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Recommended Items
Runes: BEST mid-late
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Teleport
Items
Ability Order Skillorder
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Akshan
Headache early game. Keep distance and charm and sprint(W)ready to stop him after his dive. Disengage before taking too much dmg. Mid-late game, use standard methods vs ADC.
Vi
CC mobile physical. Big dommage.
Vi
CC mobile physical. Big dommage.
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




Recommended for players with some experience.
Some abbreviations reader may encounter in this guide:

Good luck.
****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. (





++We able to perform coordinated assault with another non-magical damage champ suited for this(mobile champs capable of extended chase:


++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





-- 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


This is usually part of coordinated assault thing. AOE version.
--you can simply splitpush
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passive

Q

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
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

shrouded


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

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



E

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












R

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

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


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








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.


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DO NOT OVERSTACK SINGLE VALUE. DIMINISHING RETURNS.
****RESISTANCES****

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

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Importance of item's passive.

Think about your estimated role in current match ( pure dmg backline burster, bruiser,

BUILD ORDER AND LIST OV VALUABLE ITEMS
Build order may vary depending on game. Sometimes you want add early and keep small items like


Late game core items are



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




3rd item is something into-midgame transitional. What provides big relative damage increase rirght now.






4-6 items. What is left. Remember to add



****SUGGESTED FIRST ITEM****





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







****3RD ITEM****
RECOMMENDED

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.


LESS RECOMMENDED




DEFENSIVE ITEMS(3RD ITEM OR LATER)

**Primarly against AP champs who have important hard CC ability which, when it misses, renders them useless. Example:

**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




Building more than one defensive item is not forbidden.
OTHER ITEMS














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


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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

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


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
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

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



Summary:We should make use of our autoattack range,






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.



-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


6.Tricky champs. They have unique to them, tricky ways of play and counterplay.





99

****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

****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.

****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




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

***Unlike

***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.






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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


2.Stronk Gankers. Ex.



TLDR:very unpredictable dudes, consider buying

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.

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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



Overall, Ahri can do a lot of dmg when ult is ready due to its synergy with



Additional W+R+


*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

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

2.1.They have flash.
R1 to unpredictable place near them(just enough range to hit auto with

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




This is when Mage is enemy carry and priority target. Normally, you don't want spend more than one

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

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

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

1.Easy peasy scenario. Poke with




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+


If they have




Alternatively, use pure CHEAP DAMAGE attack. R1(to range just enough for R bolts and your attack to hit)+


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



Keep distance around your max range to be able dodge

Alternatively, move away with occasional counterattacks and dodges ,then allow

***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




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.




***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



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***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.



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


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.



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.

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