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Lore
Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic whose life was quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe - the shape of the humans who lay scattered about her.
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
''Mercy is a human luxury... and responsibility.''
-- Ahri
However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.
''Mercy is a human luxury... and responsibility.''
-- Ahri
Hello everyone! If you're looking at this guide, I'm guessing it's so you can get an idea of how to play
Ahri. I've played quite a few games with
Ahri and I have experience in playing her. I feel she is a great mid, she has a strong burst, great mobility, and she is part fox! Note, I won't have a lot of the guide written, this more-so being a template to use.


I will, however, go over a few things.
Please, before we start, I'm not claiming to be a pro at
Ahri or LoL, opinions are welcome, THIS GUIDE IS NOT TO BE FOLLOWED EXACTLY AS IT IS EVERY GAME, and don't troll vote. Give real reasons on why you voted down.
Please, before we start, I'm not claiming to be a pro at

Pros:
- Great burst.
- Great mobility, chasing/escaping.
- Can 1v1, 1v2 easily.
- Can, but isn't recommended to, intiate fights with
Charm.
- She is part fricken' fox!
- When ultimate is done correctly, good tower-diver.
- Very strong.
- Hard to escape ganks when ultimate is on cooldown.
- Can easily become OOM if too aggressive.
- Squishy.
- Two out of four spells are skillshots.
Recommended Spells

My first option,



Ignite deals damage over time, so it's great to drop onto a low health person which will usually kill them if you know when to drop it.
We take the mastry


It always helps to use

Also, as stated earlier, use it on those pesky healers, or anyone with


My second spell,










Flash also greatly helps with turret diving. Say you used up all your dashes and will get killed unless you get out of the turret right away,

For offensively, you can




Alternatives















This is the basic mastry tree generally followed. Not much to say about it other than the 21 in Offense which is vital to most, if not all, AP carries. I do put in two points to Butcher, though, do to the fact it helps with farming. I put an extra point in Sorcery but it could be put into Destruction or Havoc as preferred.
These are the mastries, /I/ think are best, this doesn't mean you have to always follow them.
These are the mastries, /I/ think are best, this doesn't mean you have to always follow them.
Runes




My runes are generally "normal" AP runes. I pretty much go all out on AP for


greater seal of vitality Helps to give





Essence Theft- Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
- Helps with mid lane, healing back some damage taken.
- When paired with
Hextech Revolver it lets you stay in lane A LOT longer.
- Your ball turns green when this passive is available.
Orb of Deception is the best ability for charging this.

Orb of Deception- Ahri sends out her orb, dealing 40/65/90/115/140 (+33% AP) magic damage, and pulls it back dealing 40/65/90/115/140 (+33% AP) True damage.
Base CD: 7 sec
Cost: 70/75/80/85/90 Mana
Range: 880
- Does true damage on the way back, this will be your main harrass and damage.
- Has a nice range.
- Goes through minions.
- It can deal massive damage.
- Great for charging her passive

Fox-fire- Ahri releases three fox-fires. After a short delay they lock on to nearby enemies (prioritizes champions), dealing 40/65/90/115/140 (+40% AP) magic damage. Additional fox-fires that hit the same target deal 50% damage [max damage: 80/130/180/230/280 (+80% AP)]
Base CD: 9/8/7/6/5 sec
Cost: 60 Mana
Range: 800
- A little tricky to figure out.
- Goes for champions over minions.
- Depending on enemy position, they can either be hit with 1, 2, or all 3 fox-fires.
- Don't underestimate the damage!

Charm- Ahri blows a kiss dealing 60/90/120/150/180 (+35% AP) magic damage and charming the first enemy it hits, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 second(s).
Base CD: 12 sec
Cost: 50/65/80/95/110 Mana
Range: 975
- Sadly,
Charm does not go through minions.
- A wonderful CC, could be called one of the best.
- Great for intiating a fight by luring an enemy into your team.
- Can also be used for luring an enemy into a turret or for when they turret dive.
- Stops pesky channeling ultimates.

Spirit Rush- Ahri dashes forward and fires essence bolts at 3 nearby enemies (prioritizes champions), dealing 85/125/165 (+35% AP) magic damage. Spirit Rush can be cast up to three times within 10 seconds before going on cooldown.
Base CD: 110/95/80 sec
Cost: 100 Mana
Range: 450
















- WARD! Sight ward can help against any ganks on you.
- When escaping,
Charm can be thrown back to stop the chaser from doing anything except slowly walk toward your direction.
Charm also helps to check bushes instead of face-checking.
Orb of Deception can also do this.
Spirit Rush can leap through walls, use this to juke!
Spirit Rush is also great for doing this; Hop over a wall, and if the enemy
Flashs, hop back over that wall!
Here, you want to focus on farming while also harrassing. Aim up
Orb of Deception so it can get CS and hit the enemy. Due to Ahri having mana issues in the start, you don't want to use this just to farm. Watch for your passive,
Essence Theft, which will turn your ball green.
Orb of Deception is best used for this passive, which will heal damage taken. This, ontop of having
Hextech Revolver will keep you in lane for a long time if you know how to use spells so that you won't go OOM. Keep making sure to farm! Farm, farm, farm!
One thing you can do is when you get
Charm start to focus on your opponent a little more. Pull them to you and hit them directly in the face with
Orb of Deception. Get a
Fox-Fire in too, if you have enough time to do it, which you usually would. This can get a kill for you.
At level 6, this is where the real fun starts. Lure your opponent in with
Charm and instantly cast
Orb of Deception,
Ignite,
Fox-Fire, and if needed, do
Spirit Rush. This will nearly always get you a kill unless they are tanky, or have good magic resist.
One last thing, WARD! Wards save lives. Don't even bother trying to say some excuse of "Oh, I'm AP Carry I need all my gold!" Not even the AD Carry should use that excuse. You can gain the money from a ward or two back easily.
If, for some reason that is a TL;DR, here is a revision.
- Harass and get minions with
Orb of Deception, though, be careful not to push.
- Keep farming, if you need practice, try a bot game.
- Early on
Charm,
Orb of Deception, and
Fox-Fire can land you kills, try to lure into the turret!
- BUY WARDS!




One thing you can do is when you get



At level 6, this is where the real fun starts. Lure your opponent in with





One last thing, WARD! Wards save lives. Don't even bother trying to say some excuse of "Oh, I'm AP Carry I need all my gold!" Not even the AD Carry should use that excuse. You can gain the money from a ward or two back easily.
If, for some reason that is a TL;DR, here is a revision.
- Harass and get minions with

- Keep farming, if you need practice, try a bot game.
- Early on



- BUY WARDS!
This is pretty much similar to early game, except teamfights will begin to start, and a lot more ganks will happen. Here, you want to push your lane and get a tower destroyed. It helps if it's the enemies, because mid lane is the most commonly pushed laned. Once either sides tower is destroyed, or when you push the minions to enemy tower, go gank a few lanes to help teamates. Don't feel like a failure if the enemy doesn't die. Did they blast
Cleanse,
Flash,
Ghost,
Exhaust,
Heal? It was a successful gank. Try to help in all the teamfights, get dragon, gank people, push lanes, and continue to farm. Keep warding and tell your teamates to ward!
Revision:
- Push your lane.
- Get towers.
- Push other lanes.
- Gank.
- Steal buffs.
- Help in teamfights.
- Get dragon.
- WARD!





Revision:
- Push your lane.
- Get towers.
- Push other lanes.
- Gank.
- Steal buffs.
- Help in teamfights.
- Get dragon.
- WARD!
Here is where the most teamfights will happen. Keep getting dragon, and go for
Baron if it won't screw anything up. Continue to ward if you have space, and remember to tell your teamates to ward! Try to get in the back of fights and kill off their ad carries and get out before anyone realizes what happened. Continue to kill off the squishies and destroy the enemy team! Remember, if anyone has a channeled ultimate,
Charmthem when they cast it. Be smart when using
Spirit Rush and don't get yourself killed or waste it.
For killing the ad carry: Target the AD Carry with
Charm and if you have a good team they will jump on him/her once they see
Charm taking place. Try to save
Spirit Rush for emergencies to make a quick escape for if the battle takes a wrong turn. If the enemy team jumps on you, you can use fox fire to do some damage while you
Spirit Rush to the back of your team.
Revision:
- Continue to get buffs, dragon, ect.
- Keep ganking.
- Get
Baron.
- Continue to help with teamfights
-
Charm anyone using a channeled ultimate.
- Go for the carries.
- Push
- WARD!!!



For killing the ad carry: Target the AD Carry with




Revision:
- Continue to get buffs, dragon, ect.
- Keep ganking.
- Get

- Continue to help with teamfights
-

- Go for the carries.
- Push
- WARD!!!
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