Ahri Build Guide by Gageowago
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+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order Standard
Threats & Synergies
Skill matchup. If you land charm you should win trade/kill.
Somewhat a skill matchup but Ahri has an advantage. Stay out of Q range and save charm for her E2 and post 6 save it for her going in on you in any way. Poke from afar and then all in. -----(Patch 10.3 Note) Akali has been gutted. If you keep out of her range she cannot ult engage on you anymore. Just keep out of her Q range and poke her when she drops below 100 energy early since her Q nerfs made it harder to spam early on.
You have no kill pressure on her when passive is up because your damage is too low and cooldowns too high. Poke her as much as possible without getting stunned or you lose trades. Call for ganks. Will perma push at level 6+
Really annoying because of her range and poke. Try and hit her with max range q for poke and punish her when stun isn't at either 3 or 4 stacks. Keep at least one major gank path warded at all times and play on that side of the lane. Annie is ridiculously easy to set up ganks on because of a guaranteed flash stun. If vision is down and Annie is walking up with 3-4 stacks of her passive you should immediately back off.
Stay far enough away to not be threatened by his q stun but also close enough to not be hit by his passive. Call when he is missing in lane immediately since Aurelion Sol has potent roaming.
Super annoying poke pre-6. Try not to step up to trade because he will win unless you land charm. He heavily outranges you. Once you hit 6 you have the chance to all in him because you can ult through his ult wall but he can dash away if he's quick.
Just keep moving to constantly be ready to dodge his skillshots as that is his only way to do damage. Be very careful about his e q w combo however as he can insta-stun you and follow it up with a passive explosion.
Skill matchup. You heavily outpoke but her level 2 is not to be underestimated. You can charm her out of her dash but she can hold the E2 to attempt to juke you out. Stay out of w range and poke. If she lands an auto she can win most trades but you will win trades if her passive is not active and you land charm. Back off when your abilities are on cd because this is when Camille will go in. Can easily one shot you if you miss charm past level 3.
Does a lot of annoying poke but you should outrange her with q. If you get hit with a q and she starts moving towards you back off to avoid getting shred by her e. Her w stops your ult and flash and opens you up to a ton of damage. If she walks up like she might ult you try and turn away in order to avoid being stunned. If she runs low on mana in lane try and keep her off of minions to deny her mana sustain. -------(Patch 9.23) Cassiopeia is actually the biggest current abuser of Conqueror. Watch out for this champion and never fight her when she has 10 stacks of Conqueror. Taking Cleanse is a decent option in this matchup.
Basically impossible lane in my experience. If the Cho is good he will q you when you go for cs and then combo you for half your health. Also cannot be poked down because he heals so much from farming. Very annoying regardless of Cho's skill generally so call for a jungler gank.
You win early game hard and can avoid or ignore most of his damage with little consequence. When he gets his ult try and stick behind minions at a distance to avoid the splash damage. Be sure to remember he has a long dash that he can use to avoid your charm.
[9.24] Diana can now all in you at level 3, I'm not sure about her damage being able to one shot but she can for sure chunk the hell out of you. Avoid her Q as much as possible, and avoid her shield orbs if she goes in on you. Post 6 make sure you and your team do not group up closely (similar to vs Orianna) because Diana's new ult is literally just a more powerful Orianna ult and does more damage the more people caught in it. Before level 8 you can win trades with her for 15 seconds after she uses her shield. You can bait her to dash onto you if she lands her Q ability. If you are fast enough you can charm her dash and negate her damage entirely.
His q is very similar to Ahri's except that it slows you down a ton if it hits you so try and avoid it. If he hits a q on you he most likely will attempt to e to you and proc his passive and this is typically where you can land an easy charm. Take note of if he has hextech protobelt though, since he can use it to juke your charm at point blank. If you hear him start his w try and get out of where you are and be sure to not go straight backwards (this is also what you should do if he disappears for several seconds). Ekko typically will put it behind you so that you walk into it. Post-6 he will be able to ult away from being one shot so don't commit to an all in unless you know you can kill him twice.
ADC is always annoying. Ezreal in particular can poke you down easily. Don't trade autos with him, you will lose. Stay behind minions to avoid getting hit with his q. He can't just farm gold and items off of you anymore, so you can properly poke and zone off of cs. Call for ganks and remember to take his blink into account when going for charms.
Easy to bully before he hits level 3 because he is pure melee. Once he hits 3 make sure you back off a little but still keep up the pressure by poking him. If he ults at you try and ult backwards AND to the side because the fish hitbox is deceptively large. Save charm for when his e runs out. He is an assassin that also scales, which is incredibly annoying and hard to beat. Fizz is my personal permaban pick.
(This is still a matchup that I am not too familiar with since he is not picked often, but there are a few tips I can give.) Try and keep your distance from him in lane, and don't waste too many spells on him because of his passive magic shield. If he steps up to you mirror his movements by backing up. If Galio manages to hit his knockup on you then you are about to lose a lot of health from his combo. After he chunks you back up immediately instead of going for a trade because his aftershock will absorb a lot of your combo. Try and keep away from minions to avoid Galio's poke damage. Another thing to remember is that Galio cannot flash taunt you anymore, so do not flash if he's channeling his taunt far away from you.
Actually busted beyond belief. You cannot win this lane unless Garen is just awful and/or you have a good jungler. Try your best to poke without wasting all of your mana and do not assume a low Garen is defenseless. A level 13 Garen with Tri-Force and do around 1200 Physical Damage and 600 True damage in his full combo if everything lands (and unless your ult is up, everything WILL land because of his silence + phage) Honestly Garen right now isn't a bad ban
Deceivingly hard lane to play. Will poke with his barrel constantly. Is not able to do too much damage before getting items but can disengage from you easily with slows and cc. Play safe when he has AP items because he starts to hurt. If you are low and he begins a body slam that looks like it will miss you are most likely going to want to flash because he might flash on you. His body slam is charmable. Also has constant sustain in lane because of passive, if your jungler stops his body slam by blocking it you might be able to get his flash or possibly even a kill.
Just don't fight him in his turrets. This is a matchup where corrupting potions aren't a terrible choice. -----(Patch 9.24b) Heimer is a weaker pick now because of the nerf to his rockets and grenade, but he is still a threat so continue to not fight in his turrets.
She definitely has a kill advantage over you and can destroy you if her passive is at 5 stacks. If you want to go for a charm try and do it when there are either no minions for her to q to or her q is on cooldown. If she stuns you back off immediately and save charm until after she goes onto you. Ulting through her wall still slows you and applies the damage. Just play safe and poke her from afar and then roam.
Dodge her q as best as you can and if she starts to root you and there is no jungle vision it might be best to ult or flash out. When she is rooting you is the best time for you to charm her since she will typically overextend onto for the root. She can also use her shield to mitigate some of your damage so be careful in trades.
Keep close to minions and watch for his q. He is usually easy to hit with a charm because he is a large target but it is important to keep in mind that his passive lets him damage you after death so back away.
Easy to abuse before he gets ult and you can poke with q and w for free. If he silences you he gets a shield so try and either back away or reposition to land a charm on him. At 6 he can engage on you and kill you if he has his item. Stay away from him entirely unless your team is around you after he hits 16 because he scales hard.
Stay off her daggers and watch out for the level 2 Katarina combo because it will put you to half health. Abuse her hard at level 1 and play safe afterwards. Once she uses q or w it goes on a long cooldown so poke her when she uses them. Also if she uses her shunpo without getting a dagger you have about 12 or more seconds to punish her because it goes on a massive cooldown if she doesn't reset it. Post-6 save charm for if she ults on you. -------(Patch 9.23) Katarina is also a Conqueror abuser. She can easily kill you and heal from it with new Conqueror. Stay back and avoid daggers even when ahead.
Used to be a harder matchup but you can now charm her out of w. If she walks up and lands q on you at level 2 she is going for a Q W AA electrocute proc on you. You can charm her W if there aren't any minions to block which will easily win you the trade. you usually can easily land a charm on her if she overextends to finish her E's root on you.
Stay out of her poke range and watch for her gank setups of her going in with her only mobility. Other than that she is usually easy to burst down.
ADC mid is always annoying. Don't trade autos with him, you'll obviously lose. Poke with q and don't step up too far for cs if it will put you in a bad position. Hold your charm if you aren't confident in being able to predict his dash. Call for ganks a lot since he will just outfarm you and hit his powerspike earlier than you. If you do manage to get ahead, attempt to zone him off of as much CS as possible so that he cannot heal off of the minion wave.
When her q is up, stick behind at least two minions. You can pressure her when the q is down. Walk forward when she throws her e at you because most lux players will throw it behind you. You can charm her out of her ult if she lands her root on you.
Ahri destroys malzahar when it's just him. (Although you seriously need to make sure he can't reset his e onto you because you'll take a ton of damage.) When his spellshield is up and you want to trade with charm throw your q right before charm so that the spellshield is removed and he takes the charm amplified q damage as well as getting cc'd. When he hits 6 make sure to have both sides of the lane warded because Malzahar has insane gank setup potential. If he's too much of a problem to handle just purchase the QSS tax.
Stay as far away from him as possible and poke him. You can juke him out in his ult with your own to avoid dying but his team will most likely be waiting for you when you come out. Just dodge his skillshots in lane and poke him and you should win lane.
Endless w spam and obnoxious root duration. Your strongest point against her is at level 2 when you have charm and she has not got spellshield yet. Poke and pressure her then. Level 3+ you should go for trades when her spellshield is down. If she roots and then ults you then you should try your best to ult out as soon as possible if you can. Charming her during this is a bad idea because she will only get closer to you and you will have a harder time escaping.
Unlike nearly every champion in the game, you do NOT want to stand behind minions against neeko. Her E Q empowered auto combo on you matches or outdoes your own E Q W combo so try to avoid being rooted. If you engage on her and she uses her W, she is always the slower Neeko (and also the clone can only turn when hitting a wall). At level 6 she can one shot combo you if she lands her root so avoid it at all costs.
Your poke range is nearly even but she can poke slightly farther, more safely, and more often. You absolutely win trades if you get charm off but you cannot all in her level 6 if she is also 6. Keep bushes warded because she has great gank setup potential. Keep in mind that her ult has a slight windup and you can flash out if you are fast enough.
You can pressure with autos easily but he can throw his q to poke back. If you go in but he gets his e off then don't bother hitting him. If he engages on you at level 3 don't go for an instant charm after he stuns you because he will most likely activate his e. Wait until his e is about to end and then throw charm because he will be slowed right before it ends. If you are quick you can charm him before he hits his stun on you and combo him for quick damage.
She can use her dashes to avoid all your skillshots and can easily half health you level 3 with her E (Q with River) AA. If she's good she can E (Q w/ River) AA you and then ignite (W to get wall) AA Q. Stay away from walls unless you want to lose 40% of your health from her ult alone. If you see her dash directly onto you back up as best you can and wait for a clean shot at charm while hovering your flash or ult to avoid her ult. If she goes in on you with her empowered q and you know she has her w dash up, wait until she uses it to reposition herself and then go for an easy charm.
Stay away from him when he has 30% heat or more and try and stay behind minions to avoid his e poke.
Now he can actually poke you because of how his e spreads. He is a lane bully after getting tear. If his e lands, back up because he will go for a q that will hurt. Level 6 he will do much more damage with his q. You need to actually respect him a ton once he has Tear and is level 6. You win trades if you proc electrocute, go for trades when electrocute is up. Ryze doesn't have an instant root on you unless you have spell flux on you already so he can't set you up to get ganked without hitting his e first. Play behind minions but away from them to avoid getting poked out. ------(Patch 9.23) He can also abuse Conqueror but not as hard early. Ryze can quickly stack Conqueror on you and will do even more annoying poke, but it isn't noticeable until later on. In mid to late game, he will shred through your team and heal all the damage back. Try your best to never get rooted by Ryze or else you might just die.
You outdamage but he outsustains. Avoiding his root means he can't actually poke you if you position right. Poke him with Q W AA for electrocute and then start moving unpredictably to avoid his root. If you get rooted, he will pull you and then hit you with q and go for a w. You can charm him if he roots you because Swain tends to walk straight up to you after rooting you to land his q. Just charm him and then walk out of his w and combo him to easily win the trade. At 6 use your ult or flash to get out of his ult because he will heal off of the damage he is dealing to you. If you keep him down and prevent his scaling then he is useless.
So the 10.1 changes to Sylas seem to maybe transition him to more of an all in one shot playstyle. I will have to play against him to determine who wins trades, but his W is no longer a pseudo-execute. You can charm him if he lands his e on you to stop him immediately, but now he isn't self-stunned for nearly as long. Sylas can't hit his only cc through minions so stay behind them after he uses his dash. If he steals your ult and you are low you are dead. Sylas has more dashes than Ahri when he has her ult. I would recommend playing more reactionary and defensive until you learn this matchup better. His main damage now comes from his e hook and passive.
You can avoid her stun by watching where she moves relative to her orbs. It is easier to avoid when you are directly mirroring her since being on the opposite side of the map will allow Syndra to clear the wave while also hitting you easily. If you are too close she will still knock you back and microstun. Watch for her E Q W combo because she gets an instant stun that will half health you. Keep your distance to avoid being hit by it and keep your eye on her orbs. If her stun is down you can win trades with standard E Q W. Past level 6 you should be very cautious about being low in lane. If you get stunned and you are below 40% health then I would not recommend flashing away since you'll just end up wasting it, and ulting away gives you a chance of avoiding her ult while saving your flash, or at least getting her to pop flash to reach you with her ult. At level 9 her Q does increased damage so take greater care to avoid her orbs. Consider purchasing an early Null-Magic to survive her all in combo.
If you are taken by surprise she can suddenly half health you with her combo. When laning against Taliyah try and stay behind minions to avoid her q and watch your feet to avoid getting hit by her W. You can poke from behind minions but she really can't so abuse that. Level 6 means nothing because you can ult through her wall, but you should alert botlane because Taliyah's ult gives her insane roam potential.
Poke and pressure level 1 and back off level 2 to avoid being level 2 all inned. Talon can also jump to you and then throw his w to try and proc his passive that way. Even if behind he still can one shot you. Buy Seeker's or at least cloth armor on your first back because an early seeker's neuters him to the point of uselessness levels 3-7. Talon is also one of the few lanes where going double armor runes might be helpful. ----- (Patch 10.7 Note) After the nerfs to his early W. it is much harder for him to kill you lvl 2, and he cannot one shot you from full hp. Still, be very careful of him because he still will easily burst you and one shot you later on.
Another annoying ADC matchup. You have to keep your distance from the minion wave because of the passive on her e. Again do not trade autos with her, and back off from her when she throws her bomb onto you or minions. Call for ganks. You can charm her out of her rocket jump. Do not let her free farm because she scales very fast.
Stay out of minion wave because you will get blocked while trying to avoid his q. Keep an eye above Twisted Fate's head because the card he chooses telegraphs what he is trying to do. You can poke him when he goes for a blue card because he is going to cs. Red cards also mean cs but you shouldn't step up because you will be slowed and unable to trade back. Immediately back up if he goes for a gold card because you will either lose a trade with him or get ganked. Danger ping both lanes if you lose vision of him for a few seconds. On his own early game he is no real threat but this is one of the matchups where taking cleanse is helpful, especially if his jungler is an assassin or has high burst. Be aware that he does do a lot of damage on his own if he has taken electrocute, and that his blue card late game now hurts a ton.
A good Vayne mid will make your life hell. Do not trade autos with her. Only go for charms when you know she can't roll. Avoid moving in front of a wall while near her. Keep in mind that her third passive hit will chunk you hard, so try your best to avoid getting hit by it. Keep your guard up when chasing her since Vayne players have a tendency to go back in on you and play aggressively. Call for ganks.
Easy lane because his attacks can be avoided by standing behind minions or watching for his w. If he manages to land his e on you to trap you in the middle you can avoid his w and q, but if you know the jungler is ganking you should just flash out. (Keep in mind that you CANNOT ult out of veigar's cage.) Try and go for objectives and help the team if Veigar is behind because you need to end the game as soon as possible. Also keep in mind that his cage is on a lower cooldown now and he WILL abuse this.
Skill matchup. All his abilities are skillshots. Avoid them and land yours to win the lane.
Other than the micro play strategies I will list, know that Viktor is easily gankable since he is immobile. Attempt to get your jungler to camp you to keep Viktor from his power spike as long as possible. Try your best to dodge his laser and try to back off when he throws a projectile at a minion because he can auto you for a free shield. You win all trades if he cannot get his shield off or land his only cc. -----(9.20+ Not sure of any strategies as of right now, but he can do an insane amount of burst with his combo now. Ult away if he ults you because it is actually able to catch you now. Your main advantage on him is in the mid game if you are ahead. He is better level 1-3 and as soon as he hits second item he will one shot hard. Banshee's is a very good item to get against him. Keep in mind that late game he scales as hard as Kassadin, so he will absolutely need to be focused down first.
Poke and bully him levels 1-4 as much as physically possible. Once he hits level 5 you are rarely going to win trades unless Vlad is just bad. Pressure him off of cs if you can but just make sure to farm up and roam to help your other lanes to get them ahead. Build Morello's immediately after Luden's. He will scale out of control and become unkillable if he gets ahead. Remember that while you should roam, DO NOT let him free farm for too long. Call for ganks to keep him pressured and end as soon as you can. Bait out his pool as much as possible before ganks.
I haven't played against any of new wukong so this won't be very comprehensive. Always be on edge post-6 for his ults and be aware that his clones are more believable now.
Skill matchup in the same way that Vel'Koz is but with one major difference. Xerath's skillshots are way easier to land. When he is charging his q try and juke him by going in one direction for a while and then abruptly switching, and then after doing that for a while just don't switch directions to avoid being predictable. Try and stay out of w range because it is nearly impossible to avoid if he is in range. You win trades if you land charm. His E Q W is far weaker than yours if your items are even. If you are high health you can abuse how his Q works by walking up to him when is charging it and just charming him. He slows down massively when he is charging it and has to completely stop while using it.
If he is good he can easily avoid all your skillshots. Abuse with autos level 1 and always make sure his shield is down when trading abilities. After his windwall is down, you have about 22 seconds of a window to abuse him. Remember that if Yasuo gets ult off on you he will always appear behind you (except when near turret in which case he will appear as far from turret as possible), but most Yasuo players will immediately dash through you so charm him (if he has dash on you available) when he is locked in his dash animation. Also very easy to call for ganks against because without minions Yasuo is immobile.
Heavy damage and can one shot you level 6 if you're under 70%. Increase your jukes when his w is out and stay behind minions to take way less damage from his q. When he ults you dodge the shurikens and try to avoid his auto to survive. Buy Zhonya's if he gets fed.
If you somehow run into a Ziggs just dodge his skillshots the best you can and land your charm to win trades. He's a pretty bad champ so you shouldn't have that much trouble.
In a 1v1 you should easily win against him because his only damage comes from his q and autos. Avoid his stun at all costs though because he can poke you with that damage and then easily back away to do it again in a few seconds. Avoid his stun and then go for a charm. It is also important to note that after getting Rod, Zilean's bombs do ridiculous damage. Don't bother dedicating important abilities to killing him post 6. After laning phase remember that Zilean's team earns more xp when grouped than yours does so send someone to split and divide his team.
Stay behind minions and avoid walls as much as possible. When hiding from her q make sure to stay a short distance from the minions because her q is AOE. If she pops up in front of you with her ult you can easily charm her and then combo her. She always returns to the position she ults from so you can also just charm her when she pops back to her original position.
Good amumu has a stun in the form of his q AND his ult so he's very good at keeping enemies still for you to land charm. He also buffs magic damage so Amumu is a good pairing with Ahri.
The Charming Duo works great because you can distract your laner while Eve charms and then charm the laner while Eve's is warming up which will either force a flash or net you a guaranteed kill.
Silence + Fear means an easy inescapable charm for you.
So good to get ganked by. His knockup allows you to easily land charm and get a kill.
His wall isn't going to guarantee a charm but he wouldn't place a wall anyways because he's afk farming.
Good damage gank but you'll have to be the one to initiate since kayn has no cc in his base form.
"How do you even escape a Nautilus cc chain?" your enemies will ask as they get hit by the Q AA R combo followed by your charm.
Champion Build Guide
Hopefully through this guide I will be able to teach you the essentials of playing Ahri, as well as the advanced techniques that distinguish the ok Ahri players from the great ones. My guide is quite lengthy, but I have added a Table of Contents for your convenience.
Read the guide below if you are looking for how to play Ahri, but click here if you want this alternate possible build! Alternate Build?
Please keep in mind that I am a Gold player, and that higher elos might have major differences when it comes to matchups, playstyle, and strategies.
Why play Ahri? Is she good/viable? And most importantly, is she fun?
Ahri is a safe midlane pick who can adjust her playstyle and build to what her team needs. A perfect way to describe Ahri would be: "A jack of all trades, yet master of none." She can be a backline diving assassin, a single target burst mage, a teamfighter that makes enemies easy pickings for your ADC, or a slippery splitpusher. The thing that separates her from other champions with those roles is that she isn't proficient in any one field, but can perform well in all of them. She typically is not a bad pick and can still be useful when behind. While a few people have said Ahri is boring to play, I and many others find her to be a blast.
+ Good 1v1 potential
+ High mobility with ult
+ Good waveclear in mid-game
+ Good roaming
+ Fits most team comps
+ Still useful when behind
+ Many good skins to choose from
- Not too much solo kill potential in early game
- Heavily skillshot reliant
- Falls off
- Immobile when ult is down
- Mana hungry early
- Say goodbye to your money if you get all her skins
|Essence Theft is Ahri's passive ability, and it grants her a small burst of movement speed from her abilities when she hits an enemy with an ability twice. It gives a 20% movement speed buff if Ahri lands 2 hits on an enemy with one ability. This means that you cannot proc it with Charm.|
|This passive only activates on enemy champions and can feel pretty underwhelming but it gives Ahri a slight advantage in some areas. When trading against enemies that have to land skillshots to trade (especially against champions like Syndra), Ahri will be able to quickly do her damage and then back off with the movement speed burst. Its only other real use is using it to escape from ganks. When getting ganked you can throw out Orb of Deception to use the movement speed to easily run away.|
|This is Ahri's Q ability. This spell is your main damaging spell and what you will max first for that reason. It also has a passive effect that heals you when you stack it 9 times. The passive gains stacks when Ahri lands her abilities on any enemy, minions included. The passive will be obvious when it is ready, as Ahri's Orb of Deception will appear green in her hand. The next time Ahri uses Orb of Deception she will heal for a flat amount of health for each enemy hit based on her level.|
|The active ability of Orb of Deception is for Ahri to throw out an orb as a skillshot in a straight line. After traveling 880 units it will return to her dealing damage on the way back. This skillshot can hit an enemy twice when thrown, and it will do different damage types depending on which way it is going. When going out it does magic damage, and when coming back it does non-negatable true damage. If you might miss one part of the Q, make sure it isn't the return, because that does more damage. If possible try and hit enemies at the very end of the orb's path because it will instantly do both the magic damage and true damage at the same time.|
|This is Ahri's most important ability because it is her damage, healing, and waveclear. Learn its range and how to play around it. You can use this ability to easily push the wave and depending on your build you can one shot casters at level 7-9 with one Orb of Deception.|
|Keep in mind that Ahri's Orb of Deception has an inconsistent hitbox. Fortunately this is a good thing when playing Ahri because it is like Lux's ult, and will deal damage when it clearly missed. The hitbox of your Orb of Deception travels roughly the same distance as your Charm even though it definitely appears otherwise.|
|This is Ahri's W, and is her most underwhelming ability. It doesn't do that much damage and is just sort of an additional bit of damage to her combo and poke. It gives 3 stacks of your passive if you activate it around minions though, and it is quite good for securing cannon since you can target a specific minion with the 3 flames. This ability will automatically target enemies around Ahri, prioritizing enemy champions, and targets that have recently been hit with Charm or Ahri's auto attack.|
|The flames each have individual targeting based on their position around Ahri, which means she can accidentally just send her Fox-Fire flying in random directions if she does not identify a target. (Unfortunately this typically happens the most while near jungle camps) They also will not target champions who are obscured in any way such as in Akali's shroud or in brush. It is important when using Fox-Fire to target an enemy by either landing your auto attack or Charm before activating.|
|A unique attribute of Fox-Fire that differs from the rest of Ahri's kit is that it is the only ability she has that doesn't cancel her other abilities. She can use Fox-Fire during Spirit Rush, Charm, and Orb of Deception. This allows Ahri to get a near unavoidable Electrocute proc with a simple AA Q W combo on an enemy.|
|This is Ahri's E, her only form of cc, and the most crucial to land skillshot. Charm is a skillshot that goes in a straight line for 975 units, stopping when hitting an enemy and charming them for 1.4-2 seconds. When an enemy is charmed, they will walk harmlessly towards Ahri's current position for the duration of the Charm while slowed, and take 20% more damage from her abilities for 3 seconds.|
|Charm is your combo starter and is usually the only reason you are able to burst someone as hard as you do. Charm's effect is unique in that it forces the enemy to walk towards Ahri. The effect is good because it allows Ahri to land both of her Q hits effortlessly, and that damage is enhanced. Keep in mind that champions like Master Yi will run at you full speed when they cannot be slowed, so you have to be prepared for that.|
|In a teamfight, use Charm on a high priority target to assassinate or burst them and then get out because you are now unable to do anything for the next 8 or so seconds. Charm is also able to be enhanced with Flash, which you can see here.|
|Also just something to keep in mind about Ahri's Charm is that it is one of the abilities with a super weird hitbox just like her Orb of Deception (except now you're the one it affects). Try not to get tilted by your Charm missing when it clearly hit because if you do then you will be tilted often. The hitbox of Charm on most skins is just before the Charm model's maximum distance.|
|This is Ahri's ult, and it is the reason she is so mobile. Ahri's ultimate is THREE FLASHES with damage. Something very important to keep in mind is that Spirit Rush has a tendency to not go over walls as easily as Flash does, but at the same time there is three of them. You can use the ability three times within 10 seconds, with a one second cooldown between dashes.|
|This is the core part of Ahri's mobility and is her engage and disengage. You can use her ult to reposition, force your Orb of Deception to land on enemies on its way back, escape, or just do a little extra damage to enemies. When this ult is down Ahri loses her only form of mobility and is much easier to take down, so play around its cooldown. Another thing to keep in mind is that Spirit Rush is NOT Flash and WILL give you travel time to your destination. This means that you cannot ult through Veigar's Event Horizon or Irelia's Vanguard's Edge. When using Spirit Rush and Flash together, make sure to only Flash after you finish your dashing animation or else you will cancel some of your movement and will not go as far. If you time it perfectly you can enhance the already powerful Charm Flash combo with Spirit Rush as shown here.|
|Electrocute is the optimal rune for Ahri when you want to do good and consistent damage to enemies. This is the rune you should always take when playing seriously (besides glacial). Electrocute is so easy to activate on Ahri and there's multiple ways to do it. In lane you can obviously get Electrocute off using a Charm combo, but there are ways to do it without landing Charm. If your lane opponent is standing behind minions you can walk up and hit them with an AA followed by your Fox-Fire and Orb of Deception.|
|This isn't really that good on Ahri unless you're smurfing super hard. It requires her to get a lot of stacks to match Electrocute's power and it isn't really good until late game, which is when Ahri falls off.|
|This is the fun Ahri rune. This has little practical use in competitive but if you just want to mess around in a game then Predator Ahri with Relentless Hunter and Celerity is really fun and allows Ahri to become insane at kiting.|
|While this is a decent rune on Ahri for Electrocute, its effect is not as good as Sudden Impact because you can only activate the effect off of your Charm with your standard build. This is the rune you would use with Glacial Augment because you can activate the effect easily by simply auto attacking and using your core items.|
|This is the best rune to use on Ahri when not going Glacial Augment because it gives a burst of magic penetration which is guaranteed as long as you ult. However, Cheap Shot is not a bad choice for Electrocute if that is what you prefer.|
|No reason to take this rune since Ahri doesn't need any extra lane sustain when she has her passive Essence Theft.|
|This is the rune that I personally like to take on Ahri, but if you do not play aggressively for kills and/or roam a lot then other runes might be better for you.|
This is the best rune to take if you do not want to play for kills. The rune gives you AP if your wards live long enough to expire so in some situations it is easier to stack than Eyeball Collection.
|This one is way too unreliable to take on Ahri because it relies on you finding and destroying enemy wards. This is the worst of the three rune choices for Ahri.|
|For some reason this is the rune I see recommended the most in Ahri guides but it is the worst for her. She does not need the healing granted by Ravenous Hunter and all the the other hunter runes are better. The above tip still holds true for NA players since the meta here is focused on constant forced teamfights. If you are a much higher elo or in a more strategic region however, this rune is sometimes a better choice for you than Ultimate Hunter is.|
|This rune isn't very useful for Electrocute builds but it is god tier for Glacial Augment. The rune allows for Ahri to spam her Hextech GLP-800 and Twin Shadows way more often, which gives her team the advantage in fights.|
|This is a decent rune for an Ahri who likes to roam a lot, and is the rune you will take if you are running Predator.|
|This is the best hunter rune for Ahri by far. While in Glacial Augment builds you will want Ingenious Hunter for the teamfight power, Ultimate Hunter is insane on Ahri. It gets her ultimate Spirit Rush down to a 36 second cooldown late game, which is ridiculous. This is the hunter rune I take every game when not running Glacial Augment. Now with the addition of the new Cloud Drake, you can get an additional 40% CDR on your ultimate. If you get all 4 Cloud Drakes, you will get your ultimate cooldown down to 22 SECONDS. This is such a low cooldown that getting Cloud should be a priority for your team now.|
Sorcery (Secondary Tree)
|A decent rune for Ahri to take in this tree, but severely harms her ability to stay in lane early because of how mana hungry she is. Only take this if against an AP assassin you aren't confident into (like LeBlanc or Fizz).|
|This is the better option for Ahri's secondary rune page in my opinion because it helps deal with one of her weaknesses, which is how mana hungry she is. I take this rune every time I go Electrocute because it is so good for Ahri.|
|It's actually so bad now. Don't take this. You do not need the movement speed from summoner spells.|
|This is the other rune I take for Ahri's secondary tree. Ahri really needs to cut the cooldown of her only cc Charm down and she doesn't build much cdr after Luden's Echo aside from Zhonya's Hourglass. This rune gives her free cooldown reduction at level 10 which is invaluable to Ahri. If you have more cdr than you're able to use then Transcendence also gives you a little bit of AP to make up for the unused cdr.|
|The only reason you should take this rune is if you are going Predator Ahri because otherwise this rune is useless to her.|
|This rune isn't absolutely terrible on Ahri but you aren't a pure assassin so you don't need to get every bit of damage possible on an enemy at every opportunity. You're better off taking one of the other two runes.|
|These three aren't good on Ahri because she doesn't need extra poke from Scorch, Waterwalking just sucks, and Ahri doesn't scale well so Gathering Storm isn't that good on her (except for in this build.)|
Glacial Augment Build
|This is the other build for Ahri that is actually viable. The concept of Glacial Augment is that you sacrifice a chunk of your burst in order to be a much stronger teamfighter, as well as more of a team player in general. Your auto attacks slow by a small percentage, and items that slow as part of their passive drop a decently sized field of ice under enemies that slows them a LOT. When you are in a teamfight spray enemies with your Hextech GLP-800 to do a little damage as well as creating a large area that enemies are slowed down in. This alone makes enemies way easier to kite and pin down, and using Twin Shadows for vision and picking enemies off is a nice bonus. Glacial Augment is best used when your team is already damage heavy (like Pantheon jungle and Akali top), and your team doesn't really need any more AP damage, but needs a way to engage onto enemies.|
|Don't take this rune. I would only ever take this on Ahri if I was playing support.|
|The rune choices in this section aren't all that great compared to the others, and for Ahri only two of them are good. Magical Footwear is what you want to go in a majority of matchups because they're free boots. If you feel threatened by an enemy one shotting you and you don't think you can fully build against them (like a Katarina or a Fizz) then going Perfect Timing is also a good option.|
|Only take this into assassins you aren't sure you can survive against. It is a good rune alternative to Magical Footwear in this specific situation.|
|It isn't a terrible rune, but Minion Dematerializer and Biscuit Delivery are just better for Ahri. Don't take this.|
|This rune is actually insane on Ahri but nobody really knows how to use it. Most people I see that take this only take it because of the build on op.gg and use it to secure the cannon minion. Take Minion Dematerializer on her and use all three of them on caster minions. At level 7, if you have used all three of the dematerializers on casters, have a Doran's Ring, and two Amplifying Tomes you can one shot the backline minions with one Q.|
|A good alternative to Minion Dematerializer, but if you can manage your mana in lane properly then this rune isn't as necessary.|
|The only reason you would ever not take this rune when you're playing Glacial Ahri is if you wanted to take Time Warp Tonic instead (which honestly this rune is much better than). This rune actually gives 5% EXTRA max CDR which is incredible on its own, but it also gives you 5% CDR on items and summoner spells as well. Always take this rune with Glacial.|
|Yeah no, moving faster towards who you are killing doesn't really help you in most situations.|
|Decent alternative to Cosmic Insight if you're still unsure about an assassin matchup after taking Perfect Timing. Remember that taking this makes you miss out on the CDR you get from Cosmic Insight|
|What really is there to say about this summoner spell? There is a reason why 142/146 champions in League take Flash consistently. Always take this summoner spell, it is your bread and butter for escaping, chasing, Flash Charming, and dying level 2 because you accidentally flashed in spawn. There is no reason to not take Flash on Ahri.|
|This is the summoner spell you should take alongside Flash into like 95% of your matchups. Ahri does not have enough damage to kill someone with a single spell rotation, and Ignite is the solution to this problem. It does more true damage the higher level you are, and the Grievous Wounds it applies helps burn through potions your enemy might try to use to survive. I take this spell even in matchups where I do not have kill pressure because it is still usable for the enemy ADC and their Heal.|
|This spell is fully matchup dependent. It is taken to negate enemy cc, but don't take this just because you're laning against a Twisted Fate. If that Twisted Fate has an Elise or Sejuani jungle however, then it might be time to pick up this spell over Ignite. Basically what I'm saying is that you should only take Cleanse if you're going up against a laner with unavoidable cc that combos into a jungler's cc. It is important to note that you cannot use Cleanse on abilities that Suppress you or knock you Airborne, so do not take this spell into Malzahar or Yasuo.|
|I also wanted to bring up one last time where you might want this, and that is when you are laning into Cassiopeia. If you aren't confident into that matchup (or because Cassio is so strong right now and annoying to deal with) then Cleanse is a good way to remove her ult stun and hopefully her poison as well.|
|I don't take this spell personally, and if you are good at Ahri then you are better off with Ignite, but if you are newer to the champion then Barrier can be a nice pick into hard hitting assassins like Talon and Zed. It is very easy to bypass the shield on this spell, and you sacrifice a lot of kill potential in lane without Ignite.|
|Yeah don't take this summoner spell. It makes no sense to take this over Barrier since most midlaners take Ignite, and you really shouldn't even take barrier in the first place. Avoid this spell.|
|While being able to teleport anywhere on the map is incredibly powerful in a game like League, Ahri isn't someone who can use Teleport. Again she doesn't have enough damage in her kit without Ignite, she doesn't have a good enough late game for it, and she isn't an amazing split pusher either.|
|So this spell could be used into assassin matchups like Talon, but Exhaust lasts for such a short duration that any good player will just time their damage to happen after it wears off. The other summoner spells are better options.|
|Alright so while the other spells in red were coded that way for being "bad" spells. Ghost is a special case in that it is more situational than bad. One thing needs to be made clear though: DO NOT TAKE Ghost IN SERIOUS BUILDS. The only reason for taking this spell is if you are playing with the Predator movement speed build. If you are a fun guy like that then take Ghost alongside Nimbus Cloak to go super fast.|
|This is the standard starting item for most mages, including Ahri. Doran's Ring gives HP, AP, mana regen, and additional damage to minions to make CSing easier. Take this item and two Health Potions into matchups where you are either evenly matched or you won't need to heal as much in the laning phase.|
|This is still a good starting item but it doesn't give you the passive mana regen, minion damage, AP, or HP that Doran's Ring does. This is what you should take in matchups where you will either get bursted down early (like against Talon), or against matchups where you will get poked down hard (like Brand or Xerath).|
The Dark Seal
|Dark Seal isn't nearly as good of a starting item as it used to be. There is not really a matchup where you would take this as your first item because its only benefit in laning phase is outclassed by the Corrupting Potion start. This is only taken when smurfing or an early-mid game item when you are fed and want to take advantage of your lead.|
|This is the standard first back item and is best in most situations. Always buy this item on first back if you can afford it unless you are against an AD threat like Talon or Zed. This item gives crucial mana regen for Ahri as well as some decent damage. If you can't afford this item fully then prioritize your builds based on your rune setup. When running Electrocute prioritize Boots of Speed and Amplifying Tomes. When running Glacial Augment prioritize the Sapphire Crystal and then your Amplifying Tomes because Ahri has worse mana problems without Manaflow Band.|
|Always take this item first against Talon and Zed even if you are ahead. It neuters their damage heavily, especially Talon's. It gives a little bit of AP as well so you don't lose a ton of damage. If you can't afford the full item, prioritize getting two Cloth Armors and then boots.|
Boots of Speed
|This item is so invaluable to every champion. You should buy this item early on because it allows you to kite better and rotate faster. For only 300 gold you get a lot of utility that lasts the whole game.|
|When high elo players say wards win games, they are dead serious. If you know where every enemy is on the map, you know what plays you can make and what plays you can't make. If the enemy doesn't know where your team is, then they are forced to play safer and give up objectives. Buy this item every opportunity you have because you can use it to deny your enemy laner vision in the side brushes. This makes them easier to gank and creates paranoia when you are missing in lane. Ahri also is very good at utilizing Control Wards to hide in a brush and ambush enemies.|
Core Items (Electrocute)
Rod of Ages
|... ? Right here|
|Ahri's core item and the one she will build every game when going Electrocute. It gives her a ton of mana, AP, and a passive that makes your already amazing waveclear even better. Luden's Echo is a ridiculous item and an amazing start for most mage champions, including Ahri.|
|This item is a good second item for Ahri because it gives her health and magic penetration. Usually you don't build the full item immediately and instead just buy the Oblivion Orb for the magic pen and health. If the enemy team has champions who heal a lot such as Vladimir or Dr. Mundo then you should fully build this as your second item. Keep in mind that this is just the generic second item for Ahri, and that there are many other items that are better to get since Oblivion Orb and Morellonomicon are relatively weak compared to other items around its price such as Zhonya's Hourglass and Twin Shadows.|
|This item is usually bought either before your first item or right afterwards. Sorcerer's Shoes give more movement speed and some magic penetration, which Ahri needs both of. This is almost always the boot upgrade you want to go for because it allows Ahri to do her damage more easily.|
This may seem like a weird item to put in Core Items, and it really is more situational than required, but it is so important that I have to put it here. Be ready, this is a long and information filled description.
Twin Shadows has multiple purposes and uses. Before a fight even happens, you can activate it to hunt down and spot two nearby enemies. If one of these is a priority target you are able to pick them off and possibly stop a teamfight from happening altogether. Its other unique use is vision in dangerous areas. If you believe that the enemy team is doing Baron and none of you are able to safely get vision without fully committing, you can just use Twin Shadows to see if there are enemies on Baron.
This may not sound worth it if you want to be the one shotting assassin wet dream of an Ahri but the specific times to buy it show its true power. Other than what I already went over, it has uses in fighting certain champions that can be annoying to deal with. Champions such as Twitch, Evelynn, Shaco, and Rengar while ulting all are dangerous with their invisibility, but Twin Shadows if popped at the right time will reveal and slow them. This is essential to buy when playing against these champions in competitive. Other champions this is a good buy against include an ult happy Malphite, strong AD assassins like Talon, Zed, and Qiyana (but only after you buy Zhonya's Hourglass), and LeBlanc since when she has the true sight icon only the real LeBlanc has it while her passive clone won't. It may delay a lot of your damage, but it has insane utility at all points in the game.
|This is the item you will go if the enemies have an AD threat that is able to one shot you (like Zed or Talon) OR if the enemy has a champion that has an unavoidable ability that will kill you (like Syndra or Veigar). While it may seem strange to build Zhonya's Hourglass against AP champions there is a purpose. Syndra and Veigar have unavoidable ults and building MR isn't guaranteed to stop those ults since Banshee's Veil just makes you a little tankier against them. This item will typically be the second item you build if the enemies are threatening enough, and gives a nice bit of CDR in addition to its amazing active effect.|
|This item is a VERY situational buy because Sorcerer's Shoes will usually serve you better. If you are against more than one AD threat or if there is one that is killing you easily this might be the item to build. This item should be built before Lost Chapter if at all. Keep in mind that this isn't the only counter to AD, and Seeker's Armguard works better and doesn't sacrifice the magic pen that Sorcerer's Shoes give.|
|This item is built a little more than Ninja Tabi because there isn't an AP equivalent to Seeker's Armguard in the early game. This will be built if the enemy is something like a fed LeBlanc that can delete you before you can react, or if the enemy's CC is too much to deal with like Morgana. Building this early also will allow you to trade better against champions like Malzahar who won't deal as much damage to you anymore in addition to reducing the duration of his silence.|
Core Items (Glacial)
|This is your bread and butter for Glacial Augment builds. It gives you AP, a ton of mana, CDR, and an insane active effect. Without the active this is just a slightly less powerful version of Luden's Echo, and is built with similar items. The main reason for choosing this item in your build as the first item is because of how powerful it is when fighting. Hextech GLP-800's active effect shoots an arc of ice in a semi-circle where it is aimed. The ice will deal decent magic damage to enemies and slow them by 65% for 2 seconds. This is good on its own but this item stacks with Glacial Augment. When an enemy is hit by the active of Hextech GLP-800 they will be slowed by 65% for 2 seconds and at the same time will be slowed by 60% for 5 seconds because of a field of ice that drops under all enemies hit by the active. In teamfights you will basically slow enemies to a standstill while your allies easily pick them off. Always build this item first unless you need to buy Zhonya's Hourglass.|
|This is the second or third item you will build when running Glacial Augment. Buy this item third if you need to purchase Zhonya's Hourglass as your second item. This isn't as powerful as Hextech GLP-800 in fights but it has insane utility at all points in the game. Explained in more detail above.|
|Same thing as above.|
|I put this item in the "Situational Items" section but this is almost always good to build. If an enemy starts building any MR, (and they typically do) then Void Staff will nearly cut the enemy's MR in half while also giving you some extra AP. This item is also only 2650 gold, which is cheaper than every full MR item in the game. Build this item as your third if enemies start to build MR or as your fourth if they are not. It is never a bad idea to get Void Staff in your core build.|
|This is a damage item that is never really built early on. Ahri has better items to build early and this is used as an extra AP boost at the end of the game when you don't need any more utility items like Zhonya's Hourglass or Banshee's Veil. This is the best item for stacking AP since it gives the base AP of Rabadon's Deathcap while costing 700 gold less. The tradeoff is that this item only has use as a damage item since it has no other effects (except for a small speed boost but it is pretty insignificant). Build this as your 5th or 6th item.|
|This is a very situational item that you will only build if you know you can get a lot of kills without dying. It is a relatively cheap item at only 1400 gold, and is built from Dark Seal. Never build this in a serious game unless you are absolutely demolishing the enemies and know you will continue to do so.|
|This item is also very rarely built on Ahri and looks very out of place in her builds. This item is best used to fight fed tanks since its passive lets you do more damage in extended fights. If the tanks are dangerous because of their high MR stat then buy Void Staff before this item, but if they just have a lot of health you should build Liandry's Torment first.|
|This is probably the second most common defensive item in Ahri's build. It allows you to tank much more damage from enemy AP assassins like LeBlanc or burst mages like Syndra while giving some AP and CDR as well. This isn't required against every mage, but if they get fed then this is a good second or third item to build.|
|This item is absolutely invaluable against specific enemies because of its active. Being able to instantly cleanse any effect can completely neuter enemies who have their entire kits revolving around that effect. This item should be built against Malzahar, Mordekaiser, Lissandra, and Skarner. When you build the item depends on the champion you are fighting. Typically you will want to built Quicksilver Sash against Malzahar and Lissandra as your second item, and build it as your third/fourth item against Mordekaiser and Skarner depending on how fed they are/if you are a priority target.|
|I personally do not like building this item on Ahri but it isn't a terrible item on her. It isn't built for waveclear since you already have decent waveclear in your kit, but it has its uses for skirmishes. Hextech Protobelt-01 gives you an additional small dash for catching enemies while dealing some decent poke damage. Build this item early on if you want to have a little more mobility but keep in mind that you won't get any mana or mana regen from this item if you build it as your first.|
|This may seem like a weird item for Ahri to build since she has no AD scalings but it is useful to her because of its active effect. When you use it on an enemy they are slowed by 40% for 2 seconds and take a small chunk of magic damage. Other than being useful as a finisher on enemies, you can use Hextech Gunblade to slow an enemy for an easy charm. Despite this you are better off building something like Morellonomicon or Zhonya's Hourglass in a real game, and you should only build Hextech Gunblade for fun.|
|This is basically never built on Ahri when playing Summoner's Rift. If you know the game will go into the late game then this item is possibly a decent item. This item gives you more AP overall in the late game than other builds but the problem is that it doesn't have synergy with Ahri since she falls off. You are sacrificing a lot of strength in the mid game in return for a better late game, so it's just not worth it. Only build this item when playing ARAM or URF since there isn't a downside to building it in those modes.|
Trading Combo #1
|This is the combo you will use in lane when the enemy laner is hiding behind minions and your Electrocute is up. You can use Orb of Deception before your Fox-Fire if you want, but you have to make sure to use your auto attack before pressing W or the Fox-Fire flames will fly in random directions at minions. This combo should chunk out the enemy quite a bit and is hard to react to because it happens so fast.|
Trading Combo #2
|This is only really used level 1, and it is to get Electrocute off and pressure early. There is not much point to this combo though because your level 1 Orb of Deception is garbage and will barely do any damage. Don't take this warning of how bad her level 1 Q is lightly. It does a whopping 89 total damage (math here). You are actually better off just auto attacking the enemy if you don't activate Electrocute.|
Trading Combo Against Pure Melee
|This is a very tricky combo to pull off but by far is the most powerful without using Charm. I ONLY recommend doing this against melee champions such as Yasuo, Akali, and Katarina who cannot really retaliate back properly. DO NOT do this against a good Talon or Zed who can punish you with their much stronger combos while you are autoing them. The concept is that you auto attack the enemy 3 times and then as soon as your third auto is in progress you immediately use your Fox-Fire since it doesn't cancel auto attacks, and then after your auto finishes throw your Orb of Deception out to finish the combo. You should back up immediately after your Orb of Deception is thrown out to move away from any trading back the enemy tries to do, and to lose minion aggro. Keep in mind that Yasuo can windwall your attacks and Akali can become untargettable to your autos and Fox-Fire. This trade is ridiculously strong in both damage and how effective it is, since Ahri can do this full combo through minions. If you somehow managed to get Charm off right before your third auto and do the combo, immediately pop Ignite and go for the kill because the enemy is as good as dead. Keep in mind though that ranged champions such as Azir and Viktor can just trade back no problem, so this is only good against champions you outrange and who can't retaliate. Example below|
Vs Melee Trade Combo
Chunking/All in Combo
|This is the combo everybody thinks about when they think " Ahri Combo." You will absolutely chunk anyone (without MR) that gets hit by this combo to around 40-50% of their health. If the enemy laner is at 60% health or lower and they haven't built MR then this combo will kill if you add Ignite and a lot of auto attacks. For the combo itself, you need to land your Charm and then follow it up with Orb of Deception and Fox-Fire. Since Fox-Fire doesn't have a channeling animation you should activate it right as the Charm lands and your Orb of Deception has been thrown out. Auto attack the enemy as much as possible while they are charmed and if they are low enough you should go for the Ignite and continue auto attacking.|
All in Combo + Flash
|This is the same concept as the above combo except it is absolutely your all in combo and can't be used for a simple trade. The point of using Flash is to give your lane opponent no time to react to it. I have a video with an accompanying tutorial on how to perform a Flash Charm below.|
|As you can see in the video, you can use Flash to get a longer range Charm that is hard to react to. The order that you use the abilities matters a lot. If you use your Flash before starting Charm you will not be able to get the full use out of this trick because your Charm won't reach as far and enemies will have much longer to react. When going for a Flash Charm you need to do as it says in the video. Position your cursor over the enemy you want to target, start the channel of Charm, and then use Flash.|
All in/Assassin Combo
|Despite how confusing and complex this combo looks, it is actually very simplistic and easy to pull off. The combo starts off with using your ultimate, Spirit Rush to position yourself in an open area with your target, you then follow it up with a Charm (be aware that your ultimate will not let you use your Q or E for a short time after each dash so there is a delay). When Charm lands, you throw out your Orb of Deception and then ult again for some extra damage. At the same time as you are using your second dash you should activate Fox-Fire on the enemy. Auto attack the enemy as much as possible and use the last charge of your ult to put in even more damage. Use this combo if you are SURE you can kill the enemy laner or to pick off the enemy ADC. After your ult goes down you are much easier to pin down and kill because you have lost all mobility.|
Alternative All in/Assassin Combo
|This is the exact same combo as the last except for one change. You will want to use this combo on enemies who have Banshee's Veil or enemies like Malzahar and Sivir who have spellshields. When a Sivir sees an Ahri dash at her she expects you to throw Charm first and will go for the spellshield. However, since you are a clever fox and read this combo section you will be able to destroy the spellshield and land your Charm and the kill.|
All in/Assassin Combo + Flash
|Again the exact same as the Assassin combo but this time you are also utilizing the Flash Charm mechanic. You will need to throw Charm as soon as you can during your Spirit Rush and then use Flash when your Charm starts its channel. There is a visual representation of this below.|
Ult Flash Charming
|Same concept as the Flash Charm but you ult before you throw Charm. This is rarely going to be used in a game but you can use it to pick off an enemy squishy that is hard for your team to reach. This is very hard to pull off properly but it looks really good when you do.|
The tips below are some general tips on macro and microplay with Ahri.
|Only use auto attacks on the wave level 1 and 2. Use your abilities to poke enemies rather than getting CS. Until level 4 your Orb of Deception literally does less than 70 total damage if both parts hit. Don't push early on in most matchups, it is better to attempt to set up a freeze. Freezing in front of tower will allow you to safely get minions under tower while forcing the enemy laner to push up for cs, which puts them in danger of being ganked or being hit by a Charm directly in front of your tower. Try not to use your abilities on the wave too often, but it is ok to use Fox-Fire to secure cannon minions. When you need to quickly clear a wave to rotate, throw your Q out and use your W to get as much as you can before rotating.|
This is specifically a tip vs Anivia: Try your best to get at least a Sapphire Crystal before Anivia hits 6 and try to have stacked either Manaflow Band or Minion Dematerializer as much as possible. Give her room to clear your wave with her ult while keeping out of it, but don't let it crash into tower. After she disperses her ult immediately use your abilities to clear the wave and then back up. You can't outpush Anivia so you're basically her |
|This section will not tell you how to get generic kills, that is what the Combo section is for. This section is for specific circumstances you will run into either when getting a kill or immediately afterwards.|
|Against Anivia: If somehow you manage to land a kill on Anivia but she has passive up, you will have to quickly decide on your next course of action. If you just used your full combo on her and she is near her tower or her jungler is on the way, back away. If you used full combo but you are not in immediate danger, you should auto attack her and use abilities when they come back up. If she goes down under tower but you are getting ganked, you can risk going for the kill still. Either use your range to safely auto the egg as much as possible, or wait until she revives and immediately Charm her towards you.|
|Against Cleanse: If you somehow pop their Cleanse with just your Charm then don't worry about this section. Just disengage and go in on the next opportunity. If the person keeps it after receiving your full combo there is only one thing that they can be doing. They are waiting for you to Ignite them to Cleanse it. In this situation they will most likely for some reason still play aggressive and won't back up as much as a normal person would. To get around this just get them low enough to kill them with either the first tick of Ignite or just kill them with auto attacks.|
|Ahri is great at roaming and can easily assist in securing scuttle because of the pressure from her Charm. Always rotate to assist your jungler and look for roams in bot and top to get them ahead. Keep your gank paths cleared of enemy vision so that you cannot be called out by the enemy team. Sometimes you can create pressure by simply hiding behind the wall next to brush to cause your enemy to ping you missing and give your bot or top some breathing room if they are under pressure.|
|When it comes to teamfighting, Ahri can play four different defined roles depending on her rune setup. She is able to play the teamfight as either a backline diving assassin, frontline burst mage, engage, or as someone who locks down the entire enemy team with cc.|
|When you are running Electrocute you can play the backline assassin the best, but Glacial Augment isn't terrible for it. With Glacial Augment you can use your Twin Shadows to detect and slow an enemy and then ult onto them while using Hextech GLP-800 to slow and damage them, and then kill them. When you decide to take on this role your job is to get into the backline and kill a priority squishy target, or at least take them out of the fight and then get out. Because of your high mobility ult you can easily access the backline, and then the only difficulty from there is making it through the enemy peel and reaching the target. An example can be seen below.|
|You can play this role with either rune setup, when you either don't need to dive the backline or you are unable to (like if your ult is down). The point of this role for Ahri is just to try and deal as much damage as possible to enemies in front of her, prioritizing enemy squishies. Remember that you can't do any damage for a few seconds after you full combo somebody, and so you should get behind your frontline until your abilities are back up. Keep in mind that you don't have as much mana as burst mages who are specialized for the role, so you can't fight for very long before running out.|
|Ahri can play this role well, but obviously a dedicated engage such as Thresh will always outperform her. You don't have to actively try and be the engage for your team though, since honestly you should always be ready to engage an enemy squishy if the opportunity presents itself. Any time you get the chance, go for a Charm on a priority target and either ping the enemy or (if in a voice chat) yell that you Charmed the target. If done successfully, your team will immediately delete the enemy from existence. Ahri is able to play the role of engage because her Charm makes enemies walk towards her, which is towards her team.|
|This is only really a role you can play if you are running Glacial Augment since your only cc without the Glacial items is your Charm. When you have Hextech GLP-800 you can slow the enemy team heavily for 5 seconds, making them easy pickings for your team. When a fight is just about to break out you simply need to pop Twin Shadows and Hextech GLP-800 to cripple the enemies and give your team the advantage. After you use your items you still have the ability to Charm a priority target, but now that target is also slowed immensely and his team can't reach them to peel.|
|Ahri is a decent objective taker, but not really anything special. When it comes to splitpushing she has the pushing power and escape potential to safely do it, and she can help her jungler take scuttle and rift herald easily. This is about where it ends though, because Ahri is awful at taking dragons and Baron. She can clear the vision for them and protect them from enemies, but she does very little damage to the objectives themselves. (As of patch 9.23) In Season 10 the dragons are going to be insanely important now, and you should always help your team secure them. Ahri is better for teamfighting so unless your team is ahead enough to not need you in fights, you should stick with them. Only splitpush when your team doesn't need you and you are strong enough to get away. Always roam to help your jungler when they need it and put vision in areas where you are going to contest.|
|Adding to the point about dragon importance, they are also much easier to secure now. If you see the enemy jungler topside and your jungler is near the botside, immediately hard push your lane. After the wave is about to push, ping your jungler and run to the dragon. It is hard for enemies to contest the first two dragons if they get there after you since their health has been slashed to a much lower value. Also keep constant vision in the dragon pit when dragon is about to spawn.|
And that's all I really have to teach! I put an insane amount of time and effort into this guide so please do upvote it or give me advice on how to improve it. Thank you for reading this Ahri Guide. I'll respond to any questions or comments you might have, so please don't be afraid to ask. Good luck with playing our favorite Fox, and have fun!
Don't stop reading here, there is a new build below!
Rough Estimate of hours spent on this guide: 86!
|No I am not joking, and no this isn't a build for messing around. The entire Ahri main community has been sleeping on this item because of how the item works. We basically thought "Well you lose out on early waveclear and damage and Ahri doesn't scale." What we didn't consider however, is the fact that what you lose in early waveclear you get back in more power overall, more mana, and TANKINESS.|
|I went against a Plat 1 player who rushed Rod of Ages first against my Talon. I was thinking that this Ahri was dumb and would now be less of a threat to me, but I was wrong. She still did significant damage, and now she also wasn't able to be one shot by me. I was speechless after we lost, and hopped into a new game to test out this build. Over the next five games played, I went 56/29/43 in total.|
How do you do it?
|The most powerful thing about this build is that you can actually do it into (nearly) ANY matchup and you don't have to change your rush item. You will ALWAYS rush Catalyst of Aeons into your full Rod of Ages (which by the way, is literally only 2600 gold making it only 100 gold more than Hextech Protobelt-01). After you get your ROA at probably around 8-10 minutes, it will passively stack while you get your other items. You are now tanky and have no more mana problems in lane. After ROA you get either Luden's Echo or Zhonya's Hourglass depending on the matchup. You then build as you normally would on Ahri. With fully stacked ROA and Morellonomicon you get +800 HP, making you a tanky assassin.|
|Take the runes above if you are confident in your Ahri ability. Gathering Storm is the only change made here to your standard rune page, or maybe you also will change Ghost Poro from Eyeball Collection. You will not have as much kill pressure early as normal, so Ghost Poro is advised. Gathering Storm allows you to scale even harder in the late game and with this new build you actually can survive and thrive in that part of the game.|
|If you are not confident in your Ahri however, take Manaflow Band instead of Gathering Storm. This will make your late game weaker, but you'll get more mana early.|
I need to make an important note about a few situations where you DO NOT want to get ROA. If you are against someone who will constantly hard shove the lane relatively early, hard scaling champs with weak early games, or you are taking Glacial Augment do not take ROA. Do not rush Rod of Ages against these champions: Anivia, Kassadin, Viktor, Vladimir, Swain, Veigar, or Vayne. All of these champions are either able to hard outpush you, need to be abused early to delay their power spike, or in Vayne's case she just doesn't care about your extra health since she does true damage based on your max health.
|I've never seen anyone big doing this build or even suggesting it before, so I wanted to bring it to everyone's attention. Please do not sleep on this itemization, it will win you many more games, and Riot might nerf Rod of Ages back in the future. Now climb!|