Ahri Build Guide by Vicksay
[9.16] Vicksy's Lich Bane Masters Ahri guideBy Vicksay | Updated on August 14, 2019
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Runes: Standard Ahri runes
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Ability Order Spell leveling order
Threats & Synergies
Annoying to deal with early if she constantly shoves, if you catch her with a Charm post-6 she's more than likely dead if she has Ignite. If she has Barrier you'll need jungle attention to help break that off, and if she has Cleanse you can play around it by forcing her to Cleanse your Charm then immediately applying Ignite. You can take Cleanse or Ignite in this match-up, but with no Ignite you lose immense kill pressure. If she randomly ults you can get easy Charms on her. Once you're fed this match-up is really easy, but I'll put it at even because if you don't snowball well she wins.
Morgana mid-lane on her own is not a threat in the slightest, she will never kill you on her own and her whole kit revolves around just pushing the lane and making every lane match-up neutral, making it impossible to kill her. What you have to really worry about is what her jungler is and later on in the game, her bindings and the target of her Black Shields.
Pretty fun match-up! It's quite even, slightly leaning towards the Syndra if both players are decently matched. Focus on dodging her Q harass early game and get some early boots. Merc Treads are very valuable in this match-up, and depending on what their jungle pick is, so is Cleanse. You have to use your ult well in 1v1s to dodge her Q/W as her ulti is unavoidable.
One of the most even match-ups you'll have on mid lane. Pre-6 she wins this, her early game harass with Q combined with Aery and Scorch is pretty scary. Post-6 with good play from you you'll win the all-in and when you snowball it's hard for Orianna to do much
Bird bitch is just going to make your life hell. Anivia's weakest point is her early game and Ahri can't punish her because hers is not that great either. Without jungle attention, Anivia is just going to perma-push the wave once she is level 6 and free-scale, 1v1 opportunities are slim as it's hard to kill her once, let alone through her egg again. Your jungler has to come mid to force her egg and Flash off CD for you to even attempt to kill her, but the easiest route is to match her wave shove and look for bot lane roams, as she's quite slow and not a good roamer.
Champion Build Guide
[9.16] Vicksy's Lich Bane Masters Ahri guideBy Vicksay
Why play Ahri?
Ahri is one of my favourite champions, heck, she is the reason I even started playing League, and is definitely the champion I have the most hours on. I have almost 800k mastery points on her, she was my first ever champion I played, and she has been a consistent pick of mine since I started in Season 3. She's an extremely fun champion with a kit that flows together really nicely. She has a lot of unique qualities that very few mid laners have - waveclear, mobility, CC, burst AND sustain, making her always a great solo queue pick. However, if she doesn't get fed, she tends to lack damage, because she's great at everything, and not super great at any individual thing. This guide will show you step by step how to maximize your Ahri game play and climb the ranks!
I also have the highest rated Zoe guide on this site, along side the highest rated Aurelion Sol guide too if you guys wanted to learn these champions!
+ Great mobility on her ultimate
+ Great 1v1 potential
+ Decent waveclear
+ Great at roaming
+ Great at creating picks
+ Can fit into many team comps
+ Is a fox
Ahri is the jack of all trades mid lane - she has a unique combination of having sustain, CC, waveclear, damage and mobility, which most mid laners don't have access to. Her ultimate Spirit Rush allows her to be really aggressive in lane, as it's not only a killing tool but a free escape from jungle ganks. Ahri's ability to create picks through the use of Charm and Spirit Rush constantly is almost unmatched, making you amazing at roaming, and with the damage amp Charm offers you can be sure you will kill anyone mid game without Spirit Rush if they lack MR. Because her kit is quite versatile you can easily fit her into team comps without worry.
- Weak early game
- Is pretty feast or famine
- Has a lot of counters
- Relies on hitting skill-shots
- Falls off when people get more items
- No mobility without her ultimate
Ahri without her ultimate is the same as any other mage, super squishy and a sitting duck, it's very important to use Spirit Rush well to have the least downtime as possible. She doesn't have the best early game because of how mana hungry she is, she's forced to mostly only use Orb of Deception until her first base (her Charm is a HUGE mana sink) and it's not that reliable in terms of poking compared to other mages, as you have to hit 2 parts of it rather than just one. Because Ahri is the jack off all trades and master of none, she doesn't have anything she's "great" at, which includes her damage, and it's pretty pitiful if you don't get ahead, and she has no tools to help the team out other than her Charm. She also tends to get outscaled because of this too by other dedicated mages.
These are the best summoner combinations in my opinion. You pretty much always want to take Flash, it's just the best Summoner Spell in the game and Ahri has some unique interactions with it (her Orb of Deception and Charm), and I have chosen Ignite for my second rune here. This is really important for Ahri to take as her damage is not as great as other mid laners, you will need this to finish people off in duels, which in turn grants you more gold and helps you snowball. Ahri is great at roaming too, she loves to gank bot-lane because there's 2 people to kill instead of 1, and there will almost always be one of them running Heal as well, and Ignite cuts this by half.
Take this when the enemy team has very devastating CC that you need to stay safe from, especially from junglers like Elise. Rammus and Sejuani, mid laners such as Twisted Fate and Zoe, supports like Morgana, tanks such as Shen or Maokai, or marksmen such as Varus or Ashe
Keep in mind you do not have to take Cleanse versus only one champion that has CC, but if it's the enemy jungler or mid laner that has it along with it being unavoidable or easy to land, I highly recommend getting used to Cleanse and taking it - if they have a combo like Twisted Fate and Sejuani your life will be hell without Cleanse.
These are very good Summoner Spells, on the right champions - Ahri is not a great user of both of these. Her damage isn't consistent enough to have a DPS mage role later on in the game and she can play as a pseudo assassin if she gets fed enough, and she has mobility on Spirit Rush so she doesn't need to rely on these summoners.
I think this summoner spell is a noob trap after its nerfs a long time ago. It was really good before because it gave you instant movement speed, but now that it takes a few seconds to scale it's pretty bad on most champions, unless you're someone like a Viktor or a Cassiopeia that can use Ghost decently late game as they're mid range mages that have a lot of DPS instead of burst, but honestly it's just so bad right now you wouldn't even take it in that scenario.
Personally I prefer taking Barrier always over Exhaust because it's more reliable in the sense that you can only Exhaust one enemy while Barrier can shield you from anyone, and in team fights it can be pretty hectic to find a target for it rather than just pressing Barrier for instant safety. Exhaust is really good vs. singular champions or if you're a champion that can use it for offensive purposes like Karthus or Cassiopeia but I personally do not like it too much.
Ahri is not the best user of Teleport - she doesn't have enough raw base damage to warrant not going Ignite, and she doesn't have a monster late game, so no need to use Teleport for a free base, and she ganks well without it.
Domination (Main tree)
Electrocute will be your chosen keystone. Easy to proc unavoidable burst damage? This is everything Ahri will need. She also sucks at making use out of other damage keystones, Arcane Comet is great on champions that have constant CC to guarantee the comet hits like Vel'Koz or Lux, but Ahri's CC is only tied to her Charm, but you can't throw it out that often because of its huge mana cost. She sucks at collecting Dark Harvest stacks as she generally plays around her Spirit Rush cooldown, and Summon Aery is only a good niche on some mid laners now, mostly a support keystone. She can proc this quite reliably with the Fox-Fire changes, auto W auto in lane makes for an easy proc.
Cheap Shot is a good choice for Ahri here as you will always apply damage after Charm, and you can also go Sudden Impact here because it works well with Spirit Rush, I change these out based on the game - if I'm vs. a lot of squishy champions that don't have much protection I will go Sudden Impact, if I'm vs. a lot of tanks and I will most likely be Charming frontline for peel, that's where I go Cheap Shot. Also, because we have our passive on Orb of Deception, Taste of Blood is not needed.
Ghost Poro is the next rune you will take on this tree. It's the most reliable rune for AP out of the others on the tree, you won't be able to find many wards to kill to stack Zombie Ward fast, and Eyeball Collection relies on you always getting a lot of kills, while Ghost Poro just requires you to place wards in areas where they won't get swept to spawn the Ghost Poros, and also an extra bonus when the Ghost Poro spots an enemy champion.
Ultimate Hunter is SUCH an amazing rune on Ahri I cannot stress it ENOUGH. Ravenous Hunter is really strong because it provides healing to those that do not naturally have it, but you have your healing passive on Orb of Deception so it doesn't matter. Ahri's ENTIRE champion exists around having her ultimate up, and having 20% free CDR on your ultimate is AMAZING. More ultimates = more plays = more kills. TAKE IT.
Sorcery (Secondary tree)
Transcendence will be our first rune from the Sorcery tree we will want to take. Ahri generally doesn't build CDR early after her Luden's Echo, so this brings us up to 40% if we have a blue buff. This also goes really nicely with Ultimate Hunter, allowing us to have an extremely low cooldown on Spirit Rush.
Manaflow Band will be our second and last rune in the Sorcery tree. Ahri's mana costs aren't the greatest, so having more mana for more spells is always nice. This rule slot is pretty flexible, you can also go Nullifying Orb if you're vs. a team that has a huge amount of AP or if you want some survival in a really hard match-up like LeBlanc.
The bonuses towards your runes are pretty clear cut here, you can opt for 10 adaptive twice (which is 20 AP) and choose between the MR or armour for the final choice, as the HP one isn't very good. If you're in difficult match-ups you can just double dip in the defenses, taking +12 MR or armour, allowing you to get through lane a lot easier.
Glacial Augment is the 2nd best rune set that Ahri can take. However, I dislike going this set up every single game, as you can lack a serious amount of damage and make your team even lose straight up if it's not picked into correct situations. Have lots of tanks/low damage dealers? Stick with Electrocute. Have a high damage top/jungle but their only problem is getting on people? PERFECT situation for Glacial Augment.
After the set of changes Ahri received a while back, there is only one way to max her spells now, and that's Orb of Deception > Fox-Fire > Charm, with a level in your ultimate whenever you can at 6, 11 and 16.
You max out Orb of Deception because it's Ahri's bread and butter tool - her waveclear and her main source of damage, also scaling true damage is amazing.
You max out Fox-Fire second because it's her other damage spell. A lot of people seem to complain about her W being "boring" to play with but I disagree. When maxed it goes from a 9 second CD to a 5 second CD, going down to a 3 second CD with 40% CDR, allowing you to use it THREE time during Spirit Rush - the amount of damage that comes from this is not to be sniffed at, AND it's an auto-target spell. It's also the perfect spell to use to weave in Lich Bane autos as well.
You max Charm last all the time now. Nothing annoys me more than Ahri players fighting saying Charm max second is still good. The reason Charm max second existed was because before it had a base CC duration of 1 second, so you would max this second to bring it up to 2 seconds but still missing out on lots of damage, but now her Charm has a 1.4 BASE duration, which is absolutely amazing. Putting 4 more levels into an ability to double its duration was fine - to only get 0.6 second extra CC? That's garbage, and it also stays at a static 12 second CD. MAX THIS LAST PLEASE!!
Vastayan Grace is Ahri's passive. Whenever Ahri lands 2 ability hits against a champion within 1.5 seconds, she gains a 20% movement speed boost for 3 seconds.
A pretty simple passive that doesn't do too much, but one thing to note is that it procs with 2 ability HITS, meaning just landing a full Orb of Deception on a target procs it, or a Fox-Fire. You'll feel it the most when running away from a gank while throwing your abilities at the jungler and sprinting away.
Orb of Deception is Ahri's bread and butter ability, and it has both a passive and an active effect. Passively, whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and she can gain up to 3 charges per ability cast. One she reaches 9 charges, her orb changes from blue to green, signalling that the next cast of Orb of Deception heals her based on level and AP.
For the active effect, Ahri sends out her orb in the target direction, dealing magic damage to all enemies it passes through, and when it returns back to her it deals true damage instead.
This spell is so important for Ahri - it's her wave-clear, sustain and main damage source all in one spell, and it's also the main ability that will proc your passive most of the time. Learning the range of this ability is really important - because it hits twice, you want to be trying to hit enemies in lane at the very edge of its range so they can't dodge either side of it. You one-shot the castor minions when this spell is maxed at level 9.
You can also combine Flash directly after casting Orb of Deception to hide the animation and get a sneaky kill on someone, exactly like how the Charm Flash trick is performed.
Fox-Fire is Ahri's second damage spell. On activation, Ahri summons 3 spectral flames which orbit her for up to 5 seconds. After 0.4 seconds, the flames will target the closest enemies in range, or if an enemy has been recently hit with Ahri's Charm or basic attack, they will hit them after 0.25 seconds with slightly more range.
One thing to remember about Fox-Fire is that each flame targets independently of others, meaning each flame has its own range, as shown below.
Rough graph of Fox-Fire's targetting
This means that when Ahri finds herself surrounded, if she hasn't Charmed or auto-attack an enemy, you'll find that your Fox-Fire bolts flying off on different targets, like so:
There are some other important things to note with Fox-Fire. If you lose sight of your target, Fox-Fire will not target them, and the bolts would fly off on other targets if there are any - this makes it super important to have vision around brushes with your Warding Totem or Control Wards because of this.
Another cool mechanic with Fox-Fire that many don't seem to know about is how it doesn't cancel previous orders - meaning you can use Fox-Fire during the casts of your other abilities like Spirit Rush AND you can use it while auto-attacking and it doesn't interrupt them. This makes Ahri's kit flow really nicely and it's the biggest reason why I love taking Lich Bane on her - being able to freely auto attack a tower with no down-time and instant Lich Bane procs is amazingly strong.
Charm - Ahri blows a kiss in the target direction, dealing magic damage to the first enemy hit, forcing them to walk towards Ahri and slowing them by 65%. If Ahri hits an enemy champion, her abilities will do 20% bonus damage to them for 3 seconds.
An important thing to note is only Ahri's abilities will gain increased damage to the Charmed target, so no buffing Ignite or Luden's Echo damage, and don't forget Charming a target will allow your Fox-Fire to target better!
A well known trick with Charm is you can cast it then spam Flash afterwards, this makes the animation harder to see and because of that people can't generally react to it, allowing it to be hit a lot easier!
Post 9.14, Ahri gains the ability back on her Charm to interrupt dashes, which is AMAZING! It makes some match-ups that were really difficult a lot more bearable, like LeBlanc, and having that outplay potential is great for increasing her overall skill-cap. I truly believe Ahri will be a top-tier solo queue pick with this change.
Spirit Rush is Ahri's ultimate. Ahri dashes towards the cursor, firing energy bolts to up to 3 targets around her, dealing magic damage. Spirit Rush can be recast twice more within 10 seconds with no additional cost, with an innate static 1 second cooldown.
This is a great ultimate to tie Ahri's kit together. You can use her ulti to dodge important abilities, cross terrain, making sure your return Orb of Deception hits, and so much more. One important thing to note when combining Spirit Rush with Flash to cross a large distance, always Flash first and THEN Spirit Rush - if you use Flash immediately after casting Spirit Rush, it will CANCEL the dash and make you waste the abilities, and also Spirit Rush bolts will be more likely to fly off to random targets if you use it first. Just like Fox-Fire, your bolts will fly to other targets if you do not have vision on the target, brushes are Ahri's worst enemy! Use your Warding Totem effectively!
The most common thing I see Ahri players do is NOT USING ALL OF THEIR ULT CHARGES! Even if you kill someone and still have 2 charges left, use them to get Orb of Deception passive stacks on minions for the heal, to get back to lane faster over walls or just even in a straight line, or just to simply push the wave! This is a habit you should get into to get the most out of your ultimate.
Another common thing I see people doing with Spirit Rush is ulting right on top of the enemies character model, in some scenarios this is good to try and dodge line skill-shots but most of the time people do this without even noticing - Ahri herself doesn't do damage with the dash, she fires bolts to enemies AROUND her, meaning you don't need to get super close, and also people ult so close to the enemy they tend to make the second portion of Orb of Deception miss because of this, always be aware!
Early game items
Doran's Ring is always going to be the solid mage start. AP, HP and mana regen, what more could you want? It's just an extremely gold efficient item to give you some beef early game before you get your real items.
The Dark Seal
The Dark Seal is an amazing item, you pretty much should build this any game on any mid laner whenever you have 350 gold to spare, even after its nerfs. It is over 100% gold efficient without it's passive, the +25% healing from potions, and with no stacks, which is INSANELY good. At 10 stacks, this item is worth around 1000 gold - reaching up to 288% gold efficiency! No other item beats this in terms of cost efficiency.
Control Wards win games - I cannot stress enough how important it is to make sure you get these as early as you can and place them, they stay placed indefinitely, and if you're strong enough to protect them you can gain an insane amount of vision the entire game through it. Every time you have 75 gold on a base pick one of these up and place it around mid, in conjunction with your Warding Totem you can get a serious amount of vision around mid lane - which is especially good on Ahri as she is amazing at picking people off that are out of position by abusing vision.
Here I will list 3 major items on Ahri, and I think the majority of them should be built every single game, not necessarily in the exact order below as you should build accordingly.
Luden's Echo will be the first big purchase always in your build. This item is just too good, a huge chunk of AP, 20% CDR, mana, and an amazing passive which gives you a lot more upfront burst. This also helps you wave-clear a lot easier as it'll proc on the melee minions, since Ahri one-shots the backline of creeps past level 9 anyway. With the mana nerfs that happened a long time ago, it feels like a mana item is a must now on Ahri, and the huge chunk of CDR allows her to use her spells a lot more, and more importantly, have Spirit Rush up for more kill opportunities.
Rabadon's Deathcap should be your 2nd or 3rd big purchase. On Ahri you want to be aiming to buy this before Void Staff, because while Ahri's scaling is not the best, if you hit your Charm you basically increase your ratios for 3 seconds, which is absolutely amazing. Having this also allows Ahri to keep up with waveclearing, making sure she'll always one-shot ranged minions with an Orb of Deception. I personally like building this 2nd if I can base on a Needlessly Large Rod buy and the enemies have no healing, so there's no need to buy Morellonomicon. You definitely should be building this every game - it's the single highest damage item a mage can buy.
Void Staff, along with Rabadon's Deathcap, should be built almost every game. After it lost 10 AP and Rabadon's Deathcap got massively buffed, it's not a must have 3rd item if your enemy has small amounts of magic resist. Don't be afraid on skipping out on this altogether if the enemy team literally has ZERO magic resist (and replace with a Morellonomicon), but that will be a very rare occurrence.
Lich Bane is such a strong item on Ahri in my eyes, I've been an avid user of this on Ahri since Season 5. In my eyes, this is one of the best damage options on her - it's extra point and click damage to assassinate someone, you can proc it really easily using your Spirit Rush charges in a fight or using your low cooldown Fox-Fire, and with what we wrote in the Fox-Fire section you can auto-attack and immediately cast your W, allowing for a clean Lich Bane proc without cancelling your auto attack animation, and because of this it also allows Ahri to be a side lane threat too. Combined with Electrocute, Ignite and Luden's Echo, you have a scary amount of point and click damage to surprise some squishies with. However, don't build this before Rabadon's Deathcap as the passive scales with the more AP you have.
Morellonomicon is a really good purchase on Ahri, it offers a good amount of AP alongside magic pen to blow up squishies more and health, which actually matters quite a lot on Ahri because she tends to get quite close with her kit. Personally I prefer buying Rabadon's Deathcap over this if I'm quite fed early on, and if I'm not fed I'll opt into this instead. However, if you're laning vs. a champion that has really strong healing (such as Vladimir or Sylas) you DEFINITELY want to be picking this up 2nd, even more so if there's stronger healing scattered around in other roles, like a Nami support or a red Kayn jungle.
Zhonya's Hourglass is a great defensive item. Even just having a Seeker's Armguard early on vs. a Zed or a full AD team in general is amazing to have. You don't necessarily have to build this vs. only AD threats, it is a great counter to many AP mid laners because dodging damage is a lot better than just soaking slightly less damage - as it can completely negate abilities such as Syndra's Unleashed Power, Veigar's Primordial Burst and even Karthus' Requiem. I don't recommend getting this early on instead of your core items unless it's absolutely necessary (vs. Zed, Vi and others) as it doesn't offer much damage. Buying it late game however is a great idea, as you already dish out a decent amount of damage with a 4+ item build, and you just need something to keep you alive - a Zhonya's Hourglass can never go wrong.
Banshee's Veil is another great defensive item. Pick this up if you're afraid of an AP mid bursting you down constantly or poking you from afar (like Zoe or LeBlanc), not only does this item have magic resistance but it has a spell-shield that blocks a single ability, helping to disrupt champions that need to hit all of their spells too correctly kill someone. It's also REALLY good vs. champions that really rely on hitting their crowd control straight up even if they aren't the enemy mid laner, such as Sejuani, Elise, Blitzcrank, etc.
Hextech Gunblade is a really good purchase on Ahri and it's quite underrated - however you will not be building this in a huge chunk of your games, it has its very specific uses. This item is great if you're really far ahead and you need a last item, however you don't care for the defensive utility of Banshee's Veil or Zhonya's Hourglass because their team is quite behind or they just don't have champions that could focus you down well, and it's also a great last item if the enemy has a hyper carry that is hard to kill unless you hit every skill-shot, like Vayne. This item combined with Lich Bane on a low MR target will ensure that you can just Spirit Rush > Fox-Fire > Hextech Gunblade > auto for Lich Bane and they WILL die. This is an immense amount of point and click damage and it's very needed sometimes. The healing is an added bonus!
Sorcerer's Shoes are gonna be the boots you'll be building almost every single game. Ahri needs more oomf to her damage, and when she gets fed, the flat magic pen matters to much, even more so with the damage amp from her Charm. You'll be able to one-shot squishies really easily with this pick up, and even one-shot them without using Spirit Rush if they have no magic resist.
Mercury's Treads are a great option if you need some protection vs. high amounts of CC and AP on the enemy team, such as a Fiddlesticks, LeBlanc, etc. You can't deal damage if you're permanently CC'd or dead, so there will be some games you will have to take these if you want to perform well, especially since Ahri is a mid-range mage and generally can't out-range most champions.
She also has really hard counters that I would never pick her into, such as Yasuo and Malzahar. However you can harass your enemy and maybe even get a kill if you use your mana well. You can also hard push an enemy into tower over and over if they have really weak wave-clear early, like a Veigar or Anivia.
What you want to be mostly looking to do in early laning is hitting max range Orb of Deceptions on the enemy champion to make sure they can't dodge any part of it, weaving in auto-attacks when you can, and vs. melees you can easily auto > Fox-Fire > auto for easy Electrocute procs. You want to be using your Charm VERY scarcely to make sure you don't go out of mana too fast.
Ahri pre-6 is the same kind of champion like a Xerath or a Lux, you're immobile and also really squishy, so jungler ganks can punish you hard and you have to keep this in mind, especially if you're out of mana or you miss Charm - make sure you have adequate vision with good use of your Warding Totem and try to always have a Control Ward in one of the side bushes to protect you. Even though Ahri has Spirit Rush at level 6, you don't want to be playing like you're invincible to ganks. While your Spirit Rush is your get out of jail free card for ganks, it's also your play making tool, you want to be using this as much as possible to start plays rather than use it to run away.
Because of Ahri's great mobility and push potential, this makes her an excellent roamer. If you can get priority by shoving the minion wave, you should look to find kills on the side lanes instead of getting tower damage if you can, preferably bot lane because 2 people = 2 kills! Because of Spirit Rush you can tower dive easily, and most supports on bot lane have a form of CC, so you can wait until they hit theirs for a free Charm into an easy one-shot.
Once laning phase is over, you'll be entering into mid-game, which in my opinion is Ahri's strongest part of the game. It's the time where you start to ramp up in damage and get a lot of levels in your spells for more damage, and it's where people generally don't have enough defensive items so your damage doesn't get negated. You can upgrade your trinket to an Oracle Lens here to start sweeping bushes as you can easily pick people off.
You should be looking for easy Charm pick offs, whether in team fights or hiding in brushes, while saving your Spirit Rush unless you need it to one-shot someone after hitting the Charm or to kite. If you have other people on your team that are really strong you should hover near them and threaten your Charm on people that are trying to jump your team, so you can protect them and possibly interrupt their dashes too. While you want to be trying your best to get Charm pick-offs without using Spirit Rush, if you see a stray carry do not be afraid to ult on them and use your full combo.
Swapping your trinket to an Oracle Lens here helps with you getting picks, people will be afraid of fog of war late game and sometimes will face-check to try and get that Baron vision, Ahri is really great at punishing this. With the damage amp from your Charm you can generally one-shot anyone late game that has no MR from brush with no retaliation. You can also keep hold of your Warding Totem if you feel like the vision is better off because your support isn't warding well enough, and also later on you should sell your Doran's Ring late game to buy some Control Wards, which makes you that much deadlier.
If you're fed, Ahri is great at split-pushing. Once you have the Baron Buff you should command your team to go 4 man in one lane and you go to another, however this can be quite tricky in solo-queue because of people not listening. With Lich Bane and an Elixir of Sorcery, you do a serious amount of damage to towers, while not interrupting wave-clear on minions and also being really safe with Spirit Rush - and if you catch anyone with a Charm you will win any 1v1 with ease.
If you'd like to see my Ahri gameplay, you can follow my Twitch channel - I play her very frequently, and if I'm not just ask in chat and I can play a game of her for you! I stream every single day, starting from 7-8 PM UK time!