Ahri Build Guide by RockitoAhri
[9.23] Ahri Guide! Climb Ranked Tips S10! [D1 AHRI OTP]By RockitoAhri | Updated on December 3, 2019
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Choose Champion Build:
9.23 Ranked Ahri (Electrocute)
8.20 Ranked Ahri (Glacial Augment)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Ability Order
Threats & Synergies
Keep a fair distance and be aware of a fish. Its predicable when Fizz players are looking to throw it. Be on your toes to R away from it. Going straight Left or right is not the best decision. For some reason away + direction has more success in dodging the fish. (flash is always there, but you should use it as last resort). Poke his ass and force him back. Don't let him take the lane pressure. Not that hard of a matchup if you play it right, but most can't play it right, thats why I'm putting it here.
Fighting him on lane is very difficult. A better thing to do is just CS and roam as soon as you have your ULT up. Picking morello after Ludens is a MUST and keeping ignite ONLY for him during team fights.
Do not be afraid to walk up for a Q. The trade ends up equal. If you don't do that he will poke you freely and gain lane authority. Its a skill matchup. - Walk up, - Q , W , Auto attack AND walk back right after. Do the same when you have your electrocute up again. This is a winning trade for you. When he is low enough, freely go for the kill. at around 35-40% HP you can go for R - Q - W - Auto attack - Ignite. This will be enough to burst him. He will push you away with his ultimate, but it will be too late.
Do not go for a trade LVL 1. He will most likely pick Q and win it. You only poke him with Q. Avoid going into auto attack range where he can use his Q. If he starts walking up on you, walk back and deny him the chance. Keep an ultimate charge to dash out of his W. If you have your Ultimate up and he is 60% HP or lower, you win.
Ziggs is pretty straight forward. You need to do THREE things. Do not stay near minions, play parallel of the minion wave so you can always throw an auto attack or a Q at him, you have to be aggressive Vs. Ziggs. And last. WARD. You are playing forward on a matchup you have lane advantage in. WARD, because you WILL get ganked.
Similar to the Ziggs matchup. Do not just stay back and dodge his skillshots. Play forward, do not go in the minion wave, and trade back with him. This will put him off from bullying you in lane. At lvl. 6, you can all in if he is at 70% HP or lower. Its a guaranteed win, charm is not required to kill him. (Beware of Xeraths running Cleanse. Ignite at the very end for a single tick or more, even if he still hasn't used it during your engage)
His abilities are really easy to sidestep, stay around minions, you win every trade, bully him with confidence. at lvl 6 freely go for the kill.
Not that easy, be aware of Ekko throwing W's after backing behind a wall. Don't get hit by the Q. Keep an ultimate charge to catch up on him after he uses his R.
Pressure him, push the wave, WARD (because you are pushing....), when he goes for a roam it is obvious which lane he is moving towards. You can either stop him or join the fight at about the same time.
Let him push the first wave, start contesting and harassing on the second, beat his ass on third. Don't let him roam , keep him pressured. You win fights when you have your ultimate up.
You need your jungler's help. CS'ing and roaming is your best bet.
His W is challenging to sidestep if the Brand is capable. If you feel you are having difficulties sidestepping it, play it safe until LVL 6. After that you win every all in. Fight away from minions(to avoid his ult bouncing), keep a charge of your ult for sidestepping his W/Q.
You can avoid Lux's E by walking towards her instead of trying to dodge left or right or running back. Her Q is irrelevant. When you take her low enough and she is in kill range, you can walk up straight and use your ult charge to sidestep her Q. After that she is yours.
Not that hard as people make it to be. Orianna has an advantage over Ahri, but its nothing that cannot be handled.
Play it smart. You win. Stay close enough for him to start smashing you with autos after dashing from a creep, you lose.
Get Magic-null mantle. Now she cant 100 to 0 you. Whether you win or lose becomes a skill matchup. (where you have the advantage)
You win lane. You need to gain as much as lead as you can and avoid fighting him after. You will lose.
Stay away from the daggers on the ground. Throw a lot of auto attacks on her, but walk back when you get minion aggro. You can freely go for Q - W - Auto attack, but you need to keep your E to cancel her ult. Using it prematurely will get you engaged on and killed.
Not that hard. Using the armguard build vs him makes it a winnable matchup. You want to engage on him after he uses his W. This will reduce his DMG quite a bit.
Her Q does AOE DMG when it hits a target. Do not stay too close to the minions in order to avoid it. Beware of Zoe going in fog of war to throw a long range bubble over a wall. Do not let your guard down when she goes out of vision.
Outscales you hard. You can't really abuse her laning phase that much either. Don't charge straight up with R. Go from the side. Makes her ult much harder to stun you.
You don't have the damage or mana to kill her twice (but she can kill you). Poke her down and call for a gank.
Sideste... Fla... Never mind that. If she flash clicks you, you die. Poke her with Q, you have the range advantage. When she tries to walk up, back off. Don't trade auto attacks. Bad idea. Q and E are all you have to do winning trades with her.
With the proper build he cannot 100 to 0 you. Poke him up a bit, pressure him. He won't roam, he won't dare to engage you as he won't have the damage. Just build the armguard, and the HP part of Liandry or Morello. In extreme cases you can go Ninja tabi. He does not have the damage to kill you, but you do. Play it properly and you win every time.
No counterplay! Just dodge the game if you see this monster on Mid lane! (jk lul)
DO NOT trade auto attacks, attempt to hit max range Q's and play it safe until LVL 6. After that just mow him down.
DO NOT trade auto attacks, attempt to hit max range Q's and play it safe until LVL 6. After that just mow him down. (yes the same as Ezreal)
Can be difficult pre. 6. Try to farm it out. He ends up pushing lane most of the times so its beneficial to just wait for a gank until you reach LVL6. Afterwards you are free to all in after a max range Q hit. You win.
Annoying. Don't focus on his tower too much, let them be. He usually steps up to secure CS, make sure to poke him and be ready to sidestep his Grande (E). It will make the turrets focus you and poof your HP. TLDR: avoid grenade and poke him when he comes for CS.
LB has a clunky auto attack. Throw Q's at her when she is walking up on a low HP minion in order to last hit it. She will either have to give up the gold, use her W (which costs more mana) or take the dmg. Either way, its not good for her... Sidestepping LB's E is crucial. Whenever you see her charging towards you with W, immediately start walking left or right. She will most likely throw it forward (unless she is good).
Poke him until he is killable with a single spell rotation. 50%HP Malz > Max Range Q > auto > W > R. Poof. He can't even ult. If one shotting him is not possible, you engage with Q > R > W into him and charm right after. Most of the times he will ult you right after you dash into him and your charm will cancel his ult. Looks good as well. You will get honors and stuff.
You probably won't see him on mid. BUT IN CASE YOU DO. His only way of killing you is following up on a GANK! So get wards! This is how you beat him. You ward - You win. (Also he has a heal passive. Poke only with Q. Using more abilities for poking that won't kill him, makes it worth for him to go out of vision and heal it back up, and you just wasting ur mana. Small chunks into all in AND WARDS!)
Not particularly a matchup you will face on mid lane often, but still here are some tips for when he turns off the lights and comes do to stuff for you...: Always open up with W as soon as you see him travel towards you. 90% of the time he will spellshield that and he is open to your E and Q DMG. Do not ult away as soon as he lands on you. Do it after you charm so you escape his fear.
This matchup is a pain for Ahri. You cannot win a trade with her. Try to freeze and be extremely cautious for her engage. Patience is key here. Only poke from as far away as possible. She will freeze lane on you (if she has functioning brain cells). you can freeze better tho. Again. Stay away, poke in a way that you dont push, freeze. Best bet is roaming or waiting for ganks.
I am not putting this as IDEAL as there is 1 major drawback on when it comes to following up on Alistar. His engage is really quick. If you don't follow instantly, the enemy will just get out of Alistar's stun. Have that in mind.
Aatrox is pretty decent as he provides pressure (when he has his ult), has CC and constant DMG. Easy to follow up on. Drawback is that Aatrox players tend to go in and out of fights. Be careful to not get baited and overcommit.
Amumu is just perfect. You have clear indication of him engaging, he is tanky, you have plenty of time to react and chose a target that he has under CC.
Her auto attack slow + her ult makes her pretty good easy to peel for or engage after.
CC, slow, movement speed bonus. Makes your life easier.
Can sometimes pull things too close that are quite unhealthy for Ahri, forcing you to use your first ult charge to create a distance. Hugely dependant if the Blitzcrank knows what he is doing.
Chunks people down, you finish them and has a stun.
Really easy to follow on, as you can get a guaranteed CC by just following your target with Spirit Rush and auto attacking. Good rally point behind his shield if things turn.
The way Caitlin is played makes it quite difficult for Ahri to peel for. Her auto attack range makes hitting your spells harder as enemies will keep their distance from her. She has no tools to assist you if you go for the backline either. Don't expect her ult to land.
Camille resembles Aatrox in a way. CC, consistent damage, pressure point. Easy to play around and follow.
Cho'Gath has a rather small knockup duration which can be tricky to follow up on. His silence has almost no cast indicator which makes it difficult to get much use of in some situations.
Darius provides a lot of pressure which allows you to make your moves on the carries or just assist him in killing. Mainly you just peel for him.
Has a slow, not much of a pressure point. Enemies will often ignore him and go for you instead.
Draven's E flings targets in sometimes confusing ways and can make you miss abilities. He kills targets quickly and dies quickly if he does not succeed. Very questionable when to follow and when to not.
Her E has a very long range, but just enough time for her to close the gap. If you don't react quick the enemy will be out of CC until you get there. + Her being rather squishy makes it hard to peel for and is not a reliable to play around in fights.
Clear engage, silence, and a fear. Easy to follow up on + deals a lot of DMG.
Clear engage, easy to follow up on. Both for his knockup and taunt.
He can do miracles with his ultimate as they get put in a line, perfect for your Q to go through all enemies. Tanky with CC, easy to play around in teamfights.
Take with a grain of salt. It depends on the situation.
Champion Build Guide
Patch 9.13: Currently getting a feel of the changes. Updates will be addressed here
Update 6: Optimal Starting Items Changed! Corrupting pot FTW > Patch 9.8
Update 7: More laning tips added! Check below under FOX TRICKS!
Update 8: Changed the build to adapt to patch changes (9.21).
Update 9: More tips and advice on how to Climb in Ranked (9.23)
(more will be added in the following days)
Update 10: Ultimate Hunter is better now (9.23)
"Core start" Build changed.
"If Even" Build Path Changed. (in depth notes added)
Under construction for some the text below (labels added in RED)
(decayed to D1 since high ELO matchmaking is depressing)
Follow my stream: https://www.twitch.tv/rockito912
(Viewers choose ELO, what tips I should give, op.gg and game reviews etc.)
SOME EARLY GAME TIPS
Charm > Flash Mechanic
PATCH 9.XX LANING TIPS
1. It gives you relative safety from ganks
2. Puts the enemy mid laner in a pressure situation (from getting ganked) + if he wants to trade he has to put himself into an even worse of a spot
3. If you land a charm you have more time/space to chase down
4. You still have the same opportunity of following fights in the jungle or roaming to a lane.
Simple thing, gives you a lot of advantage. Use it.
Pink/Control Warding River
Every time you have the extra 75 gold after returning from base,BUY A CONTROL WARD.
You should focus on having bought from 3 to 5 control wards per game.
1. Having the river warded makes your roams safer
2. Gives your jungle more control over scuttle crab
3. Enemy laner will have a harder time following considering he has to face check
4. You can spot the enemy jungle or support coming towards your lane (that's the obvious one)
Look who is the enemy jungler!
1. It is extremely important to play according to who the enemy jungler is. You need to ask yourself:
WILL I GET EARLY GANKED?( Shaco, Twitch, Kha'Zix etc.) (if YES, start setting setting up a freeze from LEVEL 1)
IS IT WORTH IT TO PUSH FOR TOWER PLATES?
Do you have vision of the enemy?
Do you have your Ultimate up?
Is it worth it to use your ultimate to escape a gank because you wanted to take plates?
Do you need to keep your ultimate because a fight is looking to break down that you can respond to?
Setting up roams and rotations:
1. Scuttle control:
You need to always be ready to contest scuttle crab, as soon as it spawns go take it yourself or ping your jungler for help and put a ward in the river to know when the enemy jungler will go for it instead)
Don't fall behind on CS and Level
2. Catching waves and side laning:
Most Ahri players fall behind on CS in the mid game. This often comes from the lack of wave management on mid lane and bad roam timings.
HOWEVER the main reason of bad CS past mid game is that most players will not catch waves and side lane and look to group all the time. Grouping is IMPORTANT, but what is just as important is knowing WHEN TO GROUP.
An Ahri Montage Made by me. Give it a view if interested.
Runes remain the same as of patch 9.23.
Electrocute is what you will pick for 90% of your games. Right now everyone likes Glacial Augment, but I personally don't. If you need that check another guide.
Now you pick Transcendence and Manaflow Band on secondary tree. Laning Phase became much more impactful the recent patches. This is why we are giving up on gathering storm.
Sudden impact is self explanatory. You dash, you gain Magic pen. You kill.
If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore 3 / 5 / 9 / 18 (at levels 1 / 6 / 11 / 16) health for each enemy hit.
DAMAGE PER PASS:»
40 / 65 / 90 / 115 / 140 (+ 35% AP)
While the orb is travelling, Ahri gains 300 - 80 (based on time) bonus Movement speed
Q still gives movement speed. If you hit a Q both ways you still get the movement speed, use it by walking forward, throwing an auto and using W. This will trigger Electrocute as well and give you a fantastic trade.
Fox-Fire prioritizes any enemy champion affected by Charm's damage amp and the target Ahri most recently basic-attacked within the past 3 seconds.
W. Don't cast it at the same time with your ult(R). Doing that will almost always result in the fox fires flaying the fk away to a target you don't want. R > Then use the W.
Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+40% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1.4 / 1.55 / 1.7 / 1.85 / 2 seconds.
When Charm damages a champion, Ahri's abilities deal 20% more damage to them for 3 seconds.
60 / 90 / 120 / 150 / 180 (+ 40% AP)
1.4 / 1.55 / 1.7 / 1.85 / 2
E. You can wind up the animation of the charm. Cast E. About 0.5 seconds (max) you can flash and your E will have (almost) no cast animation and cast from the location you flashed to (you will stop for a brief second to cast it). You point to the location where you want the charm before you flash, not after.
MAGIC DAMAGE PER BOLT:
70 / 110 / 150 (+ 25% AP)
Spirit Rush can be cast twice more within 10 seconds of activation at no additional cost before going on cooldown.
MAXIMUM SINGLE TARGET DAMAGE:
210 / 330 / 450 (+ 75% AP)
R. Too lazy to type for this one. Later.
Flash ignite only. I honestly don't take anything else.
In some situations taking an alternative spell is better. But I don't ¯\_(ツ)_/¯
Cleanse, exhaust and barrier/heal are the other viable spells for Ahri that you can take.
Mid Lane Coaching - Ahri - 26£ (session is about 2 to 3 hours)
Availability: Ask on Discord @Rockito912#1314 (GMT+3)
1. Early Game laning (how to play the lane, when to trade, how to track jungle, good warding spots, when to roam, etc.)
2. After we have established an early game base, we can talk about mid/late game, how to rotate and what to build, depending on the demands.
3. After steps 1 and 2, I will duoQ/assist you from a smurf to help you apply the knowledge during live gameplay so you can feel the difference by yourself.
4. Ahri micro. (Spell dodging techniques, landing more skillshots, how to play fights when certain champs are around)
5. Homework. I will give you a set number of games that I will revisit your performance after. If you are not seeing proper results I will give you another session to get you in the right path (improving and winning).
This all takes about TWO AND A HALF hours. (Analysing a recent game + DuoQ to apply live what we talked about during the replays)
Requirment: 2-5 Recent SOLOQ Games played as Ahri.
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