Click to open network menu
Join or Log In
Mobafire logo

Join the leading League of Legends community. Create and share Champion Guides and Builds.

Create an MFN Account






Or

Ahri Build Guide by streetmagiks

Middle [25.13] Half-made Ultimate guide to Ahri

Middle [25.13] Half-made Ultimate guide to Ahri

Updated on July 14, 2025
New Guide
Vote Vote
League of Legends Build Guide Author streetmagiks Build Guide By streetmagiks 8,681 Views 1 Comments
8,681 Views 1 Comments League of Legends Build Guide Author streetmagiks Ahri Build Guide By streetmagiks Updated on July 14, 2025
x
Did this guide help you? If so please give them a vote or leave a comment. You can even win prizes by doing so!
Vote
Comment

You must be logged in to comment. Please login or register.

I liked this Guide
I didn't like this Guide
Commenting is required to vote!
Would you like to add a comment to your vote?

Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.

Runes: BEST mid-late

1 2 3
Sorcery
Phase Rush
Manaflow Band
Transcendence
Gathering Storm

Domination
Ultimate Hunter
Grisly Mementos
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3
DEFAULT OPTION
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None


Hello and welcome to my half-made Ahri guide. Here, in addition to standart stuff, you may find some less discussed but important
topics. Namely, basic common game knowledge, in-depth Ahri mechanics, combat behavior, min-maxing and more.

The guide itself is boring textwall packed with poor grammar and bad formatting(for now) and some explanations here are too long, thus most essential info will be GOLDED

Feel free to make some breaks between reading sessions.

Sometimes i will use Q W E R R1 R2 R3 reffering to Orb of Deception Fox-Fire Charm Spirit Rush and ult casts number 1,2,3 accordingly.

Recommended for players with some experience.

Some abbreviations reader may encounter in this guide:
Spoiler: Click to view


Good luck.
CHAMP IDENTITY
Ahri is bursty magic damage dealer with tools for many tasks due to her movement capabilities, long range spells, and hard cc. While these aren't best in their categories, when used correctly they can be beneficial in many situations.

****PROS AND CONS****

++ Easy to start with. Relatively safe. Not very mechanicaly demanding. Has a lot of ways to play. Always not too bad in meta. Fun to play if you like playstyle.
++ Good waveclear saves time for other things. Good blind pick.
++ Decent range, mobility, access to target, AKA engage and disengage.

~~Ultimate-dependant. In some situations ult is insanely strong. But it has long cooldown.

-- Lacks consistent damage and tankiness.
-- Bad base stats require spend mana and hp carefully early.
-- Long range spells can be missed/dodged, and they aren't very spammable.

****WHEN GOOD****

Ahri may be blindpicked in most situations. But when she performs best? When:

++Someone can apply their simple (point click, big AoE) CC first. Or, easily follow our engage in case of our dive. ( Nautilus Anivia Riven Irelia Nocturne)
++We able to perform coordinated assault with another non-magical damage champ suited for this(mobile champs capable of extended chase: Master Yi Kayn
++Enemy team is full of squishy targets. Not too much insta-CC.
++We can play around our jungler and objectives a lot in early-mid game.


****WHEN AHRI BAD****

-- Your team already has 3 AP champs.Enemy will stack MR since you got only 1 AD champ.
-- Your team already has 2 AP champs and one or both of them are low-dmg/bursty. Weak total magic DMG output in sustained fights.
--Your team is hard counterpicked (2 or more lanes) and you cannot help them early. And team do not "scale well". For any chance for win, you need to pick some "1v9" carry.
Ex. Your jungler Master Yi successfully permainvaded by Warwick , your toplaner losing to scaling counterpick champ Jax. Botlane is even. You matched vs Talon, who will not allow you go anywhere for free, and will make fun out of your team soon. Lose-lose situation, unless you pick something more solid and countering their scalers for solo carry instead of hopeless roams. Vladimir , perhaps.
-- Your team lack synergies, CC, DMG and bad overall.

These situations may come alltogether. To be honest, when it happens, no matter what you pick, result will be same 7-37 teamscore in the end.

TLDR: By picking Ahri, you should not break good setup of your team. Sometimes this means 3 solid early game champs and 2 scalers. Sometimes it requite playing well-rounded 2 physical +2 magic damage dealers +1 tank setup, where only 1 champ is bursty. CC abilities in your team also very important. Thing is too complex. BUT:
AHRI'S BIGGEST WEAKNES IS LACK OF DAMAGE VS BEEFY SETUPS. WHEN YOU MUST BE ADDITIONAL SOURCE OF CONSISTENT DMG IN TEAMFIGHT

****WHICH TASKS USUALLY AHRI DO?****


Things you may want with Ahri:

--run for 1v1 solo kills

--2v2 3v3 skirmishes where you can bring your burst, temporarely tank for an ally in form of body block or in other way, then leave fight for a moment, then return with another spell rotation to bring more DMG. Normally, enemies will focus immobile champs first, but you can bodyblock skillshots or move foe away from ally with charm, and spread incoming DMG for you and ally. When possible, Q and R through 2 champs. Prioritize immobile and damaging targets first


--in bigger fights you want create isolated 2v2 or 1v1 situation (by proper positioning) and burst enemies in 2 or more spell rotations, while occasionally hitting rest with Qs

--patience is a virtue, you dont need rush things unless it is absolutely neccessary. Until opportunity appears, play like casual mage, poking them with Q.

--if you have no good plan for big teamfight but it need to be done (ex.enemy damaging dragon in pit and it is competition for soul, both teams have similar strength and cooldowns ready), then you may dive into, focus someone valuable, move away to avoid being killed. This often causes wasting multiple spells on you alone( and some dmg to them). Works for every elo with some chance. This is good time for your team to follow,
but is kinda high risk move, without guaranteed reward. And depends on how fast team can follow/will it follow at all?

--sometimes you just need spread Spirit Rush and item burn DMG and Q for as much targets as possible. While doing so, avoid being CC'd ( count all their cooldowns and possible chain CC) or damaged too much (charm adc/bruiser), get Zhonya's Hourglass
This is usually part of coordinated assault thing. AOE version.

--you can simply splitpush


To the top
SKILLS
For damage,cooldowns and manacosts head cursor over spell icon.

passive just lil extra sustain

Q 900range 200 width

ACTIVE: Ahri sends her orb in the target direction that deals magic damage to enemies it passes through. Upon reaching maximum range, it returns to her to deal the same amount in true damage to enemies it passes through.

Enemies can be hit only once per pass. If Ahri dies while the orb is out, the orb will visually disappear but continue to deal damage and return to Ahri.(bug)

Orb is our bro bread and butter. It is wider than it may appear visually, has small bonus size at the end and makes hitting most champs even at max range quite easy if you put some time into training. When i say ''max range'' i mean 90% of max range, or ~800 range, because it is too easy to dodge it at this distance and not only by side movement but also by backstepping. 900 ranged ''max range'' only good vs immobilized/slowed. Difficult part is to calculate max range when we and enemy moving. But most of time it is enough to throw Q from 700 range for same effect.
Orb is useful to check foe enemy champs in short bushes.It makes sound when hitting enemy units.Throwing Q into long bush for full length may be risky,as it requires moving closer.

W

ACTIVE: Ahri gains 40% bonus movement speed that decays over 2 seconds and conjures three flames which orbit her clockwise for up to 2.5 seconds.

After 0.25 seconds of the cast, each flame targets a visible enemy based on priority, or after 0.4 seconds, simply targets the closest visible enemy in range.Each flame deals magic damage, with subsequent flames against a target dealing 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.
Fox-Fire's damage is doubled against minions below 20% maximum health. Any unused Fox-Fires will fizzle upon death.

150 orbit radius(from center of Ahri). 550 range for non-prioritized targets(from missile location). 725 range for prioritized targets (from Ahri's center)

THEY REQUIRE VISIBILITY OF ENEMY UNIT TO START WORKING
After locked, they will follow their target anywhere, this may help discover Kha'Zix
shrouded Akali, separate real LeBlanc from image etc.
Can be cast simultaneously with autoattack or other spell, and does not interrupt them.
Each fire has individual range and you can perform TICKLE secret tech by placing one of them between Ahri and target unit. This allows you damage foes from 150-65+550=635 distance, where 65=Ahri radius. More importantly, champion becomes prioritized when hit by Orb of Deception
Ahri gets maximum MS bonus right after casting W, which decays quick. For maximum dodging, keep it ready until enemy missile coming out. When you run for someone while autoattacking them, try send autoattak first, only then W and move with maximum MS bonus. Autoattak missile becomes charged by spellblade effects such as Lich Bane when cast occurs, not when missile fired.This applies to any spell, not just for Fox-Fire When you're slowed, wait until slow effect expires, otherwise it will waste Fox-Fire MS.

E range 1000 width 120

ACTIVE: Ahri blows forth a kiss in the target direction that deals magic damage to the first enemy hit, knocking them down and charming and slowing them by 65% for a duration.

Knockdown effect may play against your team hooks (good ex.Blitzcrank). It stops already in-progress dashes. It applies to unit currently unstoppable, and start working right after unstoppable status wears off. This way you may charm Vex Malphite perhaps Nocturne , depending on number of spellshield layers on them. So you can fight them after they land into you. To break possible items' spellshield, throw Orb of Deception before Charm , cast Fox-Fire to send it on CD asap, then move with R or simply run. In case of Nocturne,keep Charm for later. Infinite Duress can be interrupteded if you start casting Charm (0.25s cast time) just before Warwick attaches to you. At the end of cast time it will spawn and charm Warwickduring his ult. You can do similar thing to Death Mark , Zed reappears behind Ahri and inside Charm's hitbox

R 500 max range 600 bolt range (from arrival point) Dash speed 1200+MS 1400 missile speed

ACTIVE: Ahri dashes to the target location and then fires essence bolts to up to 3 nearby visible enemies, each dealing magic damage.
Spirit Rush can be recast twice more within 15 seconds of the activation at no additional cost, with a 1-second static cooldown between casts. Consuming a champion's essence with Essence Theft while Spirit Rush is active extends the recast duration by and up to 10 seconds, and grants an additional recast, storing up to 3 recasts at a time.

RECAST: Ahri mimics the first cast's effects.
Spirit Rush's recast duration will persist even after using all recasts.
There's a slight delay before a champion gains vision of the fog of war once inside it. Because of this, if Ahri dashes into it, it is possible that Spirit Rush will not target any enemy in range. The bolts do not fire if Ahri dies while dashing, unless she was saved by resurrection mechanics Chronoshift Guardian Angel

Each cast counts as an ability activation for the purposes of on-cast effects such as Spellblade and triggering Kassadin's Force Pulse's passive.

Absorbing champion essence also resets 1s cooldown between casts.In rare occasions you may time enemy champ's death and your arrival with R to gain instant R reset,and make lil surprise for enemy.(Ex.Q(securing kill)+R nearby). Fighting in bushes may lead to DMG decrease, unless you have vision; prepare some Control Ward. If you stay near targeted enemy champ, you may dash in place so the cast will end earlier and bolts have shorter distance to travel. Although DMG from single R is weak, it can hit multiple targets staying at significant distance from each other, and spread burn effects from Liandry's Torment or Blackfire Torch. Some thick walls can be traveled through with Spirit Rush, some not. You may find out each in ''practice tool''. Hotkey killing, ressurecting, moving champ since you cannot(not sure if it still actual) refresh Spirit Rush unlike other spells here. Killing champ will help with ult resets.


and can be comboed with .

Charm+flash(while charm is still casting) allows charm to appear from Ahri's arrival point, and from here fly towards initial cast point. Same works for orb of deception.
With fast input commands(Presumably with ''quick cast (without indicator)'', and/or ''allow spell casts one into another'') you can do E+Q+flash at same time.
Spirit Rush + Flash (while R dash is in progress) may allow you prolong travel distance and hit R bolts from flash arrival point.

To the top
ABOUT STATS
****RELATIVE INCREASE THING****

Spoiler: Click to view


DO NOT OVERSTACK SINGLE VALUE. DIMINISHING RETURNS.


****RESISTANCES****
Spoiler: Click to view


OFTEN DIMINISGING RETURNS FOR RESISTANCE STACKING. STILL , ADDING SOME RESISTANCE IS VERY VALUABLE WHEN YOU HAVE TO GET DAMAGE IN UR FACE

Expect most targets have less than 200 resists. Which can be further shreded and penetrated.

****ABILITY HASTE MATTERS****

It allows to play more comfortable and significantly increases damage output
Each point of AH allows spells be 1% more spammable. 100AH=100% more casts in same time. Or 100AH=50% cooldown reduction. Or 2xDAMAGE OUTPUT.
It may be too fast to be useful on some champs, who have long cast times or static cooldowns or whatever. Realistically speaking, 40-70AH is common and ok thing.

RESPECT ABILITY HASTE. GET COMFORTABLE NUMBERS OF AH

More info about AH and other stats
Spoiler: Click to view


To the top
ITEMIZATION
NOTE: Actual for Ahri. Purpose and effectiveness of items may differ for other champs.

Importance of item's passive.

Spoiler: Click to view



Think about your estimated role in current match ( pure dmg backline burster, bruiser, Liandry's Torment burn spammer staying near your team, splitpusher etc.) based on expected roles and builds of your and enemy teams. Build standart AP stuff for chosen role and targets who are your job. You may adjust it as game progresses. Allow items with strong actives/passives for your role being included even if they lack AP. Get comfortable AH around ~20min (usually, at least 40AH ). Get defensive stuff when needed.


BUILD ORDER AND LIST OV VALUABLE ITEMS

Build order may vary depending on game. Sometimes you want add early and keep small items like Oblivion Orb Seeker's Armguard until late.
Late game core items are Void Staff or Cryptbloom and Rabadon's Deathcap
Grab'em by the 40 min mark. With these you can do everything! Always should be in final build. With other items you cannot be TOO wrong. Riot did good job balancing mage items.

Most of times you want stat item as your 1st. Valuable stats for Ahri early: mana, AH, AP, flat magic pen, MS, HP. Usually, it is legendary mana item with AP.
1st item will make your waveclear much faster and roams deadlier.

2nd item: Boots. Late game, if your team didn't got the upgrate, you may replace them with anything (but this is optional). Perhaps Stormsurge Cosmic Drive for good stats including some movespeed. Or even Guardian Angel or Seeker's Armguard for 1-time use in final battle.

3rd item is something into-midgame transitional. What provides big relative damage increase rirght now. Lich Bane Shadowflame Stormsurge or even Rabadon's Deathcap . Sometimes it may be defensive Zhonya's Hourglass Banshee's Veil instead. When enemy have threat you have to tank. Especially good when you can perform coordinated assault with someone like blue Kayn/masta Yi and tank for them in addition to dealing DMG.

4-6 items. What is left. Remember to add Void Staff or Cryptbloom and Rabadon's Deathcap here, if you have not yet.

****SUGGESTED FIRST ITEM****

HUGE burn early, not bad lately. AP increase is very good if you can play around it. Good stats. Burn helps with ult resets, strong for crab and raptor camps. OP. Best option now.

While AH gain is bit low, ult-related bonuses may be useful. Second best option.

AH powerhouse and small added tankiness.Possible.

Meh. AH is too low, and proc not always predictable,and not signifcant.

Only for RoA build, which proviede tankiness.


****2ND ITEM-BOOTS****

recommended default option due to need of offensive stat early.
Tenacity may help. But most of times it doesn't(for Ahri). You either position self better in fight or use hourglass/cleanse (75% tenacity). Or get CC'd and die. It may be useful if you want some MR in early game and play passive and farm. Vs early game often ganking AP junglers with CC Rammus Warwick Elise Nunu & Willump cuz you gain no benefit fom AH/flat pen in such situation. And want just use spells once and survive.


****3RD ITEM****


RECOMMENDED


Always get this at some point for its empowered auto. As 3rd item or later. Increases tower kill and single-target potential. Some AH for midgame.
My default 3rd since I don't like to delay AH gain, and passive is strong. Exact number is situation-dependant. Up to 30% DMG increase in 1v1 may lead to additional kills and gold diff.

Both magic pen (~ 10% DMG) and 20*0,4=8%average dmg increase from passive (considering you 100-0 solo someone) are significant. Lacks AH. Good if you want advantage in PvP-intense early-mid game and some kills, similar to Lich Bane. Passive benefits AoE situations.

around 200 AP from itself and 1st item+runes. About 100 AP difference with other items or average 27% total DMG increase at this point. Most DMG increase for 3rd slot, benefits all DMG (AOE and singletarget, scaling item dmg). Build this if you don't need other completed 3rd item 500-700 gold earlier. May delay next buy and comfortable AH gain. But also may help with push, raptors, kills and additional gold gain instead. Situational 3rd item.




LESS RECOMMENDED

lil extra once-per-fight burst(weak for Ahri and generally situational passive) and good stats.

Checking bushes with Orb of Deception may lead to vision gain. Bunch of AH.

If you can farm stacks fast enough. Otherwise skip. This item may be very player preference- and/or performance-dependant, requires testing in number of games. It can allow snowball and earlier win. I personally never buy it in any somewhat competitive match.

DEFENSIVE ITEMS(3RD ITEM OR LATER)

Vs mages you gain both single dmg and effect block and MR passive value. Very strong vs AP burst champs.

**Primarly against AP champs who have important hard CC ability which, when it misses, renders them useless. Example: Syndra bullet(stun combo), followed by other spells which are easy dodgeable by Ahri, if bullet misses/negated. Bullet itself is not easy to dodge

**As protection from some dangerous effects which can be cast on you quick from distance/bush and make you unable to respond. Example:Hooks, flash+CC+burst combo(Annie,Garen). Being comboed like this not recommended late game.
Or when you are vs difficult matchup and have to dive in CC-filled zone to get treir carry.

**Allows negating physical efeects. Things like Dancing Grenade 90 Caliber Net are significant dmg increase for their users. Consider Varus and his spells/stacks.

Despite passive armor serves as defense vs physical DMG, most of times you'll want use it while staying in the roots from AP users. Item allows to avoid otherwise inevitable major dmg and/or staying in danger zone while your spells are on CD.

Building more than one defensive item is not forbidden.

OTHER ITEMS

worth buying early even without upgrading into Mejazz.
I recommend this over void staff. 20 AH worth more than 10%pen. Usually, you want buy it as 4-6th item. If your priority targets all rush MR and gain 70-100 MR at 20-25 min, 30% pen+AH will be more valuable than anything, and Cryptbloom may be rushed as 3rd item.
If you already have 70+ AH or so. Similar to above:4-6th item.
Antitank option, pretty weak now, but still good against 2+champs with 5k+ HP. Synergies with RoA build
Antiheal+spicy AH. Sometimes you are that hero, who buy antiheal...even if it weakens your main speciality.
Some slow and HP. When you want support your team. Or you may find it more comfortable for yeself. Less useful vs dashy champs.

for tanking 6 slotted Draven Jhin or similar. If your team has no tanks and other options. These dudes have MS increase in skillset and stack crit and can be tough. You have to engage in short range and survive for 2-3 W+R+ Lich Bane rotations, and reduce their lifesteal from you. This item may help. Also vs double ADC team even if they build not much crit. Overall very strong item with useful active slow.

support your teamfight with these(situational).
Percantage shred items do not stack, only affect natural champion's resists. Useful when you participate in fight with other allied 1-2 AP champs

and full tank items are situational or late boot replacement.



To the top
Laning and macro
Mid lane is short n easy and Ahri is known as "neutrlalizer". Lets dive into some laning things n patterns here and neutralize it all.

PLEASE NOTE:DUE TO COMPLEX NATURE OR WAVE MANAGMENT, ONLY BASIC STUFF WILL BE PROVIDED HERE. SEPARATE IN-DEPTH GUIDE TO WAVEMANAGEMENT RECOMMENDED(Or simple get this as it is and dont bother TOO much). Wavemanagement highly engourages practice in competitive matches and not always works as planned.

****LANING BASICS AND MID STUFF****

Champs have diffirent ability to clear, or''shove'' minion waves. Mostly defined by access to some AOE(with spells or Tiamat. Ability to shove wave fast and take control over its state we may call lane priority, or ''prio''. This only happens when opponents have significant difference in waveclear power.

It allows to build bigger minion packs for further ''crashes'' to make it harder for opponent to last hit under tower without using spells. And after crash we have easier times for roam or recall since we grabbed all minion experience and most of gold. Also it makes impossible to scratch out tower's plates until it pushed in.
Just shove multiple times wave so that enemy pack consisting of 2 or more consecutive waves melt. Prioritize lasthitting over proper wave forming though.
Downside of this - lane is pushed and gankable. In this case, keep distance and ward bush near side where you standing. Or don't ward if you know for sure where roamers are. It also allows to force some champs to spend their annoying spells Twilight Shroud Arcanopulse if they want counter your push. This is form of neutralizing against champs who are not neutralized well by your skillset.

In early game every 3rd wave(starting from 4th) in addition to standart 3 melee+3 ranged, 1 beefy cannon minion spawned. If you have prio over opponent you may want do the next. Get rid of enemy ranged minions first . This allows your 1st wave survive. Try to get level 2 at wave 2 fast. Start using AOE, but do not overpush. If the opponent tries to de-push, make them pay with HP. Goal is to get enough of your healthy minions and bunch of low HP enemy minions, which can be easily AOEd, and wave crashed( melee minions went under tower) shortly after cannon wave spawned. Then go for your business: recall+buy+HP/mana restore or jungle movement/deep vision or whatever. If you're not planning go anywhere from mid, you may continue shove and lasthit right under their tower( i.e. when your minions attacked by tower), while dealing cheap DMG to the opponent.

It's ok if you cannot do 1st cannon wave "cheater" recall at first. Also you may expirement with bigger crashes(3+waves) but it may be risky; you don't want leave too many of enemy minions alive in case you have to go elsewhere, or suddenly become unalive. This is not only loss of exp/gold, but also your turret plates. Staying mid near jungler's timers(ex.around ~3m 30s single run end , crab spawn) may lead to gank. Which is useful to spare other lanes from jungler's attention, but may lead to midlaner's death.
It is good if you can farm crab after crashes, if your and enemy jungler met in other side, and your jungler can deal with it solo before enemy mider can arrive.
At some moment you may want "Freeze" by stoping push and only lasthitting, if there is no opponent. Otherwise it will be more problematic. Do it to make lane gankable by your jungler of build HUGE wave. If you want freeze above anything else you may stand inside minion pack and bait opponent for AOE into you.

Big crashes often used for tower dive, cuz dived champ loses bunch of exp and gold, and some dirty, cheap 3v1 moves may occur. Be careful of this and use same tech for yourself.
After at least 1k+ gold in items you may roam to side lane and try to perform tower dive...ehm...walk. When you crashed big mid wave and chosen lane does the same.
Let's look at botlane roam example.

1 Variant.Your team can do it in more than one attempt if your minion wave is big and can tank the tower between attempts. Perform coordinated attack on someone, then step back, allow the tower to drop bonus DMG buff(5 sec). Repeat until they dead. In higher elos pepole will do it without question.
2 Variant. For lower elo you can do more straightforward thing: Go closer to your victim, short ranged guaranteed Charm + other stuff without ult + move out to drop tower aggro. Then allow your tanky supp(ideally) to tank and mitigate empowered tower shots. Watch out for being tower-focused again. If this flipped, finish the business with your ult and stuff.
Ideally, burst champ or tank starts engages into DMG champ, and consistent DMG dealer damages all time after engage. Normally, after 1st completed 3k item, should be piece of cake. Earlier side lane roams highly not recommended. Some supports can do this though, since they almost lose nothing and usually rush mobility boots for this.

You can do similar thing with mid/top lane. But 2v1 early tower dive is more difficult than 3v2 or 3v1 since you need enough combined HP to tank tower, DMG to finish target, and mid/top laners usually have CC/elusiveness/DMG or all together.


When it comes to objectives...Yes, Rift Herald may break plated turrets, add early gold advantage for shelly driver, deal with backdoor protected turrets and Nexus. But also may fail miserably, this is such inconsistent thing. Jungler should know when it worth something. And you can break turrets completely without it. So why bother when you already scratched half of the plates? I personally value dragons more, since they are of very approx ~1k team gold value+opportunity for soul, and stats serve you as additional slots until end of the match. Even the worst drags are good akshually, if you can smack everyone in botlane before going for them . Atakhan is similar thing, Nashor v2 with permanent stats. Don't be lazy and clear around first. Have pushing threat.

With that being SAD, lets move to the next topic.

****LANE OPPONENT ARCHETYPES****

Champs we encounter here can be split into categories

1.Short ranged weaklings.They:
-melee
-cannot perform all-ins without being hit by our minions.
-had to stay inside minion wave to AoE-clear and become attackable Katarina Fizz or they have long cooldowns early Zed
Summary:We should make use of our autoattack range, Summon Aery Electrocute Scorch Teleport and better waveclear to humilate them. Deny all minions and exp possible! They dont want fight you inside your big minion pack while you are 70%+ of maxHP, but some may try into small one. Keep tracking their mobility and go wild when it is on CD. Build wave and crash for cheater recall. Or help your jungler invade raptors or something. Continue humilation after lv6. Get some cheap tankiness Cloth Armor Null-Magic Mantle if you build something from it later. Follow their roams or roam yourself when chances are good.

2.Bruisy sustainers.They:
-melee but can dive and fight into our minions since they have sustain and/or good extended trade and may chunk alot and go back. Yone Yasuo Irelia, other mobile bruisers.
-still can be counterattacked by our minions and pre-1st recall (around 1300g perhaps) most of them lack damage to go hard on us. Carefully build big wave and stay near it(but not too near) closer to your tower.
Summary: Do not push too much, try to freeze, then push, crash, recall. Take/deny what you can, no need for hyperagressive plays here. Be wary of their tower scratching capabilities and dont leave them alone for too long.

3.short range mages(max range of base abilities<700)
-nothing interesting here, they often have troubles clearing waves early. Poke them alot and crash often. Your 6+ roaming potential is bigger.

4.long range(artillery)mages. They may attempt push and poke you alot. But their mana isn't limitless. Avoid staying behind minions. Waveclear with Q. Keep your W ready for movespeed when nuke comes.

5.ADC. Play around your minions. They are your teammates here. If ADC tries to punch you, just nuke them with spells+auto in return and step back behind your minions. Respect big punchers(Akshan, Trist, Draven)and play around their CDs. Keep distance when Fox-Fire or Charm is on CD.

6.Tricky champs. They have unique to them, tricky ways of play and counterplay. Gangplank and his long range zoning barrels Diana and her ranged spam, which hurts and turns her into Irelia Akali and her shroud, LeBlanc and movement jukes+passive. Develop individual approach to these.

99 Keep dude busy running from base to mid. After 6 do not waste ult for kill, keep it for escape grom jungler. Gank other lanes for free gold maybe.

****GENERAL IDEA FOR LANING****

Most of times your goal is to play from range cuz getting close means became easier target for spellcasters and ADCs and your skillset is not good for fighting inside minions. Sometimes you may catch for full combo immobile champ who decided to stop hiding behind minions.
Shove wave when needed to get wave state you want(slow push, fast push n crash, freeze). Poke with Q, ideally shoving wave at same time if you need push now. Do not let same happen to you. Keep away from your minions pack. You need force opponent to choose between poking you or clearing wave. This makes laning vs artillery mages much easier. Avoid roaming lanes until its 80%+free(for example at 20 min mark, ur botlane crashing big wave into enemy tower, enemy jungler busy ganking top, enemy mid just met big midlane crash. You can go straight behind their tower from jungle and help secure double kill and tower, if your jungler is too far for this now ). But usually, focus on farm and jungle skirmishes, since lanes are far, warded, recalling, whatever.

YOUR OBJECTIVES IN ORDER FROM HIGH TO LOW PRIORITY(if you have no idea at all)

Farm and scratch turret, protect mid tower, be ready to assist jungler when they are in your area of ​​responsibility( circle with diameter between crab spawns,including enemy jungle), deny opponent's farm, steal crab, make useful vision when roam, steal Raptors, long range roams(lanes or deep jungle), split push, make everyone on the run for you and annoy with proxy farms/pushes( mostly when your team doing big objective and they are strong even 4v5 in case you have no Teleport rn)

****TOPLANE ALTERNATIVE (NOT RECOMMENDED FOR BEGINNERS)****

Yes, you can do toplane if you have some expertise here. Lane is longer and punishing harder. If you feel comfortable being solo self-found toplaner, and your team ok with that, then why not. Farm and poke for cheap dmg. Exort whoever possible from lane then fast push and scratch plates if wave state allows. Top lane is long lane meaning proper wave management is easier obtainable here. Phase Rush and builds with more AH may be useful for disengages.

****SPLIT PUSHING****

Let's be honest, Ahri is not something that most champs want to face 1v1. Her DMG output is more than enough to deal with squishy targets and mobility+spell range allows to solve ''beefy dudes'' problem. With Phase Rush keystone it becomes even more kiteable and one-sided. Big shove Orb of Deception and Lich Bane tower kill threat in addition to all above makes it clear: Ahri is capable sidelaner/splitpusher, especially when running default summoner Teleport

If you got some duelist lifestealing from your minion wave alot and want proxy push it to inhibs/nexus towers and you feel lacking DMG to compensate (Worst case scenario), go behind them and meet next wave.If you are near enemy base , switch to another closest lane for push, stop enemy waves from threatening your base.

AKA similar mirrored play is possible but Ahri cannot restore HP that much in long run; only limited tower tanking/skirmishes allowed. In such situations, after de-push, it is better just gather with your team for some big teamfight and make use of your skillset here.

****BOTLANE/SUPPORT(OFFMETA, NOT RECOMMENDED FOR ANYONE)****

Going duo lane is not recommended because:
***Minions respond to players with repositions and Ahri's spells are less reliable in such chaotic botlane environement.
***They also may freak up lane state if you attempt poke opponent with Orb of Deception.
***Unlike Talon and other off-meta supports,damage numbers aren't great.
***Almost no support function.
***With lack of levels and gold early, you also fall behind in DMG for early game skirmishes,if they occur.

However, if you matched against passive laners and/or your lane ally can and want ''just play safe and scale'' , and if Ahri fits well in whole setup for mid-late, then why not? Still better than Mrs.Play40min4v5WithoutVision Yummi. Or blindpicked chanter supps in general. Ahri supp is almost better than blindpicked chanter, try to convince me otherwise.
Build standart 1-2 items,skip 3rd,rush 4-6 and have space for support items.Ex.


To the top
VISION
Vision may help your team to track state of neutral camps, roaming champ whereabouts, and predict their next move. Support/toplaner roam timers are not very predictable. Unlike full clearing jungler's. Jun cannot run for nothing, jungle camps will not clear themselves.

Knowing even estimated coordinates of them is valuable.It gives your roamers free action time in other parts of the map or allows prepare for countergank.

We may expect some jg clear timers based on type of jungler

1.Full clear situation. Juns without great early game gank setup want clear their whole jungle and crab, then try to squeeze Flash out of ganked laner before recall. Faster clearers may annoy you before crab spawn or if they know you already wasted Flash.VS these you can place most common wards and they will work.

2.Stronk Gankers. Ex. Jarvan IV Twitch Nunu & Willump These have tools to make you dead or chunk alot of hp+flash right after lvl 2 gain, or bit later. This lowers clear speed, but may place ganked lane in very unfavorable position. Which will lead to successful kill next time they rotate here. For mid lane it may be ~30s from one side, ~1m20s, after stealing raptors ,from other side, or just around 3m30s+ after crab.They also can be invaders al level 1 and later and it changes clearing paths and timers for both junglers a lot.

TLDR:very unpredictable dudes, consider buying Control Ward Placing it in your own jungle bushes or your half of the map in general(outside of vision from river) allows it survive longer and spot coming invades/some gank routes.
It is very important to gain as much vision as possible early vs such champs, and not let them snowball. Usually they "scale less" into late 1v1 and teamfights.

Place wards in nodes providing vision in max number of directions. Unless it is more important to get vision of the exact spot.
When warding enemy jungle try to make it less countrable by lens or in-bush pink ward,which are popular. Partial vision may be better than completely denied.


Later in the game you may want set up vision around objectives, some deep jungle wards to spot enemy groups movements and make objective plays or catch single targets. These wards may be anywhere between movement routes and object. You also want some vision inside your jungle if you're pushed in. To prevent surprise dives at your carries.

Here are some examples.
NOTE. Wards in green circles are "home" wards for corresponding team, for their own jungle. Control wards are for places where they have long expected life time, based on enemy jungler invade power. They also can be basic yellow. All these are early-mid game, mostly for informing about jungler invades/ganks. Not including very deep wards(Krugs,Wolves and around),which more difficult to place, and they not very informative. Late game, when anyone moving, vision may be placed anywhere. Remember to make vision around objectives ~40-60s before spawn.

To the top
1v1patterns
CHEAP DAMAGE CONCEPT

Any DMG you can apply to the enemy without bothering too much. Non-comboed easy to hit spells. Like it is some side effect. Ahri creates a lot of cheap DMG in form of Lich Bane , Spirit Rush and Fox-Fire.

Overall, Ahri can do a lot of dmg when ult is ready due to its synergy with Lich Bane and because most spells hit. While her scalings may look smol on paper, they hurt. Just open calculator and compare two ''burst'' AP champs*

Ahri 650 AP: R1+E+ Lich Bane +Q1+Q2+W into single target=3250 dmg
Additional W+R+ Lich Bane rotation(3s later)= 1550 dmg
Lux 650AP: passive+R+Q+E DMG=3130 huh? Apparently it is Lux who cannot oneshot anyone. Sure,there may be another passive and lichbane proc for another 700dmg total, if we manage to play lich bane Lux within 550 range from enemy dudes, but i don't think so.
*not counting runes,some item dmg,etc. Which only means more dmg and "oneshots" late game. Mobility and range never inflates.

Let's take look at some 1v1 situations which may help you develop better understanding of these patterns. And implement them in bigger formats. From 2v2 to 5v5. As I said before, multiple isolated 1v1s just easier to stomp than chaotic 5v5. Additional scenarios and schematics will be given in ADVANCED TECH section.(not ready yet)

****VS ARTILLERY MAGE****

Imagine you want fight some artillery mage. These dudes have one important ability(hard CC/at least root) which gives them +30% to chance of survival in 1v1 vs assassin. If they miss it, they're cooked. As an assassin, you don't want be hit by it and lose more HP than allowed. Lets analyze 1v1 scenarios for Ahri vs (artillery)Mage

1.Chilled poke scenario.
Approach to Mage for ~max Orb of Deception range
If they cast something from longer range, and you can't reach them from single R usage, sidestep it and keep moving. This will either push them out of position or force to make bad move(getting closer than 800 range is bad move)
If they allow you poke them with Q, do it, then rethreat for moment. You don't need rush all-ins unless you need for sure. Repeat poke when Q ready.

2.0.Play time is over. When you want get rid of Mage fast.
If they are in range, rush with R1 straight to the point from where you can easily nuke them with E Q W +lichbane +R1(if bolts can reach). Important to do it quick so focus on hitting charm first, then Q, then W and auto. Element ot surprise allows you not being hit by more than one spell. Even if you're hit, your victim will be charmed for the rest of root you staying in. If Mage survives, keep dashing in response for spells and spamming Lich Bane and W.

2.1.They have flash.
R1 to unpredictable place near them(just enough range to hit auto with Lich Bane and R1 bolt), then auto-W-run away, sidestep their spell if it coming, then half-to-max range Q from safe distance. After W and lich bane come out of CD,repeat cheap DMG with R2 W auto. Or R3 auto, if you spended R2 for additional movement.

Difference with 2.0 variant:Do not cast anything exept cheap DMG(R,W,auto) at first arrival point for it takes time and can make you CC'd, and can be flashed. You may skip autoattack, avoiding CC is prio. If they flash at any point, continue as if it was 2.0 variant.I.E. engage into short range followed by almost point blank charm and other spells.

2.3.If you're CC'd and probably comboed early ,continue 2.1 with bothering about dodging less since they have some spells on CD.If you survive, of course.

3.Killthirsty. When you want get rid of Mage fast with increased risk of failure.
If Mage doesn't want getting closer, R1 in direction straight to Mage(or almost).If from here you can throw max range Q, -do it. If projectile comes from Mage, move perpendicular to it with movespeed by Fox-Fire activation. Then R2 to the side near Mage from which you can easy hit combo Charm+ Lich Bane+ Fox-Fire when it ready again. Then Q+R3+lich bane.
This is when Mage is enemy carry and priority target. Normally, you don't want spend more than one Spirit Rush charge to get into position.

3.1.they have flash variant. After R1 and Q, keep running for them until all spells are ready and then...continue as if it was 2.1. with r1 renamed to r2 and r2 renamed to r3,and there is no R behind r3.


4.Oversimplified version. When they have 2400hp and less than 80MR, W R auto-move farther to not being hit too easily-wait for W cooldown. Repeat 2 more times for 4500dmg assuming 650 item AP. They will die ~1.3-1.5 times from this. Keep running between Rs tho.


Overall you want react to artillery mage's abilities and dodge them while dealing cheap damage. From 800 distance it is easier for you to hit maxrange than for them hit you with anything. Keep moving after dashing to unpredicted places close to them (~600 range and less)to avoid being CC'd

This whole situation with imaginary Mage describing best Lux situation. And assuming execution is well done, which may be not allways the case. Still, 3 charges of is too much for artillery dudes. Some dudes are easier, cuz have short CC duration and/or delayed casts(Xerath, Vel'Koz(yes he is one of the easiest champs for Ahri despire countering her on paper)). Some are Brand, but we still can make him missing stuff, just keep some range and move. And some are Zyra with her charm-blocking plants, but these are doable too.


How to counter this as an artillery mage? Build EHP vs MagDmg. Stay with your team. Save your CC for short range shot, follow it by buffered other spell if you see unavoidable charm coming. Spam only least cooldown, non-CC nukes from distance. Keep moving all time. Keep your flash ready when playing vs divers. You will probably still die, but not without wasting enemy resouses.


****VS ADC****

We have range advantage over them. If they want hit us,they have to get close enough to become charmable with high chance. And they are vilnurable to Orb of Deception from even longer distance. DO NOT COME CLOSER THAN NEEDED. WORK FROM 650+ RANGE WHEN IT IS EASY HIT. WE CANNOT DODGE THEIR DAMAGE IN THEIR ATTACK RANGE.

1.Easy peasy scenario. Poke with Orb of Deception , Charm, move closer for Fox-Fire and Lich Bane when ADC charmed. Move slightly out of attack range, repeat when CDs ready. Use W for MS and max range DMG ''tickle''.

2.Close range engage. If they are too far for 100% orb/charm and we have no time; or we need move near them for some reason. Close range R+E+Q+ Lich Bane+W+ move out and keep distance until W+ Lich Bane+R ready.
If they have Flash or other mobility, R1+Q1+ Lich Bane- wait for flash until Q2 hits.If ADC flashed,move with R2 for Q2 to follow. Charm+ Lich Bane+W at arrival if anything of these ready.
Alternatively, use pure CHEAP DAMAGE attack. R1(to range just enough for R bolts and your attack to hit)+ Lich Bane+W-move out. Repeat with R2 and R3, when Lich Bane and W ready. Use orb/charm when needed.

ADC Counterplay: Get 100+ MR after 30 min,if you are main carry and heavily focused,or they have another champs with magic DMG who can pounce on you.It should only decrease your DMG output only by~10% and will increase EHP by 30%, which can be difference between life and death from CHEAP(unavoidable)DMG.In addition, Lifesteal item(or two) may restore bunch of HP in longer fights for autoattack-heavy champs like Draven Jhin Caitlyn who are best vs squishy targets and build crit and less attack speed. Lower AS champs can maneuver better without losing much DMG.

Keep distance around your max range to be able dodge Charm, which damages and disables your ~2-3 autoattacks, which is huge. Do not outplay self with zigzagging. Just attack, keep distance, dodge reactively.
Alternatively, move away with occasional counterattacks and dodges ,then allow Spirit Rush to expire.

***VS ASSASSIN***

These are bursty, mobile and spellcasting for the most. Your goal is to dodge their spells, while dealing some CHEAP DMG. They cannot deal as much CHEAP DMG as you. Their misses are costly for them. If they hit,they hit hard.

Start from long range poke. If they rush into you, prioritize dodging over dealing DMG. If you rush into them, same thing. Dodging first, DMG second. Do not stay in melee without need. Keep Charm until guaranteed hit, when their elusive/mobile thing is on CD, or abuse their fixed dash range Urchin Strike or self-locking animations Reaping Slash Bone Skewer

Counterplay:Prioritize easier targets. Dodge charm at all costs(If you have some elusiveness spells, use only extra-short ranged dashes into Ahri to not allow cast charm in right time.Ex. Fizz and his last moment untargetability followed by point blank dash. Charm is very visible spell now. If you have non-(point click straightforward targeted) dash like Phase Dive Umbral Trespass, you have better chances,and may even use it for dodging other spells. Building some MR will not hurt much your dmg output.


***VS BRUISER***

I am not a big fan of separating these to subclasses, and just call them all bruisers.
They often have some form of dashes, big EHP pool, and can heal out of DMG. Take fight with these when away from your/jungle minions. Keep distance needed, kite and waste their HP and cooldowns before main event. Save charm for disengage if they have long/multiple dash(es). Do not stay in melee without great need.

Counterplay:Dodge what is possible, all-in immobile consistent DMG source. Do not get baited from the start by things like Ahri LeBlanc Zed. Only commit if they wasted mobility. Alternatively, splitpush and bait some easy target to come for de-push.


To the top
INDIVIDUAL 1V1S AND MATCHUPS
STUB SECTION,PLEASE SKIP

Spoiler: Click to view
ADVANCED MECHANICS
****IMPORTANT SETTINGS FOR SKILLSHOT-BASED CHAMPS****

***quick cast

You can adjust way of how spells are cast.
''Normal cast''-on pressing spell hotkey, game will show possible trajectory for that spell, press left mouse button to cast spell. Legacy option,not very useful now.
''Quick cast with indicator''-press hotkey to show trajectory, release to begin cast. Aka cast on release. Default recommended option for spells which support this
''Quick cast''-press hotkey to begin cast spell, aka cast on press.
Spells may have some cast time(often 0,25s for mages)before firing actual spell.

Try to test both settings(QCast with and without indicator)in PvP matches without switching inside the match to find which setting is best for you. Against some champs which require your quick reaction rather than precision, you may prefer Qcast without indicator(cast on press) ex. Yasuo Irelia Fizz and their dashes.

Note that quick cast with indicator delay between press and release may be insignificant, if you have quick fingers and/or capable keyboard. Thus you may want if as default option for the most of times.

***natural preference

Players naturally have different efficiency in throwing skillshots in diffirent directions. I personally have much easier times hitting Charm to somewhere between north and east. Can almost hit it with eyes closed. While doing so quick to near-west or south-west direction is much more difficult. This is why my winrate on Syndra will be lower when i play for the red team. I find this champ is mostly played in direction from allied base to enemy, at laning phase and later. And her precise stun combo is what makes big difference.
Find your easy directions, try to test/improve skillshots in all directions by training, make adjustments if needed. When playing Ahri, consider moving with R such way that you can perform precise and quick shot from the easy direction.

***cursor

Some linear skillshots are easier if you place your cursor behind the target. Often it is true for close targets. Because even small mouse movement near your champ when firing skillshot creates big angular displacement, you want minimize it. And whole skillshot direction may be less clear visible from here.
Some are easier when cursor is between you and the target. Train both situations in practice tool with small and big monsters and dummies. From diffirent angles and ranges. Make some muscle memory. Adjust mouse sensitivity for it being good for close and long range cast. Repeat from time to time or as your warm up.

When fighting some champs as Ahri, sometimes you may want be close and abuse their high angular displacement mistakes(aka too high mouse sensitivity for close range moves), or inability to follow your movement nearby.Ex. Arcanopulse Dark Sphere Life Form Disintegration Ray -delayed casts, and/or not easy to hit from close range.

Try to not place cursor too far from champ you are playing. In any given moment you may need to cast spell towards distant unit, which is in your max spell range. Or simply to move. The closer to your champ is your cursor, the faster you can start moving in new direction ( and dodge stuff or react in other way ),and change spellcasting directions. Keep your cursor not farther than half of your champ's max range distance, as default option. You may find better for you options by experimenting.
Note: very long range champs may have special preferences.

***2.5d game unfair hitbox advantage

Blue team has easier times hitting enemy units' legs, as they are not obscured by champ's model.If you have natural preference toward this direction, you may perform much better with this. But it is possible to just make habit of ignoring unit's model and play only around hitboxes for some champs. From any direction.

***Elevation issue

Skillshots can miss if source and target unit are at different heights.This is signifigant and DISGASTANG!!!
River is low ground here. If you are in the river, you need to aim little bit lower and if enemy is in the river you need to aim little bit higher.I cannot say if this works similar for any champ/patch/place on the map. You need to find out required correction for your champ and current map version using practice tool. In general,take fights on flat ground when possible, or abuse this against skillshot reliant champs. Zed and his shadows' shurikens can be screwed a lot from this.


To the top
Mental. Health. Grind.
This chapter is not Ahri-related, but still may be useful

Spoiler: Click to view


To the top
OUTRO
I hope you found something usefull here. And...

THAT'S ALL, FOLKS! For now.





Link to the top of page
Download the Porofessor App for Windows

League of Legends Champions:

Teamfight Tactics Guide