Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Standard Build
-
Have Some Fun? AD Ahri
-
Twisted Treeline
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
Something about me:

This Guide will teach you general strategies with Ahri and I'm trying to explain it as easy as possible.
I chose Ahri, because she is a champion which fits into many play styles. She is a strong laner and has a great late game. Currently she is seen pretty often in Ranked Games.
Source of pictures:
http://ewalabak.deviantart.com/art/League-of-Legends-Foxfire-Ahri-and-Riven-418151228
http://77silentcrow.deviantart.com/art/Ahri-Fox-Fire-LOL-Wallpaper-469903461
Pros and Cons:

http://ewalabak.deviantart.com/art/League-of-Legends-Foxfire-Ahri-and-Riven-418151228
http://77silentcrow.deviantart.com/art/Ahri-Fox-Fire-LOL-Wallpaper-469903461
You run your normal AP Masteries on Ahri. 21-0-9
But why?
You are an AP carry. So you take as much AP as you can from your masteries. The Offense tree is possibly the best choice for Ahri. Maybe you are wondering about the Utility tree. This is something personal. I like to have my Flash back up faster than healing a bit better with potions. Many people like to skill it and advance it to the Cookie. But i like longer blue buffs and faster summoners. You can decide pretty freely there.
But why?
You are an AP carry. So you take as much AP as you can from your masteries. The Offense tree is possibly the best choice for Ahri. Maybe you are wondering about the Utility tree. This is something personal. I like to have my Flash back up faster than healing a bit better with potions. Many people like to skill it and advance it to the Cookie. But i like longer blue buffs and faster summoners. You can decide pretty freely there.
As well as in the mastery tree you can take what you personally like best. I do recommendations here.
My personal favourite Runes:
Greater Glyph of Magic Resist: Normally your lane opponent is AP too. You don't want to get nuked by him so you run these runes to lower the damage output a lot.
Greater Seal of Armor: It's the same like above. But now you go against an AD laner like Zed or Talon. You also take less damage from the ADC when you roam to Bot Lane.
Greater Mark of Magic Penetration: Yes you also want to get through their magic resist. As an AP laner you normally take this because the most damage you deal is magic damage.
Greater Quintessence of Ability Power: It gives you a high damage output. Three of them give you 15 Ability Power. This is in my opinion enough.
Greater Glyph of Ability Power: For even more AP. If you like running these you can do it. It's also pretty strong and gives you a great burst. Recommended for getting early kills.
Greater Glyph of Scaling Ability Power: You run these if you think you need more AP in late game. Already at level 7 you have the same amount of AP given you by the normal Glyph of Ability Power.
Greater Glyph of Scaling Magic Resist: It gives you a lot MR in late game. At level 9 you get more resist than the normal Glyph. You can run it for more sustain in late. But you run in danger to get killed in early game.
Greater Seal of Scaling Armor: The same rule like the MR Glyphs. At level 7 the amount of armor given is higher than the normal Seal. More armor in late -> less in early game.
Greater Seal of Health: Yes, there are people who do it. And it is effective. You will miss out some armor but health is also important. It's up to you.
Greater Seal of Scaling Health: I also see people running these seals. It's pretty rare but it's also effective. Even though i prefer armor Seals this is also viable. At level 6 you have the same amount of health given by the normal seal.
What about Mana Regen?
I don't think you will need this. Due to the lowering of the Mana Costs of the
Orb of Deception you don't really need it. Also most junglers give you the blue buff. With good Mana management you will not need these.
I can't recommend other Marks than the Magic Penetration. You won't need the greater mark of hybrid penetration because your AD is pretty low. You mostly harass with your spells so I don't think you need it.
You already have everything you want: MR, Armor, Magic Penetration. What about AP? Also here you can take
Greater Quintessence of Scaling Ability Power. But flat AP Quints are the best choice for AP mid laner.
My personal favourite Runes:
My Tree:




OTHER VIABLE CHOICES:

Glyphs:




Seals:



What about Mana Regen?
I don't think you will need this. Due to the lowering of the Mana Costs of the


Marks:
I can't recommend other Marks than the Magic Penetration. You won't need the greater mark of hybrid penetration because your AD is pretty low. You mostly harass with your spells so I don't think you need it.

Quints:
You already have everything you want: MR, Armor, Magic Penetration. What about AP? Also here you can take


You take this on most Mid laners. You have no escape pre-6 and your Ult has a Cooldown. You can use this to escape for jungler ganks or saving yourself. You can also flash to dodge skillshots ( for example





You need this to secure kills. You got somebody low? Ignite him. This will give you the kill for sure or let them waste a summoner like


This is a



People run this instead of



Even though i don't like it it's effective against nuking lanes. For example




People started to take this after the huge





Trust me. You won't never ever need it on




I don't see a reason to take this. You are not


I really see this. People take this against



You are a Mid Laner with sustain! You can get 3 charges per spell. This is a full hit




TIPS AND TRICKS:


This is your Main-Damage spell. It gets charged and does magic damage. On the way back it does TRUE damage. This will be way more because they have some magic resist to block a bit of the damage. True damage isn't affected by magic resist so you will do a great burst.
Range: 880 | Cooldown: 7 | Mana Costs: 55/60/65/70/75 | Basic Damage: 40/65/90/115/140 (+35% AP ) on way back and on way out.
TIPS AND TRICKS:


This is a follow Up spell. It charges 3 "Foxfires" which hit multiple enmies. It also hits minions but prioritizes champions. You mostly charge this to follow up after a successful

Range: 800 | Cooldown: 9/8/7/6/5 | Mana Costs: 50 | Basic Damage: 40/65/90/115/140 (+40% AP) | Maximum Base Damage (when all 3 hit): 64/104/144/184/224 (+64% AP)
TIPS AND TRICKS:


This is a reason why many people play



Range: 975 | Cooldown: 12 | Mana Costs: 85 | Basic Damage: 60/90/120/150/180 (+35% AP) | Duration: 1/1.25/1.5/1.75/2 seconds
TIPS AND TRICKS:


Your last and ultimate ability is your

Range: 450 | Cooldown: 110/95/80 | Mana Costs: 100 | Basic Damage: 70/110/150 (+30% AP)
TIPS AND TRICKS:

Ability sequence
Why?
Your Q is your main damage source. Max it first. It does true damage on the way back and we all know: true damage is very strong!
I like to take my W on second place. It provides you great damage and is in my opinion better than a longer


At last take your E. Longer Charm = Harder CC. Use this as your advantage later.
Always take your R

Smartcasting
There are people who run everything on smartcast. Or maybe nothing. But i can recommend to use smartcast at



It's your own play of style. I don't want to change it. If you don't like it, don't do it.
What do you buy first? What does the most damage? What's the best choice?
It's individual. You can build almost every AP Item. You normally build what's good against the enemies. Let's take a closer look:
Starting:

The most common start on Ahri. You can buy some more of them when you are behind in lane. It gives you health and that helps a lot. Also the passive gives you mana sustain. You can build this almost every time as starting item.

If you want to dodge a lot: start with boots. They don't offer you any sustain. So take




If you feel like you will get poked down a lot buy this. It has 3 charges, all give you mana and health. Use the leftover gold to buy


Core:

This is my favourite item on



You build this as second or third item. The passive will offer you a lot of bonus AP. And more AP means more damage. It's core on almost every AP midlaner.

The enemies will build magic resist if they see you get fed. You need to get some of it down. So you buy this item. Usually this is the third or fourth item. If the enemies don't build magic resist it's still a viable choice: They have some basic MR and it also lowers it.
Other AP Items:

Many people consider this as Core item on

Still you sometimes need to rush this. Against


Great build for utility. Normally you can rush

1. Don't buy it against AD lanes like


And you normally want to rush

2. Don't rush it if you are behind! 20 or 25 Magic Resist aren't enough to survive a lane. You should better rush

3. Buy


So I buy it when I'm ahead or even in an AP lane. Be careful with this item.

This item can save games! You should rush it when behind in AP lane ( great choice against


Let's face it. Many people hate this item. But on



I actually never build this. But it can be a good replacement for


Decent choice. You can autoattack after every


Is a good choice against heavy health regeneration like







Not the best choice in my opinion. I never saw it on

Defensive choices:

Good last item when you are the important part of your team. You get some defensive stats against AP and AD. Sometimes you can build it earlier, if needed badly. Also a good last item when they have enough AD and AP.

Nice item when the enemies have a lot of AP. The passive is good against


Sometimes you will need
Randuin's Omen or another item. Look for the situation. These two items are the most common ones.
For boots I usually go
Sorcerer's Shoes. The cooldown boots or
Mercury's Treads are situational and possible too. As enchantment you can go Alacrity or Homeguard. Homeguard when behind and you need to def the base, Alacrity when you are ahead.
A great part of
Ahri is her decent laning. The idea is simple: Poke down, hit
Charm, take the kill. But it's not that easy.
First of all you start your game farming. You don't want to miss a last hit. Farm is more important than kills. First of all you can autoattack while your
Orb of Deception is flying. So make sure, if the minion will get really low give it an extra autoattack. You need to learn her damage. Try to use as few spells as possible for farming. You don't want to push your lane too hard. But also you don't want to get pushed under your tower.
Here are the danger zones:
Look at your enemy. If he pushes too hard, push with your spells to keep yourself in the middle of the lane. In some matchups you want to keep them under their tower so they lose as much CS as possible. So much about pushing your lane.
As I said before CS is the most important thing on lane. You don't want to miss a creep. But you also want that your enemy misses them. So start harassing! Keep poking the enemy with your
Orb of Deception and get them as low as possible. You want to hit it as maximum range so you get the true and the magic damage immediately.
SAVE YOUR MANA! When you have a good situation you want to do your full burst combo on the enemy to get a kill in lane.
I usually don't do my
Charm combo very often when I don't get a clear kill. It cost too much mana. Sometimes it's useful. Sometimes not.
Nothing much to say here. They have 6 ways to gank you. And junglers love to gank midlane.
When your jungler wants to gank, hit a good
Charm to secure a kill.
What can you do to prevent ganks? Warding, warding, warding! You can carry 3 wards and you can use the leftover gold you have for them. Also you can sell your normal yellow trinket to replace it with the red one. Clearing vision will be more important in late game, but can be pretty useful on lane, so your jungler can gank easier.
Don't overextend. A good gank can force your
Spirit Rush or even a
Flash. Another gank is an easy kill. Use your escape to make them tired of ganking your lane.
When am I strong? It's pretty easy. When your
Charm is up. It's a strong CC which hurts a lot. When it's down they can go more aggressive on you. Never waste it.
As a midlaner you own the center of the map. That means you are allowed to help out other lanes. If you pushed your lane a lot or the enemy is in base you have the opportunity to visit other lanes. With your
Spirit Rush roaming is very easy. Ask your jungler to gank bot together. This is a good way to pick of kills. Always ping when your lane is MIA ( SS ).
Many people don't listen to this question mark on the map. So you can ping more with the sign to be careful.
Tip: Roaming is great when you are ahead and the other lanes are behind or even. But be a teamplayer and think:
1. When you are behind, don't be scared if you take the kill. You can snowball your lane with it and the other one can be happy with an assist and free farm.
2. Leave the kill to lane when you are ahead. If you already snowballed your lane, why do you need another kill? Be a teamplayer. Let them get the kill. Take it if there's no other possibility. But think of them and let them snowball too.
3. If the enemy pushes you a lot don't roam. Take the farm. It has no risk of failure.
4. Follow up your lane or push! The most common mistake made. Your enemy is at bot and the only thing you do is staring at them. Push your lane or follow your enemy. Get the tower, so you can roam better than them.
5. Ask your teammates if it's warded or not. Sometimes it's just impossible to gank even though you have your
Spirit Rush. Why waste your time walking up and then back? Asking is a lot easier.
When your team did a dragon call which is kind of risky help them. But don't use your
Charm on the dragon. You have the task to keep the enemies off the drake! CC the enemy jungler for example to prevent him from smiting it away. Or kill the enemy ADC so they can't get the dragon without suiciding.
Great warding places for laning phase:
Spoiler: Click to view


First of all you start your game farming. You don't want to miss a last hit. Farm is more important than kills. First of all you can autoattack while your

Here are the danger zones:

What is the solution now?
Look at your enemy. If he pushes too hard, push with your spells to keep yourself in the middle of the lane. In some matchups you want to keep them under their tower so they lose as much CS as possible. So much about pushing your lane.
As I said before CS is the most important thing on lane. You don't want to miss a creep. But you also want that your enemy misses them. So start harassing! Keep poking the enemy with your

SAVE YOUR MANA! When you have a good situation you want to do your full burst combo on the enemy to get a kill in lane.
I usually don't do my

Ganks:
Nothing much to say here. They have 6 ways to gank you. And junglers love to gank midlane.
When your jungler wants to gank, hit a good

What can you do to prevent ganks? Warding, warding, warding! You can carry 3 wards and you can use the leftover gold you have for them. Also you can sell your normal yellow trinket to replace it with the red one. Clearing vision will be more important in late game, but can be pretty useful on lane, so your jungler can gank easier.
Don't overextend. A good gank can force your


When am I strong? It's pretty easy. When your

Roaming:
As a midlaner you own the center of the map. That means you are allowed to help out other lanes. If you pushed your lane a lot or the enemy is in base you have the opportunity to visit other lanes. With your

Many people don't listen to this question mark on the map. So you can ping more with the sign to be careful.
Tip: Roaming is great when you are ahead and the other lanes are behind or even. But be a teamplayer and think:
1. When you are behind, don't be scared if you take the kill. You can snowball your lane with it and the other one can be happy with an assist and free farm.
2. Leave the kill to lane when you are ahead. If you already snowballed your lane, why do you need another kill? Be a teamplayer. Let them get the kill. Take it if there's no other possibility. But think of them and let them snowball too.
3. If the enemy pushes you a lot don't roam. Take the farm. It has no risk of failure.
4. Follow up your lane or push! The most common mistake made. Your enemy is at bot and the only thing you do is staring at them. Push your lane or follow your enemy. Get the tower, so you can roam better than them.
5. Ask your teammates if it's warded or not. Sometimes it's just impossible to gank even though you have your

Objective control:
When your team did a dragon call which is kind of risky help them. But don't use your

Great warding places for laning phase:

The mid game of
Ahri is pretty strong. This is the time you can easily set up kills with your
Charm. Simply you should catch up as many enemies as you can. Work together with your team, group on different spots on the map and take objectives! When ahead, try to close the game so you don't have it hard later on.
This is something I want to discuss in depth:
It's pretty simple. Don't get greedy. You are stronger. Teamfights should be in your favor. You got many objectives. You have many opportunities! But I want to tell you which scenarios are the most common ones.
The first is making the lead better and close the game slowly. This is more dependent on your late game. You simply rush all the objectives and try to trap as many soloing enemies as possible. As a team you push down the lanes. And slowly take the inhibitor. It ends almost all the time in a final teamfight. Who wins it wins the game. This is sometimes pain when playing ranked. Yes, there is a strategy behind it. But it consists of many throws, fail positionings and is team dependent. If they have a stronger late game like
Vayne or
Jax you are screwed. And many times you lose games like this. But you also know that this is the way most games end. This is what you want to avoid. If you have the lead you don't have to go this way.
The other scenario is the simplest one. But it's seen so few times in lower ELOs. First of all you should all start to roam. As
Ahri you have the mobility and the CC. But after you took the kills you start to push. Don't go back. Take as many towers as possible. Group for objectives. It gets hard at the Inhibitor Turrets. Punish them for every mistake. If you took down the enemy ADC get the turret together. If you have 1 inhibitor down you should push the other lanes down. They will be busy defending the Nexus. So take the time and take the other inhibitors! 2 inhibitors down is almost all the time a free Baron Buff. 3 inhibitors down should be a win for you because the minions will crush the base. They can't do much against it when they are behind. This is a strategy you can finish your games in like 15-30 minutes. It works great at lower ELOs but isn't played often.
All I want to tell you here is: Play Safe! You don't need to throw. Stop Solos. Go with your team. As
Ahri your normally don't splitpush. Let this be the task of a
Zed or a
Shen. Your team needs you and you need them. Avoid flaming.


This is something I want to discuss in depth:
How do you close the games early?
It's pretty simple. Don't get greedy. You are stronger. Teamfights should be in your favor. You got many objectives. You have many opportunities! But I want to tell you which scenarios are the most common ones.
The first is making the lead better and close the game slowly. This is more dependent on your late game. You simply rush all the objectives and try to trap as many soloing enemies as possible. As a team you push down the lanes. And slowly take the inhibitor. It ends almost all the time in a final teamfight. Who wins it wins the game. This is sometimes pain when playing ranked. Yes, there is a strategy behind it. But it consists of many throws, fail positionings and is team dependent. If they have a stronger late game like


The other scenario is the simplest one. But it's seen so few times in lower ELOs. First of all you should all start to roam. As

All I want to tell you here is: Play Safe! You don't need to throw. Stop Solos. Go with your team. As



If the game is or got even it starts with heavy teamfights. As
Ahri your task is simple:
Charm an important enemy and kill him.
But it isn't that easy.
First of all you are a target that the enemies should focus. Carrying a
Zhonya's Hourglass can help in a lot of cases. But also your ultimate should be able to get you away from the focus spot.
If you aren't running away from heavy damage you can peel for an important team member.
Your charm can help to get for example an APC away from your ADC. If your ADC keeps up a good positioning you can go together and kill the other enemies. Normally you aren't the only one peeling. This is a strategy where a tank can go in and tank a lot of the damage. The important carries of you are still in and the others important carries are out. That's a way you can finish off a game.
Also you can go in and take down the enemy ADC or APC. First of all this is a very risky strategy. Against coordinated teamfights it will fail almost all the time. You aren't supposed to engage. But sometimes you can see the enemies all out of position. You quickly take an important target down and the teamfight will be in your favor. Most of the time the enemies will simply run away. Catch low mobility targets up if possible. Don't chase too far. Better go for turrets or Dragons/Barons.
A last often happening scenario is peeling for yourself. While your team is fighting a 4vs4 an enemy will get you out of the fight to 1vs1 you. This is sometimes good if it's an important team member trying to fight you like a fed
Riven. But if it's a 0 kills
Urgot don't fall for that bait. Try to go for the important squishys. Outplay them with your
Spirit Rush and kill them with your combo +
Deathfire Grasp.
Tl;Dr: Don't rush into the enemy team if they are grouped. Take out enemies out of position and take down the squishys. Peel for teammates are peel for yourself! Don't Die. You do massive AOE Damage with your
Orb of Deception and will get focused pretty often.

Charm an important enemy and kill him.
But it isn't that easy.
First of all you are a target that the enemies should focus. Carrying a

If you aren't running away from heavy damage you can peel for an important team member.
Your charm can help to get for example an APC away from your ADC. If your ADC keeps up a good positioning you can go together and kill the other enemies. Normally you aren't the only one peeling. This is a strategy where a tank can go in and tank a lot of the damage. The important carries of you are still in and the others important carries are out. That's a way you can finish off a game.
Also you can go in and take down the enemy ADC or APC. First of all this is a very risky strategy. Against coordinated teamfights it will fail almost all the time. You aren't supposed to engage. But sometimes you can see the enemies all out of position. You quickly take an important target down and the teamfight will be in your favor. Most of the time the enemies will simply run away. Catch low mobility targets up if possible. Don't chase too far. Better go for turrets or Dragons/Barons.
A last often happening scenario is peeling for yourself. While your team is fighting a 4vs4 an enemy will get you out of the fight to 1vs1 you. This is sometimes good if it's an important team member trying to fight you like a fed




Tl;Dr: Don't rush into the enemy team if they are grouped. Take out enemies out of position and take down the squishys. Peel for teammates are peel for yourself! Don't Die. You do massive AOE Damage with your

I'm listing all the current played champions on the Mid Lane. You will get some tips for making laning easier. First of all: No matchup is impossible. Everything is playable. There are no hard counters to
Ahri and later counters won't be a factor if you win or lose your lane. If you are good with
Ahri the enemy can't counterpick you and win the matchup "just because the played this champ". They have to know how to play him and how to play against you.
Difficulty: 7/10
Difficulty: 4/10
Difficulty: 7/10
Difficulty: 4/10
Difficulty: 5/10
Difficulty: 3/10
Difficulty: 8/10
Difficulty: 3/10
Difficulty: 7/10
Difficulty: 5/10
Difficulty: 2/10
Difficulty: 5/10
Difficulty: 4/10
Difficulty: 2/10
Difficulty: 7/10
Difficulty: 5/10
Difficulty: 5/10
Difficulty: 9/10
Difficulty: 3/10
Difficulty: 3-5/10
Difficulty: 5/10
Difficulty: 5/10
Difficulty: 4/10
Difficulty: 3-6/10
Difficulty: 6/10
Difficulty: 4/10
Difficulty: 2/10
Difficulty: 4/10
Difficulty: 3/10
Difficulty: 5/10
Difficulty: 1/10
Difficulty: 4/10
Difficulty: 6/10


AKALI:
![]() |
Counter Strategies: This is one of the harder matchups. You will dominate her early game. She is very weak before she hit level 6. Simply poke her down and let her miss as many CS as possible! Try to get an early kill, maybe with an early gank and dominate her out of lane. You can ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() ![]() |
Difficulty: 7/10
ANIVIA:
![]() |
Counter Strategies: She isn't picked very often but is actually a strong pick. Her late game burst is insane but she isn't the strongest laner due to her high mana costs. As ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 4/10
ANNIE:
![]() |
Counter Strategies: Not an often seen pick, but actually a good matchup against ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 7/10
AZIR:
![]() |
Counter Strategies: To be honest we all hate his late game. Luckily your early game is the time to take the lead. You can't use your ![]() ![]() |
Counter Items/Spells:![]() |
Difficulty: 4/10
BRAND:
![]() |
Counter Strategies: Also not seen very often. But his gameplay is pretty similar to ![]() ![]() Delete him fast in teamfights as his ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
CASSIOPEIA:
![]() |
Counter Strategies: Once a lane bully but after her gameplay changes with a weak early game. Avoid getting hit by her ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 3/10
DIANA:
![]() |
Counter Strategies: A great pick against mobile Champs! Her Ultimate ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 8/10
FIDDLESTICKS:
![]() |
Counter Strategies: Middlesticks is a not often seen pick. He is more of a jungler in the current meta. But you can face him in the mid lane. This is a more complicated matchup. First of all you should move away from your minions to avoid getting hit twice by his ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 3/10
FIZZ:
![]() |
Counter Strategies: Ok we all hate him as he can burst you down even when hes behind after he finished his ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() ![]() |
Difficulty: 7/10
GALIO:
![]() |
Counter Strategies: He is an anti-mage who profits from building magic resist due to his passive. Luckily his early game isn't strong and he's also not seen pretty often. He has high mana costs and can be zoned pretty easily. Also your ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
GRAGAS:
![]() |
Counter Strategies: Not seen often anymore but one of the easier matchups as Ahri. You can poke him down, because of his melee range. Also you have enough sustain yourself to keep up with his. His ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 2/10
HEIMERDINGER:
![]() |
Counter Strategies: Skill matchup which depends on the playstyle of ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
JAYCE:
![]() |
Counter Strategies: Jayce normally has an easier time on the mid-lane. But not against ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 4/10
KARTHUS:
![]() |
Counter Strategies: Strong late game with his spamable ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 2/10
KASSADIN:
![]() |
Counter Strategies: A hard matchup once he reached level 6. He can spam his combo and get away with not much damage due to his ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 7/10
KATARINA:
![]() |
Counter Strategies: A very good snowball champion that is countered by hard CC. For example your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Tip: Careful when she jumps on you. Make sure she casted her ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
KAYLE:
![]() |
Counter Strategies: More a top laner nowadays. But an even matchup. You can poke a bit better than her. And you have the mobility to escape her Q. She also has sustain just like you. This lane should be a skill matchup. In teamfights try to bait her Ultimate out or just focus her so she can't use it. Building magic resist won't help much as she is build in Hybrid attack speed ( ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
LEBLANC:
![]() |
Counter Strategies: Once was the only ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 9/10
Lissandra:
![]() |
Counter Strategies: The ice witch is pain to many mid lane champions. Luckily not to you. You have a good range to poke her down with your ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 3/10
LUX:
![]() |
Counter Strategies: This should be a fair matchup for you. The kits are similar and great for early poke. Before level 6 this is a poke matchup. While your ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 3-5/10
MALZAHAR:
![]() |
Counter Strategies: Not an often seen pick in the mobility meta. But he has great burst damage and can kill your mobility with his ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
MORGANA:
![]() |
Counter Strategies: Can't tell you much about this matchup. It's basically stay out of her ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
NIDALEE:
![]() |
Counter Strategies: Dodge her ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 4/10
ORIANNA:
![]() |
Counter Strategies: You can make this matchup very easy or very hard. As ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 3-6/10
SYNDRA:
![]() |
Counter Strategies: And now it gets weird. I'm always talking about ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Start with ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 6/10
TALON:
![]() |
Counter Strategies: Used to be a hard matchup but after his silence was removed your mobility is great against him. If he cutthroats on you ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 4/10
TWISTED FATE:
![]() |
Counter Strategies: Good news your kit is great against ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 2/10
VEIGAR:
![]() |
Counter Strategies: Weird matchup. You really can't take a ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 4/10
VEL'KOZ:
![]() |
Counter Strategies: Not seen pretty often in the mobility meta. But your kit is great against him. ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 3/10
VIKTOR:
![]() |
Counter Strategies: He has a strong late game but lacks of early power. You can take him out of the game by bullying him in lane. Poke him down and try to pick off many kills. A fed ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 5/10
XERATH:
![]() |
Counter Strategies: Yes my favourite matchup as ![]() ![]() ![]() ![]() ![]() ![]() Tip: Stay away from minions when he is casting his spells. He hast to decide if he hits you or take the farm. He will lose a lot of CS like this. Also if you want to get a gank place behind minions so he pushes the wave really fast. |
Counter Items/Spells:![]() ![]() |
Difficulty: 1/10
YASUO:
![]() |
Counter Strategies: A great time when nobody played him. But he's back. Luckily his early isn't that strong. Poke him down as good as possible and pick off some early kills. If ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() |
Difficulty: 4/10
ZED:
![]() |
Counter Strategies: And there he is. So often banned nowadays. But I can't understand why. He is easy to counter with items. First of all you can poke him and zone him pretty easy in lane. Try to let him miss as many CS as possible. Engage on him when he is low. But wait. Don't waste your ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Counter Items/Spells:![]() ![]() ![]() |
Difficulty: 6/10
That was my
Ahri Guide! I hope you enjoyed it and learnt something new. Feedback is very welcome as this is my first guide on MOBAFIRE. To make you remember this is the way I play Ahri. Grab some tips out there but make your own playstyle. It's important really important to play how you like it.

You must be logged in to comment. Please login or register.