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Ahri Build Guide by undeadsoldiers

Middle [9.2]Play Time's Over [IN-DEPTH AHRI GUIDE]

Middle [9.2]Play Time's Over [IN-DEPTH AHRI GUIDE]

Updated on February 2, 2019
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League of Legends Build Guide Author undeadsoldiers Build Guide By undeadsoldiers 44 1 90,376 Views 16 Comments
44 1 90,376 Views 16 Comments League of Legends Build Guide Author undeadsoldiers Ahri Build Guide By undeadsoldiers Updated on February 2, 2019
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Runes: Domination/Sorcery

1 2
Sudden Impact
Eyeball Collection
Ultimate Hunter

Nullifying Orb

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


Threats & Synergies

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

Champion Build Guide

[9.2]Play Time's Over [IN-DEPTH AHRI GUIDE]

By undeadsoldiers

Hello ! I'm undeadsoldiers and this is my Ahri guide. I will be showing you how to play Ahri, what to do in certain situations and most importantly how to have fun while playing her. Hope you enjoy !

If you enjoyed my guide make sure to check out others I've made:
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide


Health: 526(+92 per level)
Attack Damage: 53.04(+3 per level)
Attack Speed: 0.668(+2% per level)
Movement Speed: 330
Health Regen: 6.5(0.6 per level)
Armour: 20.88(+3.5 per level)
Magic Resist: 30(+0.5 per level)

Innately connected to the latent power of Runeterra, Ahri is a vastaya who can reshape magic into orbs of raw energy. She revels in toying with her prey by manipulating their emotions before devouring their life essence. Despite her predatory nature, Ahri retains a sense of empathy as she receives flashes of memory from each soul she consumes.

+ Abilities Synergize
+ High Outplay Potential
+ Good Poke in Lane
+ Decently Mobile
+ High Damage

Ahri is a great pick in solo queue. She has good poke in lane with her Q: Orb of Deception and it deals a stupid amount of damage especially to squishy targets that are sensitive to poke. She is decently mobile, but you should always buy boots one her. She does high damage especially when you get some 'big' items so don't underestimate her.She has high outplay potential with her E: Charm.

- Squishy
- Skillshots
- No Escape
- High CD for laning-phase
- Relies On Ult

As per all champions she does have her cons too. She is squishy early game so watch out for ganks and ward in the river bush + sides of the lane bush. She mostly relies on skillshots and if you don't have good aim have fun with the practise tool. Her cooldowns are mostly 7-12 seconds so you will need to use them carefully in levels 1-6. Overall the cons aren't that bad and many other champions have them so it's really a matter of skill and you should be able to gain it after playing her for some time.

To accomplish Ahri's main goal, the best keystone is Electrocute in the domination tree, since it gives some nice burst to go along with a typical combo, even if you miss something like I always do (it's lag, I swear). Also, the domination tree in general gives some nice AP, that's always good and is better on Ahri than the other bonuses (HP and AS).
It's really easy to proc in lane: you can just Auto + W (which will auto target the attacked enemy) + Q/Auto / Auto + W + Auto / Auto+ Q + Auto / E + Q + W (this one will take a lot of mana though) / etc.

Dark Harvest is not really optimal, since it requires some ramping up to be effective and Ahri is a champ that wants to get going as soon as possible to end the game before falling off. Predator is almost useless on Ahri, since she already has plenty of mobility to engage or stick to targets.

For the first row, the choice is usually between Sudden Impact and Taste of Blood, with Sudden Impact being a clear favorite, since it gives Ahri extra damage when dashing with her ultimate or flashing. It should be noted that this rune will be almost useless until level 6, unless you E+Flash to engage. Keep in mind that the magic pen given by Sudden Impact will be more effective against squishies, because of the way resistances work.
Taste of Blood is good in lanes where you will get poked down, like against Xerath or Vel'Koz.
Cheap Shot could seem good with Ahri's charm, but it gets outshone by Sudden Impact in most situations, except obviously when R is not used. Sudden Impactlasts 5 seconds and works on all of Ahri's abilities (except Q's return, since it's true damage), while Cheap Shot only grants at most 40 true damage.

In the second row, the choice usually depends on the game plan, but a quick rundown would be:

Ghost Poro: take this if you will be invading a lot or want to keep a key area warded at all times, also useful for checking if the opponent follows you into a roam; still, very niche.

Zombie Ward: Scoring a takedown on an enemy ward summons a friendly Zombie Ward in its place (10 second assist timer), and your next damage against an enemy champion deals 30 − 90 (based on level) bonus magic damage. (based on level) bonus magic damage. You won't get too much use out of this as Ahri, so Eyeball Collection is better.

Eyeball Collection: generalist pick, can help if the other two are not picked, gives some AP but not too much.

Since, as we said, Ahri is so reliant on her ultimate to make plays, the obvious choice is Ultimate Hunter, which together with 40% CDR will bring her ulti to 48.45 seconds at rank 2 (if you stack it quickly), and 40.8 seconds at rank 3.

The other options can also be good, though, depending on playstyles:
Ravenous Hunter: Ahri already has a healing on her Q's passive, but a little extra surely helps in harder lanes or against poke comps.

Ingenious Hunter: Situational pick when you are gonna be using actives a lot, like with Hextech Protobelt or to have the Zhonya up at the same time as that annoying Zed ultimate.

Relentless Hunter: Very good for roaming and rotations, probably more useful in a more "splitpush-y" playstyle.

Another option, if you really value the laning phase, is to take Summon Aery from the Sorcery tree, since it greatly enhances your poke. You might ask: "why not Arcane Comet?". Well, that's because Comet is first of all a skillshot that can miss, meaning it's not guaranteed damage, but also because if proc'd consistently, Aery outdamages Comet; another key factor to consider is that Aery procs on autos, while Comet does not.

Nullifying Orb is good in some matchups (mainly AP champs that like to go all-in) to improve your survivability

Manaflow Band can be a good band-aid if you have trouble managing your mana or if you need to shove the wave a lot to keep a roamer in lane, or to counter the enemy's push.

Nimbus Cloak though is almost useless, unless you want to use it to reposition better between the first and the second ulti. It feels kinda clunky on Ahri, so I try to avoid it.

Transcendence is a guaranteed 10% CDR that can help if you build items that don't give that stat, and also after reaching 40% it will give 20 AP for every 10% excess CDR, which is always welcome.

Whenever Ahri lands 2 ability hits against a champion within 1.5 seconds, she gains 20% bonus movement speed for 3 seconds. This rune works well with Ahri solely because of her passive and I prefer taking it over the other two, although the rest is viable as well.

Absolute Focus is really good, since it gives up to 40 AP when you're healthy, and if you're looking for a pick, or lurking around a teamfight with proper positioning, you probably are.

Scorch, even after 8.17, can add a good bit of poke to your laning phase if you can proc it reliably.

Waterwalking can be used for roaming or helping your jungler in river skirmishes.

Gathering Storm can be used in passive lanes to scale a bit better.

The AS is nice for lasthitting. Triumph gives more survivability after a pick. Presence of Mind allows you to spam more in teamfights, allowing you to be more "mage". Coup de Grace helps with assassinations. Cut Down helps a bit with tanks, but picking Ahri against tanks is not optimal in the first place, despite her true damage. Even with all of these pros of taking Precision I personally do not take it since other trees can be so much more useful than the latter. Sacrificing potentially better stats for ones that you don't even know if you will need is just not good, I don't recommend it.

The second row is useless for Ahri, as even more AS is wasted ( Legend: Alacrity), tenacity isn't that useful since if you get caught by a CC, you're mostly dead ( Legend: Tenacity), and lifesteal is useless for a champ that does minuscule physical damage ( Legend: Bloodline). Last Stand is not that great, since threading on life and death status is not that great for a squishy champ that needs to go in to do damage. Overheal isn't great because the only source of healing in Ahri's kit is her Q's passive, which requires mana to stack and use, and the payoff (the shield) is minuscule anyway.

Bone Plating is almost mandatory against poke or all-in hard lanes, since it makes you take 45 to 120 less damage (levels 1-18, realistically during laning phase it's 45~85). Conditioning can be nice in some matchups where you know you will be getting resistances (such as Tabi + Zhonya), but there's better. Revitalize boosts your passive healing a bit, but it's not much.

The other runes can't really be used by Ahri. Demolish, Font of Life, Second Wind and Overgrowth all scale really well with you HP, which Ahri doesn't get a lot of since she builds at most Protobelt and Morello, for a staggering 2690 HP at level 18 (but most of these runes would be almost irrelevant at that point, bar Demolish). Unflinching is bad for the same reason Legend: Tenacity is, Ahri doesn't really need that stat. Shield Bash is not that strong unless you have a steroid support that roams a lot. Even with that it's not the best.

Perfect Timing gives you a free Zhonya which you can upgrade later, with a lowered cooldown; pairs well with Ingenious Hunter to get a 61.2 sec cooldown on the item. Minion Dematerializer can help you keep the lane even or push against shove champions, or if you wanna roam. Biscuit Delivery is great for sustain in lane, however, I would not recommend Time Warp Tonic with it due to nerfs that no longer give extended duration and no longer work on elixirs. Cosmic Insight is CDR for abilities, items and summoner spells, that's always good; it can be taken if there's nothing more situational to take. I would take this as a secondary tree if I want to be ahead in lane, since the runes are, I would say, pretty weird and not centered at any particular type of champion.

Magical Footwear can seem good, but not having boots to roam is a really big handicap for a champ that really likes snowballing to end games quickly. Approach Velocity can be useful to join a fight more quickly if somebody on you team engages with a CC when you're a bit away, but nothing more; your charm already brings champions to you. Here go the runes that are a bit wierd, runes that can be useful but still make you wonder if something else would have been better. Future's Market allows you to hit some item powerspikes sooner, at the cost of delaying the next one. Hextech Flashtraption can be useful for surprise engages or unexpected paths when your Flash is on cooldown, but most times you're better off dashing through the wall or going another way.

Pros and Cons of each secondary rune are explained in the main tree section.

Ignite is a standard mid-laner spell and I would say it has no alternative because I think you just wouldn't need the other ones. This is just enough to finish them off.

Flash is also the standard. I blinks you a short distance towards your cursor and it is pretty helful either to run away from danger or to chase an enemy.

Whenever Ahri's spells hit a champion 2 times within a short period, she briefly gains movement speed.

COST: 65/70/75/80/85
RANGE: 880
DAMAGE: 40/65/90/115/140 (+35% Ability Power)

Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back. After earning several spell hits, Ahri's next orb hits will restore her health. This is the ability you will be using the most. This is Ahri's bread and butter. No matter if you're using it to poke in lane or to pick, its effectivness is huge since the damage is very high.

COST: 40
RANGE: 700
DAMAGE: 40/65/90/115/140 (+30% Ability Power)

Ahri releases three fox-fires, that lock onto and attack nearby enemies. Fox-fire prioritizes champions recently hit by Charm, then enemies Ahri recently attacked.If Fox-fire cannot find a priority target, it targets champions over the nearest enemy if possible. This is mostly used in combos with Charm and orb of deception since the range is too low to use constantly.

COST: 70
RANGE: 975
DAMAGE: 60/90/120/150/180 (+40% Ability Power)
CHARM: 1.4/1.55/1.7/1.85/2 second(s)

Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her and take more damage from her abilities. Use this carefully in lane since it does not go through minions, it can only hit a single unit when casted. You will be using this in combos and to pick enemies in teamfights.

COST: 100
RANGE: 450
DAMAGE: 60/90/120 (+35% Ability Power)

Ahri dashes forward and fires essence bolts, damaging nearby enemies. Spirit Rush can be cast up to three times before going on cooldown. How I usually use her R is: dash towards them one time, W, second time, E, third time, Q and if needed Ignite. This guarantees a kill especially if it's a squishy or a less mobile target.

> > >




















#1. Orb of Deception
1 / 3 / 5 / 7 / 9

#2. Charm
2 / 8 / 10 / 12 / 13

#3. Spirit Rush
6 / 11 / 16

#4. Fox-Fire
4 / 14 / 15 / 17 / 18
You deal most of your damage with Q: Orb of Deception so it is the best option to max it first. It is your main source of damage and it is fun to use when it's maxed. You use it the most and it is good for poke in lane so maxing it at level three too, before Fox-Fire is a whole new world. You'll be able to poke down better and overall have a better laning phase.

Next we max E: Charm. If you're able to land it in lane it's game over for your enemy laner. However don't worry if you don't. In lane if I feel like I can't land it, I keep it so I can feel safe if I get ganked or if the top laner comes.

I max W: Fox-Fire last even though it's the only one that isn't a skill shot. I just find it too dangerous to get close especially to assassins and the damage isn't too overwhelming so I just choose to max it last.

Max R: Spirit Rush at standard levels.

+60 Health
+15 Ability Power
+5 Mana per 5 seconds
Passive: Basic attacks deal an additional 5 physical damage to minions on hit.
Your starting item should always be a Doran's Ring along with some health pots, or Dark Seal if you're cocky (this item is cursed, Mejai's are Cursed). Take some refillables with Dark Seal

Your first full item is usually going to be a Luden's Tempest, starting with Lost Chapter with your first back. Boots and Blasting Wand with your second if at all possible Then you want to finish your Sorcerer's Shoes and make a decision.

Possible second items include in order of recommendation:


Lich Bane
+80 Ability Power
+7% Movement Speed
+10% Cooldown Reduction
+250 Mana

UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals 75% Base Attack Damage (+50% of Ability Power) bonus magic damage on hit (1.5 second cooldown).
Lich Bane for single target burst and pick, with CDR and mana:
-Best choice that takes some skill to maximize the output
-Build Sheen, Aether Wisp, then Blasting Wand


+80 Ability Power
+300 Health

UNIQUE Passive - Touch of Death: +15 Magic Penetration
UNIQUE Passive - Cursed Strike: Magic damage dealt to champions inflicts them with Grievous Wounds for 3 seconds.
Morellonomicon for Aoe damage and Grevius Wounds
-Most Popular second choice due to overvalue of early pen on a champion with true damage
-Build Oblivion Orb first always


Zhonya's Hourglass
+75 Ability Power
+45 Armor
+10% Cooldown Reduction

UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (120 second cooldown).
Zhonya's Hourglass for survivability against Zed
-Personal preference is to never build this item, but in most situations it can help
-Build the Stopwatch first then go into the armor item

For the third item pick up a Rabadon's Deathcap, unless anyone on the enemy team has more than 86 Magic Resist, Deathcap will give you more damage output than Void Staff at this stage (You can bare one target having over 86, chances are they'd have enough health to survive your burst anyway), and if you built a Lich Bane this damage amount is amplified significantly, at this stage you should be able to use half your abilities and kill either underfed characters, squshies, or some armor tanks.

Fourth Item if following Deathcap should always be a Void Staff if they have more than 86 MR, or you can invest in a Morellonomicon at this point.

Fifth item is purely free choice and based on what you really need this late in the game. Some good options include:

Morellonomicon - My choice usually
Zhonyas Hourglass - Heavy AD matchups or Karthus
Spellbinder - Raw AP to get the job done, push and win with this and Lich.
Void Staff - If Morellos was built instead

Hextech Rocketbelt. It is also adviced for more advanced Ahri players but you can pick it up earlier than Lich Bane. Why do I think that? Protobelt has a play pattern less uncommon than LB play pattern (additional burst when catching out players/initiate/safety. Ahri uses it for safety and additional followup damage after catching out somebody with Charm), and it gives you additional safety through mobility and HP. A cheap AP item with a reasonable amount of AP, some CDR and HP.

I've watched many low-elo plays where players only wanted kills and they were so greedy. Don't be like that. If you just can't get a kill don't force it. Aim more for objectives, because in the end they will win you the game.

Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range.

There are four kind of turrets depending on their location:

Nexus towers: Located in front of the nexus, there are two of them.
Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base.
Inner towers: Located in front of the inhibitor towers.
Outer towers: Located in front of the inner towers.
Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200.
Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more.
However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss !

The gist here is that turrets won't fall over at 5 minutes when the enemy team groups up and hard-pushes your lane. Instead, as they chip your turret down, they'll get some extra gold to reward their aggression while your turret becomes increasingly harder to kill. It’s win-win: Lane bullies get more turret gold than before while late-scaling champs have a more reliable window of safety to farm under turret. This also means your lane won't be decided as heavily by the success or failure of other lanes since their own turrets are harder to take too. The falloff mechanic ensures lane phase won't be too much longer on average and makes plating gold a true advantage for early-game champs since once it's gone, it's gone.

PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)

PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start

PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off
BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window.

FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible

First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)

Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00

ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)

Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50

Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50

Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield.

There are five types of dragons:
- Cloud Drake s are useful for both teams regardless of their gold lead or deficit; leading teams can create pressure, split push, and rotate around the map faster for positioning, while trailing teams can still use it to expand vision, respond to split pushing, and position defensively.
-Even with a single stack, Cloud Drake can be very powerful in split push comps, especially if it's denied to the enemy team.
- Infernal Drake s are highly contested and considered by many players the strongest dragon due to its raw power boost. If viable, contest the dragon at all cost.
-In the early game the percentage increased won't make a difference, but the Infernal Drake 's late game power is massive.
- Mountain Drake s are also very powerful late game as it makes objectives like Baron Nashor easier to deal with.
-Siege comps can benefit greatly from Mountain Drake as it provides additional pushing power against structures.
- Ocean Drake s are deceptively powerful during the laning phase; backing off for several seconds allows its beneficiary to extend its presence in lane and can make the difference in some even match ups.
-Another benefit of Ocean Drake s is the ability to mitigate damage against poke comps, forcing the enemy team to spend more mana and delaying or even preventing potential flanks.
-Due to their tankiness and the strength of the buff they provide, attempting to kill an Elder Dragon s usually prompts the enemy team to contest the kill. Therefore, teams wishing to slay it must take great caution when doing so while the majority of the enemy team is alive, much like Baron Nashor .

The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long.

All dragons are between levels 6 to 18 and all of their attacks are ranged.

Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help.

Baron Nashor is the most powerful neutral monster on Summoner's Rift in League of Legends. Killing Baron Nashor grants Hand of Baron to all living teammates for 210 seconds. The buff gives bonus attack damage, bonus ability power, Empowered Recall, and an aura that greatly increases the power of nearby minions.

Soloing Baron Nashor is usually impossible. It is generally only feasible very late into the game with a champion who has immense sustainability, DPS, and tankiness; and even then it is not guaranteed. Most champions who are capable of soloing the Baron are bruisers or tanks such as Udyr, Warwick, Xin Zhao, or Nasus. However, there are some exceptions; a skilled Malzahar or Yorick player, for instance, has the ability to solo Baron with relative ease.

Killing Baron Nashor with a team is fairly simple. Baron primarily attacks the target closest to him, so with proper positioning, a tank or bruiser can be made to take the brunt of the damage.

Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded.

Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs.

Try to position yourself well in teamfights. Ahri's Charm can help you potentially pick off the enemy team especially if someone else in your team has more CC. [[Ahri does high damage but try to not get too close, you're not an assassin + you're kinda squishy so try to keep your distance.

Targets who are less mobile or who are sensitive to CC are the best ones since they're basically a free kill for you.

Traditionally Swain is regarded as her best counter while Vladimir also makes her unable to do much. Vladimir and Kass outscale her like crazy. He'll dodge your skillshots with W while outdamaging and outhealing you and he clears waves well so you can't just push and roam. All you have to do is not feed and farm well and you won the lane.

Assassins such as Talon and Fizz can do a lot of burst damage to you and the way you use charm is crucial for deciding whether you win or lose lane.

Zed pokes very hard but he's probably the most predicable assassin among all of those. Again, it's crucial to land charm if he death marks you. He's tough because of his lack of mana costs, strong push and poke, and the threat of an all in.

Yasuo though... Just ban him. Don't give yourself a headache. His kit is made to counter most mages and even melees can't handle his poke and all-in.

Obvious ones are already mentioned so I think Akali is a decent counter aswell.Especially after her W changes with that blink it is so easy to dodge charm.She has insane burst sustain with gunblade and passive which kinda problematic for Ahri since she doesn't want to all in without poking her target a little bit and most importantly Akali is one of the few champs who can keep up with ahri's mobility.I always pick Akali and destroy Ahri if the enemy picks her before.

Anivia is an awful match-up as well since she doesn't die with her passive and if she ever lands that Q on you it's almost over, her waveclear post 6 is just stupid. Try to position well and don't over extend. If you know her passive is up try to pop it as soon as possible, before an all-in.

Annie is a low skill champion that can stomp a lane. She can deny your ulti with her stun. She is a danger to you. If you don't rush a banshees she can just Flash>stun>ult and kill you and snowball after.

Don't be fooled by her mobility. As with most assassins the charm is crucial. It can decide everything, whether you die, or they. Play safe and look for possible engages with charm. If you miss it back off so you don't get punished. When she ults make sure to instantly CC her.

She's a pain in the *** if she lands her combo, but with your high damage you should be able to just pop her since she is squishy.

He can use W when you ult to stun you while you dash so be vary of it.

He is a mechanical nightmare and I haven't seen a lot of people truly master him. If you're better at your champion than he is at his it should be okay. Other than that you should avoid his free damage from the sand clones via AA.

  • Ahri is a really fun champion to learn and you should at least try to learn her.
  • Ahri doesn't take a long amount of time to learn, though there are a lot of things you should know about it.
  • Ahri doesn't really have to depend on her team that much, so she is a great SoloQ pick.

Feel Free To Ask Me Questions And Leave Reviews !
Make Sure To Check Out My Other Guides :
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide

11/9/18Published Guide
23/9/18Added Vladimir to counter page
18/10/18Teamfight Section Edited
31/10/18Added Counter Explanation to 'vs. champions' section
4/11/18Changed Champion Desc Arcade Ahri Pic to KDA Ahri
7/11/18Adjusted the Inspiration Section In 'Runes' Due To Time Warp Tonic Nerfs in 8.22
19/11/18Added New Synergies and Counters
20/11/18Added New Runes
21/11/18Adjusted To New Turrets
30/11/18Rehauled the Guide (Updated Matchups, Items and Gameplay + Added New Headers and Small Details)
7/12/18Edited Celerity, Nimbus Cloak and Zombie Ward and removed bonuses from secondary runes.

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