in the way of stats in the first few levels and when facing a hard matchup, the first few levels are the most important. Because of this, the Scaling MR Glyphs aren't anywhere near as helpful for Ahri, but they are the best, and only
alternate choice for that matter.


The only other thing to note about this Page is that while it's primarily used when facing AP Burst such as Annie and Syndra, it can also be very helpful when facing heavy AP Poke. Champions that would fall under this category include: Azir & Brand.

These Champions aren't typically very hard matchups, but they have strong trading ability in lane and you can expect to get hit by a lot of their abilities. The MR and Flat Health from this defensive Rune Page can greatly aid in minimising the damage taken from their poke and allow you to smoothly lane to level 6, where you can begin to press your advantage granted by Spirit Rush.




Greater Quintessence of Ability Power x 3 are the choice of Quints again which equals 15 Flat AP. Typically, even when facing a hard matchup, or losing lane, it's still best to run 15 AP via Quints. The extra AP gives you the most chance of being able to fight back and trade well with the enemy Mid.

When facing AP Burst, there is the idea of swapping out 1 AP Quint for a Magic Resist one and it's not a bad idea overall. It would up your Magic Resist from 12 to 16, so it's a trade-off between 5 AP and 4 MR. For matchups where it's extremely heavy Burst paired with Early Game harass such as Syndra, the extra MR can come in handy. Even still, it's usually just 3 AP Quints so that you can maximise the amount of damage
you can dish back to the enemy.


There really isn't any other variation when it comes to Quints for this Rune page. The only 2 combinations would be the standard 3 Greater Quintessence of Ability Power, or 2 AP Quints and 1 Greater Quintessence of Magic Resist. As I mentioned though, I would only consider running 2 AP and 1 MR when I'm facing a Champion who has high AP Burst AND harass in lane such as Syndra or LeBlanc. There isn't a great need to run even more MR than Glyphs provide when you're facing someone with high Burst, but not a lot of lane pressure such as Veigar!


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Like Runes, Masteries are a very important part of League and it's important that you get the right ones depending on who you play. You’ll generally find that there are not as many variations of Mastery Pages in comparison to Rune Pages and Mastery Pages will usually only differ by a couple of points here and there when it's a setup for a specific role like Mage. With Masteries, there's only 1 setup for Ahri, but choices within each Tree could vary from player to player as a lot of it comes down to preference. For Ahri, 12/18/0 is the way to go, with the Keystone Thunderlord's Decree


This is what your Mastery Page will typically look like for Ahri. Before I go any further, I'd just like to note that there are definitely a few choices that can differ. Some Tiers within both the Ferocity, and Cunning Tree have options that are equally good and sometimes it will come down to preference and also situation. It is a good idea to have multiple Mastery Pages setup like with Runes, to account for the different situations they might be needed.

Now, with Masteries I take 12 into the Ferocity Tree and 18 in Cunning which by now is standard for Ahri. The reason that you don't go 18 into Ferocity is because it is more suited for non-burst type Mages and Champions that have low cooldowns and a high amount of poke in order to make very good use out of the Keystone Deathfire Touch 12 into Ferocity goes far enough to allow you to pick up most of the offensive Mastery points and there are some very good ones at that.

The 18 in Cunning is simply for Thunderlord's Decree which is fantastic on Ahri. The Cunning Tree also provides Ahri with a lot of nice utility and also extra damage. Overall, the Mastery Page is very offense oriented and most of the points taken relate to some kind of bonus damage.

As mentioned already, there are some cases where multiple options are very good choices to take. As I go into more detail about each Tier for the 2 Trees, I will compare and explain the options you have and the situations where one would be better suited than the other. It's also worth noting that while these will be my preferred and recommended Masteries to take, it's fine to change a choice when it comes to the ones that are equally as good, or close.







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Fury
4% Attack Speed
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Sorcery
2% Spell Damage

Tier 1 is a pretty straight forward choice and there's not much to compare really. As much as I like Attack Speed on Ahri, there's no passing up on the 2% extra damage with abilities here. Since Ahri's damage output is almost all via her spells, it's essentially just a straight up 2% increased damage. To put it simply, there's absolutely no situation where I would take Fury over Sorcery





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Fresh Blood
Your first basic attack against a Champion deals an additional
10 +1 per level damage
(6 second cooldown)
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Feast
Killing a unit restores 20 Health (30 second cooldown)
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Expose Weakness
Damaging enemy Champions causes them to take 3% more damage from your allies
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Tier 2 isn't as one sided as Tier 1 and it can often come down to player preference or matchup based. I'll start by basically taking Expose Weakness out of the equation since that's more of a Support Mastery and it has next to no use on solo laners.

The main decision is between Fresh Blood , and Feast . Most of you will be familiar with Feast as it has been around for quite some time. In Season 7 it didn't get any changes and it remains the same at 20 Health on unit kill with a 30 second cooldown. It's a nice Mastery for extra sustain in lane and it can be pretty handy in the long run. 20 Health every 30 seconds doesn't seem like much, but it definitely adds up. In just a 3 minute period, you'll heal for 120 HP, which is almost as much as a Health Potion gives. Feast can be extra helpful for lanes where you will be expecting to take a lot of damage, so typically in hard matchups. On the flipside though, it can be quite useless in passive or farm lanes, which is what makes it more of a situational Mastery.

Fresh Blood is just an all-round great Mastery. It's new to Season 7 and it's one of the best additions with the new and updated Masteries. At level 1, it grants you 11 bonus damage on your auto attack with just a 6 second cooldown. 11 damage may not seem like much, but that's actually an extra 20% damage at level 1 with Ahri's base AD at 53. The damage scales up with your level too, so it doesn't just become useless as the game goes on!

The choice basically comes down to sustain vs damage, but I definitely think the damage you get from Fresh Blood is slightly better than the sustain from Feast. The cases where I would choose Feast over Fresh Blood is basically when I'm in a hard matchup, or one where I will be expecting to take a lot of damage in. It's also worth to note that you should always take Fresh Blood when facing a Melee Mid because you will be able to get the proc off almost every time it's up.





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Vampirism
+0.4% Lifesteal
and Spell Vamp
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Natural Talent
Gain 2 + 0.44 per level AD & 3 + 0.67 per level AP

The Tier 3 is probably the worst Tier in the Ferocity Tree. 2% Life Steal and Spell Vamp is very insignificant, especially on Ahri. To show you just how insignificant this Mastery is, if you dealt 100 damage on the send AND return of Orb, on a whole Minion wave (6 Minions), you would heal for just 7.92 Health. (Orb only gets 1/3 Spell Vamp, so 0.66% of 1200 damage due to the AoE penalty). With that said, it is just extra healing, no matter how small and so it can help when in tough matchups.

On the other side, you have 10 AD and 15 AP @ Level 18 which is also quite poor. That being said, I think it's slightly more useful than Vampirism . While it doesn't provide much at all Early Game, by the time it scales up at level 18, you'll be getting a Long Sword worth of AD, and an Amplifying Tome worth of AP with Deathcap's 35% bonus. By level 6, which is typically where you look for all-ins, you'll be getting a bonus of 7 AP and 5 AD. It works out at an extra 20 damage from the AP if you hit every spell, but more like 15 damage when MR is taken into account (Ahri's total AP ratio between Q, W, E, R = 274%). Again, pretty poor, but it's just extra damage.

Both Mastery Points are quite meh at the end of the day and so it doesn't really matter which one you take here. I would say for this one that either choice is fine, but an argument can be made that in a winning matchup Natural Talent becomes favourable, and in a losing one Vampirism becomes favourable.





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Bounty Hunter
Grants 1.5% increased damage for each unique enemy Champion you kill
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Double Edged Sword
You deal 5% increased damage from all sources, but take 2.5% increased damage from
all sources
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Battle Trance
Grants up to 5% increased damage over 5 seconds when in combat with enemy Champions

Tier 4 is the hardest choice out of the Ferocity Tree by far. All 3 options here are solely just increased damage, but they all slightly differ. Bounty Hunter is more of a scaling Mastery that essentially gives the least amount of damage at the start, but has the potential to give the most. It's tied to unique Champion kills though, so it's a gamble when taking this Mastery. Ahri is a kill-heavy Champion however, and it's not uncommon to get a lot of kills on her. Double Edged Sword is a risk reward Mastery in the sense that you deal more damage, but also take more. Out of the 3 options, Double Edged Sword is the best in terms of straight up damage from the start of the game. Battle Trance is new to Season 7, and while it's an interesting Mastery, it's not for Ahri or Burst Mages in general. Battle Trance is ideal for Champions that typically engage in prolonged fights, giving time for the Mastery to ramp up its damage. With Ahri, most of your damage is dealt within a second or 2, meaning you would only get around 2% additional damage via Battle Trance.

So, with Battle Trance out of the question, it's down to Bounty Hunter vs Double Edged Sword. Some of you may remember my opinion on Season 6's Double Edged Sword, but basically I disliked it because it was a neutral Mastery in the sense that it was just as bad for you as it was good. It used to cause you to take just as much damage as you dealt extra. Now however, it grants you 5% more damage, while only receiving 2.5% extra, making it more positive than negative. Straight up 5% more damage from the beginning of the game is quite nice too, especially when you consider Bounty Hunter gives nothing until you get a kill, and then it's only 1.5% more damage at that.

Of course, the downside to Double Edged Sword is that you do take more damage, but I think that dealing 5% more from the start of the game is worth the trade-off for taking 2.5% more damage in most cases. I believe it does come down to situation though, and most certainly who you are up against in lane. You don't really want to be taking 2.5% more damage against someone that beats you in lane for example, or someone who can burst you from full to 0 as it is. In these cases, I would probably opt for Bounty Hunter. For the majority of cases though, I actually prefer the new Double Edged Sword this Season. While Bounty Hunter is still very good, it's majorly performance reliant, and if you are having a bad game, or can't seem to get the last hits on kills, you're essentially getting nothing out of the Mastery. It's also worth to note that In order for Bounty Hunter to surpass Double Edged for the extra damage you get, you need 4 unique kills, and that can often take a long time to get. Bounty Hunter does become more effective overall after 3 kills though, but for MORE damage it needs to be 4.

Overall, both Bounty Hunter and Double Edged Sword are great choices, but this Season I'm slightly more favoured towards Double Edged. I’d say that in winning or favourable matchups you should take Sword, and in losing or unfavorable matchups you should take Bounty.


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Wanderer
+3% Movement Speed outside of combat
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Savagery
Single target attacks and spells deal 5 bonus damage to minions
and monsters

Tier 1 starts with a choice that can go either way. Both of these Masteries are fine options and a lot of the time it will come down to preference here. Wanderer ends up giving Ahri an additional 10 Movespeed outside of combat which can aid you get back to lane faster and also for when roaming around the Rift. 10 Movespeed isn't a lot though, and the Mastery offers no benefit while you are in combat.

Savagery grants 5 bonus damage to Monsters (Jungle Creeps) and Minions. For laners, this Mastery is focused around helping last hit Minions and it's a very nice help at that. 5 extra damage per auto attack can greatly aid when last hitting and it's also on single target spells which for Ahri means Fox-Fire. Not only does it help with last hitting Minions though, it can also aid you in clearing Jungle camps when you decide to farm them, and dealing damage to Baron, Dragon, Rift Herald & the Raid Boss Scuttle Crabs.

Another great benefit Savagery has on Ahri is that because of her not-so-great auto attack animation, it can be a pain to last hit with her sometimes and you will often miss Minion kills when you feel like you should have gotten it. Savagery essentially makes you miss less CS because of the added damage on auto attacks, and it allows you to last hit Minions from a higher amount of HP. For this reason alone, it makes it slightly better than Wanderer, but the many benefits to Savagery overall are what makes it the choice for Cunning Tier 1.





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Runic Affinity
Buffs from neutral Monsters last 15% longer
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Secret Stash
Potions & Elixirs last 10% longer + Potions are replaced with Biscuits that restore 15 Health & Mana on use
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Assassin
Deal 2% increased damage to Champions when no allied Champions are nearby
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Tier 2 is also a choice that can sometimes differ, but overall it's quite a clear choice in my opinion. Runic Affinity is definitely the weaker of the 3 choices. It's main use for Ahri is for increasing the duration of Blue Buff, but the 15% only translates to an additional 13 seconds of Buff duration. There is the chance that you might not get any Buffs in a game too, which would make the Mastery completely useless. Runic Affinity is more suited to Junglers, as they often go through a lot of neutral Monster Buffs.

The main decision comes down to either Secret Stash , or Assassin . Secret Stash is essentially as sustain based Mastery point and there are many benefits to it. Firstly, it increases the duration of your Health Potions by 10%. This means that Health Pots will heal you for 165 HP over 16.5 seconds, opposed to 150 over 15. With a typical start, you'll have 2 Potions which means you'll already be 30 HP better off due to this Mastery. Not only do you get extra Health from the Potion duration, but the instant heal of 15 you get means that you'll get 60 extra Health via 2 Potions with Secret Stash. The instant heal of 15 HP can also be just enough to save your life in many situations. The 15 Mana you get upon activation of the Biscuits is also a great benefit and it can make the difference between being able to cast a spell immediately and having to wait a few seconds for your regen. Lastly, it grants 10% extra duration on Elixirs, which allows them to last an extra 18 seconds.

Assassin on the other hand is just pure additional damage when you are alone. It's a good Mastery for a solo laner, but typically only during the lane phase. Once you start Team-Fighting or Skirmishing, the Mastery does nothing for you. It's a kind of cheese Mastery in the sense that it's good for Early 1v1's and all-ins during your lane phase. It's a Mastery better suited for aggressive Champions, or lane bullies, to which Ahri is neither. The best situation to take Assassin is when you are in a winning matchup, or one where you have high kill pressure in. It's also worth to note that 2% extra damage isn't exactly a lot, and the fact that it will often become useless when allies are nearby makes it a weaker Mastery than Secret Stash.

If you hadn't guessed from my comparison, Secret Stash is definitely the Mastery of choice here. Assassin is an alright alternative when you are in a winning Matchup, but in most cases Secret Stash will always be better overall.




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Merciless
Grants 5% increased damage against champions below
40% health
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Meditation
Once every 5 seconds, you will restore 1.5% of missing mana
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Tier 3 contains 2 good options, but the choice is quite a simple one to make for Ahri. Meditation is simply Mana Regen and it's a great Mastery for Mana hungry Champions. Ahri isn't really that Mana hungry though and if you choose to take Meditation then you are giving up on a lot of bonus damage.

Merciless is again just extra damage. It only works against targets below 40% HP, but that makes it a great help for finishing off low enemies and overall improving your chances of Assassinating a target. If Ahri had Mana issues, it would be a closer choice, but because she does not, it's very one-sided towards Merciless here.

This Tier is very unique however because even though Merciless is the clear winner, you only put 4 points into it. The remaining 1 point goes into Meditation to grant you that tiny bit of Mana regen. Doing this may seem very strange, and even stranger when you realise how insignificant the 1 point is. 0.3% of your missing Mana every 5 seconds is a very, very small amount. Even at 1000 missing Mana, you'll only be getting 3 back every 5 seconds. It can come in huge though for situations where you're basically out of Mana and it can make the difference between having enough Mana to cast a spell immediately, or having to wait another couple of seconds before having enough. Also, the loss in 1% damage is nothing.

The idea came from Apdo, who is an extremely good Korean Solo queue player and arguably one of the top players in the world.





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Greenfather's Gift
Stepping into brush causes your next attack or damaging ability to deal 3% of target's current health as bonus magic damage
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Bandit
Gain 1 Gold when a nearby minion dies. Gain 3 Gold when hitting an enemy Champion with a basic attack or an ability that applies on-hit effects
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Dangerous Game
Champion kills and assists restore 5% of missing health and 5% of missing mana
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Tier 4 is an interesting Tier as each Mastery is very unique and different. It's another Tier that isn't entirely set in stone, but overall it's not a tough choice. I'll start by ruling out Bandit , since that's a Mastery for Supports and has no real use on other roles.

That leaves the choice between Greenfather's Gift , and Dangerous Game . Greenfather's Gift is a new addition to Season 7, and it’s a very interesting Mastery. After entering a brush, you have 3 seconds in which your next attack or damaging ability to deal 3% of target's current health as bonus magic damage (9 second cooldown). This is some nice bonus damage, and on paper it seems like it's a very good Mastery, however it has its downsides. Firstly, 3 seconds is not a very long time, and so there will be many occasions where the damage buff will run out before you actually get a chance to use it. Another downside to the Mastery is that you do need to enter a brush in order to activate the bonus damage, and being in Mid lane, there's not a whole lot of fighting that tends to happen in the brushes between Mid laners. These downsides essentially mean that a lot of the time the Mastery will be doing nothing for you, and so immediately it's an unreliable Mastery, and I personally dislike unreliability.

Dangerous Game is actually my favourite Mastery in the game, and it's an awesome Mastery overall. Getting a kill or assist on an enemy Champion heals you for 5% of your missing Health and Mana, which can come in huge for close fights. I can't even count how many times I've lived on sub 20 HP after a fight it's happened so much, and it's all because of this Mastery. A Mastery that has a direct impact on whether you die, or live on 20 HP is honestly game changing. The boost in Mana is also extremely helpful and it can often grant you enough Mana to use a spell where you otherwise wouldn't be able to. The final thing to note about Dangerous Game is that when it comes to Team Fighting, you'll be getting a lot of kills and/or assists which means that you can essentially heal for up to 25% of your missing Health and Mana, which is huge.

Overall, because of the unreliability of Greenfather's Gift, and the fact that Dangerous Game can be a game-changing Mastery, paired with the fact that it IS reliable, it's the choice of Mastery here with little competition.



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Precision
Grants 8.5 Lethality and 3 + (0.3 × level) Magic Penetration
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Intelligence
Increases the cooldown reduction cap by 5% and grants 5% cooldown reduction

Tier 5 is one of the tougher choices in the Cunning Tree and it can definitely go either way. The comparison is basically a small amount of extra damage vs a small amount of CDR. Intelligence also raises the CDR cap from 40% to 45% which is pretty awesome. 5% CDR translates to almost no difference in lowering the cooldown of Orb, Charm or Fox-Fire, but it shaves 5.5 seconds off of level 1 Spirit Rush, 4.75 off level 2, and 4 off level 3 which can make the difference between a kill and not a kill, or living instead of dying. It's not a huge difference though, and I don't think that 4-5 seconds less time on Spirit Rush is worth passing up on extra Magic Penetration.

With Precision in Season 7, it has Lethality now instead of Armor Pen due to the way they changed the Armor Pen system. Lethality is a lot worse than Armor Pen for Mages because it scales up with the enemy Champion level and Mages only really got the benefit from the Armor Pen during the Early Game when auto attacking enemy Champions which is the reason Hybrid Pen Runes are no longer taken. Luckily with the change to Precision, you still get a very similar amount of Armor Pen out of it meaning a tiny bit of extra damage per auto attack, but the main benefit to Precision is the Magic Pen anyway and that's the reason it's a very good Mastery. It starts at 3.3 extra Magic Pen and finishes at 8.4. Early Game it won't make a whole lot of difference, but it’s added damage nonetheless. Late Game, it gives more Magic Pen than a whole set of Magic Pen Marks, and it gives just over half the amount of Sorcerer's Shoes so it's pretty decent overall.

Because of how little difference the 5% CDR actually makes on Ahri, and the fact that Precision is just straight up more damage, I prefer to take Precision here. With that said, it's still fine to take Intelligence if you are going for a max CDR build, or just want the most amount of CDR possible.





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Thunderlord's Decree
Hitting an enemy Champion with an ability (ability damage) or basic attack (on-hit) marks them with Thunderlord's Decree for 3 seconds. At 3 stacks, the target is dealt 10 - 180 (based on level) + (30% bonus AD) + (10% AP) magic damage in an area around them. Thunderlord's Decree can only be triggered once every 25 - 15 (based on level) seconds

The final Tier is the Keystone Mastery. By now, it's no surprise to anyone that Thunderlord's Decree is the Keystone choice for Ahri, and it's by far the best one for her. Not only is Thunderlord's already great on Burst Mages, but Ahri synergises with it extremely well due to how easily she can get the proc off.

During lane phase, all it takes is a double hit on Orb, followed by 1 auto attack to get the proc off and chunk then enemy's health pool. Fox-Fire is also great for getting Thunderlord's off as it will do it on its own via the 3 flames.

The cooldown of Thunderlord's is quite long during the early levels at 25~ seconds, but every time that it's up you can go for a nice trade if you hit Orb of Deception followed by an auto attack.

Overall, Thunderlord's Decree is just straight up more damage and because it's in the form of Burst with how quickly Ahri can proc it, it greatly helps Ahri when attempting to Assassinate a target.


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There are many items that can be built on Ahri and there are many different build paths that are available to choose from due to the amount of Ability Power items that are in the game, some being better on Ahri than others. I will begin with the starting item choices and then go onto the
build paths followed by core items and then situational items.






This is the standard start for pretty much any of Ahri's matchups. The Doran's Ring provides a nice amount of AP (15), Mana Regen (+50%) and Health (60) to make the lane phase go smoothly. The Passive of restoring 4 mana upon killing a unit is also quite handy because you will be last hitting a lot in lane. 4 Mana may not sound like much and while it isn't, it certainly adds up. You can get up to 24 Mana per Minion wave (30 on a Canon wave) so you can essentially get a free Orb of Deception every 3 waves.

You might be wondering about a Cloth Armor start when facing an AD Champion but you'll have the bonus Armor from your Runes and sacrificing the stats of a Doran's Ring just for a little more Armor is not worth it. The Health you get from the Ring gives you added survivability as well. Another reason that I do not like starting Cloth Armor is because AD Mid laners are usually Melee, so the extra AP from the Doran's Ring greatly helps when harassing them with your abilities.

When forgoing Morello, or any other form of Mana item, it can be a good idea to get a second Ring to ensure that you don't have too many mana issues. Only 1 Ring without any Mana based item will cause you some Mana problems at some point or another. Typically I'll go double Ring when I'm rushing either Negatron vs AP burst, or Armguard vs AD.

Overall, Doran's Ring is the best starting item in terms of what you get out of it. The item itself is incredibly cost effective and it's got everything you need to help get you through the first few levels of laning with no problems!



The next item on the starting list is the Health Potion. Health Potions are probably the most important item at the start of a game as it allows you to take damage and recover from lost health. Without Potions, any damage you take in lane will be almost permanent damage as base health regen is very low, especially for Mages. Ahri has a base health regen of only 6 at level 1, which means she will only regenerate 60 Health every minute.

With the Doran's Ring start, you can afford to buy 2 Health Potions which when combined with your passive Essence Theft gives you some great of Early-Game sustain. It is important to note that every time you recall, you should always buy a Health Potion or 2 as it makes you a lot harder to be pushed out of lane or be killed when you can keep healing up the damage done to you. Don't go too mad on potions though, they may be cheap but the cost can add up if you keep buying loads.



The Warding Totem is the best Trinket when starting a game. Before laning begins, it allows you to either ward your Jungle entrances to watch for invades, or you ward the enemy Jungle to get an idea of where they might be starting. It's an all-round great Trinket because it's a free 60 second ward at level 1 that can be placed whenever you like. The duration of the Ward increases with Champion level, and the cooldown decreases to the point where you can always have at least 1 ward up at all times. It can also store up to 2 charges so you don't have to immediately use it when ready.

This Trinket is so crucial to a laner because without vision, there's no telling when you might be getting ganked. Being able to ward one side of Mid and then play more to that side is greatly beneficial and decreases the chance of you dying to a gank. The ward can be used to watch for enemy roams too, either by your laner, or someone coming from Top or Bot.

Warding is such an important part of the game and getting a free ward is too good to pass up. Mid-Late-Game it can definitely be traded for a Sweeping Lens, but Early-Game there is no question for Ahri or solo laners in general, the Warding Totem is by far the best choice.





This is the very situational start that uses Boots of Speed instead of Doran's Ring. This is a more unconventional start as most Ahri players tend to just go with a Doran's Ring no matter the matchup. The Boots of Speed helps a great deal in matchups where you have to be dodging a lot of skill shots or projectiles of some kind, such as Pillar of Flame and Noxious Blast. When faced with these abilities that will constantly be thrown at you, Boots will make your life a lot easier as you'll be able to avoid being hit more than you would without Boots.

The Boots of Speed start isn't only good for dodging skills however, it is also very good for escaping ganks, chasing down enemies and roaming. There are many benefits to starting Boots and I feel as though a lot of people often overlook how effective they can be. There is the major downside of not having the stats from a Ring though. You'll deal slightly less damage, you'll have less Health and also Mana regen for the trade-off of having a much easier time dodging abilities. You do end up with twice as many Potions at the start of the game however, which is another great benefit to the Boots Start.

I'll almost always take Doran's Ring as my starting choice, but the option is always there to start Boots when facing a skill shot heavy Champion.



With the Boots start being cheaper than Doran's Ring, you get 200 gold left which means you can buy 4 Health Potions. 4 Health Potions is insanely good for sustain in lane, especially when combined with Secret Stash . You also tend to only go Boots if you are against poke heavy Champions and you will likely get hit a lot by their abilities. Having so much sustain through the Health Potions means that you will be able to live through pretty much anything in the Early-Game.

The only thing you need to be careful with is your Mana management. Because you don't have the regen from a Ring until you back and buy one, it means you will run out of Mana quicker. Make sure you are more mindful about spamming abilities and if you see yourself getting low on Mana, try not to use any more until you've regained some.


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When facing an AP Mid, the general build is to go Morellonomicon as your first Core Item. Once you back, you can work straight towards the Morello with either Fiendish Codex or Lost Chapter. You always want to go for the Lost Chapter first because of the amazing Mana sustain it grants. You'll basically never have any Mana issues from the point you have a Lost Chapter as it restores 20% of your maximum mana over 3 seconds upon leveling, as well as giving you straight up 300 extra. It also grants 25 Ability Power which is only 5 less than the Codex gives. There are no situations where I would go for a Codex first because the Mana and Mana sustain is far more effective and important than 5 AP and 10% CDR very early into a game.

The Morellonomicon costs 2900 gold so it doesn't take too long to complete and once it is completed, you get a ton of really useful stats. You get: 100 Ability Power, 400 Mana, 20% Cooldown Reduction, the Passive of: Kills and Assists restore 20% of your maximum mana and also the Grievous Wounds Passive when enemies are hit with Magic Damage when below 35% life. This build path should be followed when you are doing fine, or winning your lane matchup and for when you aren't in desperate need for Magic Resist.



Season 7 has replaced the Vision Ward with Control Ward. Control Wards reveal and disable nearby hidden enemy traps and Sight Wards in a 900-unit radius. Camouflaged enemies in the area are also revealed, but Invisible enemies are not. This means that Champions with Invisibilty will no longer be revealed like they used to be with Vision Wards which are Akali, Talon, Kha'Zix, Shaco, Vayne, Teemo and Wukong while Evelynn, Rengar and Twitch can still be revealed by them.

Map control is super important in League of Legends, and so Control Wards are vital to helping win games. Other than your Trinket, the only other form of vision control you can get is from a Control Ward, and you should always have one down if possible. They are limited to 1 active Ward at a time, but they do last forever until destroyed/replaced and you can hold up to 3 for when the enemy does destroy one, or when you simply wish to place a new one down in a different location. You should always aim to buy a Control Ward on your first or second back and the earlier you get one and place it down, the more advantageous it becomes for your team.

As already stated, I highly recommend that you try to make sure that you always have a Control Ward up to ensure that you keep up with sufficient vision around the map to not only benefit you, but your whole team. When placing them down, ideally you want it in a brush so that the enemy won't see it unless they walk into or gain vision of said brush. It can also be a good idea to make sure that if it is in a brush, you put it as close to your side of the map as possible so that it will be easier to defend it when the enemy tries to destroy them.





The build path vs AD Mids includes the same start with a Doran's Ring and Tier 1 Boots, but instead of focusing on the Morellonomicon as your first item, the Seeker's Armguard and sometimes Zhonya's Hourglass takes priority. This is simply because you need Armor for an AD matchup and the active on Hourglass is incredibly good, especially when against Zed. With that said, Zed is the only matchup where completing the Hourglass is vital. Against the other AD matchups such as Yasuo and Talon it's not as important, but can still be very good.

Seeker's is the important part however and it's a very efficient item once you stack it. It's base stats are +30 Armor and +20 Ability Power which are ideal for dealing with an AD opponent. It also grants you an extra 0.5 Armor and Ability Power for every stack (Minion kill). It stacks up to 30 times overall, meaning that it will end up giving you 45 Armor and 35 AP. It doesn't take too long to stack up either, but it means that the earlier you complete the item and start killing minions, the sooner you'll have it maxed. Because of this, it's good to back and buy it as soon as you can.

There won't ever be a time where I would skip Seeker's when facing an AD Mid because the Armor is extremely important and while you don't always have to finish the Hourglass right away, the Seeker's is an absolute must!






This build path is for when you are facing a Champion that has a huge amount of burst such as Veigar, LeBlanc, and Syndra. It's a shame when you are forced to buy nothing but defensive stats very early in order to survive the burst, but it has to be done in order to prevent yourself from being deleted in 1 combo and not standing a chance of being able to fight back. Once you do have the Negatron completed, you can usually trade quite well, despite not putting any gold into offensive stats. This is partly because you have True Damage on Orb of Deception and due to the Magic Resist you'll have, the amount of damage you take overall will be greatly reduced and you will no longer be in danger of dying in 1 combo.

You don't always have to build the Negatron into Abyssal Scepter, it can be a good idea to leave it as just a Cloak and then work on Morello to ensure you still have a decent amount of CDR as you'll have 0 from Runes. Abyssal is a good item against heavy magic damage though and usually you'll want to complete it by your second item. Once you do complete the Abyssal, you become quite a threat to the enemy team, despite the fact that quite a lot of your gold went into a non-offensive stat. It's only after your first back where your damage will be quite limited due to likely only having a Doran's Ring for AP.

The final thing to note is that it can be a good idea to get an early second Doran's Ring when doing this build path. Because you won't be getting Morello as your first item, you will most certainly end up running out of Mana a lot faster which can be a big problem. Double Doran's Ring is a good way to solve the Mana issues you might have until you get Morello if you do get it. The extra health from the Ring is a welcome stat against burst too.


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These are the Core Items that I will focus on almost every game. The ordering of the items is never set in stone as different situations can require different items, but for the most part it follows the shown order. Because of certain situations that can occur however, it is likely that the order
will change, and often times a Situational Item will be in there somewhere.

The great thing about Ahri is that there isn't really a right or wrong build
for her and there are tons of great items she can build.

The 5 items I have listed below as 'Core' are the most commonly built items for me on Ahri
and I will usually have these 5 in the 6 item build. The final item will simply be
one of the Situational ones which are listed after the Core.



Morellonomicon is one of my favourite items in the game due to how much you get from it, but mostly for the CDR. You just can't go wrong with 20% CDR, 100 AP, 400 Mana and the 2 Passives (Mana Recovery + Gervious Wounds). You get all of that, for 2900 Gold! Morellonomicon is undoubtedly of the best items to get first on Ahri. The CDR is amazing for greatly reducing the cooldown of Spirit Rush which in turn enables the ability to make more plays and go for more kills.

The extra up time on her standard skills is also very beneficial, especially because of the Movement Speed buff on Orb of Deception. When it comes to a fight, Ahri really needs her Ultimate in order to be extremely effective and impactful and Morello greatly helps with this, paired with the huge amount of AP it grants, it’s just an all-round fantastic item on her. The Mana Sustain that Morello grants is also great for allowing you to use a lot more Orbs and it pairs very well with the CDR because although you will be using more skills, the sustain will keep you topped up!

Morellonomicon is also a very good item for when you are against a Champion with some form of healing such as Nidalee, or Swain. When you hit an enemy below 35% life with magic damage you apply Grievous Wounds which will straight up cut their healing by 40%. It also synergises extremely well with CDR Scaling Glyphs because it enables you to get 30-35% CDR (depending on 6 or 9 Glyphs) with just Morello.

There are some games where the Morellonomicon can't be purchased as a first item as mentioned in the build paths. These are the games where you would go Seeker's first vs someone like Zed or Negatron Cloak against AP Burst.



Sorcerer's Shoes are the standard Boots for Ahri in most matchups. There isn't a lot to say about them other than that they are the perfect boots for maximizing damage output and they are usually a no brainer for most Mages since they provide flat Magic Penetration. Sorc Shoes definitely aren't the only choice of Boots however, but I would rate them as the best ones to go with since they will increase the amount of damage you can deal with 1 rotation of spells. Ahri is a Burst Mage and for me especially, a large part of how I play her and how I believe she is best played is about being able to assassinate a target with 1 rotation of skills. The other choices of Boots come in when there are situations that require them. If you are free to build whichever type of Boots you want then Sorc Shoes are the ones to go with.

The other choice of Boots I would consider are either Mercury's Treads or Ionian Boots of Lucidity, but they come as a situational buy and I will explain when to get them in the 'Situational Items' section. The timing of when to buy tier 2 Boots can vary from game to game. I usually want to get the first core item finished before I complete my Sorcerer's Shoes, but I will sometimes get them earlier. It can depend on whether I need to roam a lot or if I am being camped by a Jungler. Also in matchups where a lot of dodging of enemy abilities is required, early level 2 Boots can greatly help. As long as you don't leave them too late it's up to you when you wish to buy them.



Luden's Echo is a really nice item for Ahri as she greatly benefits from everything that it provides. It is another very high damage giving item at 100 AP, but as well as the raw power it provides, the utility from the 10% Movespeed is a very welcome addition for Ahri. Movement Speed is one of the best stats for Ahri due to her being part Assassin and a heavy roamer. It allows her to roam around the map faster and it helps to counter her weakness of being very squishy by making her much more slippery and harder to catch out. Because of this, it also sort of acts as a defensive stat in a way.

The stats of the item alone make it a fantastic item for Ahri, but the Passive is also very nice and it has many benefits. The most obvious benefit is the extra damage it provides when you hit an enemy with a spell. Overall it will slightly amplify her burst damage and it will make assassinations easier to pull off on squishy targets. Because it isn't just single target damage, it is also great for team fights and the Passive damage will hit up to 4 targets. The other great thing about the Passive of this item is that it will make farming and shoving waves a lot easier. Ahri's Orb of Deception is a fantastic ability for wiping out a minion wave as it is, but the added damage with a Luden’s proc will make it even easier.

A great interaction between Orb of Deception and the Echo passive is that it can proc on the return damage. So, if you are at say 85 stacks as you throw out Orb, after hitting the Magic Damage on the first part it will bring you to 100 stacks and as the True Damage part hits an enemy, the Passive will go off even though you weren't at 100 stacks as you used the ability.

Another reason that the item is so good on Ahri is because she can very easily charge the Passive to 100 stacks. This is due to the insane Movespeed from Orb of Deception and also from each charge of Spirit Rush. Every dash will charge around 25% of the passive at 24 stacks, so with the 3 charges of your Ultimate you almost get an entire use out of it.

Luden's is best built early, so the games where you do get one will usually be as your second item after either Morello, Abyssal, or Seeker’s/Hourglass.



Rabadon's Deathcap is one of the best items to get on Ahri, and any Mage for that matter simply because it's just a ton of raw damage. Buying a Deathcap will significantly increase the amount of AP you have because of the Passive of boosting your AP by 35% and Deathcap is your best chance at being able to insta-kill squishy enemy Champions. Having a Deathcap means that you will have the most amount of AP possible and it will maximise the damage that you deal with Orb of Deception, Fox-Fire and Spirit Rush both in single target and area of effect. It also makes farming a whole lot easier as having so much AP means you can clear minions waves extremely fast It usually only takes 1 Orb of Deception and a couple of Auto Attacks or FoxFire for the melee minions.

Other benefits to Deathcap include a much larger heal on your Passive, Essence Theft and larger poke damage with Orb of Deception, especially due to the AP scaling on the True Damage. Deathcap is quite often built as your third Core Item and it’s typically around this time where you’ll get a really good benefit from the Passive AP boost. Building a Deathcap too early means that you don’t get a lot out of the Passive and so it’s usually never built as your first item, and hardly ever as your second. It’s a very expensive Item at 3800 Gold, but the huge boost in the overall AP you’ll have is why it’s seen in almost every Core build.



Void Staff is an item that you are almost guaranteed to need in every single game you play. At some point, the enemy team is very likely to get some Magic Resist and the tanks will start to get Magic Resist well above 100. This is where the Void Staff comes in. It gives you 80 AP and 35% Magic Pen and its main purpose is to shred the enemies MR to allow your spells to deal as much damage as possible to them. Because of the purpose of Void Staff and the time it takes for enemies to start getting high amounts of MR, it usually isn’t built until quite late in the game or even not until your last item. Even if the enemy team does not stack Magic Resist, it is still a very effective item to have and you almost always have to get one at some point in the game. It’s also a very efficient item as it only costs 2650 Gold!

The general idea with Void Staff is that after you complete an item, you should look at the enemy team’s items and check to see if anyone on the enemy team is building Magic Resist. If you see that 1 or 2 have started to build Magic Resist, then you can probably go one more Core item before having to buy a Void. If you see that a lot of the enemy team is starting to build a Negatron Cloak or already have items like Spirit Visage, Banshee's Veil, Locket of the Iron Solari and Abyssal Scepter completed then you should immediately start working towards the Void Staff. Champions usually won't tend to start stacking MR until mid or Late-Game though so it allows you to get 2-4 other Core Items completed beforehand.


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These are the Situational items that are not part of the Core Build, but are sometimes built
when in situations where they are required. They can be very useful and sometimes crucial by providing some form of defense or counter to Champions you are facing. For each item
I will explain when why you might need to buy it.



Rylai's Crystal Scepter is a good item and it synergises extremely well with Ahri's kit. You basically become un-catchable with the slows on your abilities and the mobility on Orb and Spirit Rush. Pair Rylai's with a lot of CDR and you can have some serious kiting power. The stats on it are pretty good because it provides you with a nice amount of HP at 300, some AP at 75 and then of course the Passive that grants all of your abilities a slow effect. It’s worth to note that the Health you get from it is extra good for Ahri because she has a very low amount of base HP.

Rylai’s works wonders against the type of Champions that don't have any form of jump, dash or teleport. When the enemy is only able to get to you via moving, Rylai's completely shuts them down and because of Ahri's kit, they basically can't touch you. Some examples of Champions that Rylai’s is extremely effective against are Melee Champs such as: Cho'Gath, Udyr, Shyvana, Yasuo, Nasus, Renekton and Mordekaiser!

Another great benefit to the Rylai’s Passive is that it makes it a lot easier for you to hit Orb and Charm. The enemy will have a much harder time trying to sidestep a Charm when they have their Movespeed slowed by 40%. The slows also make it very easy to escape from enemies trying to chase you down. With the enemy being slowed, and you being sped up by Orb, almost no one can keep up with you.

Overall, everything about Rylai's is good for Ahri, both the stats it provides with HP + AP and the slow effect. You can make some really great plays and escapes with Rylai's and as well as being a very effective item on Ahri, it's also extremely fun. A couple of matchups where Rylai's is paramount to winning are Cho'Gath and Irelia.



Mercury's Treads are a fantastic item when it comes to Boots and they are surprisingly very good on Ahri despite her being a Mage. I build Treads a lot more often than you might think and I have my reason for it. Ahri is half Assassin as we established, which means that she suffers from the same problem as other Assassins, if you get locked down, you will die very quickly and won't be able to get anything off. Mercury's Treads greatly help in making sure that you cannot be locked down by CC for so long and I would actually recommend that you build Treads whenever you are laning against a Champion with hard CC such as Morgana, Lux, Syndra and most certainly Veigar.

Treads not only prevent Ahri from being locked down for too long, but the Magic Resist they provide is a welcome stat in the Mid lane. I would suggest even going Treads if you are not facing hard CC in Mid, but there is a lot in the game such as a Leona Support or Nautilus Jungle.

It is annoying having to avoid Sorcerer's Shoes in favour of Mercury's Treads, but the whole point of Ahri is to be dashing around kiting enemies and because of this, she must avoid getting locked in place or else her main advantage is gone.

Below will be a video example of how vital I think Treads really can be in making the difference between living and dying.




Zhonya's Hourglass is another fantastic item on Ahri no matter who she is facing. For AD matchups, the Hourglass will usually take priority over the other Core Items as the first one to build due to the need for Armor and the active stasis that Hourglass provides. Hourglass also comes with 10% CDR, so you will still have some CDR to make up for forgoing Morello as your first item.

The active that Hourglass brings to the table is part of the reason why it is such a great item on Ahri and anyone who builds it in general. It has both defensive uses and offensive uses when combined with Ahri's kit. The typical defensive uses would be using it to dodge or block an ability such as Requiem, Mega Inferno Bomb or Death Lotus or using it to stop the damage over time from Ignite or a bleed effect. The offensive use is that the Hourglass active can actually turn Ahri in to a pretty solid engager by being able to Ult into a team, use all of her cooldowns and then go into stasis. Then you can either Ult back out to safety, or forward to chase down fleeing enemies. It can be a great tool to get focus off of you too, by using the active the enemy team will have no choice but to ignore you and focus someone else, giving you time to get out or do damage without the whole team on you.

Overall it is a fantastic item in any matchup. It provides some nice stats with a mix of damage, defense and utility an extreely powerful which opens up the ability to make neat plays with Ahri. In terms of when to build the Hourglass, there isn't really a definitive answer as some games it can be more needed than others. It can literally be built whenever you feel it's needed. It's a very situational based item though and there will be many games where you won’t buy one. The only time that it is a must is when facing an AD Mid.



The Ionian Boots of Lucidity provide 10% CDR, as well as 10% Cooldown Reduction for your Summoner Spells one of cheaper Boots at 900 gold. Let's start with the 10% CDR for Summoner Spells. With Ahri, it's almost always going to be Flash and Ignite, so the 10% reduction on those equates to 30 seconds off Flash and 21 seconds off Ignite. Half a minute on Flash brings it down to 270 seconds and that's actually pretty huge. 30 seconds is a very long time when it comes to abilities and having Flash back that much sooner can save your life or get you a kill. The 21 seconds off Ignite brings it down to 189 seconds which isn't as impactful as the time saved on Flash, but it's still very good and it basically means that you can look for a full all-in 21 seconds sooner!

With a standard build having Morello and CDR Runes, Lucidity Boots offer a quick and easy way to get the last bit of CDR to hit the 40% cap. It also means that you don’t have to invest into another Core Item that has CDR if you are looking to hit the cap. For games where you forgo a Morello, they can also be a great purchase to make up for some of the lost CDR. I often tend to go for Lucidity Boots when I’m against a Melee Mid because I’ll be rushing a Seeker’s/Hourglass in this situation which is only 10% CDR at most (none if you stop at Armguard).

The final reason as to why I sometimes like Lucidity Boots is because they are cheaper than Sorcerer’s Shoes and Treads. Treads and Sorc are both 1100 Gold, which may not seem like much, but it can make the difference between having enough Gold to finish an item sooner. It also means that you can complete Tier 2 Boots faster, and then start saving for your next Core Item



Lich Bane is essentially the situational version of Luden's Echo. It’s a luxury item, and it’s never really required, but it's a fantastic item on Ahri. It synergises with her very well and the stats it grants are great on Ahri which are: 7% Movespeed, 250 Mana, 80 Ability Power and 10% CDR. The Passive is also really good and Ahri has a very easy time activating it via her spells, especially Spirit Rush. Typically, you want to auto attack in between each use of Spirit Rush as it is and with a Lich Bane it would be an empowered auto for 2-3 of your dashes.

Because Lich Bane grants CDR, it's a great item to reach the CDR cap with, or it can make up for any lost CDR from forgoing Morello or not taking CDR Runes for example.

Lich Bane is a great item for another source of damage outside of Ahri's abilties and it makes assassinating targets a lot easier. It's also consistent damage because of the low cooldown, but it is tied to the cooldown of your abilities and so it works best with a lot of CDR.

As mentioned already, it’s the situational version of Luden's Echo. This is because in order to make the most out of the item, you need to utilise the Passive which means being in auto attack range and getting frequent auto attacks off. When you are in matchups where you don't often get close to the enemey, it might not be the best idea to go for Lich Bane and those are the cases where Luden's is highly favoured. The reverse is simply when you are in a matchup that is close ranged such as a Melee Mid, Lich Bane is an incredibly powerful item to get and it can definitely take the place of Luden's Echo as your Core Item. It's always a great item to finish off your build with though abd when you’re at 6 items with a Lich Bane, the empowered auto attack will hit for a lot of damage.

The comaprison between Lich and Luden's is that Lich provides you with CDR, some mana and more consistent damage (provided you can frequently auto attack) whereas Luden's provides you with more AP, Movespeed and poke damage with Orb. Overall, Lich Bane is probably the better item, but because Luden's is always good and Lich Bane has scenarios where the Passive cannot be utilised well, it's a situational item at least for your first couple of Core Item purchases. As already mentioned, it's always a fantastic choice to round out your build.



Abyssal Scepter is another great item on Ahri when facing a lot of Magic Damage. The stats it provides are very good and it’s the ideal item when you need defense and offense at the same time. While it is slightly lower on the AP side at 60, it provides a perfect balance of offense and defense and it's extremely helpful to Ahri due to how squishy she is. The 60 Magic Resist you get basically prevents her from being blown up and it means you won't have to play constantly safe and far back in fear of being insta-killed by a Burst Mage. On top of the AP and MR, you also get 10% CDR which is more than good as it makes up for the CDR you lose when you forgo Morello, or it can be used to reach the CDR cap with Morello.

One of the best parts to this item is the unique Passive that it provides: Nearby enemy champions take 10% more magic damage (700 range). This just basically means more damage, but because it's an aura it also means you'll be buffing the damage done by any other form of Magic Damage from your allies onto the affected targets, so not only is the Passive beneficial for you, but also for your team.

The build path to Abyssal is also very flexible. The path basically consists of the part offense, part defense aspect of the item, meaning you can go for the Codex if you need or want more AP and CDR, or you can go for the Negatron Cloak for the Magic Resist to help you in surviving your lane and reduce a lot of damage taken.

When you are facing AP Burst, Abyssal will likely be your first Core Item. When you are facing Standard AP, but still need or want the Abyssal, it can be built at any time.


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This small section of the Guide will be focused on the Trinket upgrade choices I would consider. Something to note about Trinket upgrades is they can be situational and while I do have my preferences it doesn't take away anything from the option that I go for less, either choice is fine.



Warding Totem is my most used and most liked Trinket and anyone that plays Ahri should know how important vision is to her because of the way that her Fox-Fire and Spirit Rush work. Not only that, but she is an extremely skill-shot reliant Champion with Charm and Orb of Deception and if you can't see then enemy, you will be throwing your abilities out blindly. You need vision on your target in order to hit them with anything Ahri has and this is why I almost always go with this Trinket. Even without considering the major factor of how important vision is to Ahri, map vision is one of the greatest aspects to League and it has a huge impact on winning a game.

Having the ability to place Wards around the river and/or Jungle can actually have a direct link to you dying less because you will see ganks and roams coming and will have time to react to get to safety. Another fairly major benefit to this Trinket is that come Late-Game where everyone is pretty much max build, warding for both teams dies down a lot due to no slot for a Control Ward. Players also often switch to Sweeper and so that instantly means less Wards for your team. Having the Warding Totem allows your team to keep up sufficient vision on the key areas of the map and it can prevent your team from losing complete vision control which is crucial to avoid.

It scales based on your Champion level. At level 1 it only lasts for 60 seconds and has a cooldown of 3 minutes which isn't great, but it's a free Ward nonetheless. As it gets later into the game, the Ward ends up lasting longer than the cooldown, allowing you to have multiple Wards placed at one time.



The only other Trinket Choice for Ahri in my eyes is the Farsight Alteration because it's the only other one that provides vision. This is the upgraded Totem Trinket and it basically reveals an area and places a 1 hit point Ward that is visible to the enemy team. This ward lasts forever until destroyed though which means that you can end up with quite a lot of vision around the map provided they don't get found.

An advantage to this Trinket it that has the potential to end up providing a lot more vision than the Warding Totem. I say potential, because it could also end up providing you with less if they get found and destroyed, so it's very situational and could change every game. Another advantage and probably the key reason it's taken over the standard Trinket is that it can be placed from a very, very long distance and so it eliminates the risk of having to go near where you want to get vision of. This eliminates any risk when trying to gain map vision and you won't have to say facecheck a brush to plant a Ward down. This also makes it very good for scouting Dragon/Baron/Herald because of the vision it provides from so far away. The only downside to this Trinket is that it's extremely easy to lose the vision you placed and you will often find that they won't tend to last very long unless they're hidden very well.

Both choices of Trinket are great for Ahri and I will sometimes switch between the 2 from game to game. I think there's a large portion of player preference that comes into deciding which one you want to take too. I tend to favour the Warding Totem because they are Stealth Wards and so it's more reliable vision, but if you don't have the Standard Warding Totem, or this upgraded one as a Mid laner, the only form of vision you'll be giving yourself and your team is via a single Control Ward. In my eyes that's just not enough. If it were a different Champion, I wouldn't be so heavily sided towards vision, but because of how incredibly crucial vision is to Ahri, I only go with the vision based Trinket.


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Summoner Spell choices for Ahri are pretty straight forward and you have very limited choices. Apart from her Skill Sequencing, this is the only other quite linear aspect to Ahri and most games you will always use the same Summoners. With that said, there can be alternate choices that heavily come down to situation. I'll go over the main 2 that are used in most games, and then the 2
situational options you have and when you might take them.



Flash is the most common Summoner Spell is League of Legends and the game probably wouldn't be the same without it. Because Ahri already has 3 dashes with Spirit Rush, you might think that Flash would be less necessary, but I cannot think of any situation where I would not take Flash. It is by far the most useful Summoner Spell in the game and it is actually even better on Ahri than a lot of other Champions due to a trick you can do with Flash and her abilities, which I will go over in the 'Tips, Tricks & Advice' section of the guide. If you want to quickly see the Trick now, click here!

The reason that Flash is so good on practically everyone is because it acts as a 'get out of jail free card'. There are so many sticky situations that Flash can get you out of, whether it is being ganked, being trapped by a wall or needing to get away from a Champion or tower as quickly as possible. Flash is also great for offensive uses, it enables you to chase someone down over a wall or to get close enough to use an ability on them. Flash can also be used to dodge abilities such as Final Spark, Mega Inferno Bomb and Rite of the Arcane.



The second best Summoner Spell for Ahri is Ignite. Ignite is the perfect spell for an Assassin or Burst Mage like Ahri due to the raw damage that it brings to the table. Ignite is True damage which means that it cuts straight through any resistances the target may have. It's a great extra ability to finish enemies off with and generally help win a fight. It also increases Ahri's ability to instantly kill someone as Ignite does do a fair amount of damage. A level 6 Ignite does 170 damage, level 11 it does 270, and level 16 it does 370. Mid-Late-Game Ignites can deal quite a large chunk of a health bar. Another great benefit to Ignite is that it straight up cuts all healing by 40%, so if you Ignite someone like Nidalee with Primal Surge or a Marksman with Heal, it will only heal them for 40% of the total amount which can be quite huge in a fight.

Ignite scales with your Champion level, so Early-Game don't expect much damage out of it. As for the timing of when to Ignite someone, it doesn't matter too much but it is generally better to Ignite the target as soon as you can. There are a few benefits to Igniting straight away, one of them being that it will likely burn for all of its damage if you use it at the start of a fight compared to using it when they are almost dead. You will also put it on cooldown sooner and as a result it would be back up a few seconds quicker which could make a difference. The final reason is because every Champion has some form of healing even if it's as basic as base health regen, so Igniting them straight away would cut every bit of healing they could be getting.

The final slightly smaller benefit is that Ignited targets will be revealed for the duration of the Ignite. This may not seem like much, but for Ahri it's a ridiculously good bonus because she does not do well with lack of vision as I mentioned in the Trinkets section. Overall, Because of all the great benefits to Ignite I highly recommend taking it with Flash in almost every game.




Cleanse is a Summoner Spell that could be chosen, but only in the case of facing someone where their Hard CC is paramount to killing you. Cleanse is a pure defensive Summoner Spell and the whole purpose is to remove any form of Crowd Control and Debuff on you. This means any kind of Stun, Snare, Root, Slow and also things like Ignite and Exhaust. The fact that it removes Ignite and Exhaust is huge alone, but being able to instantly remove a move impairing effect on you can easily save your life and also prevent you from taking as much damage. Being able to get out of a Stun will often prevent the enemy from doing their complete combo on you and it will often mean the difference between living instead of dying to a full combo.

Ahri is extremely weak to Hard CC and it's one of her major weaknesses. Almost all of Ahri's counters have some form of Stun or Snare and it's often the reason that they counter her in the first place. Cleanse can essentially remove the part of the enemies kit that counters you and it will allow you to escape from being locked down and actually put up a fight.

Another thing that Cleanse does is that after using it, for 3 seconds you get a further 65% Crowd Control reduction, meaning that any CC you get hit with after immediately after Cleansing won't last very long at all. This can be very helpful in Teamfights as you'll likely be getting hit with a lot of Crowd Control effects.

As mentioned though, Cleanse is a very situational Summoner Spell and even when you are in a situation where it can be taken, Ignite can often still be used instead. The matchups where I could consider taking Cleanse in are: Annie, Syndra, Lissandra, Lux and Veigar. Basically, any Champion that relies on locking you down in order to full combo you a second or 2 later.



Exhaust is the other contender for Ignite. Exhaust is a great ability for completely cutting down the damage that someone deals in the period of 2.5 seconds. The damage reduction is 40%, but they also have their Move and Attack Speeds reduced by 30% and their Armor and Magic Resist by 10 flat. Exhaust works best against Champions who deal a lot of damage in a short time such as Lux, or have a particular move that deal a very large amount such as Zed and the proc on his Ultimate. It's typically good to take Exhaust against a Burst Mage, or Assassin as those are the types of Champions where it works best.

I will note that Exhaust is much easier to use against a melee Champion though because they will always be in range for you to use it. When vs a ranged Champion, you might not be able to get it off in time.

Exhaust is also great for Teamfights, because it means that you have the opportunity to Exhaust the enemy Marksman which can quite easily make the difference between winning and losing a whole fight. It's not that difficult to get an Exhaust off on them either as Ahri because of Spirit Rush!


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This is the section of the Guide dedicated to Ahri's Matchups. I will go over each one individually and explain, in detail, the difficulty of the matchup and why they are the set difficulty. I will also explain in detail how you should play the matchup including what to watch out for, what to build and what to do in certain situations.

The basic rule of thumb with Ahri's matchups is that if they have something that can be dodged, Ahri will have an easier time against them. If they have nothing that can be dodged or avoided, Ahri will have a hard time. This is because of how Ahri's main advantage over a lot of Champions is tied with her mobility and ability to dodge spells. Also, generally speaking, Champions that have Hard CC tend to be on the harder side of her matchups.

The Champion Icons above are linked to take you straight to the one that you want and there is a return link below each of the matchup explanations that will bring you back here. Matchups are listed in Alphabetical order they have been colour coded so that you can instantly get an idea of the difficulty. The difficulty rating system follows a worded system as followed:

Green = Easy Matchup
Yellow = Average or Skill Matchup
Orange = Hard Matchup
Red = Insane Matchup


For each Champion, I will put in my recommended Starting Item, Rune Page, possible Alternate Summoner Spells and any Individual Situational Items to build against them.

Please keep in mind that these are my opinions on how Ahri matches up against each Champion based on my experience and knowledge in the matter and there may be certain matchup difficulties that you disagree with. Also, you must be aware that just because Champion X counters Champion Y, it doesn't mean that Champion Y can't win. There are a lot of other factors that determine how a matchup can go such as player skill/experience or Jungle/gank intervention.





Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Akali is a odd matchup and you tend to experience both ends of the spectrum with it. During the lane phase and typically pre 6, Ahri will have a very easy time, but once Akali reaches 6, the matchup typically takes a U turn and it can become very challenging for Ahri. This is because Akali always has a way to jump to Ahri with Shadow Dance and Akali has a lot more burst than Ahri does as she is a true Assassin.

The best thing to do in this matchup is harass early with Orb of Deception and auto attacks whenever Akali goes in for a last hit. Most of the time, Akali's will start the game with a more sustain based purchase so it can take longer than usual to whittle them down. I've seen many things from Doran's Shield to Boots of Speed, but expect them to bring quite a lot of healing to lane. She also has sustain built into her Passive Twin Disciplines, but you can quite easily burn through the sustain however and this is one of the few matchups where Ahri is actually the lane bully.

Since Akali is Melee, she will often be quite far up the lane. This can make her quite easy to gank. While she does have her Twilight Shroud to escape ganks quite easily, it has a very large cooldown at 20 seconds and Akali's will very often use their Shroud to safely farm.

You can also sometimes bait out her Shroud by going slightly aggressive on her, then once the Shroud has ended your Jungler can gank with a much higher chance to get a kill or force a recall. Having a Jungler such as Lee Sin is also fantastic for countering Akali and her Twilight Shroud as Lee's Tempest will reveal her.

Once Akali hits 6 and gets her Ultimate Shadow Dance is where you need to play with a lot of caution. The way Akali's set up for an attack is that they'll throw a Mark of the Assassin on you, then a few seconds later they will jump to you with Shadow Dance to proc the first Mark, and by waiting before jumping to you they will have their Mark back up again for insane burst. To counter this, back off when you get hit by a Mark and wait for it to time out.

Something important to note about her Ultimate is that she will actually end up behind you when she dashes. This means that if you attempt to Charm her immediately, you must throw Charm behind you, very similar to how you Charm a Zed Ulting you. This is the best way to catch the Akali with Charm though as they will be right next to you making it harder to miss, provided you throw it in the right direction. It's vital that you try and Charm immediately too because of 2 reasons. Firstly, Akali will be looking to go into her Shroud when she's dashed to you and once that happens you are basically blind to where exactly she is.

The second reason is because while she is Charmed, she won't be able to proc a possible Mark on you and by the time that the Charm duration ends, the Mark might have timed out, or you would have had the chance to Ult out of her Shadow Dance range. Hitting Charm is one the most important parts to winning the matchup overall. If you land it, you'll be able to hit Akali with a full bombardment of your Spells that she won't be able to hide from which will often win you the fight, or deter the Akali from continuing the engage.

If you miss the Charm, the Akali will be able to proc her Mark on you and immediately go into her Shroud and follow up with another Mark and Shadow Dance a couple of second later.

Because Akali can go invisible, it's best if you try to avoid fighting her while Shroud is down. Ahri needs vision of her target in order to get a lot of her damage off via Fox-Fire and Spirit Rush.

While Akali is invisible, all of the damage from those abilities will be lost or wasted on nearby Minions and you won't be able to win a 1v1 when this happens. It also makes hitting her with Orb and Charm basically down to a guess which is not good. It's best to just back off and wait out her Shroud before engaging, or continuing the fight.

Another major piece of advice I can give when facing Akali is that you should never, ever fight an her when your Ult is down, it will almost certainly result in your quick death. When Spirit Rush is down, play very safe and don't let her Mark you for free. If she does jump to you, Charm her and immediately back off.

If you play this matchup smart, then it can be very favourable for Ahri. Play aggressively pre 6, safer post 6 and never fight without your Ultimate and you should be fine.








Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite


Anivia is quite an annoying Champion to play against and the results of the matchup can vary depending on how good the Anivia player is and what they build. The main reason that it's annoying is because it can be a very hard task to actually kill her because of her Rebirth.

Due to her Passive, you basically have to kill her 2 times over and with Ahri that can be very hard to do in 1 go. This is because it will pretty much require you to use all of your resources to kill her like normal and when she goes into Egg form, you won’t have much left. Make sure that you don’t get caught out trying to kill her in Egg form too.

It can sometimes be best to just proc her Passive, do a bit of damage to the Egg and then back off before she revives. Anivia will very likely look to stun and kill you when she revives and because you will often be low from the initial fight, it’s best to just back off if you cannot get the kill. Luckily, it’s very easy to tell when she is about to hatch and revive because there will be a ball of light that slowly falls onto her Egg.

Early-Game you will want to focus on dodging her Flash Frost because if she hits you with that, you will be 'Chilled' and so the incoming Frostbite will do double damage to you, and that hurts a lot.

Pre 6, the only way that Anivia can apply her Chill effect on you is with her Flash Frost (stun) and so it's crucial that you try to dodge it. Luckily, the travel speed isn't very fast on her stun and so you have a lot of time to react and move out of the way. You can also sometimes cast Orb and use the Movespeed to help get out of the way.

Post 6 becomes a lot harder as Anivia's Ultimate, Glacial Storm is a very easy way to get the amplified damage on Flash Frost. It is also a very good tool for shoving minion waves and that is what most Anivia players will do once they hit 6. I find that a lot of the time Post 6, the lane becomes quite passive and it will end up being a farm-off.

Anivia has a very hard time last hitting pre 6, so something that you can do is push her to tower Early-Game game and she will likely miss a couple of Minions. Try not to push and overextended too much though because Jungle ganks are very dangerous when combined with her wall, Crystallize. You can be blocked off by Anivia's Wall making you almost certainly have to use Flash to get out. Luckily as Ahri, once you have Spirit Rush, her Wall isn’t as much of an issue because you can easily dash through it.

A major advantage you have in this matchup is that Anivia is incredibly immobile and so catching her out can be very, very easy. Spirit Rush can be used to quickly get in range to Charm her, or it can be used to get away from her and there's no way she can catch you or get away.

Spirit Rush is also very good for not only avoiding her stun, but getting out of the area of Glacial Storm and if you avoiding those abilities is a sure way to win the fight.

The best way to beat an Anivia pre 6 is to try and pop her Passive and the best way to do this is from a Jungle gank. Anivia's low mobility means that if she goes past the half way line of Mid, a gank will almost certainly get her Flash and quite possibly her Rebirth cooldown, if not a kill. If you can manage to get her passive down before you hit 6 then you have a good shot of killing her when you get Spirit Rush. It is extremely easy to land a Charm on Anivia due to how slow she is and when it comes to a post 6 fight, her Crystallize is almost completely useless against Ahri because of Spirit Rush. If you don't manage to get her Passive then I would suggest simply playing Passive and looking elsewhere to get kills, unless you can manage to poke her down a lot.

I highly recommend buying Mercury's Treads in this matchup because if Anivia hits you with her stun, you will need to get away as quickly as possible to avoid taking the damage from a Frostbite or to reduce the time you sit in Glacial Storm.

As a final note, you can always see if she has her Egg up by simply clicking on Anivia. If it's greyed out then it's on cooldown. The cooldown of Rebirth is also very long at 5 minutes, so you will have a big window of opportunity to try and kill her.









Rune Page
Magic Resist
Start
Doran's Ring
Boots
Mercury's Treads
Items
Abyssal Scepter
Summoners
Cleanse


Annie is a very hard matchup because of her ability to fully burst you down and there is almost nothing Ahri can do about it. Another reason that this matchup is hard is because Summon: Tibbers can be used to block Charm and absorb Fox-Fire and Spirit Rush hits, making it very hard to even kill Annie in some situations.

The Early-Game of this matchup will likely go quite smoothly, but when it comes to level 6 power, Annie has a much higher chance of winning a fight because of her raw damage and being able to lock you down with her Pyromania. Because of this, the best thing to do is just avoid fights entirely until you poke her down with Orb of Deception and then go in for a kill when she is low.

It's also worth to note that the best time to fight her or go for an all-in is when she's low on Passive stacks, or after she just used her stun.

While in lane, you definitely want to watch out for her Passive, as this is when she'll likely look for a trade.. When she has her stun up, just stay back out of range until she uses an ability on a minion, you won't win a trade while she has her stun up.

You can see how close Annie is to getting her stun by clicking on her and looking at her Passive buff. It will display the amount of charges she is on and this can help with planning an engage because Annie can only quickly charge her stun 3 times without her Ult. You can also visually see when she has her stun up because she will have what looks like wind swirling around her!

The one thing that you have going for you is that your Orb of Deception can out-range anything Annie has. When you see her running up to you, move back and throw out Orb and it will allow you to get free damage a lot of the time. When Annie tries to go for a stun on you she will also likely have to move away from the cover of her minions which can allow you to land an easier Charm as she won't have the protection from minions to block it.

Her W is Molten Shield and it acts similar to a Thornmail in the sense that you will take damage in return for hitting her with auto attacks. Her Shield also gives her % damage reduction at 16 / 22 / 28 / 34 / 40% based on the level. Because of this, when she has it activated, it’s best to not fight her. Ahri does have True Damage so her Shield isn’t as much of a problem compared to most other Mages, but it’s still best to avoid fighting while she has it on her because you will deal less damage overall and you will also take more.

One way to turn this hard matchup into your favour is from Jungle help. Annie is very immobile and because she is in a winning matchup she might be more aggressive than usual which can lead to her over-extending to hit Ahri with spells (when she has stun up).
This makes her very easy to gank and all Annie can do against a gank is try to stun the Jungler. Because her Incinerate is AOE, Annie can stun multiple targets with it while her Passive is up though. Make sure that if you get a gank, try to stay away from your Jungler to prevent the Annie from being able to stun you both and get away.

Unfortunately, it’s very easy for Annie to just Flash Tibbers you and then nuke you from full to nothing. There isn’t really much you can do against this either which is why you have to build quite defensively and keep your distance when she has her stun up. It is also a very good idea to time her Flash so that you will have a rough idea of when it will be back up and when you should start playing with a lot of caution.

This is where Cleanse can come in. Being able to instantly remove her stun and also Ignite is a great way to help solve one of the main reasons she counters you. It does mean that you won't have Ignite yourself though and so your ability to kill her won't be quite as high, but being able to get out of her stun right away can be a lot more useful than extra damage.

With this matchup, I would generally recommend that you play very safe, avoiding head on trades while she has, or is near her stun and trying to poke with Orb of Deception where you can. Typically, a first item Abyssal Scepter is very good at countering the amount of burst damage Annie can deal. I would also highly recommend Mercury's Treads as you will be getting stunned a lot in this matchup and the Magic Resist also helps with surviving her burst.








Rune Page
Magic Resist
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Abyssal Scepter
Summoners
Ignite


Azir is an iffy matchup, it can be very hard during the Early-Game but usually it isn't too bad come Late-Game. Azir is very good at poking with his Sand Soldiers, Arise! and he has very good disengage with his Ult, Emperor's Divide but he is a very squishy Champion with no sustain so killing him is usually not much of a problem. Early-Game will be hell, so the best thing to do is play safe and farm until 6.

Azir's often play far back, using Soldiers to last hit and harass you. This means that you likely won't be able to kill Azir without your Ult to close the distance. The most important thing that you can do in this matchup is to make sure that you always stand away from his Soldiers to stop them from hitting you, but also to stop Azir from dashing towards one and further aggressing on you, or being able to get behind you to Ult.

Conquering Sands sends all of his Sand Soldiers to a targeted location, dealing Magic Damage and then allowing the Soldiers to further damage the target with their auto attacks. This is the most annoying thing about Azir in lane because he can do this while being well out of range for you to trade back with him. It’s also very hard to avoid getting hit by this because of the range of his Soldiers and you will likely always take a little bit of damage each time he does this.

It is very important to stay back in this matchup and always stay away from his Soldiers. It is also very important that you get a lot of sustain in this matchup because you will be getting hit a lot. Basically, you'll need a lot of Potions in this matchup in order to survive. Make sure that you always return to lane with at least a couple of Potions against Azir, or you won’t be in lane for very long.

Azir is a very good Champion for sieging towers because of his ability to stand well back and poke people down with his Sand Soldiers, so if you do get pushed to your tower, expect to take a lot of damage if you are not careful. You must stand well back even at your tower in order to prevent yourself from taking a load of damage from his Soldiers. If you are in this situation it can be a very good opportunity for your Jungler to be ganking as he'll be very far forward and you can always follow up with your Ultimate if you are quite far back.

Something to keep in mind is that Azir's Ultimate, Emperor's Divide can really screw Ahri over because she cannot Spirit Rush over or even to the side of the wall, it just bounces her back and you will essentially be wasting your dashes. You can however Flash over his wall because Flash is a teleport rather than a dash. If you do not have Flash available then make sure the only direction you Ult in is away from the wall if you are going to Ult at all.

Some Magic Resist in the form of Negatron Cloak or Abyssal Scepter can be very helpful to reduce the overall damage you take from Azir too because you WILL be taking a lot of damage in this matchup.

Overall you just need to play safe Early-Game and watch out for his Sand Soldiers. In the Mid/Late-Game it becomes very easy to kill Azir because they are almost always built as a glass cannon so catching them with 1 Charm will likely be their death. Just be careful of his Ult though and keep in mind that you can't dash over it. Oh and remember, Potions, lots and lots of Potions!








Rune Page
Magic Resist
Start
Boots of Speed
Boots
Mercury's Treads
Items
Hourglass
Summoners
Ignite


Brand is a fairly average matchup for Ahri overall. It's similar to Azir in the way that the first few levels can be a real pain, but once you get 6, the 3 dashes provided by Spirit Rush make it easy for dodging around Brand's abilities such as his Pillar of Flame and Sear. Being able to dodge the Sear is also a major advantage that Ahri has because the only way Brand can stun someone is by hitting Sear. Brand's main damage source comes from his Pillar of Flame too which is extremely easy to avoid with Spirit Rush or even the speed buff on Orb.

Pre 6 is the only hard phase of the matchup because Brand has really good harass with Pillar of Flame from level 1. This is why I often start Boots of Speed. Doing this makes dodging Pillar of Flame much, much easier and it will increase your chances of being able to out-trade in the Early-Game where this matchup is the toughest. The Boots start also makes it easier to avoid his Sear which can make Brand have a very hard time locking you down.

Brand will often go to use Pillar on you as you last hit a minion so be aware of his movement. If he casts Pillar on you as you stop to auto a minion, it's going to hit you and there's no way of dodging it at that point so you need to watch him for any advancement.

It's very hard for Ahri to win trades Early-Game and that's mostly down to her only having Orb as her laning tool. Brand has Pillar and also Conflagration for his tools in terms of trading which means you're already at a disadvantage. Not to mention that Conflagration is a targeted spell and you can't avoid it other than being out of range. The Boots start directly helps with this issue because you'll have 4 Potions instead of just 2 with a Ring.

A pretty huge thing to mention about his Conflagration is that you must be aware of exactly what it can do. If Conflagration is used on a unit that is affected by his Passive (Blaze), the damage spreads to enemies around the target. This basically means that when he casts Pillar on the minions and then Conflagration, if you are near your minions you will also take the damage. Because of this, you should always stay away from any minion or ally Champion that has been affected by Blaze. It's a very easy way for Brand to essentially get free damage because he'll be using it on the minions to farm or push a wave but also get damage on you at the same time.

His ultimate is Pyroclasm and the main thing you need to watch out for with this ability is the way that it can bounce between targets. If you are standing right next to an ally unit, that's bad news. When Brand casts his Ultimate, you must disperse from any ally Champion or Minion immediately. It can do some serious damage and if it bounces multiple times between you, you're pretty much dead. Don't be hesitant to even Spirit Rush back in order to stop his Ult from bouncing multiple times. Zhonya's Hourglass is good in the sense that it can basically make his Ult disappear before it even hits you and it can also help with reducing the burn damage you take from his Passive.

Make sure that you do not underestimate Brand, he can do a lot of damage if he does catch you in a stun and even full to 0 you. Because Brand relies on his stun to nuke a target, I highly recommend that you also build Mercury's Treads against him. This makes it so that if you do get stunned, it won't be for long and you will be able to quickly get out. I've experienced and witnessed many situations where he'll stun someone and by the time the stun ends the target is dead.

Mid-Late-Game is a piece of cake in terms of killing Brand. He's extremely immobile and like with other immobile Champions, catch him with 1 Charm and he's as good as dead. Due to his lack of mobility, you honestly don't even need to hit your Charm in order to win a fight. If you miss Charm make sure that you use your Spirit Rush charges to dodge his skills when he uses them rather than just dashing anywhere for the damage. In other words, play slightly reactively against Brand opposed to spamming R in every direction trying to kill him.

The last thing to note is about his Passive. When you get hit by 3 of Brand's abilities in a short period of time, you will be marked and after 2 seconds you'll take even more damage. It's also AoE damage too, so if an ally is affected by the 3 stacks, stay away from them.

The Early-Game can be very rough against Brand but as soon as you hit 6 it changes completely. The main objective to this matchup is to survive the early levels and try not to fall behind too much. If the Brand is being overly aggressive then hopefully your Jungler will realise it because Brand is quite vulnerable to ganks at pretty much every stage of the game.








Rune Page
Magic Resist
Start
Boots of Speed
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Cassiopeia is quite a hard matchup for Ahri and it is a lot like the matchup with Brand. Early-Game will be absolute hell as Cass has very good poke with her Noxious Blast and Miasma. Because of this I recommend that you start with Boots of Speed. Having Boots against a Cassiopeia is a huge deal in surviving the Early-Game. It will allow you to more easily avoid her Noxious Blast and Miasma and if you can do that, she won't be able to hit you with any empowered Twin Fang which severely cripples the amount of trading potential she has. The extra Potions is also a huge help in this matchup.

Basically you need to keep your distance in this matchup because Cass will be constantly trying to hit you with Noxious Blast and it’s on a 3.5 second cooldown. If she does hit you with one, immediately back off because it gives her a movement speed boost and she will be able combo Twin Fangs on you. It’s actually not uncommon for a Cass to get first blood by level 2 just from hitting 1 Noxious Blast on you and then going all-in with Ignite and Twin Fangs.

They will even sometimes Flash in your face to make sure that you can’t get away from her ridiculous damage at even level 2. This is why it’s important to back off straight away when hit by Noxious Blast.

You will likely be pushed into tower in this matchup because of how much AoE and pressure Cass brings to the lane and there isn’t too much you can do about it. This will make her very vulnerable to Jungle ganks though and she is very immobile and squishy. You can try to counter push the wave with Orb too, but make sure you are always moving and trying to avoid being hit by her poison.

Once you hit 6, the lane does become much easier and Ahri can dodge almost everything Cass has using Spirit Rush, most importantly you can also dodge her Ultimate, Petrifying Gaze if you time the dash right. Cass also has no mobility so again, Ahri can land a very easy Charm at any point in the game and due to how most Cassiopeia's build they are very squishy and will likely die without even having to use all of your Spirit Rush charges. When it comes to a 1v1, you basically have the ability to dodge every one of her spells. It is better to use Spirit Rush reactively though unless you are just trying to burst her down. Wait for her to cast a spell before you dash to dodge it rather than randomly dashing around and possibly getting hit by one.

Something important to note though is what Miasma can do. When touching the Poison, Ahri can't use Spirit Rush because of it grounding you. Due to this, you have to be very careful not to stand in, or accidentally dashing into the Poison as it can be very bad news for you.

I can't stress enough how careful you need to be Pre 6 against Cass. If you start Ring instead of Boots, make sure you do get Boots as early as you can. You should also buy a lot of Health Potions in this matchup so you can sustain through all the damage you'll likely take.

Just remember, do not ever fight Cass when you are hit by her Poison because you will not win the trade. Back well off so that she cannot combo Twin Fang. It is literally impossible to out-trade a Cassiopeia when she can get the bonus damage on Twin Fang.








Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Rylai's
Summoners
Ignite


Cho'Gath is an uncommon, but very strong mid laner and I've played against quite a few in the past. He's a much less straight-forward matchup and a lot of people ask me about him. Cho isn't as hard as you might imagine for Ahri though, he just requires specific countering via items and once you get these items he won't be trouble at all.

First off, it can be quite hard to effectively bully Cho Early-Game because of his Passive healing from Carnivore. His passive essentially means that any time and Mana spent on harassing him is almost wasted in the early levels, and any damage you take from things like Minion aggro, you've taken for free. It's better to just focus on farming and build up the Gold for the items to deal with him.

You should keep your distance in this matchup because of 2 things. Firstly, his Feral Scream has ridiculous range and he'll often hit you with it while he's farming Minions. They will try to position themselves to hit the wave and you at the same time, so just back off if he shows any sign of advancing. Secondly, his Rupture can easily mean a dead Fox when paired with a Jungle gank. Without Spirit Rush, there's basically no way to avoid his Rupture other than being aware, reacting as soon as possible and walking out of the area. Casting Orb for the Movespeed buff is pretty useless too because of the cast time.

Other than being careful for ganks set up by his Rupture, the Early-Game will likely be a farm fest. Once Cho hits 6 he’ll usually starting Feasting on minions to get more HP but that means he has much less kill pressure on you. Basically, if he uses Feast immediately, you're ok to play as you like. If he holds Feast however, play slightly safer because it can mean he's looking to try and all in you and Cho has some crazy burst with his combo. You also can't do anything while it happens because you will often be Silenced and/or Knocked-up.

The usual item rush in this matchup is still Morellonomicon. It's a great item against Cho because it will cut the healing on his Passive and the CDR is heavily needed in this matchup. The less downtime on Spirit Rush the better as it's the only reliable way to get out of Cho's Rupture or just get away from him in general.

As I mentioned at the start, this matchup is won through items and items alone. The first item that counters Cho and allows you to easily win the matchup is Mercury's Treads. This is one of the most important parts to the matchup because it will reduce the amount of time that you are Silenced by his Feral Scream. Really, the only way that you will die to Cho is when you get caught by Rupture or Silenced so that you can't get out with your dashes. Reducing the time you're Silenced means that you will be able to get out sooner and it will save your life a lot of time. Not to mention the help from the Magic Resist on Treads as that will reduce the damage he does with Rupture and Scream.

The second and major counter to Cho'Gath is the Rylai's Crystal Scepter and it's literally your best friend in this matchup and it's the key to beating Cho. In my eyes, Rylai’s is a must in this matchup because the slows that you get allow you to very easily kite Cho so that he basically never touches you. The Health that Rylai’s provides is also amazing because it essentially counters the True Damage on his Feast meaning that he won't be able to burst you from 100-0.

Once you have Rylai's, you can start playing very aggressively just because of how easy it is to kite him and if you did get hit by a Rupture and full combo'd, you would likely still live anyway and can easily get out because he won't have anything left to use. It will take quite a lot to take him down and you definitely won't be bursting him, but Rylai's is how you do it.

Other items that are very good against Cho are basically items that grant Movespeed, so either Lich Bane or Luden's Echo. The Movespeed greatly helps avoiding Rupture which is the only way he can get on you once you have Rylai's. Luden's synergises well with Rylai's and Lich Bane is great for added consistent damage for taking down the beast. Both are great choices in this matchup, but they aren't required

The only other thing to be aware of but it’s a minor thing, is his Vorpal Spikes. They have an AoE to them which makes it so that if you are standing behind the unit he auto attacks you can get hit by them. Just makes sure that you don’t stand too close to him basically and they’ll never hit you because the range isn’t too far.

The tl;dr of this matchup is just Treads and Rylai's. Once you have those 2 items it shouldn't be a problem. You'll be able to survive his burst if caught by it, and you'll be able to take him down through sheer kiting.








Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Abyssal Scepter
Summoners
Ignite


Diana is a hard matchup and I basically see it as a harder version of Akali due to the similarities in their kits. The reason that Diana is harder is because she doesn’t have a terrible Early-Game like Akali does so it is very hard to get ahead of a Diana. Diana is also naturally tankier than Akali because of her Pale Cascade, so killing her is automatically a harder task.

Diana may not have as much burst as Akali, but she still has enough damage to be a very scary threat to Ahri. Diana has quite good poke with her Crescent Strike and this also enables her to get multiple dashes with her Ultimate, Lunar Rush so it is quite important that you try to dodge her Crescent Strike. You can usually tell when a Diana will go on you because they will first hit a Crescent Strike prior to going in.

If you have not been hit by one then the chances of a Diana going all in are much lower unless you are low on health. If you do get hit by a Crescent Strike however, make sure you move back until the mark ends and be prepared for her to go on you.

Like with Akali, if you are patient with Charm and wait for Diana to jump to you, it should be quite easy to land a Charm and then follow up with everything else which will likely win you the trade.

Diana is Melee, so you can auto attack her when she goes in for CS, but quite often they will use their Pale Cascade so autoing them will be fairly pointless. You also won’t likely get free harass from autos because it puts you in an easy position to be hit by a Crescent Strike.

As Ahri, you don't have to be too worried about her Moonfall, but when used in conjunction with a gank it can be very effective.

An early Abyssal Scepter works well against Diana as it will greatly reduce the amount of damage you take. Abyssal is very nice too since she's Melee and will always be in range for Abyssal's Passive.

Something else to be aware of with Diana is her Passive, Moonsilver Blade. Every 3rd attack becomes an AoE empowered auto and so often what Diana will do is auto attack twice to get it ready, and then jump to you with their empowered auto attack at the ready.

It can be a good idea to back off slightly when they have their empowered auto at the ready, especially if they start to move towards you when they have it.

The best way to play out this matchup is very similar to Akali, try to hit Orb of Deception Early-Game for poke and save your Charm for when she jumps to you. And just like with Akali, do not ever fight Diana when your Ult is down.








Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


From my experience of this matchup I find that it's not actually a very hard one but you do have to be careful. Ekko has a good Early-Game and he can poke you down with Timewinder and farm safely with the shield he gets from Parallel Convergence. Parallel Convergence also makes it hard to bully him out of lane essentially and it also doesn't help that he's quite slippery with Phase Dive.

The Early-Game is the only time where you should really have trouble with Ekko. Ahri is not a lane dominant Champion and her first few levels are extremely poor.

One thing you really have to be careful of is an early all-in from Ekko. He has insane burst at level 2 and it's the time you wouldn't expect an all-in. It's very easy for Ekko to poke you down with a couple of Timewinders and then jump on you with Phase Dive. As long as you're aware of the damage he can do Early-Game, you should be ok.

His Timewinder works in a very similar fashion to Ahri's Orb of Deception funnily enough. He throws it out, then it returns to him and both parts deal damage. The difference is that his slows right down at the end of the way out, before quickly returning to him.

It also slows any targets hit by it which helps him to get the return damage. When you see him throw out a Timewinder, you can back straight off or even to the side. If you get hit by the slow, you actually have time to cast Orb and with the Movespeed buff, run out to avoid the return damage. The only other thing you have to watch out for with his Timewinder is when you're dodging to the side, he can dash to the same side as you with Phase Dive and that will reposition the trajectory of the return on Timewinder, often resulting in still hitting you.

Parallel Convergence is when he'll throw out a projectile (easiest way to describe it is a grenade) and wherever it lands, after 3 seconds a bubble will appear and that bubble is what gives Ekko his shield. That's not all though, if you happen to be standing in his bubble, when he enters it you will be stunned. This is bad news for Ahri and it's often the only way he can actually kill you. Make sure that you stay away from his bubble and the second you see the projectile flying through the air back off immediately.

A sneaky trick that Ekko can do is use this from the Fog of War, so when you have no vision of Ekko. This results in you only being able to see the projectile pretty much as soon as it lands and the Ekko will then come dashing out of the Fog and get the stun off on you. Basically, just make sure that whenever he goes out of sight, you are ready to react and back off.

Finally, his Ultimate makes him quite annoying to actually kill. Chronobreak can be used offensively and defensively to either get out or deal a lot of extra damage. Luckily you aren't always blind to it though as you can see his hologram following him and that is where he will be sent back to if he activated his ult.

Ahri can actually deal with Ekko quite well in terms of denying the use of his Ult because when he's caught by Charm, he can't activate R and so if you can manage to burst him down he won't get to port back and likely escape.

The last thing to note is his Passive, Z-Drive Resonance. It's basically just more damage after consecutive auto attacks or abilities on you, so it's important that you try and stay slightly further back when you get hit by an ability and never have an auto attack war with him, instead just back away.

Ekko also gains quite a big Movespeed boost if he gets the 3 stacks off too, making it very easy for him to keep up with you or dodge Orb and Charm. The stacks time-out after just 4 seconds though, so it's not hard to avoid if you play smart and back off.

Overall, the matchup is quite easy but there are a fair few things that you need to watch out for, and be aware of. If you are not aware of what he is capable of, the matchup can go south very quickly.








Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Ezreal is a fairly simple and easy matchup whether it is AP or AD. He has a hard time pushing a wave without using his Ult which means it's easy to get away with roaming as Ahri and not worry about losing much Mid. Other than that, the main reason that it is such an easy matchup is because of how easy he is to kill at all stages of the game. Ezreal has to build full offensively or he doesn’t do enough damage which means that he gets melted by Ahri, with or without Charm.

Most of the lane phase is pretty straight forward, all you have to do is stand back behind your Minions to block his Mystic Shot. With AP Ezreal, watch out for his Essence Flux as it goes through Minions will be his main source of damage as AP. Because you won't really know if it is AP or AD Ezreal I take the standard rune page so that you don't end up with only Armor vs an AP one or only magic resist vs an AD one.

Something that I like to do when playing vs an Ezreal is to buy quite a lot of Health Potions throughout laning. The reason is because you won't be able to dodge all of his abilities and the ones he does hit will hit quite hard. Against a poke Champion you will want to be at a high amount of health at all times so that they can't suddenly kill you or push you out of lane.

With Ezreal, it can be quite tricky to land a decent Charm because of his Arcane Shift, so sometimes it will be better to wait until he has used his Arcane Shift before Charming. It's not too hard to bait out his Arcane Shift either, simply Ulting towards him will probably scare him into using it, and then you have 2 more dashes to position for a perfect Charm.

One thing to watch out for with Ezreal is his Ultimate, Trueshot Barrage. It will do a lot of damage whether he is AD or AP so if you are ever low and backing, try not to back in an obvious spot as Ezreals love to snipe people recalling on low health. There is nothing more gutting than dying to a Trueshot Barrage after escaping a fight on low health.

Once Ezreal gets some items, he can dish out some serious damage, and it's also burst damage if he's AP. You definitely don't want to underestimate him and it's not uncommon for them to Arcane Shift in aggressively.

The best time to go all-in against an Ezreal is ideally when his Arcane Shift is on cooldown. With that said, you can pretty much go all-in whenever you want once you get some items because he only has 1 jump to your 3 dashes.

Your 3 dashes also make it quite easy to dodge his Mystic Shot and Essence Flux and you can even avoid his Ult a lot of the time.

As already mentioned, Ezreal is incredibly squishy at all stages of the game, so it’s very easy to burst him down and come Late-Game, you won’t even need to land a Charm to insta-kill him.








Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Morello
Summoners
Ignite


Fiddlesticks is a relatively easy matchup for Ahri and this is based on the fact that in order for Fiddle to deal the majority of his damage with Drain, he needs to stand still, and what becomes easy to hit on a target that is standing still? Charm. Basically, if you save your Charm for when Fiddle starts to Drain you should never lose a fight.

The only way that Fiddle can kill Ahri without his drain is by getting a good Crowstorm off and even then Ahri can Spirit Rush out of it if you're quick enough. Fiddle will Silence and Fear you however, with Terrify and Dark Wind so it is extremely important that in this matchup you buy Mercury's Treads. With Tenacity on Ahri, the Fear and Silence duration will be much shorter and the only time period that Fiddle has to get off damage with Drain and Crowstorm is while Ahri is CC'd. With Treads, the Fear will end sooner and you can get out of range of Drain and Crowstorm.

Another reason that I love to play this matchup is because when Fiddle goes to Drain a minion, you can Spirit Rush in from way back and then get a perfect easy Charm on to him while he is still Draining.

Once you Charm a Fiddle he will drop in seconds as they are always very squishy. The only thing you need to watch out for is his Zhonya's Hourglass as that is a Core Item on every AP Fiddle.

Early-Game during the lane phase, Fiddle will try to hit you with his Dark Wind by bouncing it off Minions and praying to the RNG Gods that it hits you. When you see him throw out his Dark Wind, stand well away from your Caster Minions so that the bounce does not chain to you. This is pretty much his only way of harassing you in lane and being that easy to avoid, the lane phase will most likely go very smoothly.

As a result of Fiddle using Dark Wind on minions it will automatically push the lane to your tower too, meaning that the Fiddle will be vulnerable to ganks and due to Fiddle being extremely immobile, ganks are usually very successful on him. Just be careful not to stand right next to your Jungler to prevent a Dark Wind from bouncing between both of you, doing a lot of damage.

Fiddle's Passive is Dread. It gives him a Movespeed boost after standing still or channeling for 1.5 seconds. This means that when he is channeling his Ult or Drain, he will gain a boost of speed when he starts to move again. It's not too much of an issue for Ahri since the extra Movespeed is nowhere near enough to catch up with Spirit Rush, and if you Charm him, the speed boost he gets will be redundant anyway.

The main thing you have to be careful for with Fiddle is his Ultimate, Crowstorm. He will likely try to hide over a wall or in a side bush to try and catch you by surprise, make sure you are aware of his location as best you can be, either by warding spots he could Ult from or playing safe when you don't know where he is. Because of this, the Farsight Alteration is a very good Trinket to have.








Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Hourglass
Summoners
Exhaust


Fizz is all kinds of annoying for Ahri to deal with, mainly because of 1 move, Playful / Trickster. He can dodge literally everything you throw at him just with that 1 move, which leaves Ahri dead in the water (no pun intended). His damage is high enough to instantly kill you too if you get hit by his Chum the Waters, so it is very important that you try and dodge his Ultimate if you can. Zhonya's Hourglass is a very good tool against Fizz because if you get hit by his Chum the Waters you can simply Hourglass it, avoiding all damage.

Early-Game, Fizz is quite weak so you have a slight advantage there. You will want to try and harass him with Orb of Deception and auto attacks as much as possible, but make sure that you do not use Charm until he uses his Playful / Trickster or else you will likely never hit it. In many cases you may have to use your Ult to dodge his Ult too, if you see it coming towards you. It may seem like a waste of your Ultimate but it could very well save your life.

His Passive, Nimble Fighter means that he takes slightly less damage from auto attacks, but constantly hitting him will still amount to a lot and he can’t really retaliate in the early levels.

You will likely get slightly ahead of Fizz during the Early-Game in terms on CS and maybe even kill him once or twice, but do not underestimate the amount of damage he can do, even when behind. When it gets to Mid/Late-Game he will still be able to 1 shot squishy Champions if he lands his Ultimate.

You must also be very aware of how easy it is for Fizz to get on you with Playful / Trickster and Urchin Strike. The only benefit to him using these moves to get to you is that if it goes badly for the Fizz, he has no way of getting out and if he uses Playful / Trickster to get to you, he won’t have an easy time dodging Charm.

When activated, Seastone Trident is where Fizz's next damage becomes an empowered one and if you are already affected by his damage over time, the damage on the empowered auto is tripled. This makes it very important to back off when you are bleeding, and certainly back off when you see him activate his Seastone Trident.

Because of how much damage Fizz can do in the space of a second, Exhaust can be very good in this matchup.

Hourglass is great way to avoid taking damage from his Ultimate, but Hourglass won't always be available, or you just might not have one. Exhaust is the next best thing as although you will be taking damage, it won't be anywhere near as much and you certainly won't die from a full combo.

The best way to play against a Fizz is to try your best to poke him down Early-Game, but for the most part you need to play safe. I would highly recommend that you grab an Hourglass because it's crucial that you don’t get hit by his Ultimate. If you save your Charm for after he uses Playful / Trickster then you can have a good chance of killing him, but if he dodges your Charm with it you will not win a fight.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Galio can be a tricky matchup because of the nature of the Champion and how he scales with Magic Resist, it's not too hard, but your chances of ever being able to kill him alone are very low. A typical Galio will likely get a lot of Magic Resist very quickly but because of his Passive, Runic Skin he also still does a lot of damage. He is an easy Champion to farm with despite being Melee because of his AoE abilities Resolute Smite and Righteous Gust.

He has pretty nice sustain and built in tankiness from Bulwark so killing him can be extremely hard as mentioned and he can have a surprising amount of burst damage too with his Ultimate, Idol of Durand.

Because Galio is a melee Champion, Early-Game you can harass him quite well with auto attacks and Orb of Deception. But make sure that you try not to hit him if he puts his Shield on himself as you will end up healing him more than damaging. A slightly annoying thing about Galio is that he forces you to buy a very early Void Staff in order to be able to damage him which can greatly slow down your other Core Items.

Void is still a very good item for the cost however and although you will be primarily buying it to combat Galio, it will also allow you to deal a lot more damage to the other enemy Champions from bypassing their MR too. You're also going to need to get a Void at some point or another anyway, so it's not that much of a hindrance getting one early.

During the lane phase, Galio can quite easily shove the lane and if you see him using his abilities on the Minions, you should try to counter push with Orb. Be careful with his Righteous Gust though because if you are standing behind your Ranged minions when he sends it down the wave it can very easily hit you too. It’s best to stand diagonally from your Caster Minions so that this does not happen.

When it comes to Teamfights make sure that you stay well away from Galio so that when he Ults he will not get you with the taunt, allowing you to Charm him, break the channel and save your allies.

If you do end up getting caught by his full channel Ult in a team fight, there is a very low chance of survival and you would also be dying while being locked in place unable to cast abilities and there's nothing worse than dying with all your spells off cooldown.

Ahri has the ability to completely nullify Galio’s Ultimate via Charm and so it's very important that you stay away from him to avoid being one of the ones caught by it.

The only other thing you need to be aware of in regards to his Ult is Flash + Idol of Durand. There’s basically no way to avoid being caught by his Ultimate this way unfortunately, similar to how an Annie will often go for a Flash + R on you. It's important to time the cooldown of his Flash so that you are aware of when he has it up.

Another thing to note is that Abyssal Scepter is a quite a good item to get against Galio because he is pretty much all Magic Damage and he will always be in range of the aura during a fight since he is Melee. The Magic Resist ensures that you won’t get bursted when caught by his Ult which is often unavoidable.

There likely won't be many opportunities to kill a Galio unless you get help from your Jungler or you manage to poke him down well with Orb of Deception, but generally you won't kill him much. Instead of trying to kill Galio you can try and get kills from roaming around the map and helping your team, but be careful as he can quickly push in a wave with his abilities meaning you could lose a lot of Gold and XP while you roam.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Heimerdinger is a fairly rare matchup and he isn't too tricky. The main thing that makes Heimer so strong is his H-28G Evolution Turret and as Ahri you don't have a hard time taking them out because you can out-range them and destroy them with your Orb of Deception, essentially taking away his biggest tool from the fight.

A weakness to his turrets is that Heimerdinger will naturally push a lane when he places them down which means ganks are usually quite easy to pull off on him. He is also a very immobile Champion and he has no way of escaping outside of slowly walking away. Just make sure that you are aware of his turrets when you go in for a fight because they deal a lot of damage.

He has some poke with his Hextech Micro-Rockets but you can quite easily avoid them by standing behind your Minions and they aren't too hard to dodge. In terms of CC Heimerdinger does have a stun with his CH-1 Electron Storm Grenade but it isn't the easiest skill to hit perfectly for the stun and as Ahri you don't have to worry about getting hit by it in a fight while you are dashing around.

As for Heimerdinger's Ultimate, UPGRADE!!! they will tend to either use it on their Turret or Rockets. If he uses it on a Turret make sure that you stay well away because it does a ton more damage than the standard turret and it has a lot more health too. If he uses it on his Grenade, it basically makes it bounce forward 3 times. Again, as Ahri it’s very easy to avoid this because all you have to do is dash to the side and you’ll avoid them all!

Basically the only thing you have to keep an eye on are his Turrets because even though Ahri can outrange them with Orb, you might not be able to take them all out before or during a fight and they can quite easily block a Charm and absorb some charges of Fox-Fire. If you ever catch Heimer alone or off guard with none of his Turrets down or nearby you will be able to easily kill him due to his lack of mobility and squishiness.

Something to note about fighting Heimer is that you don’t ever want prolonged engages. His Turrets will rip you apart if you are fighting him for too long and Ahri isn’t good at extended fights anyway. Fight him in bursts, in and out in a few seconds and this will result in minimal damage taken from his Turrets.

His Turrets can be a pain sometimes because they can quite easily block Charm, but because Ahri’s Fox-Fire and Spirit Rush can hit up to 3 targets each, they are great for destroying his Turrets simultaneously. You will be destroying his Turrets without actually intending on going for them too which is great!

Don't focus too much on killing his turrets while you only have 1 or 2 Ranks in Orb because you will just end up using too much Mana and going oom, especially if they place their Turrets to the side of the Minion wave so you can't farm Minions and kill the turrets at the same time. Once you get 3+ levels in Orb and start getting some AP you can make quick work of his Turrets and pretty much instantly take them out when he places them down.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Rylai's
Summoners
Ignite


So with Mid lane Irelia, I've actually played the reverse a lot of times (me as Irelia Mid vs Ahri) and I can definitely say it's one of the easiest Mid laners to face as Irelia. Because Ahri isn't much of a bully she can't really shut Irelia down and you probably know that Irelia is one of the strongest scaling Champions come Mid-Game and once she gets her first Core Item or two she becomes a monster.

To make it even harder to do anything to her Early-Game, she has healing via Hiten Style and so trying to auto attack harass her is much less effective. With that said, the only time where you have some slight advantage is in the first few levels as that is where Irelia is weakest. They will typically just play safe though and farm with Bladesurge.

Irelia has an extremely easy time farming against Ahri and it's easy to get a stun off on her too simply by creep surfing with Bladesurge. What I mean by 'creep surf' is that she can Bladesurge to a low health minion and it will reset the cooldown allowing her to then jump to you or another minion. If the Irelia maxes E ( Equilibrium Strike), you're in trouble because the 2 second stun means that you will be dead by the time the stun runs off.

This is why I actually always buy Mercury's Treads whenever I see an Irelia because her stun can really be disastrous for Ahri.

You have to be very careful with Irelia and her ability to close a gap because if you get ganked, even if Irelia is half the lane away from you she can again just creep surf and get right in your face to stun or slow you and without Spirit Rush this can often mean your death. It can actually be a good idea to just let her farm, and farm yourself. Ahri has a weak Early-Game as it is, but you scale just as well and eventually even better than Irelia does and you will always be more useful in a Teamfight.

The benefit to just leaving her alone means that she'll have a hard time getting the stun off on you. The way that her Equilibrium Strike works is that it will only stun if the target is at the exact same amount, or lower health (percentage wise). I've been in a lot of situations where as Irelia I just let them hit me so that I'm lower health than them and then I go all in with my stun. Pre 6 while Ahri has no Spirit Rush, she has no way of dealing with that because you won't be able to Charm or run away with Orb because you'll be stunned.

The trick to beating Irelia is to save your Charm for when she either Bladesurges to you or is right in your face about to stun you. Rylai's greatly helps in this matchup because outside of Irelia's Bladesurge, she has no way to get on you and it's a very high cooldown at rank 1, resulting in her being easily kited. Even if she does jump to you, as Ahri you can just jump back and then she has no way of closing the gap again. This is again why I go Treads in this matchup because it lowers the time she spends in your face hitting you and Irelia has some serious burst with the likes of Trinity Force. Rylai's is also great at generally countering Irelia because she has Mixed Damage with Equilibrium (Magic), Bladesurge (Physical) and Hiten Style (True Damage) and health is the best counter to mixed and especially True damage.

Her Ultimate isn't anything major so that's good, but it's still added damage and healing. Transcendent Blades is often used to clear a Minion wave and heal from it. Her Ult and Hiten Style means that she has quite a lot of healing which is why I take Ignite in this matchup, despite Exhaust and Cleanse being good alternate choices.

When you're facing Irelia, you need to get a Rylai's ASAP and a Seeker's is also a good idea. This means that you will often forgo Morello and you won't get the Morello Passive that cuts healing effects. This is why I take Ignite.

Irelia's Passive, Ionian Fervor means that any form of Crowd Control is reduced on her. This means your Charm duration won't last as long so keep that in mind. Luckily it doesn't really do much in terms of Rylai's slows because of how often you can apply the slow.

A huge thing you need to watch out for is low Health Minions on your side. Basically, stay away from them or be ready to Charm because Irelia will probably attempt a creep surf. When I play Irelia I even walk up to a ranged creep and auto it low to set up the surf, then back off again. The only other thing I can point out is that you will want to keep the minion wave about even or slightly pushed to you, but not in range of your tower. This is because pushing to tower against an Irelia is never a good thing because she is one of the best Champions in the game for CS'ing under tower and if you are pushed up and she goes on you with a Jungler gank you will very likely die.

Ideally you don't want to let an Irelia farm, but as Ahri isn't much of a lane bully it's incredibly hard to stop her and so the best thing you can do is just farm up yourself and become more relevant come Mid-Late Game. Once you hit 6 you can start pressuring her and going for kills because you will have all the safety of your Ultimate but make sure that you never, ever fight her when Spirit Rush is down. If she gets on you without your R, you're dead, it's really as simple as that.

The final thing to note is that it's usually better to take Standard Runes in this matchup and this is due to health being better than Armor against Irelia as she deals mixed and true damage. She also has no form of harass in lane and she won't be auto attacking you very much.







Rune Page
Armor
Start
Doran's Ring
Boots
Sorcerer's
Items
Seeker's Armguard
Summoners
Ignite


Jayce is an average matchup for Ahri. Jayce has very good poke with his Acceleration Gate + Shock Blast combo and he always has a good way to get to Ahri with his Hammer form To The Skies!.

Most Jayces will stay far back in ranged form using their combo when it's up to try and poke you down and it makes it very hard to do anything back to him. For Jayce to kill you, he likely needs to go into Hammer form to make the most use out of his kit though. When he is in Hammer form, he will probably look to jump on you with To The Skies!, you should save your Charm for when he does this as you can often land a very easy one while he is jumping towards you, much like with Akali and Diana. If the Charm misses then you are likely going to take a lot of damage as most of Jayce’s damage is in bursts. If you do miss Charm then you can use Spirit Rush to back out of the fight.

There isn’t really much to watch out for when it comes to Jayce, but 1 thing that you do need to be aware of is his positioning at all times. This is because they will often go out of sight to try and hit you with the Acceleration Gate + Shock Blast combo and if you don’t see it coming, you won’t be able to dodge it.

The only other major thing you need to be aware of is his Melee form Thundering Blow. It’s a mini knock-back and so if he manages to get behind you he can quickly push you back into the enemy team or just to get you further away from safety. This can be very effective when paired with a Jungle gank because you could be knocked back into the enemy Jungler. They can also Flash behind you to ensure that you will be knocked back and you won’t have time to react, similar to a Lee Sin ‘InSec’.

Jayce is quite a mobile Champion overall in terms of speed. His Acceleration Gate and also his Passive Hextech Capacitor both grant him quite a lot of Movement speed. His gate will also speed up any allies that pass through it.

Because of his speed, it can often be hard to chase him down, even with multiple dashes of Spirit Rush. It can also make it harder to land Charm and Orb when he has the speed boosts.

Jayces tend to build full damage, but an item that they will almost always get is the Hexdrinker. It is very important that you are aware of when they complete the item and that you don't get baited by the Magic Shield it provides.

Like all AD matchups, you should aim for the Seeker's Armguard as your first item but against Jayce, upgrading it to Hourglass isn’t too important. You mainly just need the Armor to reduce the amount of damage you take from his poke and also the burst from his all-ins. Also, it can be a good idea to buy a couple of Potions every time you back to heal up from any damage you take from his combo.

The best way to play against a Jayce is to play safe and farm up. Because of how far back Jayce can play you might not be able to even harass with Orb of Deception. Try to dodge as many of the combos as you can and you will transition into Mid and Late-Game well with enough damage to kill Jayce quite easily.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's
Items
Hourglass
Summoners
Ignite


Karthus is in my opinion Ahri's most favourable matchup. Karthus is one of the most immobile Champions in the game and he is also extremely squishy at every point in the game, to the point that if he gets hit by 1 Charm he is just dead. Karthus has a very hard time even hitting Ahri with his Lay Waste, especially when she is dashing around with Spirit Rush. Ahri's Ultimate can also be used to quickly get out of Defile which is one of the main sources of damage as Karthus.

Early-Game all you have to do is dodge any Lay Waste he might throw at you but some Karthus players will just farm with it instead of going for harass. If you find yourself against a Karthus that farms with Lay Waste, you’re going to have a good game.

The major thing you need to watch out for in the lane phase is his Wall of Pain combined with a Jungle gank as the wall slows by quite a lot and if you get hit by it at the time of a gank, you can very easily die. Play somewhat safe when you have no vision or knowledge of the where the enemy Jungler is until level 6 and then you can have as much fun as you like.

You also need to be aware of his Passive, Death Defied. His Passive makes it so that when you kill him, he can still cast his abilities while immobile for 7 seconds. If you aren't careful, he can easily kill you or get a lot of free damage on you while in this state, so make sure that you move right back after he dies. He can also cast his Ultimate while in his Passive and there is no way for you to prevent the damage unless you have an Hourglass.

Zhonya's Hourglass is a great item to pick-up against Karthus for the times where you can't interrupt his Ultimate or when it's used in his Passive. You can time the Hourglass Stasis so that you completely avoid all damage from his Ult. The Stasis is also very handy for when you're in his Defile and also for situations where you kill him when he's right next to you.

Karthus should almost never be able to get a lot of damage dealt to you via his Defile simply because you can immediately dash out of it with Spirit Rush. The only time where he should be able to kill you in a 1v1 is when you don't have your Ult. Because of this, you should play safe while your Ult is down and never engage in a full fight with him.

Ahri can interrupt Requiem quite easily with Charm and it doesn't take long for her to close the distance with Spirit Rush. Try to keep vision on Karthus whenever you can to make sure that he doesn't walk off to Ult your team though. Deep Wards are very good for gaining vision on him when he sneaks off to Ult.

A small tip is that when Karthus hits level 6, you will be the first to know. As soon as he does hit level 6, tell your team that he has his Ultimate up so that they become aware that he could use it from then onwards.

The only part to the game that can be even slightly challenging is the very Early-Game as he can do quite a lot of damage with constant Lay Wastes on you. If Karthus was a slightly harder matchup then I would suggest starting Boots of Speed, but because of how easy he is to kill I just go with the standard start of Doran’s Ring which makes it even easier to kill him. Come Late-Game and you won’t even need to Charm Karthus in order to blow him up and he can’t ever get away from you.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's
Items
Standard
Summoners
Ignite


Karma is a pretty average matchup for Ahri. Karma has quite a lot of damage with her poke from Inner Flame, especially when she uses the Mantra version Soulflare.

Karma can also be quite mobile with the speed buff she gets from Inspire which gives her a shield on top of the speed, allowing her to trade quite favorably in a lot of situations. The best thing you can do as Ahri is try to avoid her Inner Flame as that is what she will be poking you with.

Karma can be quite hard to hit a Charm on because of the speed boost she can give herself, so when going in for a kill, it can be a good idea to wait out the speed boost as it only lasts for 1.5 seconds. By waiting out the speed boost you will have a much higher chance of landing Charm and killing her.

Another thing to be aware of and not get baited by is the Mantra version of her W which is Renewal. It's a pretty big heal and she gets the heal twice if you get rooted by the tether. This makes it extremely important to make sure you try to avoid being rooted. Without Spirit Rush, that's a hard task, but Orb's speed boost can help.

The majority of her damage comes from her Inner Flame, but most importantly the Mantra version. When she fires it at you, it will explode on impact, but also leave a circle on the ground that slows you. After 1.5 seconds, the circle detonates and you take even more damage. It is very important that you get out of the circle as quickly as possible, because getting hit by both parts is how you'll lose a trade.

The only other major thing to watch for is her snare, Focused Resolve that starts as a tether to you. As Ahri, when you have Spirit Rush it is very easy to break the tether but pre 6 it can be very deadly if you are caught by the tether and get ganked. Sometimes Flash won't even break it if Karma speeds herself up while the tether is on you. When you don't have your Ult, be careful not to go too close to her. You should also never fight or even go near Karma while you don’t have Spirit Rush for that matter because she’ll be able to very easily snare you and burst you down.

Karma can be quite easy to gank because she has no form of dash. All she has is her speed boost and it doesn’t last very long. If you get a gank and catch her with Charm the chances of turning that into a kill will be very high. At the very least you will force her out of lane or she will be very low and you can start to zone her.

Karma’s can, and usually do play quite aggressively Early-Game because they do have very good and quite easy to land poke and this is where you can struggle. Post 6 the matchup becomes a lot easier, but be careful Pre.

Your best bet is to farm pre 6 and harass with Orb of Deception when you can and once you get your Ultimate you can look for a chance to all-in her. During a fight, with your Spirit Rush you can also easily dodge her Inner Flame and break tether so Ahri has a clear advantage in post 6 fights. Karma will be harder to kill compared to other squishy Champions however due to her shield and possible heal, so always be aware of this.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Sorcerer's
Items
Abyssal Scepter
Summoners
Ignite


Kassadin is another very tricky matchup for Ahri, which may come as a surprise as most Champions can usually deal with Kassadin quite well.

The reason that Ahri cannot deal with him very well is because Kassadin's Null Sphere makes it almost impossible for Ahri to trade due to the Magic Shield that it gives Kass.

Ahri's Early-Game damage with Orb of Deception is actually quite bad and the fact that it is a skill shot makes it even less reliable. It does do True Damage though and so you will at least hurt him a bit when you hit the True Damage part to Orb, but the Magic Damage part will be absorbed by his Shield.

Kassadin on the other hand gets to point and click with Q (Null Sphere) to do damage and get a shield. The only way that Ahri can out-trade Kass is by hitting the double Orb of Deception damage and auto attack once for the Thunderlord's proc.

It is generally best to try not to straight up trade a lot with Kass though because his damage is reliable whereas you could miss yours.

Auto attacking Kass is actually the best way to trade with him in lane. He’s melee, and his Null Sphere shield only blocks Magic Damage, so you’ll be dealing the full amount with autos. If you manage to auto attack him enough in a row, you can actually sometimes get an early kill on him which makes the lane much more forgiving. This is only if the Kass doesn’t immediately back off though and usually they will as I mentioned already and you’ll have to back off yourself to drop the Minion aggro.

Unfortunately, there is no real easy way that Ahri can shut down a Kassadin Early-Game by herself. She needs Jungle help and if you don't get any, your best bet is to try and farm as much as possible so that you are of equal power level heading into Mid-Game. Junglers should ideally focus on trying to shut down Kass Pre 6 though as once he gets Riftwalk there's next to no point in trying to gank him.

His W, Nether Blade is nothing to worry about Pre 6. It's an empowered auto attack and so he won’t have many chances to use it on you without his Ultimate. Once he's 6 though, he it adds a lot of damage to his burst when he Ults to you. There isn't really any way to avoid taking the damage either unless you immediately Charm him and back away. Even then though, he can just Ult to you again almost right away.

Try not to spam your abilities too much as it will only fuel Kassadin's Force Pulse and give him even more to use against you. If you can catch him with a Charm Mid/Late-Game then you have a good chance of being able to burst him down or at least put him very low, but if you miss Charm I don't think there is any way you can win a fight realistically, it would be better to back off immediately if you miss your Charm.

You should also not use any abilities while he has the Magic shield active from his Null Sphere as it will just be wasted damage. Wait for the shield to time-out before throwing your own spells back at him.

In terms of items, if you are struggling then I would recommend going the defensive route of Abyssal Scepter right away which should prevent a lot of Kassadin's damage from all of his abilities. You should always try and fit in some Magic Resist against Kass, because once he starts to get his items he can deal some serious damage.

His Passive also helps him in the matchup because he takes 15% reduced Magic Damage, making it even harder to kill him.

Kassadin can become a huge problem if he is not shut down Early-Game and Ahri has a hard time doing so without constant help from your Jungler. The best thing you can do is farm up and then roam once you hit 6.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Sorcerer's
Items
Hourglass
Summoners
Ignite


Katarina is largely a skill matchup in my opinion, it can go either way and I've had many games vs Kat where I have won and many that I have struggled in. This matchup is almost completely reliant on hitting the Charm when Kat uses Death Lotus. If you hit it, it will stop her Ult and you will most likely win the fight, and if you miss then her Ult will likely shred you and you will drop very quickly. I would say Ahri has the tiniest advantage in this matchup though from a bit of leeway of being able to Spirit Rush out of Death Lotus, but I still think the matchup can go either way.

Kat can be very annoying to lane vs and even though she is Melee, she is very hard to get decent harass off Early-Game as most Kat players will tend to just farm with their Bouncing Blades while being safe from ganks with Shunpo. Bouncing Blades will also auto-push the lane to your tower if you don't push back.

This can be a good thing as it opens up more room for a gank on Kat but she is very slippery with Shunpo. When you see Kat throw her Bouncing Blades at a Minion, make sure you move back so that there's very little-no chance of a Blade hitting you. This is also Kat's main harass in lane so by avoiding them you'll stay healthy.

Another thing to note about her Bouncing Blades is that after bouncing around, the dagger then lands on the ground. Whenever Kat moves to a dagger, she will do an AoE slash and damage all nearby enemies. Preparation is also used to place down a dagger only at her position and grants her a huge Movespeed boost. It can be a good idea to wait out the boost before attempting to hit her with an Orb or Charm.

Because of the way her daggers enable her to deal extra damage, it's extremely important that you always stay away from any dagger that's down. Doing so will stop her from being able to get a large portion of her overall damage on you. The daggers last for 4 seconds, or until Kat touches one and does her slash.

When she picks up a dagger, it also refunds almost the entire cooldown on Shunpo. Because of this, don't be fooled when she uses Shunpo and it goes on cooldown as she can very easily get it back instantly just by picking up a dagger.

The one thing I will say for this matchup is abuse your auto attacks towards her. Kat is one of the easiest melee Champions to abuse with auto attacks because in the first few levels, she can’t really do anything about it other than throw a Blade and run away either because if she Shunpos to you, she has to commit to an all-in.

Something to keep in mind with this matchup is that when Kat uses Shunpo on you she will appear behind you, which means that you either need to throw your Charm backwards, or Spirit Rush backwards and throw the Charm forwards. If you miss the Charm then you should dash well away from her with the 1st or 2nd charge and then if you want to go back in you can use the 3rd charge to do so.

Zhonya's Hourglass is one of the best items against a Katarina because it acts as another way to essentially stop her Ult. When she jumps to you and Ults, you can immediately activate Hourglass and that will prevent you from taking any damage from it. Then when the Stasis ends, you can go all in with your moves, and Kat will have Death Lotus on cooldown.

If you play the matchup to Ahri's strengths then it should go well, but if you get caught off guard or out of place by Kat for even a second she can likely kill you. Just remember to stay well away from any of her daggers.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Mercury's Treads
Items
Abyssal Scepter
Summoners
Ignite


LeBlanc is a hard matchup for Ahri. The Early-Game can be very tough and she is a Burst Mage by very definition. LeBlanc also has Hard CC with her Ethereal Chains and a lot of mobility herself with Distortion. She also has very good wave clear meaning that you can't just shove her to tower to stop her from being able to bully you in lane.

LeBlanc can start to out-trade Ahri as soon as level 2 and so it's often best to play very passively until you get some Magic Resist. What you should always keep in mind, is that after LB uses Shatter Orb on you, she will walk towards you ready to use Distortion and that is when you need to back the hell away from her.

This will prevent you from taking a ton of free damage because of Sigil of Malice and there is literally no way to win a trade if she gets a Q, W combo off on you.

When it comes to actually killing LB, it can also be quite difficult and this is due to how slippery she is. LeBlanc can have 2 dashes because of Mimic on Distortion which can put a lot of distance between herself and Ahri, and she can return to either point that she dashed from.

Because of her ability to return to the starting position of where she Distorts from, it can be quite hard to hit her with Orb and Charm. It's best to wait until she's used Distortion, or when she can no longer return to where she jumped from before casting Orb and Charm. This will minimise the chance of the LeBlanc being able to dodge them.

The best way to kill a LeBlanc is to act as quickly as possible, getting all of your skills off immediately so that she does not have time to dash away. Luckily for you, they tend to build as a glass cannon and so when you do catch them with Charm, you can often kill them from full with Ignite.

LeBlanc's Ultimate Mimic is where her insane Mid-Late Game burst comes from. It copies one of her abilities and ends up dealing a ton of damage with the added proc of Sigil of Malice. She can also use Mimic to summons a clone at a target location anywhere on the field, which then approaches the closest visible enemy Champion and casts a non-damaging version of her most recently used ability.

This can be used to deceive you, or make you think that LB is somewhere she isn't. It has a massive cooldown though at 160 / 140 / 120 seconds based on level.

LeBlanc used to have very poor wave clear but this is no longer the case. If Shatter Orb is the ability that triggers her Sigil of Malice, the damage from Shatter Orb bounces to other nearby targets affected by Sigil. This means that if she uses Distortion on a Minion wave, she will be able to Shatter Orb one of the units to bounce the damage and hit every target affected, very quickly shoving the lane.

One thing Ahri does have over LeBlanc though is sustain. LeBlanc has no innate sustain and so between the time that she uses her last Potion and then goes back for the first time, any damage that you do to her will stick and you can end up getting a massive advantage by abusing the fact that you can heal with your Passive. When this situation occurs, it allows you to play the lane as you wish. You can freely farm without having to worry too much about being out-traded, or you can apply some pressure and possibly look for a kill since LB will have no way to heal the damage you deal.

The main way that this matchup is won, is through early MR. I highly recommend that you buy very early Magic Resist in this matchup even if you are ahead of LeBlanc. It should almost always be an Abyssal Scepter rush. With Abyssal, it's quite important that you go for the Negatron first and once you hit this stage it means LB can't fully burst you and you can quite comfortably trade with her because you deal True Damage. Mercury's Treads are also definitely an option in this matchup because LB does have Hard CC with her Chain, but also the extra MR is insanely helpful.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite or Cleanse


Lissandra is a fairly average matchup for Ahri. It's a weird one because in terms of a 1v1, Ahri fairs quite well. However, because of Lissandra's insane Hard CC she can be a problem, especially when other enemy Champions are involved. She has a very short casting range which makes it easy to poke her down with Orb of Deception and she likely always be in range of a Charm. Another reason that the matchup can go well for Ahri is because of how you can interrupt Glacial Path with Charm, preventing Lissandra from being able to travel to the destination.

The main things that you have to watch for with Lissandra are her Ice Shard and the amount of Hard CC she brings to a fight with Ring of Frost and Frozen Tomb. In lane phase, Lissandra will most likely use Ice Shard on Minions every time it’s up. Because of this, you must stand to one side of the minions rather than directly behind them so that when a Minion gets hit by a Shard the split won't be able to hit you.

Because you will be standing to one side, it would be a good idea to Ward that side to watch for Jungle ganks as you will be slightly further away from your tower and closer to one side of the Jungle.

Lissandra players will always try to position themselves so that when they Ice Shard the minions it will hit you too. Make sure that you always watch their movement and counter it so that you are out of the Ice Shard’s path. You can also just play further back so that it won’t ever be in range of you.

Because of her Ice Shard, she will often be always pushing the lane towards you and so it can be a good idea to counter push with Orb so that you don’t end up trying to last hit under tower. As mentioned, Lissandra has quite short range so when you throw Orb down the minion wave it’s easier to aim it so it hits Lissandra too.

Lissandra's Crowd Control is the biggest problem that you will face. It is very easy for a Lissandra to lock you down for a good 3 seconds which is more than long enough to kill or get Ahri very low. Pair it with a gank or roam and you’re just dead, simple as that.

Because of this, I highly recommend Mercury's Treads to prevent her from being able to lock you down for as long and give you more of a chance at getting out after the stun has ended. She can also just Flash Ult you at any time which can really screw Ahri over so I can’t stress enough how important Treads are in this matchup.
It can also be a good idea to take Cleanse in this matchup as removing her Hard CC will stop her from being able to get free damage on you and it will likely save your life if you get ganked but have Cleanse at the ready.

When in lane, if Lissandra ever uses her Glacial Path towards you, immediately move back because it could mean that you are about to get ganked and she is going in for the stun on you. It could also just be for farming the Minions, but you should always prepare for the worst so that you don't get caught out.

Lissandra is relatively easy to kill throughout the game, the only thing that slows down the time it takes to kill her is the stasis version of her Frozen Tomb and she will sometimes have an Hourglass as well.

As Ahri, you can wait from a distance and prepare for when the stasis ends with Charm and Orb of Deception at the ready. Just make sure that if she does self-cast her Ultimate, back away because it does damage to anyone standing near her.

People have the misconception that Lissandra counters Ahri, but Ahri actually has quite an easy time against her in lane. It’s the Hard CC that counters Ahri and Lissandra has a lot of it which is why she can sometimes be a problem. When it comes to a 1v1 though, Ahri can often come out on top.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Lulu is a hard matchup for Ahri, mainly due to how difficult she becomes to kill at 6 with her Wild Growth and Help, Pix!. Lulu also does quite a lot of damage with her Glitterlance and auto attacks from her Passive Pix, Faerie Companion. On top of all that, she can render you useless with Whimsy for up to 2.25 seconds.

LuLu can very easily bully Ahri from as early as level 2. She does this by using her Help, Pix! on you or a Minion and then firing a Glitterlance at you shortly after. She'll basically be trying to hit you with at least a Glitterlance every time it's up and the cooldown without any CDR is quite low at 7 seconds.

A good way to try and avoid the damage from the shot that comes from Pix is to pay attention to where Pix is. The second bolt comes from Pix, so try to move to where it might not hit you.

Lulu's will often try to farm and hit you with Glitterlance at the same time too, so make sure than you stand well back from her so that she can't do this. They'll often walk into melee range of the minions when they are about to try it so it isn't too hard to watch out for it.

Lulu also has a built in Movespeed buff from Whimsy when she self-casts it that actually gives her a lot of Movespeed. Because of this, it's very easy for her to get in range to Pix you and then Glitterlance for even more poke. To counteract this you should use Orb and with the Movespeed you get yourself, you should be able to keep your distance and stop her from hitting you. This Movespeed can also be cast on her allies too, so watch out for a Jungle gank paired with Whimsy because it won't take them very long to get to you.

Because of how fast she moves when she self-casts Whimsy, it can be quite hard to hit her with a Charm and so it's often best to wait out the duration of her speed buff and then Charm after. Whimsy does last quite long though at 3-5 seconds depending on what rank it is.

The other use of Whimsy is when Lulu casts it on you instead of herself or her allies. This will Polymorph you and render you unable to cast any spell. On top of that, you will also be slowed so basically, you'll be completely vulnerable and unable to react. Unfortunately there isn't a whole lot you can do to counter it because it's a point and click spell so once you're in range, you're getting Polymorphed. Just be aware that it can happen and either keep your distance or wait until she uses Whimsy on herself or an ally.

She also has another use of Help, Pix! which is again when she either self-casts, or casts it on an ally. It basically gives them a shield for 6 seconds and whenever they auto attack, Pix will also attack that target for extra damage.

This is what can make Lulu pretty much impossible to solo kill. The shield, paired with her Ultimate means that you have to deal so much extra damage on top of her whole Health pool in order to take her down.

Her Ultimate, Wild Growth is also a pain to deal with in general because once again, it can be cast on her allies. This means that anyone you try to assassinate, or anyone you try and kill in general will always get Ulted by Lulu, preventing you from being able to kill them.

It's also worth to note her Ultimate does knock you up if you are standing next to who she casts it on. Lulu's will sometimes even Flash onto you and self-cast Ult to get the knock-up. This tends to be done when you're getting ganked, and it can often result in your death.

Because of how hard it is to pin down and kill Lulu I play this matchup very passively and farm. The chance of a solo kill on Lulu post 6 is very, very low unless you manage to poke her down with multiple Orb of Deception. Generally speaking though, without Jungle help you should look to roaming to get kills.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite or Cleanse


Lux is an average matchup but it's not too hard because all of her abilities can be quite easily dodged by Ahri's Spirit Rush. Lux is also very squishy all game so landing 1 Charm on her is usually all it takes to secure the kill.

During the lane phase most Lux players will try and harass you with Lucent Singularity and it’s quite an easy spell to hit. Sometimes they will throw it straight at you, but other times they will try to hit your Minions and you at the same time. It’s very easy to avoid this though because all you have to do is stand away from your Minions and then the Lux has to decide on either harassing you with it, or farm with it.

If you do get hit by a Lucent Singularity it is extremely important that you immediately move back as Lux will run up to try and auto attack you to proc her Passive Illumination. Her Passive does quite a lot of damage, so avoiding the auto attack is important as you will likely lose a trade with her Passive on you. It lasts for 6 seconds so after that you can move forward again and go back to last hitting/poking with Orb of Deception.

When playing vs Lux you need to be aware that her snare, Light Binding can hit 2 targets and it can travel through a Minion that takes the first bind. Lux will most likely try to bind you if you are behind 1 Minion, remember that you are only safe behind multiple minions.

Her Snare is also main way that she can kill you. if you get hit by one, she can follow up with her full combo and it can often end up killing you from full health. Because of this, Mercury's Treads are my go-to Boots against Lux, and Cleanse is also an option. Lux's only reliable way to kill you is via her snare and if you can deny that, you have a major advantage.
Her Ultimate, Final Spark shouldn't be much of a problem as you can use Spirit Rush to dodge it, the only time where you will get hit by it is when you get caught by a Light Binding. It has a massive range too, so when you are low health at any point, make sure you back in a non-obvious spot to prevent her from sniping you.

The only other thing you need to be aware of is her shield, Prismatic Barrier. Her shield travels out like a projectile, and then returns to Lux, much like Orb of Deception does.

The thing you need to be aware of is that she gains a shield for both parts of the shields travel. She gains an immediate shield when it is cast and thrown out, and then another when it returns to Lux.

Because of this, when fighting Lux it can be better to back off, or try and wait out her shield because she can absorb quite a lot of damage with it and it enables her to trade favorably. Luckily when she's caught by Charm she cannot cast it which means she can be bursted down before getting the chance to use it.

The matchup is only slightly troublesome in the early levels due to Lux’s poke with Lucent Singularity but once you get Spirit Rush, you have an insane advantage and can pretty much dodge everything she has.








Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Malzahar is a very annoying matchup. This is mainly due to his Ultimate Nether Grasp and ability to full combo you and there isn't anything you can do about it. Most Malzahar players will simply push waves and farm up with Malefic Visions until they get Nether Grasp at 6 where they can start to pressure you for a kill, or push you into tower and them roam.

The only thing you can do Early-Game as Ahri is farm and play passively. You can try to harass with Orb of Deception but then you run the risk of being hit by a Malefic Visions that gets passed on from a minion.

I would suggest farming up and staying away from him when he has his Ult up. The best way to deal with Malz is from Jungle help because as Ahri, you have plenty of damage to kill him, you just can’t get close to do the damage or he will combo you and likely kill you.

Once Malz has his Ultimate, you must be very careful of Jungle ganks because it’s a 100% dead Fox if you get caught in nether Grasp while getting ganked.

Make sure that you have Wards up and if you don’t, play very far back because a Flash Ult from Malz isn’t uncommon either. If you ever see him aggressing on you, just back off because it’s not worth the risk and it’s so easy to die to Malz when he has his Ult.

Malahar's Passive, Void Shift is very annoying. It blocks any kind of Crowd Control (Charm) and basically prevents him from taking any damage from the first thing that hits him. The best way to deal with this is to try and proc the Passive with Orb of Deception because you can do it from quite far away, and the True damage also doesn't get mitigated. If you unload all of your spells on him at the same time while his Passive is up, you'll end up dealing no damage. Once his Passive is down, you can look for a fight.

His Call of the Void can be a problem for Ahri too. Being Silenced is bad news because it means you can't cast any spells or dash away with Spirit Rush.

Treads can be an option to help lower the time you're silenced for, but since it's not a stun or snare they aren't as crucial. It can often be dodged by Spirit Rush or the Movespeed on Orb before it hits you too.

His Void Swarm usually isn't much of an issue because you can effectively kill them and get away from them with mainly, but also a quick use of Fox-Fire. With that said they can often get in the way of Charm, or absorb the damage from Fox-Fire or Spirit Rush instead of it all going onto Malzahar. They'll also be adding to the damage you take when you're Ulted and have no way to get out.

Ignite is quite important in this matchup in my eyes. This is because of situations where you have an all-in fight and he Ults you, but you get your Ignite off and it ends up killing him mid-Ult, thus releasing you from his Grasp and allowing you to back off and likely live.

Usually this matchup will turn into a farm lane and as long as you stay away from him until you get some major items, you should be ok. Just make sure that you don’t fight him early or at 6, as you will most likely lose. This is one of the matchups where you could be roaming a lot and just abandoning your lane because it’s just so hard to deal with Malz in a 1v1.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Banshee's Veil
Summoners
Ignite


Morgana is a fairly easy matchup for Ahri and most of the time it will end up a farm lane. Morgana can be hard to deal with because of her Black Shield as it will make your Charm useless, but Ahri has quite a nice kit against Morg. This is mainly because you can Spirit Rush out of Morgana's Soul Shackles chain and then dive right back in. Spirit Rush is also great for dodging Dark Binding and that's all Morgana really has for lockdown and her Tormented Soil is pretty useless when the target is not locked down.

The main thing you have to watch out for in this matchup is Dark Binding. If Morgana hits you with one, she'll likely be able to get her Ult off as you can't dash out. Because of this I highly recommend that you buy Mercury's Treads to reduce the duration of the root and damage taken by Tormented Soil if you do get rooted.

In the lane phase, Morgana will likely push a lot with her Soil and so it’s a good idea to use Orb a lot on the Minion waves to counter her push. If you let her push you in all the time, you will fall behind on CS and she’ll get even further ahead by going off and farming Jungle camps as it’s very common for a Morgana to do this.

Because of her Black Shield, ideally you'll want to hold off on the Charm until it ends because it will have no effect if you use it on the Shield. Black Shield can last up to 5 seconds, but you can also remove it just by doing enough Magic damage to it. If you are going all-in, just hold off on the Charm for 1 second so that you can damage the shield first.
Morgana is similar to a lot of Champions in the way that you should never get close to her while Spirit Rush is down because if you get hit by a Bind or even the tether of her Ult, you will die.

Morgana loves to Flash Ult too, so when Spirit Rush is down just stay away from her and farm up until it’s off cooldown and it can be a good idea to time her Flash.

Banshee's Veil is a fantastic item to counter Morg because the only way that she can proc the spell shield is by hitting you with a Bind or casting her Ultimate. When you have the ability to so easily dodge everything she has and also block one of her 2 most crucial abilities, it becomes very easy to beat her in a 1v1.

Her Passive, Soul Siphon is simply just Spell Vamp. This allows her to sustain up in lane and it can make poking her down a task. It also means that if you have a fight and you both live on low HP, she'll be the one to start healing back up immediately whereas you have to wait for Essence Theft.

It can be very hard to roam in this matchup because of how quickly Morgana can shove a wave with Tormented Soil so you will most likely have to stay Mid a lot of the time. But, you do have quite a high chance of getting a kill on Morgana post 6 with a bit of poke prior to going all in.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's
Items
Morello
Summoners
Ignite


Nidalee is a simple matchup for Ahri, she isn't very hard to kill as she tends to build full damage for her Javelin Toss.

Early-Game, all you have to do is stand behind your Minions to dodge the Javelin Toss and that's pretty much all she'll do for harass, if you do get hit by a spear then you should move back so that she cannot Pounce to you. Nidalee players will often try to hit spears on you from an angle or from the fog of war, so make sure that if you don't have vision on Nidalee you are behind Minions or far back to avoid getting hit.

If you do get engaged on with Pounce, it should be quite easy to land a Charm as she will be right in front of you. From there you can hit her with Fox-Fire and Orb of Deception which should chunk her quite well and win you the trade.

When it comes to lane phase, you likely won’t be able to push a Nidalee out of lane or poke her down a lot because of her Primal Surge. The best best way to kill her is to all in her at level 6 with Ignite to cut her healing. I would try to hit 1 or 2 Orbs before going all in though to increase the chances of a kill.

Because of Nidalee’s Heal, Morellonomicon is even better in this matchup than it usually is as the Grevious Wounds will cut her Heal by a lot and you won’t be fully reliant on Ignite to apply the healing reduction.

Nidalee will likely place down a lot of traps with Bushwhack. Make sure that you avoid stepping over a trap because not only will you take damage, but you will also be revealed to the enemy team for 4 seconds. Be careful when entering a brush too, because that's where they tend to put a lot of their traps.

If you step on a trap, it will also enable her Passive, Prowl which is what allows her to leap to you and she also deals more damage to anyone that's marked. It's vital that if you ever do get marked either by Spear or a Trap, you must back off immediately.

In terms of items, some Magic Resist is a good idea because of how much her Spears can hurt Late-Game. Without any MR, she’ll likely deal over half your entire health pool with 1 Spear. A Mid-Late Abyssal Scepter is a great item to get against Nidalee because it gives you quite a lot of MR to lessen her damage but also gives you more damage.

Once lane phase has ended, you should keep good vision up with Wards so that you can see where Nidalee, that way you won't lose half your health to a random Spear you didn't see coming. Just remember how squishy Nidalee is and how easy it is to blow her up. Catch her with 1 Charm and you’ve already won the fight.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's
Items
Standard
Summoners
Ignite


Orianna is another skill matchup in my opinion, this one can go either way. Orianna has a very easy to pull off poke damage with her Command: Attack and Command: Dissonance, so it is important as Ahri that you stay well back to avoid getting hit by her ball.

Orianna has the advantage Pre 6 because she has a shield with Command: Protect and her auto attacks do a lot more damage due to her Passive, Clockwork Windup. Post 6 however, I think that Ahri gets the slight edge from being able to dash around Orianna and her ball with Spirit Rush.

As long as you keep an eye on where her ball is placed and use Spirit Rush reactively, you can easily avoid the ball and even dodge Command: Shockwave, giving Orianna a hard time trying to successfully Ult you.

In the Early-Game, some Orianna players will start with Command: Protect and immediately try to auto you with the shield on them. If they do this, avoid trading with them because you will lose. The same goes for trading auto attacks at any point, do not do it, just turn and run. Her auto attacks deal way more damage than Ahri's so it's not worth it.

It’s good to play slightly reactively in this matchup as mentioned because of her Ultimate, Command: Shockwave. If you dive right in for her, she’s going to be able to quite easily catch you in her Ult and it deals a lot of damage. Also, never, ever tower dive an Ori while she has her Ult because it can go horribly wrong if you get pulled in by her Ult while being hit by the Tower.

The same goes for when you get ganked. If you get caught in her Ult when you are being ganked there’s a high chance you’ll be dead before you even get the chance to Spirit Rush away.

If you are quick enough, you can actually avoid Ori’s Ultimate by immediately dashing away from her ball as it starts to pull everything in. There is a tiny delay between when she activates it and when you get pulled in and it’s just enough time to avoid it if you react fast enough.

As for her Command: Dissonance, outside of doing extra damage to anything near her Ball, it slows anything hit and speeds up allies that are next to the Ball when she uses the ability.

Because of the insane burst damage Ori can pull off with a full combo, I usually get a Magic Resist Item in this matchup. Typically it's just an Abyssal Scepter, but I don't tend to get it until later in the game because it's not vital as a first item. Without any bonus MR though, Ori can quite easily insta-kill you.

Mid-Late-Game it shouldn't be too hard to kill Orianna as they tend to be fairly squishy. They do have their shield, but your damage will be high enough to quickly kill her in a 1v1. Do not underestimate her damage though, as she deals a lot if you get caught in her Ult.

She can kill you just as fast as you can kill her, you just have a slight edge because of your mobility. Use that to your advantage and don't get too close or she will be able to get off an easy Command: Shockwave.







Rune Page
Armor
Start
Doran's Ring
Boots
Sorcerer's or Lucidity
Items
Hourglass
Summoners
Exhaust


Riven is an interesting Champion to see Mid lane. It doesn't often happen, but there are occasions where she is played Mid and that means bad news for Ahri.

Riven is a serious pain. She is one of my most hated Champions in the game and if she gets anywhere near you, you're pretty much dead as Ahri if you don't have Ult. She's also extremely difficult to catch and hit with anything because of her insane mobility and amount of small dashes with her Broken Wings and Valor.

As Ahri, you have to play very far away from Riven Pre-6 and literally every time you don't have Spirit Rush. It takes Riven no more than a couple of seconds to close a gap and get on you. Once she's on you, you'll get hard CC'd and killed very quickly.

In the Early-Game against Riven, there isn't much point in trying to harass her because of the shield she has on Valor. It's resource-less and spam-able so there's often just no point in wasting Mana on trying to poke her down.

Not to mention, you'll miss most Orb's or at least the return damage on Orb because she'll instantly dash to the side. The same goes for Charm. It's extremely hard to catch Riven with Charm because the projectile is too slow to really catch them off guard and they will just dash away from the projectile.

The best time to cast Orb and Charm is of course when her dash is on cooldown, but Riven's tend to max out their CDR anyway and her shield ends up on like a 4 second cooldown so there isn't a very big window.

The way that you play against Riven is similar to how you play the Zed matchup. You have to play reactively, countering their moves rather than making the first move yourself. The same goes for how to Charm Riven. Throwing out Charm at max range is never going to work.

The way that you Charm Riven is by either waiting until she's right next to you, or using Spirit Rush to position for a close range Charm, and then dashing out after. This is the only time you should ever be close to Riven and even then it's risky.

The only major thing Ahri has going for her is that she can dodge Riven's Ultimate, Wind Slash. You can often manage to dodge it with a dash of Spirit Rush, but this is only the case of when they cast it from quite far away. Most Riven's will cast it at the end of their Broken Wings combo, meaning you'll be CC'd and won't be able to dodge it.

If you know Riven then you'll know all about her cheesy early all-ins and burst potential. Because of how weak Ahri is Early-Game, you have to play really far back. Like other AD matchups, Seeker's rush is a must and so is Armor Runes. Rylai's is also good against her because it allows you to kite her, helping prevent her from getting on you and it also makes you tankier meaning she likely can’t fully burst you.

You should definitely upgrade to Zhonya's Hourglass against Riven because a well-timed Stasis can avoid the damage of her Ultimate, or a the last charge of Broken Wings.

The most important thing in this matchup and I can't stress it enough, is to never, ever, ever fight Riven when you don't have Spirit Rush up. You will never win and it will always result in your death. Even if you had Rylai's, you just can't kite Riven because she has way too much mobility from dashes and jumps.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite


Ryze is quite a hard matchup overall. The main reason is because he has a point and click snare with his Rune Prison. It's unavoidable and if you are marked by Flux from his Spell Flux, the snare duration is 2 seconds as of level 1 Rune Prison which is insane. Ryze also has very good poke with Overload and it's on a short cooldown.

Mercury's Treads are a good item in this matchup because Ryze can easily lock Ahri down with his Rune Prison as mentioned already and because you cannot prevent yourself from being hit by Rune Prison, reducing the duration of the snare is the best you can do.

Luckily, the range on Rune Prison is quite low at 615, so when Ryze is walking towards you to cast it you can often throw out an Orb for some free damage and back off. It also makes Charming him easier as he'll need to get quite close and will likely be out of the protection from Minions.

Ryze can even out-range you with Overload as it is 1000 range to Orb's 880. This means that you don't have the range advantage either which is usually Ahri's strong point in a lane phase.

His E, Spell Flux is what applies Flux on you, which empowers his abilities when used after. If he casts Spell Flux on the same unit a second time, it will spread the damage and apply flux to nearby units. This means you have to watch out for any Minion he marks with Flux, and basically stand away from anything marked to avoid taking the spread damage and also getting marked yourself.

Flux will also spread to nearby enemies if Ryze kills the marked unit with another ability, so he can very quickly cast Spell Flux and then Overload to kill the target and spread the Flux damage and mark. It's generally a good idea to keep away from your minions because of this.

Ryze is also able to very quickly push a lane by constantly spreading his Flux around a minion wave, dealing damage to all affected Minions every time. If you see a Ryze doing this, try and counter push with Orb, but don't stand too close to your Minions for too long or you'll get hit by the Flux spread.

His main damage tool is Overload. The way that Overload works is that it gets completely reset after Ryze uses another spell. This means that he can very quickly cast multiple Overloads on top of his other abilities, resulting in a lot of damage in a short amount of time. If he ever manages to get a Flux empowered Rune Prison on you, you’re in trouble and this is why I go Tread's in this matchup.

You should not fight extended battles against Ryze because of how often he gets to use his spells. His damage is high and very consistent and he will always win a fight that lasts more than a few seconds. As Ahri, you typically thrive in short bursts getting in and out, then waiting for your cooldowns. It is very important that once you use a rotation of spells, you back off immediately and wait for your cooldowns. There's no point in continuing a fight against someone like Ryze with just auto attacks and 1 more Fox-Fire, you will lose.

The final thing to note about Overload is that when he casts either Rune Prison or Spell Flux, he gains a Rune which stacks up to 2. The next time he casts Overload he consumes the Runes. If it's only 1 Rune then it does nothing, but if he consumes 2 Runes, he gets a large Movespeed boost and also a shield. This can make him fairly hard to kill because not only will you have to deal more damage due to the shield, but the speed boost will make it harder to land Orb and Charm.

A major thing you have to be aware of is the Flash Rune Prison combo. Because Rune Prison is an instant cast, the second Ryze is in range you will be getting snared. Flash makes it so that you have no time to react and get out of range from the snare and it can be very deadly when paired with a gank.

His Ultimate, Realm Warp Teleports himself and any allies in the circle to a target location after a 2 second channel. You must be aware of this at all times because a blue circle will appear where they are going to port too. Ahri can deal with this quite well because you can time a Charm and Orb to hit right after they Teleport. It's generally a good idea to back right away from where they will port yo though if you can.

One big weakness Ryze has is his low mobility and that means he’s quite vulnerable to ganks. Some Ryze players will even play very aggressively Early-Game and it is very easily punished if he gets ganked. You must also be careful for being ganked yourself though because Ryze has a guaranteed snare on you if he gets in range and that can set up an enemy Jungler quite nicely. If you see Ryze starting to aggress on you, move back a little because you could be getting ganked.

Ryze becomes quite hard to kill Mid-Late-Game because of the way he builds, yet his damage is still high enough to easily take you down in a few seconds. The only stage where Ahri has a real advantage is at level 6 because Ryze doesn't have a combat Ult, so try to look for an all-in when you are about to hit 6.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Morello
Summoners
Ignite


Swain is a bit of a pain, but it's not too hard overall. The main thing that makes Swain somewhat difficult to deal with is his Ultimate Ravenous Flock and the healing he gets from it. They also tend to build Rod of Ages which means they'll have quite a lot of health.

Swain's main trading tool in lane is his Decrepify. It sends his bird to a target location and will attack any enemies in the area. You want to immediately get out of the circle when he casts this spell to avoid taking a lot of damage from it. Luckily, it's easy to get out of, especially as Ahri.

He will sometimes try and use Torment on you as well, but the range is quite short on it at 625 and you can out-range him with Orb whenever he tries to hit you with it. It also means that you will be in range of Charm if he's coming that close to hit you with Torment, and he likely won't have Minions to block Charm either.

The other thing you need to watch out for is Nevermove. This is what can screw Ahri over because it's an AoE root. It enables Swain to deal full damage with Decrepify and get an easy Torment off. Basically, if you get rooted by Nevermove, you're going to take a lot of damage.

This makes it very important to dodge it, and it's why I go for Tread's in this matchup. The main way Swain can kill you if when he lands a Nevermove and there will be cases where you do get caught by one.

Morellonomicon is a must in this matchup because the healing reduction that you get from Grevious Wounds is extremely vital for cutting Swain’s ridiculous healing via his Ultimate Ravenous Flock and you won't always have Ignite up.

One thing to note is the interaction between Zhonya's Hourglass and Ravenous Flock. If Swain has his Ultimate activated and goes into Stasis, his Ult will continue to hit targets and heal him while being invulnerable. When he enters Stasis while in his Ult, move away immediately.

Once you get your Ult you can choose to completely abandon the lane and roam Top or Bot to try and get kills because your chances of killing a Swain are quite low. They will also often just shove lanes as he can do it very quickly with Decrepify and Ravenous Flock.

Because of this, make sure you don't lose out on a lot Mid when trying to roam because you will only fall behind.

With the movement speed buff on Orb of Deception, it allows you to quickly get away from Swain when he goes to harass you with his Decrepify and Torment which is very handy. If you manage to hit him with your Orb of Deception then you will always win the trade because he has no way of getting close enough.

Overall, it's not too tough, but it's probably going to be a farm lane and you likely won't kill him alone. Putting a fucus on roaming more against a Swain is a very good idea.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Mercury's Treads
Items
Hourglass
Summoners
Ignite or Exhaust


Syndra is a very hard matchup for Ahri. This is because of how her kit allows her to blow up targets quite easily with Dark Sphere and Unleashed Power. Her burst can be aided by her stun, Scatter the Weak but she doesn't even need that to 1 shot squishy Champions such as Ahri.

Syndra has very good Early-Game poke with her Dark Sphere and it can be very hard to dodge. Early Boots can be a good idea because of this, and possibly even a Boots start. I recommend that you build quite a lot of Magic Resist early in this matchup otherwise you will not survive her Ultimate. It would be ok if there was some way to outplay a Syndra, but because her Ultimate is a lock on spell you need the Magic Resist.

Zhonya's Hourglass is also very good against Syndra because the active stasis can stop you from taking any damage from her Ult.

Positioning is quite important in this matchup because of how her stun works. Make sure that you are never in line with her and her Spheres because you’ll be very easily stunned. Syndra often needs to hit her stun in order to get a good full combo off and so dodging her stun means you have a fighting chance.

Early-Game, you're going to want to get a first Item Negatron Cloak as it's the only sure way to survive her burst and stop her from poking you down with Dark Sphere. Without any Magic Resist, even if you outplay the Syndra and kill her, if she presses R on you right before she dies, she'll take you with her.

Along with Dark Sphere, she'll also use Force of Will to try and harass you in lane. It's a bit easier to dodge this one since there is more of a travel time, but she'll end up throwing a minion at you quite often.

It also slows you if you get hit, which then makes it easier for her to land a Dark Sphere right after. If you do get hit and slowed, it can be a good idea to cast Orb to try and return some damage but also gain the Movespeed to compensate for the slow.

Something important to note about her Ultimate is that it does more damage based on the amount of Spheres that are on the ground. This means that you should avoid fighting her when there's a lot down, but the flipside is that it can be a good time to fight her when she has none.

I also highly suggest building Mercury's Treads for your Boots in this matchup to reduce the duration of her stun and give you even more Magic Resist to lower her damage output and potential to 100-0 you in 1 combo.

Exhaust is also very good in this matchup because it will greatly reduce the amount of damage you take from her burst and mainly Unleashed Power. You do have less kill pressure without Ignite, but Ignite won't be much use to you when you get 1 shot.

At level 6, do not try and fight Syndra unless you have managed to poke her down with Orb of Deception or unless you hit a nice Charm. Fighting straight up with no advantage will just get you killed. Even if you do catch her, she might still be able to trade kills with her Ult + Ignite. It is best to play passive until you see a good opportunity to go in such as a Jungle gank or Charm hit.







Rune Page
Armor
Start
Doran's Ring
Boots
Sorcerer's or Lucidity
Items
Seeker's
Summoners
Ignite


Talon isn't too hard for Ahri to deal with since his rework. He still has a lot of burst with his his Ultimate Shadow Assault, but the lane phase is quite smooth for Ahri.

The only thing you need to watch out for during laning is his Rake. It's very, very hard to avoid the initial part to his Rake, but it's not so hard to avoid the return damage. If you manage to avoid the return on Rake then you won't take much damage overall as the return does more damage.

Rake also slows though, which aids Talon is hitting both parts. Because there is a small delay before Rake returns, Ahri sometimes make use of the Movespeed boost on Orb to help move away.

Talon's Q is Noxian Diplomacy and it's how he'll be able to get on you. He also deals bonus damage with this ability and it's part of why he can have such high burst. He won't tend to jump to you very often in lane unless he's going for an all-in because he has to fully commit or risk losing a trade due to Ranged vs Melee.

Talon's E is Assassin's Path and it's a very good ability in terms of mobility and escaping/catching power. He can vault over any piece of terrain which can make in incredibly hard to get away from him, or chase him down. You must always be aware that he can get over any piece of Terrain too and your positioning should change based on this. It does have a huge cooldown though luckily, so once he's jumped over a wall, he can't do it on that same wall for 160 seconds at rank 1. It will be at rank 1 for most of the game too as it's maxed last.

An annoying thing about Talon is that when he uses Shadow Assault, he goes invisible for 2.5 seconds and there is no way Ahri can reveal him. This makes it very easy for Talon to escape on low health, or launch a surprise attack on you and you won't see it coming. It also limits your ability to hit Orb and Charm while he's invisible, so it's a good idea to wait until he re-appears unless you're backing off.

The final thing to note about his kit is his Passive, Blade's End. Whenever you get hit by one of Talon's abilities, you will get marked by Wound. Once you are at 3 stacks of Wound, the next auto attack from Talon will consume the stacks and cause you to bleed for quite a lot of damage.

Rake will apply 2 stacks of Wound too, so he can basically get the bleed off with just Rake and Noxian Diplomacy, resulting in a lot of damage.

During the lane phase you don't have to worry too much though since you will mainly only be getting hit by Rake. It's still a good idea to back off slightly and wait for the stack to time-out on you which takes 6 seconds.

Like other AD matchups, you should aim to get Zhonya's Hourglass first, or at least Seeker's Armguard to give you the Armor you need to survive. The active on Zhonya's isn't the best against Talon, but it can be used to prevent a part of his Shadow Assault damage and possibly either or both parts of Rake.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite


Twisted Fate is one of the easiest matchups for Ahri due to how squishy and immobile he is. He is extremely easy to kill at every stage of the game and he has no chance of getting away from Ahri in time. His only chance is pulling a gold card from Pick A Card, stunning you and running away, but you're Ahri and people can't run away so easily.

Something that a lot of TF players will do as soon as the lane phase starts is Red Card your Minions. They will likely try and hit the Minion closest to you so that they also hurt you with the area damage.

Make sure that you stay well away from your Minions to stop TF from getting free damage on you while farming Minions. This will also result in the lane being pushed and so if he is constantly Red Carding this way so you can throw Orbs down the wave to counter-push the lane.

The whole lane phase can be a bit of a pain vs a Twisted Fate if he just shoves waves with Wild Cards and he won't run out of Mana due to his Blue Card, but this is fine because it will allow to to farm up til 6 which is where you can look for all-ins.

When TF hits level 6, you should immediately tell you team and try to keep an eye on where he is from now on. As soon as TF goes missing, call it in chat or with pings because there is a high chance that he might be looking for a gank with Destiny. A good thing to do, is also put Wards in the enemy Jungle so you can see where he is going and warn of his Ult, or follow to possibly aid your team or clean up.

Ahri can also stop the channel of Destiny by hitting Charm. If you have vision on where TF is heading, you can quickly get to him to try and stop the Teleport. When it comes to Mid and Late-Game, you should have enough damage to kill TF without even needing to hit Charm too.

The best time to go all in on a TF is when he’s either locked in a Blue or Red Card (so that he can’t stun you), or when he’s just used his Pick A Card. This basically means that he has no way to stun you and get out and you’ll be free to unload everything onto him without much retaliation.

What I will do vs a TF in lane Post 6 is push the lane in constantly, making sure that he can't Roam so easily. You can also do the opposite and let it push into you, making him very vulnerable to a gank and TF is very immobile and very weak to ganks. It is only a good idea to do this when he doesn’t have his Ult however or he will just push and roam with Destiny.

The only thing I recommend you buy it this matchup is Mercury's Treads, simply because his Gold Card (stun) can severely screw Ahri and if you get Gold Carded in a Team Fight or when you get ganked, you’re as good as dead.

Late-Game TF can do a surprising amount of damage, so make sure you don't think he can't kill you. Most of the time you'll be able to delete him before he even gets the time to Pick his Card though because of how squishy TF’s are.







Rune Page
Armor
Start
Doran's Ring
Boots
Ninja Tabi
Items
Hourglass
Summoners
Ignite


Urgot is a fairly easy matchup overall. Your biggest advantage is that you should be able to poke him with Orb of Deception quite easily due to his 425 Attack Range and that you can easily dodge his abilities with Spirit Rush.

The most important thing to do Early-Game is to stay well behind your minions to block any Acid Hunter shots he throws out and if you get hit by his Noxian Corrosive Charge, make sure you immediately back off as far as you can.

When it comes to a post 6 fight you should have the advantage by being able to dodge his Corrosive Charge and some Acid Hunters with Spirit Rush, although, because of his shield, Terror Capacitor it can be hard to quickly kill him so make sure you poke him down prior to going in.

A big thing to watch out for is his ultimate, Hyper-Kinetic Position Reverser especially when used in conjunction with a gank. The range of his level 1 Ult is 550 which is the same range as your Auto Attack so you can use that as an indicator of how close he needs to be.

As Ahri though, when you do get Ulted by him it isn't too hard to just trade Ults and get the hell out. Be careful when hitting his tower too because they will often Ult you under their tower and it results in a lot of free damage because if you hit them back, you will take tower aggro. The range of his Ult does go up with each level of it to 700 at 11 and then 850 at 16. His level 3 Ult range is just lower than the range of Orb of Deception so make sure that you are never too close to him in the Late-Game.

Another thing I can advise is that you should not fight him when he has his Corrosive Charge on you. Think of it like Cassiopeia and her Twin Fangs. You likely won't win the fight when they have their enhanced abilities locking on to you and using a charge or 2 of Spirit Rush just to get away from him can save you from a lot of damage and maybe even save your life. Ahri's kit has its main advantages in being able to dodge abilities in a fight, but you cannot dodge anything Urgot has when you are hit by a Noxian Corrosive Charge.

Urgot is also very immobile so Jungle ganks can be very successful. Due to his immobility it is fairly easy to hit him with a Charm at any stage of the game and if you ever catch him with some backup he will have no way of getting out.

Urgot is over 90% physical damage and he can hit you with a lot of physical damage in a short amount of time with his Acid Hunters. Because of this, I would actually consider buying Ninja Tabi if the enemy team was all or mostly AD focused. If they have an even amount of Magic and Physical then I would just go for the standard Sorc Shoes or Lucidity instead.

Once you have the Zhonya's Hourglass completed, it has a huge impact on a fight if you get hit by one of his Corrosive Charges. The Charge lasts for 5 seconds so by activating Hourglass you essentially cut the duration of the Corrosive Charge down by half and you also stop the damage over time that it deals while you are in stasis. Because of this, I highly recommend that you purchase the Hourglass as your first item. The active is great for the matchup and Urgot is pretty much all physical damage so the Armor greatly helps too.

The last thing I can point out is that with most other Champions, you don't usually want to waste damage to break their shields but with Urgot, his shield gives his auto attacks and Acid Hunters a 1.5 second slow. This means that it is quite important that you do 'waste' damage to get rid of his shield to prevent him from slowing you and hammering you with auto attacks and Acid Hunters.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Mercury's Treads
Items
Abyssal Scepter
Summoners
Ignite or Cleanse


Veigar is a very hard matchup for Ahri because of his entire purpose of deleting Mages in an instant with his Baleful Strike and Primordial Burst, aided by a stun from Event Horizon and sometimes a hit from Dark Matter.

Despite Veigar being a counter, the lane phase is actually quite easy for Ahri, it is more of a farm lane than anything else. You sometimes get Veigars that will choose to harass with their Baleful Strike, but most will tend to farm with it to start ramping up their AP.

The main thing to watch out for during lane phase and Pre 6 is a Jungle gank paired with his Event Horizon. It is very easy for Veigar to stun someone with Event Horizon and if there is Jungler like Lee Sin or Jarvan IV to follow up, there could be a very dead Ahri.

It can be quite obvious when you are getting ganked though as Veigar will start walking towards you in order to get the stun off. If you notice him start to walk up to you just back off and wait it out because it’s not worth the risk and you can easily die to a gank.

By far, the most important thing to do in this matchup is buy Mercury's Treads so that you can break out of his stun sooner. It makes it so that you can break out and move by the time Dark Matter goes off, which will save you a large chunk of your health.

Reducing the duration of the stun also makes it harder for Veigar to fully combo you in time, especially if he stunned you at max range. Early Magic Resist can be a great help in this matchup too so that when you want to go in for a kill, he can't just press R on you to kill you.
Cleanse can also be a good choice in this matchup because his stun is the only sure way he can fully burst you. The only reliable damage Veigar has without having you locked down is via his Ult.

It's very easy to avoid Dark Matter and dodge Baleful Strike with Spirit Rush. This is why there is such a high emphasis on doing everything you can to minimise the chance of being stunned.

Typicall you're going to want some kind of Magic Resist before Veigar hits 6. Like other AP Burst matchups, you need some MR to make it so that they can’t nuke you in 1 combo. Zhonya's Hourglass can be quite good too because a well-timed Stasis can prevent the damage from his Ultimate.

One thing you need to be aware of too is the interaction between Event Horizonand Spirit Rush. You WILL be stunned if you try to dash through his wall and so if you are trying to escape or aggress for a kill, make sure you Flash the wall so that you do not get stunned.

Because the lane phase should go pretty smoothly, you will be well farmed moving into the Mid-Game, just make sure that you avoid a direct fight while you don't have any Magic Resist because you will just be bursted down. Similar to how you deal with Syndra, the only safe way you can go in for a fight is if you land a good Charm or get them low with Orb of Deception.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Vel'Koz is another very easy matchup for Ahri. Ahri can dodge everything Vel'Koz has with Spirit Rush, especially his Ultimate, Life Form Disintegration Ray. In fact, I actually believe that Vel'koz would have a better time if he never used his Ult. It sets Ahri up with the perfect Charm as Vel'Koz is stationary while he is using it. Ahri can simply Spirit Rush to the side and throw a Charm at Vel'Koz, followed by every other spell to blow him up.

Like a lot of Champions Ahri is good against, Vel'Koz has no mobility and is very weak to ganks. When it comes to Late-Game, if you catch him with a Charm it pretty much becomes a free kill. You won't even need Charm to kill him a lot of the time as he is that squishy, but Charm does make sure that he can't get away with Flash or get help from his team.

Early-Game, Vel’koz has some nice poke with Plasma Fission and Void Rift, but it’s not too hard to avoid them and you don’t have to start Boots or anything like that. It can take a while to get used to how his Plasma Fission works because it will travel straight and when it is activated again, it splits the bolt in two, each of which fires in opposite directions. It basically makes a T shape.

As for his Void Rift, there’s also 2 parts to it. Make sure that you move away from it because a second wave of damage is applied in the same area. It can often be hard to avoid taking damage from the initial part, but simply walking out of the area stops you from being hit by the second part.
His Passive, Organic Deconstruction is another mark and stack based Passive. Ever time you're hit by one of his spells, it will apply 1 stack. At 3 stacks they are consumed and the target takes True damage. This makes it extra important to avoid the 3 stacks as being True damage, it will hurt. If you're ever at 2 stacks you should back off right away and wait for it to time-out.

The only other thing you need to watch out for is his Tectonic Disruption. It’s a displacement ability and it can be quite dangerous when you are caught with it. Luckily for Ahri, it’s extremely easy to dodge with Spirit Rush, but when you don’t have your Ult it’s not so easy to avoid. If you get hit by it when you are being ganked it can often lead to your death too.

The only point where Vel'Koz is quite hard to deal with is when he is sieging at your tower as he is a very good Champion in terms of poke and siege potential. His abilities do deal quite a lot of damage too, so you still need to focus on avoiding them as best you can.

All you have to do is play somewhat safe until 6 and as soon as you hit 6 this lane becomes very favoured towards Ahri and you can start to look for all-ins which he won’t be able to do much against.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Viktor has a huge advantage Early-Game due to his poke and the matchup is quite brutal bcause of this. He does have a lack of mobility and Ahri can quite easily avoid his Chaos Storm and Gravity Field with her Spirit Rush, but because of how rough the early game is, it's a very hard matchup.

As I said, Viktor can give Ahri a very hard time in the Early-Game as he trades very well with his Siphon Power and the empowered auto attack from it. His Death Ray is also a very good tool for poking Ahri down in lane phase and it will outrange anything you can do in return. Just from the fact that he has 2 great trading and poking abilities to your 1 means that he will almost always come out ahead from trades.

When he goes in for a Siphon Power on you, make sure that you try not to let him het the auto off as well, because it will do quite a lot of damage and you won't be able to trade back very well. While he has the empowered auto, move well back and wait for him to use it, or for it to run out. There's literally no point in trying to trade or fight him after he uses Siphon Power because not only will he hit harder, he gets a shield too so any damage you do will be mostly negated.

His Death Ray is the other tool he has for poking in lane. It's a laser that travels along the ground at quite a fast pace but because it does have travel time it's not the hardest to dodge. The good Viktors will try to angle the laser so that it's harder to dodge or predict and that usually means that it will be diagonal rather than just straight down the lane.

Something that they will also try and do is hit you while they farm with it. They'll try to line up the laser to hit the Minions and you at the same time so if you see him advancing or getting within melee range of the Minions, move back and wait for him to use his Death Ray or move back again.

When he upgrades his Hex Core, his Death Ray sends out an explosion along the line of the laser that deal additional damage. It is very important that you move well away from the laser as soon as you see it to prevent being hit by both parts.

The only other thing you need to watch out for Pre 6 is his Gravity Field. Without Spirit Rush, you won't have such an easy time getting out of his Field and you can often get stunned by it. You can throw out an Orb and with the Movespeed get out of the Field but if Orb is on cooldown you could be in trouble if it's paired with a gank. Because of this, and generally how much of a bully Viktor can be, you should play very safe and far back Pre 6.

Once you hit 6 the lane becomes a bit less rough. Spirit Rush is fantastic against Viktor because you can basically avoid or dodge most of his abilities. You can immediately get out of his Gravity Field, dodge his Death Ray and dash away from his Ultimate, Chaos Storm. Viktor also has no mobility and so it's very easy to set up a Charm and all in via re-positioning from Spirit Rush.

The final thing to note about Viktor is their Flash all-in surprise attacks at 6. If they manage to poke you down with Death Ray, they will likely try to go for a Flash Ult and quickly burst you down before you get a chance to react. Just make sure that you stay really far back if you are less than half HP and he has his ultimate up.

Because of how rough the lane is, it's a good idea to buy quite a lot of Potions every time you recall. You will be taking a lot of damage in the lane phase and so you'll be needing a lot of sustain to ensure you don't fall behind or get killed.

Basically, even though you have many advantages over Viktor Post 6, because of how rough the early levels are it is a very tough matchup. You have to play very safe early and prepare to take a bit of a beating. This matchup is literally all about surviving the Early-Game.







Rune Page
Magic Resist
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Morello
Summoners
Ignite


Vladimir is a difficult matchup for Ahri. He trades very well from level 1 and it can be very hard to actually kill Vlad at every stage of the game due to the health he gets from his Passive Crimson Pact and his ability to dodge everything you have with Sanguine Pool. Not to mention the constant healing from his Transfusion.

There are many reasons why Vlad is hard for Ahri from the start of the game and it all comes down to his kit. The only thing that Vlad doesn't have is hard CC, but his raw damage more than makes up for that. From level 1 Vlad can start to harass Ahri with Transfusion and since it is a point and click ability guess what? You can't do anything about it. Oh, and did I mention it gives him life back? Because of how Vlad's Transfusion works it makes it extremely hard to trade with him in lane because you have to hit Orb of Deception to trade even damage back, but then he can just get that health back with another Transfusion.

It's even worse when they start Boots of Speed because it gives them extra mobility to dodge Orb and Charm but it also allows them to move up for harass and get in range of a Transfusion and Tides of Blood much quicker and the 4 health pots start just add insult to injury.

You simply cannot poke down a Vlad and force him out of lane because of how much sustain he has. On top of all this he has no Mana to worry about so he can forever cast his Transfusion to get his health back up.

it is very important that you try to avoid being hit by his empowered Transfusion. Each cast of Transfusion grants him 1 stack of Bloodthirst and at 2 stacks, the next transfusion he uses will deal double damage and heal for more. You must not let him use this on you, simply back of and wait for him to use it on a Minion.

Another reason why this is such a hard matchup is because of Vlad's ability to pretty much dodge everything you throw out with a well-timed Sanguine Pool. There is a slightly good thing to this though because when he casts pool it consumes 20% of his current HP and Ignite damage still hurts him while he's untargetable. Be very careful when you are low on health under tower because Sanguin Pool makes for a very easy tower dive and escape because of how Vlad becomes untargetable and so turret aggro is dropped.

Vlad's Ultimate, Hemoplague is incredibly strong and it amplifies the damage you take while you have it on you. You must never fight until it pops, because you will only be putting yourself at an even bigger disadvantage than before. The damage amp isn't just from Vlad's damage either, it can be from any source.

Zhonya's Hourglass is very good against Vlad's Ultimate because you can enter the stasis right before his Ult pops and you won't take any damage from it. Kind of similar to Death Mark only Hemoplague takes 4 seconds before it will detonate on you.

The other reason that Vlad is such a pain to deal with is because of his Passive. Crimson Pact is in my opinion one of the strongest Passives in the game. It allows Vlad to become extremely tanky because the more AP he builds the more free health he gets and any health he buys he gets AP from it. Ahri is not good at dealing with high health targets and it makes killing him a very tough task.

The best way to deal with a Vlad is to lock him down with hard CC. Allies with some form of stun or snare work very well with Ahri because it allows you to chain their stuns with your Charm and it means that he can't Sanguine Pool and avoid your Charm.

They will also always be pushing the wave as a result of casting Tides so a Jungler with a stun or snare can be very effective against Vlad. Realistically though, there won't be many times in a game where you can easily 1v1 a Vlad and kill him unless he majorly messes up.

Your best bet in this matchup is to play safe and try not to fight him very often. You can out-range him with Orb but because of his ridiculous sustain it won't do much in the long run. Play safe, farm up and try to become strong through CS rather than kills so you will still be relevant come Mid/Late-Game.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite


Xerath is a fairly simple matchup again because of his lack of mobility and that all of his skills can be easily dodged by Spirit Rush. Xerath does have some very nice poke with his Arcanopulse however which makes the lane phase the hardest part. As soon as you hit 6 however, it becomes a very easy matchup.

If you can avoid being harassed by Arcanopulse during the Early-Game then Xerath doesn't stand a chance when you both hit 6. It is also important that you dodge his stun, Shocking Orb because if you get hit by that, you will take an Arcanopulse and an Eye of Destruction which will do a good amount of damage to you. This is why I always go Mercury's Treads against Xerath. His stun is really the only way to reliably kill you and so the sooner you break out of it, the sooner you can get back to dodging his abilities and killing him.

Pretty much the only way that Xerath can kill you is by either poking you down a load or hitting a stun, and the Boots start is great for dodging both of these. Because of how much range Xerath has, you probably won't be able to harass him much in the Early-Game.

Most Xeraths will push the minion waves, so Roaming is hard against a Xerath, but luckily once you get your Ultimate you can start to play very aggressively and try to get a kill on him. It can be a good idea to get early Boots in this matchup, which will help in dodging his abilities, but most importantly for dodging his Ultimate, Rite of the Arcane.

Ahri is very effective at shutting down Xerath’s Ultimate too. Rite of the Arcane causes Xerath to be completely immobile and he can’t move while casting it. This makes it very easy for Ahri to Spirit Rush towards him and get a perfect Charm off, very similar to Charming Karthus while he is casting Requiem.

Xerath is very vulnerable to ganks because he has literally no mobility. Another thing that makes him so weak to ganks is that a lot of Xerath players push for most of the Early-Game and so it can be quite easy to get a successful gank off on them.

Something that Xerath players like to do is similar to what Jayce players do. They will go out of sight and use their insane range to hit you with Arcanopulse. When you see Xerath wander off, make sure you stay away from the area he went to. It can also be very good to get the Farsight Alteration against Xerath so that you can scout for him using his Ultimate or trying to get sneaky shots off with Arcanopulse.

Overall, the matchup is usually quite easy with the only troublesome part being the first few levels.







Rune Page
Armor
Start
Doran's Ring
Boots
Sorcerer's or Lucidity
Items
Seeker's Armguard
Summoners
Ignite or Exhaust


Yasuo is a very annoying Champion to play against as Ahri. He isn't all that difficult but his Wind Wall makes it such an annoyance for Ahri as it literally blocks every single one of her spells.

Yasuo is quite easy to poke down though with Orb of Deception and auto attacks and if they play very aggressively, they can be very weak to ganks. I play against quite a lot of Yasuo players that play ridiculously far up and they get ganked and die, it seems to be almost the play style of most Yasuos.

One key thing that you should do in this matchup, is make sure you auto attack him once whenever his Passive Way of the Wanderer shield is up so that it starts to drain it. Once the shield is gone, you can then poke him for the full damage with Orb of Deception and Fox-Fire.

One thing that you should watch out for is his knock up from the third active of Steel Tempest. When he has it ready, stand well back and try to dodge the tornado as that is the only way that Yasuo can proc his own Ultimate, Last Breath which is the main part of his nuke. It also greatly limits his trading ability in lane when he can't hit you with the Tornado.

Something that you must be aware of with Yasuo's is their aggressiveness with Sweeping Blade. They can very quickly get from one side of a lane to another by surfing through creeps. They will often surf creeps to get in Melee range of you, especially when they have their knock-up at the ready. When you see them dashing towards you, throw an Orb and back off because you won't win a trade when he's in your face.

Because of his Wind Wall, you should try not to use your Charm until he has used his Wind Wall, or the Charm will often be wasted. You can usually bait out a Wall with Orb of Deception and Fox-Fire.

Finally when you are fighting and he places down his Wind Wall, don't cast any spells and back off from the Wall because what Yasuos will do is stand inside their Wall so that no projectile can hit them. Once the Wall has ended, feel free to dive back in and kill him.

The most important key to winning this matchup is Early-Game through sheer auto attacks on him. Always proc his shield, then a couple of seconds later go back in for a proper trade. Hitting an Orb and a couple of auto attacks, paired with the Thunderlord's proc is often enough to do some serious damage and greatly win a trade.

As with other AD matchups, Seeker's Armguard is the Item to rush. You don't always have to upgrade it to Hourglass against Yasuo immediately though, but it's still a very good option.

Overall, the matchup can depend on the aggressiveness of the Yasuo, but make sure to abuse them early with auto attacks and never use your abilities while his Wind Wall is up.







Rune Page
Armor
Start
Doran's Ring
Boots
Sorcerer's or Lucidity
Items
Hourglass
Summoners
Ignite or Exhaust


Zed is quite a difficult matchup for Ahri due to how slippery he is with his Living Shadow and Death Mark. The entire matchup can be based on whether you manage to hit Charm after he uses Death Mark on you. When Zed uses his Ult on you, he will appear behind you like Katarina and her Shunpo. This means that you have to throw your Charm backwards in order to hit him with it, but sometimes it is not that simple because of how Zed can jump between his Shadows.

Zed has very good Early-Game harass with his Razor Shuriken, especially when paired together with Living Shadow. Even though he is Melee, you should treat this matchup as Ranged because they will all stay back and only go forward to last hit or poke with Shuriken. This makes it very hard to try and poke Zed yourself and they can just safely farm with Shuriken if you're pressuring them when they go in for CS.

Zed definitely has the ability to out-trade Ahri if he hits both Shurikens, and since he has no Mana to worry about he can do it every time it's off cooldown. When Zed's use their Shadow to help them harass however, it means that they have no mobility or way to escape from a Jungle gank. If you find yourself up against a Zed who uses his Shadow offensively every time, inform your Jungler immediately.

Seeker's is the immediate rush in this matchup and once you get the Armor from it, the lane is a lot less brutal and you take a lot less damage from Zed's harass. Once Zhonya's Hourglass is completed, the matchup becomes a lot easier, but Zed is a hard Champion to lock down and kill so it is still quite difficult overall. Zed also has the ability to dodge a lot of Ahri's abilities with his Ult, as it takes him out of phase for a split second.

In terms of when to use the Hourglass Stasis, it's better to use it as he's Mid jump to you. this will prevent Death Mark from even being applied to you and so there is no risk of miss-timing the stasis and still getting hit by Death Mark just as the Stasis ends.

The only form of Crowd Control that Zed has is a slow via his Shadow Slash paired with Living Shadow. Keep in mind that only the targets hit by the Shadows cast of Slash are slowed.

Ideally you will want to just farm up for Hourglass and then you will be able to fight Zed knowing you can counter his Ultimate rather than leaving it all up to 1 Charm.

Make sure that when you are close to 6 you are ready to react. Zeds will often try to all-in the second they get their Ultimate, and if they get theirs before you it can go very badly.

It's also important to note that you should never, ever fight a Zed when Spirit Rush is down. You will not be able to win a straight up fight against him with your Ult down. Just keep your distance and poke with Orb until Spirit Rush is back up.

The overall difficulty of this matchup can greatly depend on the skill of the Zed, but also the aggressiveness. The very aggressive Zed's can really bully Ahri an advantage come 6, whereas the more passive Zeds are easier to deal with.







Rune Page
Standard
Start
Doran's Ring
Boots
Sorcerer's Shoes
Items
Standard
Summoners
Ignite


Ziggs is an easy matchup for Ahri. He is very easy to kill for most of the game due to the way that they build and he has very limited mobility with his Satchel Charge that often won't be enough to get away from Ahri and her Spirit Rush.

Ziggs is only really a problem during the laning phase because he has some of the best poke in the game with Bouncing Bomb and he does a lot of damage with his Passive auto attack, Short Fuse.

The way to deal with Ziggs in lane is to stand far away from him when he has his Passive auto attack ready, wait until he uses it on a Minion and then you can go back in for CS and harass with Orb of Deception. If he gets to use his Passive attack on you every time it's up you will quickly lose a lot of health.

Ziggs can also play very Passively from very far back, farming with his Bombs and always being safe with Hexplosive Minefield and Satchel Charge, so killing him in lane phase is sometimes almost impossible.

Once you hit 6 and get Spirit Rush however, you can start to look for all-ins against Ziggs. Because of his low mobility, catching him with a Charm can often lead to his death. Even if he manages to knock you away with his Satchel, you can very quickly get back via Spirit Rush.

The only major thing you need to watch out for in lane is his Satchel Charge because it can be used to knock you forwards or to the side. If this happens to you while you’re being ganked, it can easily lead to your death. Once you have Spirit Rush, avoiding Satchel Charge is extremely easy but until then watch out for any sudden aggressive movement from the Ziggs.

His Hexplosive Minefield is quite simple to avoid. Make sure that you don't ever walk over it or accidentally dash onto it because it can hurt quite a lot. Ziggs can use this to essentially block off a choke point and prevent you from going past an area. When this happens, do not cross the Minefield even if you need to be somewhere. Wait for it to run out, or go a different route because not only does it do a lot of damage, but it also slows you putting you in further danger.

His Ultimate, Mega Inferno Bomb isn't too much of a problem for Ahri and it can be very easily avoided with 1 dash of Spirit Rush. The only time where you need to be careful is when you're on low health. Make sure that if you ever recall while low, do it in a less obvious spot and always watch where you are before opening the shop.

Late-Game Ziggs can deal a lot of damage with his abilities, but it isn't too hard to dodge them with Spirit Rush and kill him very quickly as he will be very squishy. When you are trying to fight a Ziggs, try not to have a poke war with him as you'll likely lose. Instead, the best thing to do is just go all-in to take away the advantage he has which is range and poke. Most games vs a Ziggs will end up being a farm lane until 6, at that point you can start to roam or maybe get a kill on Ziggs after harassing him down or landing a Charm.







Rune Page
Standard
Start
Doran's Ring
Boots
Mercury's Treads
Items
Standard
Summoners
Ignite


Zyra is an easy matchup for Ahri for the same reasons as the other easy matchups; she is ridiculously squishy and has no mobility. On top of all this, Spirit Rush can be used to dodge pretty much everything she has. At any point in the game after 6, you can just Ult in basically whenever you see her and you'll be able to kill her and get out. The only thing you have to watch out for is her Grasping Roots because Zyra can do a hell of a lot of damage if she catches you.

During the lane phase, just farm up, poke with Orb of Deception and as soon as you hit 6, you can look for a kill, it's honestly that simple. Like I said, just be aware of the damage she can do and try not to get too close to her as it will make dodging her abilities a lot harder.

Make sure you stay away from her plants formed by Rampant Growth as they will do a lot of damage and they are quite awkward to kill, they have limited range however so as long as you stay back they won't be able to hit you. With that said, Fox-Fire does do a very good job of taking out her plants, but usually only 1 at a time. You can also out-range her plants with Orb.

You should never try to kill her plants with auto attacks though because you'll take a lot of punishment for it. Either stay away from them, or use spells to kill them. You should also never fight Zyra when she has a lot of plants up because they can block Charm and also absorb the damage from FoxFire and Spirit Rush.

It's important that whenever you see a seed on the ground, walk over it to destroy it. Be careful when doing this though as Zyra can quite easily quickly summon the plant.

When it comes to Post 6 fights, the most important thing that you need to make sure you do, is get out of the circle of her Ultimate. Stranglethorns does initial damage and then knocks-up every target in the circle and this will leave you very vulnerable for follow-up abilities such as her snare and by that point you’ll pretty much be dead, especially when multiple enemy Champions are involved.

Spirit Rush enables Ahri to get out of her Ult area very easily so don’t hesitate to immediately dash out, even if you’re dashing away from her.

The only other thing to mention is that Mercury's Treads are very good against Zyra because it will reduce the amount of time you spend trapped in her Grasping Roots if you do get caught. Getting caught by her snare is often the only way that she can actually kill you.








The Early-Game is all about the laning phase and facing off against the enemy Mid. When it comes to the lane phase, the 2 objectives are farming minions and trading with the enemy laner. With Ahri, there is a much higher focus on the former. In terms of overall strength, Ahri is at her weakest point in the early levels and especially around 1-3. This is because she is not a lane dominant Champion and her main damage source comes from Orb of Deception which isn’t exactly the most reliable of spells. Orb isn’t the easiest skill-shot to land and even when you do land it, you need to hit both parts in order to deal sufficient damage. Ahri is also incredibly squishy. To give you an idea of just how squishy she is, she has the 22nd lowest amount of Base HP at level 1 out of 133 Champions.

Because of Ahri’s weak Early-Game, most of the lane phase you will be primarily playing somewhat passively and focussing on farming and powering up. Her Orb can also be used at any point to trade with or poke the enemy laner but because Ahri is a very strong scaling Champion and her power comes from post 6, solely farming until you have your Spirit Rush is also a perfectly fine thing to do. It’s not her job to be a lane bully and harass down the enemy laner and so don’t ever think that you have to be trying to damage them in lane. Just remember, you’re more than likely going to out-scale them and gain a huge advantage at 6.


Farming is a very vital part to League and it’s the main source of Gold & EXP income. Getting the kill or ‘last hit’ on a minion is extremely important and the early stages of the game are where it is the hardest. Come Mid and Late-Game, you can farm minion waves in seconds with Orb of Deception but in the Early-Game this is not possible. For most of laning phase, your primary way to farm minions is via auto attacks and that means you have time the attack in order to get the killing hit on each minion.


Mages often have a much harder time last hitting than Melee or AD. The more AD you have, the easier it is to last hit because you can kill the minion from a higher amount of health and don’t have to time your attack so closely. Mages are ranged Champions and that means their auto attack has some travel time before it hits the attacked target. This means that you have to also take into account the travel speed of your Champions auto attack in order to get some last hits. Most Champions have a pretty fast travel speed or auto attack animation but unfortunately Ahri doesn’t have the best. Her auto attack animation is quite clunky and this is because she has a slight wind-up with each attack. Once you get used to it, it isn’t much of a problem but it can take a lot of practice.

There are ways that you can help aid last hitting with Ahri and Champions in general. The first way is via the Cunning Mastery Tree. In Tier 1, there is the Mastery Savagery which grants 5 bonus damage to minions with every auto attack or single-target spell. This adds a flat 5 damage to your auto attacks towards minions and it means that you don’t have to wait until they are as low to be able to kill them with an auto. It’s a very helpful Mastery for those that struggle with last hitting on Mages or Ahri specifically and you don’t really lose out on much by taking this over Wanderer

The other thing that can be done to aid last hitting is to run a tiny bit of Attack Speed. This is for Ahri specifically rather than any Mage. Using a tiny bit of attack speed essentially speeds up the wind-up time of her auto attack animation, making her much easier to last hit with. It does a lot more than just that though, it makes her lot smoother in all aspects related to autoing rather than just last hitting. The Attack Speed can come from the Ferocity Tree in the Tier 1 slot Fury or you could also use a couple of Attack Speed Marks in Runes.
A pretty huge part of the AS on her also means that due to the faster wind up, you spend less time standing still to get the auto off which is a pretty big deal. Many people probably look at the attack speed I use and think wtf? But you would be seriously shocked at just how much of a difference that small amount of attack speed really makes!

Orb of Deception is also a very large part to farming with Ahri. Early-Game it won’t ever kill the minions from full HP but it can help to set-up last hits with auto attacks or it can be used to kill multiple minions at once. The only thing you need to be careful of with early Orbs is that it can often cost you CS due to the low-ish amount of damage on it in the early stages of the game. You may kill one minion with it, but put another very low that then gets stolen by your minions. You should also take Orb as a 2 part spell when using it on minion waves too because it’s not going to deal both parts of the damage right away except to maybe the Caster Minions. It will do half on the way out and then half on the way back in. That’s where it is quite likely to mess up some CS and so it’s often better to only use Orb when 1 or 2 minions are very low, or when they are all quite healthy.

Fox-Fire can also be used to farm with and the 2 most common situations for this are when there are up to 3 very low minions, or when your auto attack is on cooldown. Fox-Fire now has brilliant target acquisition and so if you are standing next to 3 very low health minions and activate W, it will more often than not grab you all the minion kills. The only other case where Fox-Fire is commonly used is to last hit a Cannon Minion. Don’t be deceived though because Fox-Fire does very low damage at Rank 1 and you actually almost do more with an auto attack. You can time it so that your auto and Fox-Fires hit the Cannon at the same time though which can ensure you get the kill!

The final note to make about last hitting is that a good way to get better is to actually go into a Custom, or AI game and practice. Last hitting with any Champion is all down to getting used to and familiar with their auto attack animation.


Trading with the enemy Mid laner and poking then down is the second objective in the Early-Game lane phase, but there are much more technicalities and things to watch out for compared to simply killing minions. Ahri's Orb of Deception is a fantastic tool for trading with Champions and at the range of 880 you can often completely out-range your opponent and get free damage on them. As mentioned before though, Orb isn’t fully reliable because it’s a skill-shot that can be missed or dodged and both parts of the damage ideally need to hit. The best way to ensure that you get both parts of the damage is to try and hit your target at max, or almost max range. Both parts of the damage are immediately applied when an Orb connects with a target at max range.

While you are Champion level 1 & 2 with Orb only at Rank 1, don't worry about trying to harass too much as the damage (even if you hit both parts) isn't really worth the mana it costs to use it and it won't take long for the enemy to simply regain the health from even their basic health regen. It’s perfectly fine to use a couple though and especially when it would be used for counter harass if the enemy were to go aggressive on you very early. Basically, you never want to let the enemy damage you for free unless you really have no choice and you can definitely fight back in this stage of the game. Once you hit level 3 and get the second point in Orb, you can start using it to harass the enemy laner a lot more.

The most efficient way to use Orb for trading is to line it up with the minion wave so that the Orb travels through all of the enemy minions and then hits the Champion at the end, applying both parts of the damage to them in the process. The reason you should do this is because if you miss the enemy, you aren't just wasting the mana and cooldown as you will be damaging or killing some minions at the same time. If you cast Orb to try and poke the enemy but it misses them and also the minions, it would be like you just lost a chunk of mana and can’t cast Orb for 7~ seconds, for literally no reason.

For the timing and aiming of Orb, you can get a lot of information by simply observing your opponents movements and you can often predict where they will be based on the health of your own minions. If one of your minions is very low on health, know that the enemy laner will almost certainly go up to last hit it. You can use this knowledge to your advantage by narrowing down where they will be standing (completely still) while they last hit the minion. This can enable you to throw out a more accurate Orb that has a much higher chance of hitting compared to using it while they are constantly moving around.

You can get a lot of opportunities at doing this while your minion wave is at their tower as they will be going up for each last hit once the tower has prepped the CS. You can often deny a CS or 2 by threatening to throw out an Orb as they go up for the CS. Be careful of Jungle ganks when you are at their tower though and if you don't have any vision around the river areas I wouldn't suggest you try and harass them under their tower. Getting 1 hit of Orb of Deception isn't worth it if it could cost you your life or Summoner just because of playing too far up with no vision or backup.

Other than Orb, the only major tool Ahri has for trading in lane are auto attacks. You might not expect a Mage to have auto attacks as one of their primary sources of damage for trading, but Early-Game they really do add up. Even with her base AD of 53, Ahri can dish out quite a lot of damage from consecutive auto attacks on an enemy Champion and they will actually end up dealing more damage than her abilities this early while also costing no Mana. Just remember that even though you’re a Mage, auto attacks are still a very big part of your kit and a high source of damage in the early stages of the game.


When it comes the lane phase with Ahri, you basically only have your Orb as an ability. You should NOT be using Charm this early because it will do more harm than good and Fox-Fire does just about as much damage as an auto attack at Rank 1. With Charm, not only does it cost a ton of mana at 85 but the damage is very low at Rank 1 and even if you do hit it, you have no real follow up and if you're blowing an E, Q, W combo as early as level 4 then you will just drain your Mana pool and you won't even be close to killing the enemy.

You usually won’t put Fox-Fire to Rank 1 until level 4 and it is a very low damaging ability at Rank 1. Using it is just a mana drain and that mana is much better spent on your main tool, Orb. There are only 2 occasions where Fox-Fire is OK to be used at Rank 1. The first occasion is when you are between 6 and 8 charges of Essence Theft and you need the heal. Casting Fox-Fire will get you the remaining stacks to activate your Passive and then you’ll be able to immediately heal with Orb down a minion wave. The second occasion is in a close ranged fight or all-in but as Ahri this won’t be very common at level 4 unless you’re against an aggressive Melee Champion such as Yasuo.

A level 4 combo of Orb, Charm & Fox-Fire costs 205 mana which is almost half of her entire mana pool at that point in time. The only exception to using such an early Charm or E,Q,W combo is when it is used in conjunction with a gank or if the enemy mid laner is already around or below half health. Using Charm recklessly Early-Game also means that you are extremely vulnerable to a gank while it is on the 12 second cooldown. Be smart when using Charm so early and don't just randomly throw one out at the hopes to connect with the enemy. Save it for when it is really needed to get away from a gank or follow one up or if you have an almost guaranteed chance to hit and pick up a kill.

Ahri has a great Passive for the laning phase of the game too. It allows you to stay in lane for longer than most Champions because of the health you can get back from Essence Theft. When I have the Passive up but I'm at full HP, there's a little trick that I like to do which ensures the heal isn't wasted. Basically, I will purposely walk up to the enemy to try and force them to hit me with an ability and take 'free' damage. The reason that I do this is because I can then simply walk back and Q the whole minion wave and regain all of the health I lost in the 'free' damage I took which essentially results in your opponent wasting mana and cooldowns.

I see no reason to not do this because if you only have a tiny bit of health missing you will just be wasting your Passive heal. You can hold the Essence Theft but then that means you can't use it for farming or harassing without also wasting the Passive. When doing this some people do actually realise what you are trying to do and they sometimes won't hit you which gives you the opportunity to hit them and get some free damage on them. Her Passive almost works as a zoning tool in this sense but at the very least you will force the enemy to either back off or waste mana and cooldowns.


Predicting ganks based off of your opponent’s behaviour is also something that you should be aware of. It can sometimes be very obvious when they enemy Jungler is close because the enemy laner will likely start to move up or start playing more aggressively than before. If it is a Champion like Veigar they may even start moving very quickly towards you to try and land their stun for the Jungler to follow up on. In the cases where you suspect something is up, just move back and play safe for a minute until you see the enemy go back to the play style they were at before. It's not worth risking your life to maybe get a CS or two.

There is also the flip side to this, when the enemy starts playing almost too safe as they might be trying to bait you in closer for the Jungler to then come from behind you. If the minion wave is on their side and you think you may be about to get ganked, simply stand further back and only go up to last hit when you have to. You can even use Orb to last hit minions in this situation as 880 range is a lot higher and safer than Ahri's 550 Auto Attack range. The tricky ones are when they don't change their play-style at all when they are about to receive a gank and there isn't really any way for you to tell because everything seems normal. This is why wards are so important. They prevent you from guessing and acting on instinct or suspicion which can cause you to lose out on CS and XP.

A large part of the Early-Game is also about dodging your opponent’s abilities. The Movespeed that Ahri gets from Orb makes it very easy to dodge abilities whether they are skill-shots or not. Unfortunately you can't dodge a targeted ability, but the speed that you get from Orb allows you to move back out of range so that they can't even get the ability off. For the skill-shots, most of them have some form of animation or wind up such as Xerath and his Arcanopulse so it can be very easy to throw out a Q to get the speed to dodge the ability.

Another way to help prevent being hit by abilities is to play further back. What I mean by this is that you shouldn't really be standing too close so that you can always attack the enemy minions. A lot of the time I like to weave in and out when last hitting or throwing out a Q. I see no reason to stay in range of the enemy Minions or Champion when you are not last hitting or trying to poke with Orb. You also need to be very aware that when Orb is on cooldown, you basically have no way to win a trade and your opponent will often know this and start to play very aggressively after you use it. Make sure that you play safe and don't try to fight while Orb is on cooldown because in the lane phase it's almost all of your damage for trading.


If you are in a lane matchup where you get out-traded such as LeBlanc, Syndra, and Vladimir it is honestly better to not even try to trade with them as you will only get lower and lower. It might mean you miss a CS here and there but if they are focused so much on trading with you then they will also miss CS. If you are against someone that is REALLY trying to trade with you and pushes you back to your tower then you can call for a jungle gank, which should end up in either a kill or you will blow their Summoner spells. Common matchups where I find the opponent to be extremely aggressive and overextend are Ryze and Yasuo. Just remember what I said about never taking free damage. Even if you do get out-traded, it is still better to at least return some damage rather than only receiving it!

What I will sometimes do in a tougher matchup is immediately push the first 2 minion waves with Orb of Deception and once the minions hit the enemy tower I will go and place my ward on the side that I think the Jungler will be. That side will usually be the Red Buff side for Red team and Blue Buff side for Blue team as most Junglers tend to start at the side their Bot lane so that they get the most aid from their ADC and Support.

The reason that I do this is because the chances of a Jungler ganking right after their first camp are very low, and so by pushing the first 2 waves quickly you shove your opponent back accomplishing 2 things. Firstly you can make them miss some CS from the tower hits, and secondly it stops them from being able to trade with you. Against someone like LeBlanc this can be very beneficial as she will be wanting to trade once she hits level 2, but with the minions at her tower she will not be able to.

The minion waves will reset after you do this and you can only really safely do it for the first 2 waves as you must be careful of the Jungler from that point onwards. If you want to keep shoving, make sure you back off right after and wait for the next wave.


Ahri is quite vulnerable to ganks Early-Game so you should never be too aggressive or far up the lane pre 6. Even with the huge movement speed buff on Q, it’s still very easy to lock Ahri down and kill her Pre 6. Orb can greatly help with escaping ganks, but it cannot be completely relied on as there is a cast time to Q so the Movespeed buff is not instant and a lot of Junglers will wait for you to cast Orb before going in anyway. Once you have your Ultimate you can be a lot more careless due to Spirit Rush acting as a 'get out of jail free card' but if you lose your ultimate to escape a gank you will lose a huge part of Ahri's kit and your ability to do anything is greatly reduced. It also means that you are a sitting duck when you get ganked again so you should always play smart and try not to ever overextend. Buy an early Vision Ward and make sure that you always have your Trinket Ward down to minimise the risk of being ganked and dying.

The last major part about the Early-Game is your auto attacks towards enemy Champions, especially when they are melee. When against Akali, Zed, Yasuo, Diana and Talon, you will be able to auto attack them quite a lot as they go in for last hits and as I said before, even though you are a Mage and do very little damage with autos, they do add.

2 or 3 auto consecutive auto attacks can do as much or more damage as an Orb of Deception at the cost of no mana. You must be careful when auto attacking though because enemy minions will instantly aggro on you and those Caster minions can really hurt in the Early-Game.

The trick is to weave in and out of your auto attacks, once your attack goes off, move back so that the minion aggro will reset to your minions and you won't take much or any damage. Then you can go back in and auto them again. This results in only a brief moment of minion aggro on you as you will already be moving out of their range. You can also make it so that you don’t even take any aggro by backing off as soon as the auto attack projectile leaves your Champion. By the time that it hits the enemy, you will already be out of range for the minions to aggro to you!

One thing I will add to this part is one of the new Masteries Fresh Blood is excellent when you are facing Melee Mid laners. The bonus damage is on your auto attacks is great and since it's only a 6 second cooldown, you will be able to to proc it very often against a Melee.


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Mid-Game is where the real fun starts. Once you have Spirit Rush you can start to make plays either by killing your opponent or roaming to Top, Bot or even the enemy Jungle. When roaming, it can help a lot to know the whereabouts of the enemy Jungler and Mid laner to minimise the risk of anything bad happening. If you have no vision on them then they too could have roamed, or you could end up blindly walking into them. One of the most important things to do before roaming is to shove your lane before leaving it as it forces the enemy laner to stay for the CS or they will miss out on an entire wave. Ahri is very quick at pushing waves when it comes to Mid-Game too because of her Orb of Deception. Another very important part to roaming is to make sure that you are out of sight from the enemy team. That means out of sight from their Champions, Minions and Towers. Of course it’s ideal to also be out of vision from their Wards but that’s something that isn’t in your control. The best thing you can do to minimise being seen by a potential Ward is to try and avoid the common Ward places while roaming to Top or Bot.

Despite what you might think, roaming isn't always the best thing to do. If you are winning your lane and you can get almost guaranteed kills on your opponent then it can be better to snowball yourself and shut down the enemy Mid instead of chancing a Roam which might not work out. For the times that you do Roam, I would highly recommend that you have your Ult up. Ahri is nothing without her Ult but everything with it and in order for her to make significant plays and take out enemies with ease you NEED Spirit Rush. Personally, I will only Roam if I have my Ult up or if it is around 15~ second away. The one exception to this is when the enemy or enemies are low but even then, Spirit Rush eliminates almost all the risk of things going wrong.

Roaming is a very good way to help out and possibly snowball your team and it's one of the best ways to carry a game as Ahri. It's all well and good getting kills on your own enemy laner, but if your team are losing or falling behind then you're going to have to deal with someone else that is very strong. Essentially you have a choice, either get really strong yourself and shut down the enemy Mid, or help out your team to stop them from falling behind and potentially snowball the game via your whole team being strong rather than just you being very strong.

Roaming also has the possibility of Objective control which is almost always better than just getting a solo kill. If the enemy team is quite tanky then I would definitely look to roaming a lot and getting my team strong because Ahri has a very hard time dealing with tanks. If the enemy team consisted of a lot of squishy targets then it would be easier to solo carry a game but roaming is a more reliable way to ensure that you won't have a tough game from weak allied Champions and there won't be as much pressure on you to carry.

That being said, there will be games where it just won't be possible to Roam and these games are typically when you’re facing someone that is very likely to, or has the ability to push very fast. Xerath is a very good example for this. It's very common for a Xerath to just constantly push the wave in with his Arcanopulse and it's very easy and safe for him to do this due to the range on it. This basically forces you to sat Mid until he goes back and that might not be very often. For these situations, forget about Roaming and focus on trying to solo kill your laner.


Roam paths for when you are on Red side (top side)
Ideal Red Side Roam Paths


Roam paths for when you are on Blue side (bottom side)
Ideal Blue Side Roam Paths



Below will be a clip of one of a roam that had a very successful outcome. I will explain why it was successful and what I did you maximise the chances of it working.


Roam Example



Because there are so many factors that can change the outcome of a roam it is very important that you understand each of the conditions and you also need to be able to determine the good conditions from the bad ones. It isn't as hard as it seems though and once you understand everything that needs to be taken into account when roaming or planning a roam the chances of it being successful will be much higher and the risk of it failing will be very low. Below will be 2 lists, 1 for the Good roam conditions and one for the Bad roam conditions and they are all of the things that you need be aware of or ask yourself when attempting a roam.


Good Roam Conditions
Enemy mid just backed or...
You have pushed in mid and the enemy is at their tower farming the wave.
You have vision on the enemy Jungler and they are not anywhere near the lane you intend to roam to.
There is a pink ward Bot/Top so you know they have no vision of that area.
Your team communicates where Wards are and what Summoners are up or down for allied and enemy Champions.
You have your Ult+Ignite (Flash not as vital in a roam).
Enemy Bot/Top lane are overextended or at least half way up the lane.
Enemy bot are also at least somewhat damaged and not full HP.
Your team have a decent amount of health and mana.
You go into fog of war before leaving mid lane.
Take a more dangerous but effective roam path to bot lane when you are Red Team (Top side) as I will show below:

most effective roam path


The one thing to note when you take this path is that when you reach the red buff bush look at where your team's bot lane minion wave is because if it is passing between the inner and outer tower the enemy minions will see you walk past. Look at your wave and once it passes the gap into bot side jungle it is safe to move out.

Bad Roam Conditions
Enemy Mid is present and pushing the lane.
You have no idea where the enemy Jungler is or could be or if they are near where you intend to roam to.
There are little or no wards for your team in the river or Top/Bot bushes and there are no Pink Wards anywhere.
Little or no team communication so you have no clue whether your allies or enemies have Summoners.
Enemy Bot/Top are on full health.
You don't have Ultimate up or it won't be up soon.
Your team have no mana or are extremely low on health.

If any of the Bad Roam conditions are present then I would probably not even attempt Roaming because there is a high chance it could go horribly wrong. It would be better to stay Mid, farm up and wait for a better opportunity. What I say about decision making in League is that if you are ever unsure or have even the slightest doubts of what you are thinking of doing then just don't do it!


Apart from Roaming to get a game rolling, Ahri can start making picks on Champions out of place as soon as she gets her Ultimate. The most common picks you will make in the Mid-Game are going to be on the enemy Jungler. You may be able to catch them out going through river or in their jungle if you have deep vision on them. Getting a pick on the enemy Jungler is very impactful on a game because it means that your team can likely get an objective out of it such as Dragon and there will be no threat of a smite steal. It also might result in a buff or two for yourself which you can then take to your lane and press the advantage gained from those buffs. A quite significant benefit to this is that it also relieves a lot of pressure elsewhere on the map for your team as they won't have to worry about the Jungler for a short while and it enables your Jungler to freely gank a lane without the possibility of a counter gank.

Other things you can do to make picks include waiting in a bush that you have cleared via a Control Ward or waiting around a corner in the Fog of War and catching your target by surprise. The advantage to waiting in the Fog of War is that you can get an opportunity to Charm your target while they are basically clueless and won't be expecting it. If they aren't expecting it, they can't dodge it and you'll be able to unload all of your spells before they can even use a single one of theirs. By this point, even if they Flash away you can simply chase them down with Spirit Rush.

You can go for the Sweeping Lens and use that to clear an area and then wait to ambush your prey and it is OK to do this. It's not a great idea though and the problem is that Ahri needs vision way more than she needs to clear it. Because of this factor alone, I highly suggest that you focus on Vision Wards rather than Sweeper to clear enemy vision because you are essentially handicapping yourself when you don't have any form of Ward or way to provide vision for yourself.

A very major part to the Mid-Game is while you're in lane and approaching the 6 mark. What you start aiming to do is try and hit your opponent with a couple of Q's so that as soon as you hit 6 you can immediately Spirit Rush in to get a kill. This can take a lot of practice to know how much Ahri is capable of because you need to make the decision in an instant as you hit 6 and every second you wait decreases the chances of the surprise all-in working.

When you are about to hit 6 and possibly go for an all-in, use Ctrl + R to instantly put a point in Spirit Rush. Doing this means that you don't have to mouse over the plus to level the ability and it will save you a couple of seconds. This is very likely to catch your enemy off guard because the second you hit 6, you're already dashing towards them. The reverse of this can also happen though so be aware of the times that they might hit 6 before you and try the same. If you think they will hit 6 before you then make sure you play very safe until you also get your Ultimate. If it is a Champion that has a very impactful Ult such as Viktor or Zed you will not want to be near them when they hit 6 before you.


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Late-Game with Ahri is all about making picks and cleaning up fights. By Late-Game, the lane phase is well over and both teams will likely be Roaming around the map looking for picks, fights or objectives to take. As Ahri, one of your main jobs is to try and pick a key target with Charm so that they can be locked down and killed. This is much easier said than done when it comes to team fighting due to the key targets usually being at the back and they will be almost always protected by their Support. They can sometimes be out of position though and as Ahri you can quickly close the gap with Ult into a Charm or Charm Flash combo.

There will definitely be games where you can't get to the enemy carries and this will often be in a full blown team fight. In order to get to the enemy carries it usually means going through their front line Tanks and also their Support. For these situations, it can be a better idea to not go for the pick and rather poke and peel for your team, dealing consistent damage to everyone you can hit. Peeling for your other carry can also be just as good as catching theirs!

For the times where you aren't team fighting, it's extremely easy for Ahri to pick of a squishy target simply due to Spirit Rush and even Flash.

Below is a clip that demonstrates how you can quickly close a distance and make a pick using Spirit Rush into Charm Flash.


As you can see, the speed in which you can close a lot of distance and catch a target with Charm is insanely fast when combining Spirit Rush and the Charm Flash trick. Plays like this can be made all game by either Ulting into a Charm or Charm Flashing. Or like in the clip you can use all 3 to cover a lot of ground and definitely catch the enemy by surprise.

When games come to a halt and both teams are moving back and forth in a lane looking for an engage, one thing that I do a lot with Ahri is stand off to one side, out of sight of the enemy team but still close to my team to try and get an angle on a Charm. Charming at an angle can often bypass the enemy team's front-liners and hit someone further back and they will often not see it coming. To do this successfully you must make sure that you are not standing on a Ward though so placing a Vision Ward or getting the area Sweeped by your Support or Jungler will take care of that!


When it comes to a full on team fight, Ahri has multiple ways of playing it out and each one is vastly different from the other. The 3 ways that she can be played in a fight are Aggressive, Passive and Full Assassin.

Aggressive


One of the ways that a fight can be played out is in an Aggressive fashion with Ahri being the one that initiates the fight by diving into the enemy team. You may think I'm quite crazy for suggesting this style of play, but what may come as a surprise to some is that Ahri can actually be a very good engager if you have the Zhonya's Hourglass and this can be a very good way to win a Team Fight.

The Hourglass Active enables Ahri to Spirit Rush into the enemy team, unload every spell and then immediately use the Stasis on Hourglass. While you're invulnerable and un-targetable, your team should follow up and once your Stasis has ended you can either dash back out to safety, or clean up any low health enemies if there is little threat remaining. This will completely disrupt the enemy team as for one, they probably won't expect an Ahri to dive in 1v5, and secondly the enemy team’s immediate reaction would be to use all of their cooldowns on you, but because of the Hourglass active you will be invulnerable.

Your team will then have an advantage in the team fight because not only will you have wasted some of your opponent’s cooldowns, but you will have also done quite a lot of damage spread among the team because of Ahri's kit being almost all multi-target. For this to work properly you MUST have the Zhonya's Hourglass active up. If you go diving into the middle of the enemy team without the active Stasis, you'll be locked down and blown up in a matter of a second.

This style of play is definitely the most risky style because there is a huge reliance on your team to follow up after your engage. If they don't go in after you, there's an extremely high chance that you'll just be caught and killed once the Stasis has ended.

Passive


Another way that Ahri can play out a team fight is a much more Passive and strategic approach. It is also probably the most common and effective way to play out a fight too. Basically, the idea is to stay on the outside of the fight, throwing all of your abilities into the enemy team and using Spirit Rush to position accordingly to either stay out of danger from their front line Champions or to land a Charm on a key target. Something to keep in mind when playing Ahri is that you don't always have to try and assassinate the enemy ADC or Mid laner in a team fight. Because of how fragile Ahri is a lot of the time you will just end up dying without taking out the target you go for if you carelessly try to go in and assassinate them. It may feel wrong to play way back as Ahri but it can often be the best way to play out a 5v5 fight.

Ahri is a fantastic Champion at kiting with Q and peeling with E and she can be very effective at protecting your ADC by Charming the enemy front liners. You have to be very aware of everyone’s positioning when you play Ahri because you are one of the few Champions in the game that can punish people for being in the wrong place thanks to Spirit Rush. Stay on the outside of the fight and wait for the perfect opportunity to go in, either when the enemy team has used all of their hard CC and cooldowns or when you see a key target out of position.

There will likely be an enemy Tank or Bruiser that will try to get on you and lock you down in a fight. Orb + Charm are fantastic tools to prevent these Champions from sticking to you. The Movespeed on Orb makes it very easy to get away from them and the Taunt/Slow on Charm gives you plenty of time to back off too. Pair them together and you can basically get away from anyone!

You may end up never even going all in when it comes to a team fight. Many times you will end up on the outskirts of the fight for the whole duration, dealing damage with Orb and Fox-Fire and Charming Champions that are in your teams face. You don't HAVE to Charm an enemy carry. Charming a tank can be just as important as it will stop them from getting onto your other damage dealers and it can prevent a lot of CC and disruption for your team.

Full Assassin


The final way that Ahri can play out a Team Fight is what I like to call Full Assassin Mode Ahri. This style comes into play when you get an initial Charm onto a squishy target prior to the fight starting and you go for the assassination, diving in to take them out and then diving back to safety.

Who that target is does not matter, all that matters is that they are squishy enough to burst down and common occurrences of this are when the enemy team have a very squishy Support Champion such as Janna Nami Soraka Sona or Morgana. Catching them with a Charm Late-Game will almost definitely result in their quick death and then the fight is a 5v4 in your favour.

Full Assassin mode team fight Ahri is a probably the rarest way to play a team fight because it relies on the enemy being out of position or you catching a very squishy target with a Charm, but it can happen and although people say that Ahri can't assassinate people anymore, they are wrong. A Late-Game 5-6 item Ahri can very well still assassinate and you often don't even need to hit Charm to 100-0 a squishy Champion in a second, the Charm just acts as insurance. This style of Ahri is similar to the Aggressive play style in the sense that you are diving in, but it is more strategic and situational and it also doesn't require an Hourglass or the reliance on your team to pull off.

The only thing you need to be careful of after pulling of a pick is that you might not have Spirit Rush up for the possible 5v4 team fight. You just need to make sure that you don’t go too deep and basically continue the fight with the Passive approach, staying in the back lines providing Support and damage from a safe distance.


Another thing Ahri is great at in the Late-Game, is waiting patiently in cleared bushes near Baron or Dragon and if an enemy walks near, it is almost a guaranteed Charm into full combo or just an Orb of Deception and Fox-Fire. At this stage in the game, you'll almost certainly kill the target if they haven't built extremely tanky and you often won't even have to hit Charm on a squishy target to instantly burst them from full to nothing. You also don't necessarily have to hit a squishy target with a rotation of skills. Hitting a tank with Charm is not all bad as you will still be able to deal a decent chunk of their health from the sheer amount of AP you will have and also from the aid of the True Damage from Orb of Deception. This could also force the enemy team to play safe as their tank would have lost a bit of health and likely won't want to engage without full HP.

The final note and a fantastic thing about Late-Game Ahri is that when you build a Rylai's Crystal Scepter on her she becomes an absolute monster at kiting and peeling and you'll be doing some serious damage at the same time. If a fight goes bad and it looks like you are going to lose it you can easily back out with Ahri and using Orb of Deception and Charm you can provide constant slows on the enemy team, giving you a very high chance of getting out safely. The same goes for when you are alone and are in trouble, Rylai's almost guarantees your safe escape when paired with the movement speed on Orb and the Slows with Rylai's. Below will be a video exampling exactly what I've just talked about!


Kiting Power of Rylai's


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This section of the guide will be dedicated to all the cool things you can do with Ahri such as ability flashing. It will also contain general tips such as Ward spots, and advice on certain things to do and not do on Ahri.



Here I will show where to put general purpose wards for gaining vision on the river and watching for ganks. I will put images in showing exactly where to place them for when you are on both Red and Blue sides of the map.

Blue and Red team general Ward spots.

click to show upper side general wards

click to show lower side general wards



Here I will show some good places for deep Wards for when you are facing against a roamer such as Twisted Fate or Kassadin. These Ward places are always good ones to use because they give a lot of vision into the enemy Jungle and you will often see where their Jungler is.

Blue Team deep Ward spots.

click to show upper side deep Wards

click to show lower side deep Wards


Red Team deep Ward spots.

click to show upper side deep Wards

click to show lower side deep Wards



These are the Ward spots that I use for setting up a Charm over a wall or from out of sight. They are not as good for gaining vision on the enemy Jungle but their purpose is for gaining vision on common areas that Champions walk past, allowing you to wait in a bush or off to the side to land a sneaky Charm on the opponent.

Blue Team Charm ward spots.

click to show charm wards


Red Team Charm Ward spots.

click to show upper side charm wards



Slow pushing lanes result in a huge buildup of minions that carries will want to go and farm. Because of this, you can slow push a wave or go to a lane where the wave is already building up and it won't be long before someone shows up to farm the buildup of minions. It will usually only be 1 person that goes to farm the wave too. To slow push a wave all you have to do is kill about half of the minion wave, usually the caster minions and then your minions will slowly start to push and build up from numbers advantage. The minion waves will sometimes naturally start to push towards the enemy too.

The downside to this is that it can be very dangerous venturing into the enemy Jungle Top or Bot side alone though so if you are planning on setting a slow push wave up or are heading to try and kill who they send to clear the lane then make sure you have deep Wards in the Jungle, or know where the enemy team are. Usually it will only be 1 person clearing the wave but there can sometimes be more because of situations like a Support needing XP or players fighting over farm.



One of the biggest pieces of advice I can give you when playing Ahri is to avoid fights that take place in bushes. Lack of vision is Ahri's worst nightmare as your Fox-Fire and Spirit Rush must have vision of the target in order to home in on them. It isn't as bad with Fox-Fire because it lasts for a few seconds which gives you time to gain vision but if you use a charge of Spirit Rush and lose sight just as you dash, the damage will be completely wasted.

A common occurrence of this happening is when you Roam to Bot lane; the enemy ADC and Support will likely use the bushes to stay hidden and try to get away. The best thing you can do is ward the bush but if you don't have any wards there is something else you can do with Spirit Rush. If you Spirit Rush into the bush that the enemy is in, the damage will go off as you will gain vision of them while mid-dash. Just make sure not to dash out of the bush once you are in or you could lose vision and waste some damage.



Another tip I can give you is when to use Charm. Most of the time, when you Spirit Rush in for a kill, you will throw out your Charm straight away. There is nothing wrong with this and I mainly do this too, but it can be better in some cases to hold on to the Charm for your second dash of Spirit Rush. This is because it stops you from rushing the Charm and missing. By waiting a couple of seconds it gives you more time to position and aim with the second dash. Not only this, but it can also bait out the mobility spells of your enemy such as Arcane Shift from Ezreal or just a general Flash. Your opponent will likely expect you to try and Charm them straight away so not immediately using it can catch your opponent by surprise and they won't know when to expect it.

Most of the time you can and will just throw the Charm straight away, but for cases where Charm is very important to win the fight, it can be better to hold off, increasing your chances of hitting it and also baiting out an enemy dash.



Something that I find very effective to do when using all of Ahri's abilities in a fight is after using the first 2 charges of Spirit Rush, sync the 3rd charge with the rest of your cooldowns so that you can hit them with a full barrage of spells at the same time. Your opponent will likely not expect you to have a second round of burst either so it can catch them by surprise.

Once you cast Spirit Rush, you have 10 seconds to use up the remaining charges. This essentially gives you up to a 10 second window to wait for your other cooldowns and sync them with the (usually) final charge of Spirit Rush. Once you have 20% CDR (Morello's worth), Ahri's Q, W, & E will all be under 10 seconds for their cooldowns with the highest being Charm at 9.6 which means that you can easily launch another whole rotation of skills within the time gap of Spirit Rush. Even without Charm being under 10 seconds, you will always be able to sync another dash with at least Orb and Fox-Fire which can be some serious burst!



There is also something that I feel as though not a lot of Ahri players do, or at least I don't see many do it. When using Spirit Rush in a charmed combo I will actually spend the first use on the same spot that I am standing on. This basically means that you don't dash anywhere and but you still get the damage off. Think of it as a second Fox-Fire because Spirit Rush basically is just Fox-Fire with a dash. The reasoning behind Ulting on the spot is because when you Charm someone, they will be walking towards you and won't be very far away. After sending out Q and W, you will want to also use the damage from R to burst them down as much as possible.

Most players will dash in any given direction to get the damage off as part of the nuke. The problem with dashing in a direction is that if you dash to the side, you run the risk of missing the return damage on orb as they will likely not be at max range. If you dash backwards you could likely dash out of range for the damage on R and if you dash forwards you are putting yourself in melee range of your opponent. Dashing on the spot maintains your position while guaranteeing the damage on Spirit Rush and the return damage on orb. At the same time you are also not putting yourself any closer to danger. Just because Spirit Rush is a dash it doesn't mean that you have to use it to travel distance. Using it on the spot is perfectly fine if all you need is the extra damage.



When playing against a Melee Mid laner, there is a nice Charm spot I use when I am on Red side and they are Blue. It becomes available when you push to their tower and they start to last hit. Below will be 2 screenshots that show the place to stand and where to aim your Charm, 1 will show the spot where there are enemy minions there and the other will show it without any enemy minions.

click to show images

From this spot, the enemy player will not have vision on you unless they have the bush warded because you are around the corner. As you can clearly see, it is very easy to line up a Charm so that when the enemy mid laner, in this case Zed goes for the caster minions you can get an easy shot and they will not see it coming. They will probably think you have backed off or recalled. This will only work when you are on Red side because the distance between the place to stand and tower on the other side is greater than here.


Ahri's Ultimate, Spirit Rush is a fantastic tool for getting over terrain. With the Quality of Life buff it received back in Season 5, Ahri can now dash over almost every wall in the map and it feels very smooth when doing so. Below will be an image showing every wall that Ahri can easily dash through using 1 charge of Spirit Rush. There will also be a video tutorial of Ahri's Hardest Wall Clear!

Walls Ahri can Ult Over


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This is the full explanation for the Attack Speed Marks I run on Ahri. I've been using them for since the URF game mode was originally released nearly 3 years ago. I got the idea from URF as I played nothing but Ultra Rapid Fire for its whole duration. In URF, you have a higher attack speed with anyone you play. This meant that going back to normal games felt very slow in terms of auto attacking and so I thought about trying some attack speed in Runes to help solve the problem. I originally started with 1 attack speed Quint, but refined it to 3 Marks to be more efficient.

There are tons of benefits to using a tiny bit of attack speed on Ahri and I've somewhat popularised it on Ahri now. Many people have already adopted it from me, or from people that got it from me in the first place and I'm certain many more will use them once they realise how good they are.

Firstly and most notable, you will attack faster and with the sped up animation last hitting and harassing become much easier and smoother. Because of the faster animation, you have less chance of cancelling your auto attack and you also spend less time standing still while in the animation. That last one is pretty huge too because the less time you spend in 1 place, the more time you can be moving and avoiding enemy abilities. Some other benefits to the Attack Speed are that Orb Walking becomes a lot smoother and it becomes a lot easier to get off an auto attack between each use of Spirit Rush. Double last hitting under tower also becomes a bit easier too.

The trade-off to running the small amount of AS is that you have to give up 3 Marks of either Magic Pen. This is very insignificant however because that's only going to be a couple of points of Magic Pen which will be a very low loss in damage and in return you get a pretty huge advantage with faster, smoother and more fluid gameplay with Ahri.

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Standard - Armor - Magic Resist



This refers to when you cast an ability before flashing rather than after. The general idea for certain abilities in LoL is that you can flash, and then use an ability in order to basically extend the range of it. A common example of this is with Blitzcrank and his Rocket Grab. However, with some Champions, you can actually cast the ability before you Flash and then immediately flash after you use the skill. The end result is the same in terms of gaining extra range on the ability you are casting, but you essentially take out the cast time, making it a much faster and smoother process. Due to it being faster, it can catch your opponents by surprise, instead of them seeing you flash and then start to throw an ability.

Ahri can actually do this with 3/4 of her spells. Orb of Deception, Charm and even Spirit Rush can all be cast right before you flash instead of after. You can also use this trick to Charm over a unit in order to hit something behind rather than having to walk to the side or past the unit, it is much harder to pull this one off though, and will take a lot of practice to get used to. Once you get the hang of skill + flash with Ahri it becomes very fun to do and very satisfying when you pull it off.

Below will be 3 demonstration clips showing what each ability + flash looks like and you will be able to see how fast it is, with a 4th clip to show how you can Charm over a unit like I mentioned above.

After the demonstration clips there will be a video with multiple clips of myself using the Skill + Flash trick in real, high elo games and real situations where they enabled me to get a kill or make a play that otherwise wouldn't be possible.



orb of deception + Flash

charm + Flash

spirit rush + Flash

charm over a unit




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*Note: levels 2 and 3 the combo will be Q+E and levels 4 and 5 will be Q + E + W. All levels from 6 onwards will be the full combo including 1 charge of Ahri’s ultimate, Spirit Rush.

This table shows the amount of Burst Damage Ahri is capable of dealing from just her spells. The reason I decided to only include 1 charge for the combo is so that you can see how much damage you can instantly burst with when you catch someone with a Charm. You will have a few hundred extra damage to follow up with from the 2nd and 3rd charges of Spirit Rush so if you nearly kill someone with the initial burst it will be easy to finish them off with the rest of Spirit Rush. There will be multiple other Damage Tables below that show the possible damage from other sources.

For this table, I split the damage up into 5 sections with each section accounting for a different amount of AP so that you can see how much the full combo will deal at general stages of the game.
  • 50AP is generally when you have just the usual Doran's Ring with Runes and Masteries. This will be in the very early stages of the game and you'll likely hit 6 with around this much AP.
  • 150AP will be around the amount you will have once you complete your first core item such as Morellonomicon.
  • 300AP will be around the time that you have 2-3 completed core items.
  • 500AP will be quite late into the game with 3-4 completed core items with 1 of those usually being a Rabadon's Deathcap.
  • 750AP will be when you have finished your build with 5 core offensive items + Boots and maybe an Elixir of Sorcery.

This is just a rough example of the amount of AP you might have at each stage of the game with a certain number of items. There are many factors that can change the amount of AP you will have at each stage of the game such as whether or not you take AP Runes, the timing of Deathcap and if you had to buy a defensive item.

Keep in mind that the table shows the paper damage that Ahri can deal in a Burst Combo with each amount of AP. All Champions have Magic Resist so you won't be doing the full amount of damage with a combo. If they have very little Magic Resist or if you have a Void Staff then the damage will be fairly close to the maximum amount though. About 20% of the burst is also true damage from Orb of Deception.





This shows how much extra damage you can deal from the second and third charge of Spirit Rush depending on the ultimate level and how much AP you have. Again this is paper damage so if the target has a lot of Magic Resist it won't do as much as it shows. But like before, once you have a Void Staff or if the enemy doesn't have much resist the damage will be close to what it shows. This damage can also hit up to 3 targets so in a team fight or small skirmish the overall damage that it can dish out is very high.





This table shows how much damage the proc of Luden's Echo will deal to 1 target. I started the AP at 200 because the item itself gives 100AP and with Doran's, Runes and Masteries you will be closer to 200AP than not, even with this item as your first purchase. The scaling is 10% of your total AP which isn't a lot but the damage does go up by a fair amount as you get more and more AP. Keep in mind that this can also hit 4 people so it will be dealing around 800 magic damage in a teamfight when you are at max items.





This table shows how much damage Thunderlord's Decree can proc for. It has a base damage of 10 per Champion Level and a scaling of 10% of your total AP and 20% of your Bonus AD. You can basically ignore the AD scaling because the only time you'll ever have bonus AD is from Natural Talent and even at level 18 that's only an extra 2 damage. Like Ignite, Decree doesn't do a lot of damage in the Early-Game but it does scale up quite well. Decree is also AoE and so it has the chance to hit multiple enemies. Thunderlord's Decree is a very welcome bonus for Ahri and it gives her some nice extra burst damage that greatly helps her Assassin nature.





This table shows how much damage Ignite will deal at each level. Ignite is true damage so the number that it shows is the exact amount of damage you will deal when you ignite someone.





*Note: 50AP does not include the damage from Luden’s Echo as it isn't possible to have a Luden's and be on 50 AP :D

This table shows exactly how much total damage Ahri can deal at key stages with every Ability (3 uses of Spirit), Ignite and Luden's Echo + Thunderlord's Decree Procs. As you can clearly see, Ahri can dish out some serious pain when you manage to land every spell. A fair chunk of the damage that she deals is also true damage from Orb of Deception and Ignite so you can even make quick work of high Magic Resist targets!





*Note: 50AP does not include the damage from Luden’s Echo as it isn't possible to have a Luden's and be on 50 AP :D

This table is similar to the one above but it shows the maximum amount of Burst Damage Ahri can deal within a second. That means with only 1 use of Spirit Rush instead of 3. Again, this includes the damage from Ignite and the 2 procs from Luden's and Decree!

Please keep in mind that all of these tables (apart from the Ignite one) are not a fully accurate representation of how much damage you will do to a Champion because of the way that non-true damage works and you will not likely have the exact same AP as the examples. They are however a good visual representation of what damage Ahri is capable of dealing and as long as you either have a Void Staff or your target has little Magic Resist you will deal close to the paper damage shown.


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I have had many breaks from League over the years but the one thing that always kept me coming back was Ahri. This is the first Guide I have ever made and so I wanted it to be for a Champion that I love. I tried my best to make it as detailed and appealing as possible to make sure that anyone who wishes to learn Ahri or get better with her can do so from the knowledge I have gathered over the years playing her.

Overall, the original version of the guide took me just over 50 hours to complete. With updates that number is now well over 300 hours and I honestly had no idea I was going to spend so much time working on it but I wanted to make sure that I included every single little detail there is to know about Ahri and I sincerely thank you for taking the time to read it. I enjoyed every minute I spent working on this guide and I'm not sure why I didn't make it sooner. But, here it is and I truly hope that you find the Guide to be helpful in one way or another!

Feel free to ask me any questions in the comment section, I will be more than happy to answer and I'll check it every now and then to see if anyone has posted anything :)


If you would like to have a look at my statistics and profile information such as Runes and Masteries then you can check out the following places: OP.GG - LoLSkill - LoLKing.

If you want to watch any of my ranked Ahri replays they can be found through LoLKing here. Keep in mind though, after every new patch all previous replays become broken and unwatchable unfortunately.

My YouTube channel can be found here!

Finally, my Plays.TV profile can be found here!


All of the graphics, titles, banners, line dividers, custom images and icons were all made by myself. All the coding and layout of my Guide was also done by myself. With that said, I got the ideas for some of the graphics based the ones that were used in my old version of the Guide, and so I would like to give a special thank you to:

jhoijhoi to which I made my new chapter banners based on the old ones she made for me.

Maintained to which I made the new spell icons based off of the ones he made me.

As a final note, I want to shoutout to my bestest buddy Shad for helping me throughout the creation of the Guide, keeping me sane and always being there for me no matter what ♥


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Here is a list of changes that I have made to the guide since the original publish date. When I make a change or update I will add it to the list stating what the update or change was. If I update the Guide but do not add anything to this changelog then it will likely be a spelling/grammar correction.

Jan 22nd 2015 - Guide Created.

Jan 27th 2015 - Added Changelog.

Jan 28th 2015 - Updated Ahri's Skills to the new numbers from the changes in patch 5.2 and explained the new movement speed buff on Q.

Jan 28th 2015 - Noted the removal of DFG.

Jan 28th 2015 - Made alterations to the core build order and build paths due to the changes to Ahri's kit in 5.2, most notably the movement speed buff on Q and removal of the damage amp on E. Fully explained the new build path with the core build staying the same, just slightly different order.

Jan 31st 2015 - Lowered the difficulty of 2 matchups by 1 point: Syndra and Fizz. This is due to the recent nerfs/changes they recieved making them slightly less threatening to Ahri.

Feb 1st 2015 - Not a change but I would like to say a huge thank you to everyone that has viewed/commented and upvoted the guide. It is currently the #1 top rated guide out of all guides on Mobafire! I never expected it to be this successful so quickly and I am greatly appreciative of all the Support <3

Feb 2nd 2015 - Added the (Feb 2nd) PBE changes to Ahri and gave my thoughts on them.

Feb 4th 2015 - Added the (Feb 3rd) PBE changes to Ahri and gave my thoughts on them.

Feb 4th 2015 - Added a paragraph the Tips, Tricks & Advice section talking about the use of Spirit Rush on the spot. (Not travelling any distance with it)

Feb 7th 2015 - Added some more information to the Swain matchup and slightly lowered the difficulty. This is due to the movement speed buff on Orb of Deception making the Early-Game slightly less brutal.

Feb 10th 2015 - Updated Ahri's abilities with the patch 5.3 changes and added some information on the Fox-Fire range reduction. Maybe she'll stop getting banned and I can actually play her now :D

Feb 15th 2015 - Updated the 'Summary' with links to my match history and also where you can find the replays of my recent games thanks to LoLKing.

Feb 27th 2015 - Moved Rylai's Crystal Scepter from 4th in the core build to 6th due to Zhonya's Hourglass and Void Staff being more crucial. I see Rylai's as more of a luxury item and I have been quite often skipping it after Morello/Tier 2 Boots/Deathcap and going Hourglass/Void instead, leaving Rylai's until the end.

March 1st 2015 - Lowered the difficulty of Kassadin due to the patch 5.4 nerf he recieved on Riftwalk.

March 1st 2015 - Changed all of the standard white separators (plain lines) to nicer looking graphics :)

March 2nd 2015 - Updated the Ezreal matchup now that he is also being played as an AD mid.

March 5th 2015 - Lowered the difficulty of Veigar slightly due to his changes.

March 8th 2015 - Added Heimerdinger to the matchups.

March 10th 2015 - Did a small overhaul on the guide with the following changes:
  • Updated all of the screenshots for Runes/Masteries to make them slightly clearer.
  • Re-formatted the whole Masteries chapter and added more information on the Masteries that I take.
  • Added more separators in certain places to make the text less clumped and generally look nicer.
  • Added a section to Tips, Tricks & Advice about using Spirit Rush to get over terrain with a Map showing every wall that can be cleared.
  • Added a new chapter with Damage Tables to show how much damage Ahri can instantly burst at each level at different amounts of AP as well as the extra damage she can deal with Spirit Rush.

March 12th 2015 - Patch 5.5 update with the following changes:
  • Added a damage table for the passive of Luden's Echo showing how much damage it will deal with different amounts of AP.
  • Added a damage table for the max amount of damage that Ahri can deal at key stages of a game.

March 16th 2015 - Added some more information on Luden's Echo.

March 18th 2015 - Removed Liandry's Torment from the situational items section due to Rylai's no longer being core.

March 21st 2015 - Updated the IP cost of Greater Quintessence of Movement Speed.

March 22nd 2015 - Made a slight change in the Offence Mastery Tree: Removed 1 point in Devastating Strikes and placed it in Spell Weaving as it provides more damage overall.

April 2nd 2015 - Made multiple changes based on utopus' review:
  • Ahri's Spells Chapter: Added images showing the Max Range of Orb of Deception and explained how the range indicator doesn't show the true range of the ability.
  • Ahri's Spells Chapter: Added 2 clips. 1 showing what an Orb Flash looks like and how it can be so effective and another clip showing the same thing only with Charm Flash.
  • Early, Mid & Late-Game Chapter: Added a lot more detail to the Early-Game Laning Phase.
  • Early, Mid & Late-Game Chapter: Added more detail to Ahri's Team Fighting and the ways that you can play out a fight.
  • Early, Mid & Late-Game Chapter: Added 2 clips, 1 clip to show how you can use Ult and Flash with Charm to make picks and catch an enemy carry and 1 clip showing a successful roam with an analysis of it.
  • Tips, Tricks, & Advice Chapter: Added a section about slow pushing a wave and how it can be used to catch a carry out when they go to farm it.
  • Tips, Tricks, & Advice Chapter: Added a video with multiple Skill + Flash plays in real situations.

April 10th 2015 - Added a link to my recently created Youtube channel in the Summary Chapter.

April 13th 2015 - Changed the layout of the Runes Chapter with the aims to make it easier on the eyes and look less blocky.

April 16th 2015 - Complete visual overhaul of the guide thanks to the fantastic chapter title and line divider graphics I recieved from jhoijhoi. The guide now looks a million times better than before and I'm super pleased with how it looks now, so a huge thank you to her! :)

Along with all of the graphics changes I included sub headings in the Early, Mid & Late-Game chapter to make it easier to read and look for specific information and the navigation of the guide should be a lot easier now as I have added a 'Return to Navigation' link at the end of each chapter so you can quicky and easily switch between the sections you want!

Lastly I have added Urgot to the Matchups section because of his rise in popularity in the mid lane.

April 18th 2015 - Added some custom Ability Icons made by Maintained in the Skill Sequence chapter.

April 19th 2015 - Added more information about myself and my personality in the 'About me' section in the Introduction :)

April 27th 2015 - Further updated the navigation of the guide with sub goto links in the relevant Chapters such as Items, Runes, and Spells.

April 30th 2015 - Slightly changed the layout of the Matchups.

May 1st 2015 - Changed the matchup details for Ryze to account for his slight rework and reduced his difficulty by 2 points.

May 3rd 2015 - Made multiple changes to the layout of the guide and changed the colour scheme.

May 5th 2015 - Added Champion icons to the start of the Matchups Chapter which each icon linking to the matchup explanation.

May 11th 2015 - Changed the Why Ahri? chapter.

May 19th 2015 - Added Vladimir to the matchups!

May 19th 2015 - Added some more points about roaming in the Mid-Game section and added lists for good and bad roam conditions.

May 21st 2015 - Added a new section to Items which goes over and explians Trinket Upgrades and Boot Enchantments. Guide is now up to 45k words... uh oh haha

May 23rd 2015 - Changed the coding for the good and bad roaming conditions lists.

May 25th 2015 - Updated the starting item recommendation for Zed, changing it from Ring to Boots and added my reasoning in the matchup details.

May 30th 2015 - Updated the cheat sheet with the Trinket Upgrades and Boot Enchant options.

May 30th 2015 - Updated the masteries section of the guide with the new Utility Trees because of the changes to some masteries in patch 5.10.

June 1st 2015 - Added a short clip at the end of the Treads explanation in the Items section of the guide which demonstrates their effectiveness when facing hard crowd control.

June 10th 2015 - Patch 5.11 Update which includes the nerfs to Luden's Echo. Updated all of the damage tables with the new numbers and changed some information about Luden's.

June 21st 2015 - Added a full game video to the Zed matchup of myself vs a Zed in a high Diamond ranked game!

June 24th 2015 - Added a full game video to the Xerath matchup of myself vs a Xerath in a high Diamond ranked game!

June 25th 2015 - Updated the 'Why should you trust my guide?' section with my current Season 5 screenshots.

June 30th 2015 - Updated the Start Item Recommendations in the Matchups section of the guide, adding Crystalline Flask to the matchups where you will likely be facing a Flask opponent or you will need the sustain to survive the lane. These matchups are: Azir Diana Kassadin Katarina LeBlanc Swain Talon Vladimir & Xerath.

July 1st 2015 - Added a full game video to the Azir matchup of myself vs an Azir in a high Diamond ranked game!

July 8th 2015 - Spent 8 hours today preparing and working on the guide for Patch 5.13 plus other general improvements. Path 5.13 which brings some interesting changes to the AP items but overall Ahri and the build isn't that much different after the changes with the only major change being that Needlessly Large Rod will be rushed a lot more often now and Rylai's Crystal Scepter is also a rushable possibility. That is also part of the reason why I've changed to CDR Glyphs.
  • Another big-ish change is the addition to Crystalline Flask to the starting item options. It is now added in the Starting Items section of the guide with my full explanation of why it's good and when to use it.
  • The last change in terms of builds etc. is that I have added Athene's Unholy Grail to the situational items with my reasons why, and when I buy it. (Morello is still leagues better)
  • I also went over all of the matchups and updated the Rune, Start, and Item recommendations with the new screenshots and also I generally made sure that they were still correct and changed any that were outdated or wrong.
  • The final change, and a huge one it is, is another visual overhaul of many sections of the guide. I have personally re-done all of the icons for abilities, summoners and items and made them look a lot more appealing. I also made some of my own like opening banners for some chapters!

July 9th 2015 - No change but a HUUUGE thank you to everyone that has viewed/read/generally Supported my guide as it has just hit 1,000,000 views!!!! Thank you all so much!

July 16th 2015 - Added a matchup video for Ziggs

July 21st 2015 - Changed some text in the Rylai's Crystal Scepter explanation in Situational Items + added a section after the Core Items that shows various example builds of how Ahri can be built in 5.13+, with explanations as to why and when you would choose the given build order.

July 30th 2015 - Added a matchup video for LeBlanc

Aug 11th 2015 - Added a matchup video for Yasuo

Aug 11th 2015 - Added thoughts to the recent PBE nerfs to Ahri's passive. Click here to go straight to my thoughts!

Aug 20th 2015 - Added the new numbers on Essence Theft from the nerf in 5.16

Sep 7th 2015 - Added a matchup video for Vladimir

Sep 20th 2015 - Added my first montage video to showcase my gameplay with Ahri!

Oct 5th 2015 - Added a matchup video for Talon

Oct 20th 2015 - Added a matchup video for Katarina



Nov 12th / 13th 2015 - PRE-SEASON 6 UPDATES:
  • Cheat Sheet Updates: New Masteries, slight Starting Item changes, Lich Bane added to Situational Items. Runes unchanged. Core Build unchanged for now!
  • Mastery Tree Reworks: Updated the Masteries with the new Trees for Season 6 with new explanations and also reasoning behind each choice!

Nov 14th / 15th 2015 - PRE-SEASON 6 UPDATES:
  • Item Updates: Starting Items Updated for Pre-Season 6. Only slight changes but I also re-did some explanations/text!

Nov 16th 2015 - PRE-SEASON 6 UPDATES:
  • Item Updates: Changed the Core Build - Added multiple new Situational Items - Re-wrote a lot of text/item explanations - Updated Pictures.

Nov 17th 2015 - PRE-SEASON 6 UPDATES:
  • Item Updates: Just the Trinkets for today but that's most of the important changes done. The only thing that's left to do now really is go over the rest of my guide and make sure it's fully updated to Season 6 and also go over the matchup section and update the start and build recommendations. Will also be adding Cho, Riven, Ekko and Irelia to the matchups!
  • Trinkets: Removed the Season 5 Trinkets and replaces them with the Season 6 choices.

Nov 18th / 19th 2015 - PRE-SEASON 6 UPDATES:
  • Runes Updates: Added a 5th Main Rune Page for use when going for the 45% CDR cap.
  • Item Section: Updated all the images!
  • General Updates: Added / Changed / Updated information throughout the Items Section of the Guide.

Nov 19th / 20th 2015 - PRE-SEASON 6 UPDATES:
  • Matchup Updates: Spent 6~ hours overhauling the Matchups Section of the Guide and have made a ton of Changes / Updates!
  • Altered / Updated all of the difficulties for Champions. Mainly either +1 point or -1 point.
  • Updated / Changed all of the Starting Items, Rune Pages and Item Recommendations for each Matchup.
  • Changed the 'Matchup Item Recommendations:' to 'Situational Items' and added in a 'Boots Options' separate to the Item Recommendations.
  • Generally changed and added some information in each matchup and did some visual updates too.

Nov 21st 2015 - PRE-SEASON 6 UPDATES:
Nov 22nd 2015 - PRE-SEASON 6 UPDATES:
  • Summoner Spells: Couple of visual changes and updated some of the text for each Summoner.

Nov 23rd 2015 - PRE-SEASON 6 UPDATES:
  • Matchup Updates: Added a ton more detail and explanation to Brand

Nov 23rd 2015 - PRE-SEASON 6 UPDATES:
  • Gameplay Section Updates: Completely overhauling and updating the Gameplay section of the Guide and adding many images/screenshots to make it look a lot less blocky and hopefully more appealing.
  • Early-Game: Re-wrote/changed/added a lot of the text for each part to Early-Game + Added a new section for Farming! (+ Added a load of images)
  • Mid & Late-Game sections will be done tomorrow!

Nov 24th 2015 - PRE-SEASON 6 UPDATES:
  • Masteries: Updated Decree to 20 second cooldown from 30!

Nov 25th 2015 - PRE-SEASON 6 UPDATES:
  • Mid-Game: Re-wrote/changed/added a lot of the text for each part to Mid-Game + Added a load of images.

Nov 26th 2015 - PRE-SEASON 6 UPDATES:
  • Late-Game: Re-wrote/changed/added a lot of the text for each part to Mid-Game + Added a load of images.

Nov 29th 2015 - PRE-SEASON 6 UPDATES:
  • Tips & Tricks: Updated some text and spaced out the paragraphs to make it easier to read.

December 2nd 2015
  • Added another part to Tips & Tricks that talks about the Attack Speed I use on Ahri.

December 4th 2015
December 6th 2015
December 7th 2015 - Visual update to the Runes Section and changed some infformation etc.

December 9th 2015 - 5.24 Update! Updated the Masteries Section with the new Assassin Mastery and also changed/added some more text on everything else there!

January 27th 2016 - Removed Corrupting Potion from the start options. Left it in a as couple of start choices against some melee matchups, but mostly removed it.

February 10th 2016 - Upped the difficulties of Lux and Zed by 1 point each.

February 23rd 2016 - Made all the relevant changes and took out all the info regarding the Charm change/nerf where it no longer interrupts dashes. (For patch 6.4 coming on the 24th)

May 8th 2016 - 6.9 Changes. Some items switches and alterations to core build. Luden's to situational, Abyssal to core. Updated numbers relevant pics etc.

October 29th 2016 - Made a few general changes to Core Items, Situational Items and edited some matchup item recommendations. Added/edited some text here and there and updated Intro a bit. Will fo sho be doing a full update for Season 7 including updates to the matchups where Champs have had reworks/changes! Stay tuned!

October 30th 2016 - Changing the Guide's theme to Arcade Ahri! Began to change the matchup difficulty rating system. Cheat sheet for the matchups changed to account for the new system. Instead of numbered based, the difficulty rating system will be: Easy - Average - Skill Matchup - Hard - Insane. The reason for the change is due to me heavily disliking a pin-point rating system where I have to basically say Champion x is exactly an 8/10 difficulty. Matchups are never a set difficulty, and so by saying that a Champion is Hard opposed to 8/10 gives a lot more room for interpretation/situation and since matchups have tons of other factors that come into place rather than simply Champion A vs Champion B, it's better to give a general idea of the difficulty rather than pretty much saying "right, Kat is a 5/10, she's never a 4 or a 6 she's only a 5!"

Nov 20th 2016 - Season 7 update and whole Guide overhaul.

Nov 27th 2016 - Changed the Core Build due to incoming Rylai's changes RIP. Rylai's to Situational, Luden's to Core. Also added a lot of text to Lich Bane.

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