Ahri Build Guide by ParkChnm
[11.4] Beginner's Guide to Ahri
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+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Standard
Threats & Synergies
Anivia's mini rework makes her a lot stronger against Ahri. Pre-6 you should play safe and wait for jungle help. After 6, be wary of her W > R. If she wastes Q, you can do some major damage, if not kill her.
Unplayable lane. You have to win levels 1-3, but even then he will still probably come back and beat you. You don 't use Charm in this matchup until he uses Q. You want to Charm him during his dash animation. Mercury Treads are nice in this matchup despite him not having heavy CC.
Unplayable but less unplayable than Fizz. You have more room to win since 1-5 Kassadin is really weak. You want to push him into tower and bully him. Keep a lot of wards down and check your map a lot since you might get ganked. Hope your jungle hovers closely and helps bully Kassadin.
Annoying matchup as he can windwall your abilities. I suggest going double armor runes and Seeker's Armguard rush.
Play very safe pre-6 and even safer after 6. Her range is insane and she has a lock on stun. Tibbers stun will most likely kill you. I suggest going double MR runes and Mercury Treads rush.
Somewhat annoying matchup, you have to charm her dash. That's it. You can push her into tower and bully her, but you still have to be wary of her dash. Try not to let her get strong, whether it be from roaming or you feeding.
Shove her under tower and bully her while staying away from her daggers. If she uses her jump, you can charm her most of the time since her jump reset is not instant early on. As with Diana, keep her under tower to avoid her from roaming and don't let her get strong.
You have to push faster than her in this matchup. If you get stuck under tower, she will bully you. If this happens, you'll have to get jungle help. She outranges you, but after 6 you have a higher chance of killing her since her mobility hardly exists outside of W movement speed. She may run cleanse so pay attention.
Bully her into her tower. I would suggest staying away from your minions since she'll be wasting mana if she Q's you alone rather than hitting minions and you. Double MR runes and Mercury Treads are an option.
Not too hard of a matchup after a while. If she misses sleep she's pretty useless. Her R is hard countered by your charm if she doesn't use it correctly. Double MR runes and Mercury Treads are nice in this matchup.
Champion Build Guide
- Can be played into a lot of matchups.
- A lot of safety due to her Q range and Charm.
- A lot of mobility
- High snowball potential
- Good roamer
- Weak early game
- Requires skillshots
- Does not hard counter a lot of champions
Essence Theft (Passive)
INNATE: When Ahri hits an enemy with one of her abilities, she gains a stack of Essence Theft, and she can gain up to 3 stacks per ability cast.
Upon reaching 9 stacks, Ahri's next ability heals her for 3/5/9/18(based on level)
(+ 9% AP) for each enemy hit and consumes the stacks if at least one enemy is hit.
Orb of Deception (Q)
COST: 65 / 70 / 75 / 80 / 85 MANA
Ahri sends her orb in the target direction, dealing magic damage to all enemies it passes through. At maximum range, it homes back to Ahri, dealing the same in true damage to enemies hit on its way back.
RANGE: 700 / 725
COST: 40 MANA
COOLDOWN: 9 / 8 / 7 / 6 / 5
Ahri gains 40% movement speed that decays over 1.5 seconds and conjures three flames which orbit her for up to 5 seconds.
After 0.25 seconds, each flame targets a visible enemy, or after 0.4 seconds targets the closest visible enemy in range, dealing magic damage. The damage is doubled against minions below 20% maximum health.
Subsequent flames on a single target deal 30% damage.
Flames prioritize enemy champions hit by Charm, then enemy champions, then minions that would die to Fox-Fire's damage, and then the target of Ahri's last basic attack within 3 seconds.
CAST TIME: 0.25s
COST: 70 MANA
Ahri blows forth a kiss in the target direction that deals magic damage to the first enemy hit, knocking them down and charming them for a duration, during which they are slowed by 65%.
An enemy hit by Charm is rendered vulnerable for 3 seconds, taking 20% bonus damage from Ahri's abilities, including the Charm that triggered it.
Spirit Rush (R)
EFFECT RADIUS: 600
COST: 100 mana
COOLDOWN: 130 / 105 / 80
Electrocute is an easy proc on Ahri so you should almost always go it over other keystones. Arcane Comet and Glacial Augment are not extremely good on her anymore, even if you were to build Everfrost for the Glacial Augment proc.
Taste of Blood is always reliable since you don't need to land Charm to activate it. You can go Cheap Shot if you're confident enough.
Eyeball Collection is good for snowballing. You can also run Zombie Ward if you're not sure about obtaining kills.
Ultimate Hunter gives you the ability to all in more and use your ultimate on a shorter cooldown.
Minion Dematerializer allows Ahri to wave clear much smoother. I suggest using them on casters to ensure a one shot on them.
Time Warp Tonic is used so you can go Corrupting Potion start. If you don't run this rune, build Doran's Ring start.
Manaflow Band can give you a smoother laning phase since Ahri tends to run out of mana fast in lane.
Transcendence gives you more ability haste, which is nice for poking and may give you more chances for kills.
Axe makes csing and poking a lot easier since mages don't have good attack damage or attack speed early.
Diamond is good for the extra damage, but can be swapped for Shield or Circle if necessary.
Circle is good against magic damage. You can swap this out for Shield if necessary.
E > Flash
This goes for every champion, but if you have a cast time, which Charm does, you can buffer it and then Flash before it goes out. This will make it seem as though you instant casted, making it a lot harder to react to.
W > R
Fox-Fire can be animation cancelled with Spirit Rush so use that if you plan to all-in.
R > Flash
This trick is a little strange, but Spirit Rush's energy bolts will attack the closest enemy after you Flash. So instead of Flash > Spirit Rush you can use Spirit Rush > Flash to gain that extra distance while also hitting all of your orbs. This may make you a little less predictable.
Q Bush Check
Orb of Deception makes a noise when it hits something, so you can check bushes with it and listen to see if it makes a noise. This is good if you don't have wards, but want to check a bush safely.
Orb of Deception
This may seem obvious, but hitting a max range Orb of Deception is probably one of the best things you can do because it's impossible to dodge the return.
Your main poke will be max ranging Orb of Deception and autoing whenever you can. Melee matchups are easier as you can auto > Fox-Fire for Electrocute procs.
Charm is not to be used very often. You will need it in most matchups to counter all-ins and Charm is a huge mana cost which Ahri cannot afford early on. Use it only for fights and as a last choice minion kill.
After 6, you want to try to look for roams on the side lanes and any help that the jungler may need. Try to get any kills you can. Oracle Lens is useful now since you will be roaming.
Mid game Ahri is very strong since you're at the stage of the game where nobody has defensive items to survive your damage.
If you're strong enough, you can split push the side lanes. This is best when you have the baron buff and your team is pushing mid.
You really want Oracle Lens in most games at this point if you don't already because you want to try to pick people off as much as you can.