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Introduction!
Good Morning / Afternoon / Evening viewers, and welcome to my
Ahri build!
I am TheGartonator and I will be guiding you through my choices and the way I play 
The cheat sheet above does NOT necessarily show you the best way to play
Ahri- it is simply the way I do and I usually come out with decent scores. So, join me now fellow summoners as we delve deep into the depths of
Ahri! Not literally, that would be beastiality, of course, but... You get what I mean.


I do intend to fully update this guide now! Hopefully we can reach number 3 on the Ahri build chart again, or maybe even higher this time?
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.
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

Pros![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Cons![]() ![]() Silence destroys ![]() Very susceptible to cc. ![]() Mana-Hungry early on. Heavily Focused. ![]() ![]() |
For my masteries, I've gone with the basic AP Offense tree focusing on Ability Power, Cooldown Reduction, Magic Penetration and Damage. That much is self explanatory - they all give
Ahri nice little boosts to the aspects that need a little boost - what she scales from and what helps her in fights.

Instead of a usual 9 point tree though, mine is a little different. I have fully maxed the 'first tier' of the Utility Tree, because I believe this is where the best things are for
Ahri. Then, I've gone for the usual
Runic Affinity
for increased buff durations and thus longer periods of time with the cooldown reduction and mana regen that blue buff offers.


The other points are put into movement and mana regen primarily. As a mobile assassin mage, she will need to be able to join or flank fights as quickly as possible, or prevent escapes which is where
Fleet of Foot comes in. The mana regen from
Meditation
is purely to help her early on, dealing with her mana hunger.


The
Improved Recall
is there because the 0.5 seconds extra you spend returning home could be the 0.5 seconds in which someone face checks your brush or tosses a skill into it. That 0.5 seconds can, and has in the past to me, cost you your life. You can't risk it happening often, if at all.

Runes






I've gone for Magic and Hybrid Penetration marks, Mana Regen seals, Ability Power glyphs and Movement Speed / Ability Power Quintessences.
The Hybrid Penetration marks are there solely for early game poke potential; basic attacks are a deceptively powerful damage source, particularly with
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The Mana Regen seals are for early game sustainability. As we know,
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The Ability Power glyphs work amazingly early on in combination with
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Finally my Ability Power Quintessence] is there for the same reasons as mentioned above. Early game damage potential. The Movement Speed Quintessences, however, serve many purposes. Dodging abilities, getting into and out of lane quicker without sacrificing
Ignite for
Teleport, and my personal favorite, ganking bot lane! I'll cover this in more detail later, but ganking bot is a great way to get fed and works 9 times out of 10.


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IDEAL SPELLS
![]()
An incredibly useful spell for chases and escapes. While your ultimate provides 3 dashes anyway,
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Insanely useful for securing kills early and mid game, excellent for 1v1 situations both in and out of lane, brilliant ganking tool and can help kill carries reliant on lifesteal to survive fights, champions with heals and tanks with insane regen. Examples:
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VIABLE CHOICES
![]()
Lots of mid-laners have cc such as stuns (
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As soon as the game starts, put on your
Doran's Ring and stock up on
Health Potions before dashing to blue / red to cover for your jungler. Don't take any abilities yet - guard the jungle until about 1:50 seconds. If the enemy team attempts an invade, take
Charm first. If not, just head back to mid lane and level up your
Orb of Deception. Be especially careful if the enemy team has a
Blitzcrank, since he can just pull you in for a free first blood. To prevent this, place a ward to cover blue for you and stand back, in a safe bush.





Until about level 4, I like to focus on poking my lane opponent, especially if they're melee. Using basic attacks is a great way to deal 40 to 50 damage per attack. Just watch out, because this will aggro minions onto you. Basic attacking the opponent and kiting minions is an essential part of playing mid in this way. I wouldn't bother using your
Orb of Deception for poking until level 3, since up 'till then your Q deals pitiful damage and would just be a waste of mana. Try to hit your opponent through the minions, so that you both farm and poke with one move. You're really aiming to have a kill before level 6 and, depending on your opponent, you want to have their tower down before about 8 or 9 minutes. This means that you can roam a lot more freely. Whenever your ultimate is up, you should be trying to kill their midlaner or, better yet, roaming into bot lane to try and pick up some kills.

When your jungler ganks you, there's really only one way that
Ahri can take advantage of it. Until level 6, anyway. That is to get into a position where your
Charm can land while your jungler gets into position. Once the
Charm has been landed, your jungler can go in for the kill. Because
Charm slows your target, the jungler doesn't even need a speed buff or jump, though it makes the kill vastly easier. They can then land their cc, if any, and you can both spam out damage and hopefully pick up the kill. Example situation:




Be sure to get blue buff once it spawns, ask your jungler for it. If not, it could impact your lane phase badly. With it, you will also be able to gank other lanes more effectively without returning to the spawn in between. To initiate such ganks, you should use your ultimate once to jump in there, over a wall or behind them to keep the element of surprise and AVOIDING THE RIVER BECAUSE IT WILL MORE THAN LIKELY BE WARDED. Once you're over the wall and close to the enemy champions, jump around them again once using




After a successful teamfight like that, especially if their jungler is down or nonexistant, this is a good time to tackle the dragon if your jungler's

Here we reach my dreaded part of the guide, going over other champs and evaluating the challenge you will have against them. I'm going to assume that both teams have a skilled
I invite feedback here if you are a midlane player and I have overlooked some strategies for champions that you primarily play. Hit me up with the feedback and I'll incorporate it into the guide the next chance I get. The more feedback I receive here, the more accurate this section will be!
- Should you come to blows with another
Ahri, the battle will be won on two factors - Who can land
Charm first and/or who has the better jungler. Stay behind your caster minions so to avoid her
Charm and try to stay out of her orb's reach. As an
Ahri player, you should know what moves she will make and when in order to attack. Try and dodge everything and make your move when your jungler comes along or their
Charm is down. Be wary of her ultimate.





DIFFICULTY: TRIVIAL
-
Akali's weak early game means that you can make her life a living hell up to level 6. She's a melee champion so if she's silly and tries to slap a minion and she's in your line of kisses, blow one her way and make her regret life. After level 6, save
Charm for after she jumps on you, and she WILL jump on you. You can't escape her with your
Spirit Rush, so if Akali jumps on you it's a good idea to try bringing her into tower, or just fighting her there. Escape isn't much of an option.



DIFFICULTY: EASY PRE-LVL 6
- She's squishy as slime and pre-lvl 6 is lacking in damage a bit because landing her
Flash Frost won't be too easy; just be wary that the area of effect on its explosion is bigger than it looks. Hit on her now rather than later and ensure you get your jungler in to help take down her egg if she's not under the tower. Keeping her from reviving is essential because she will kill you on respawn. Her ultimate is a pain and where possible needs to be avoided. It can be used very often indeed so don't think you're safe unless she's out of mana, because her ult drains it quickly.

DIFFICULTY: EASY PRE-LVL 6
- This girl is a pain. Watch for the ring that will be around her waist because it indicates that her stun is available and she will likely try to get close and land her Q on you to shotgun blast you with fire OR Tibber stun you if he's available. Keep your distance and keep wards up from her, even if her stun is down. Keep a close eye on her counter. If she's on 3, get back because she can shield herself to bring it up and stun you then.
She also has insane damage so I recommend getting magic resist; a
Negatron Cloak will go a long way here. I say keep wards up because her stun will leave you susceptible to ganks. Ask your jungler to ward on the river bushes if you're low on gold. Keep poking from a distance and because your E outranges her, you should be ok. Just be weary of
Flash.
She also has insane damage so I recommend getting magic resist; a


DIFFICULTY: TOUGH
- ****ing
Brand. He has a stun a similar range to your
Charm so be careful if he hits you with his
Pillar of Flame. For f**ks sake, dodge that because if he lands that, or even his
Conflagration, his stun will get you killed. Even if he doesn't land his
Sear, his passive (
Blaze), will deal insane amounts of damage to ypu, making dodging even more necessary. It's often a good idea to start with
Boots and 4 potions to start off, this lane. His ulti will also kill you. Spread out from your jungler if
Brand is about and not cc'd because he will AoE wreck you with a
Pillar of Flame and an ultimate which will kill you both, har har. He will also stay behind minions because he has no real need to pop out, so landing a
Charm will be hard until level 6. Play passively and farm safely until then.










DIFFICULTY: Relatively difficult.
- Not too tough assuming you dodge her
Noxious Blasts and stay away from her
Miasma, because not only do they do a a good amount of damage, they open you up to a
Twin Fang spam which will chunk you, while being poisoned all the while. I highly recommend you start this lane with
Boots since she's great at poking from long range, and deals deceptively high damage. She has no cc besides her ult though, so if you land a
Charm she should fall easily UNTIL her ult comes up. However, the range is so short that assuming you don't try to shotgun
Charm her, she can't touch you with it.
Charm has about double the range and so does your Orb. No problem. Like
Annie though, be wary of her Flash.








DIFFICULTY: PRETTY EASY
- Dodging her
Crescent Strike is easy game once you figure out its trajectory and get some practice against it, just move the opposite way it travels initially and it will sail past you. Save
Charm for after she uses
Moonfall or
Lunar Rush. She'll have no further abilities to throw at you (Unless she ults you a second time) which should be no problem because if you aren't overextended, and you shouldn't be, you'll be under the tower by then. She is a tanky mid lane but requires melee attacks to farm effectively. She can take a fair few pokes and 2 or 3
Charm combos, but keep her unfed and this will be easy game.





DIFFICULTY: Meh
- AP
Ezreal isn't seen too often in mid, but when he is, you need to be bloody careful. His
Essence Flux, though slow and short-range, will deal incredible damage. Once he builds his
Sheen, his
Mystic Shot also becomes a problem. His
Arcane Shift allows him to set himself up for a combo, dodge a
Charm or escape a gank. His ultimate,
Trueshot Barrage, will deal insane damage. Dodging this is essential, and made much easier when
Spirit Rush is available, so use it then. Landing a
Charm after he uses
Arcane Shift will be much easier, and he's squishy, so make the most of it. Just be careful to dodge his attacks and you should be in good shape. Remember: He can't dodge
Fox-Fire or
Spirit Rush!












DIFFICULTY: Quite Tough
-
Fizz is a real pain because he can dodge your
Charm with one use of Playful/Trickster, and pull a gap-closing second use setting up his ultimate and other abilities. Play defensively. You have the advantage in the sense that he is a melee champion with no ranged abilities spare his ultimate. Make sure to stay back as he can close the gap between you if you do blow your
Charm. However, ensure that you stay in exp range because if you don't, you are becoming underleveled and he will become even tougher to kill. Rely on ganks. Poke him down with basic attacks, because this can mean an early first blood for you if your jungler ganks.



DIFFICULTY: TOUGH
-
Galio is a tough mid to kill, but easy to lane against. Seeing as he will spam magic resist early on, don't bother with pokes and focus solely on cs. He has two pokes, one of which will slow you. It functions the same sort of way as Anivia's stun, and is quite tough to dodge, due to its splash range and speed. The same with his
Righteous Gust. However, he becomes dangerous at level 6 and you will want to keep your distance because if he ults you, you will become a sitting duck and his jungler will be able to come in for an easy kill. You shouldn't tower dive him for this reason. He's a rough counter to most AP midlaners, like yourself, so rely on that jungler and hope that bot lane gets you fed.


DIFFICULTY: MODERATE
- Heimey is a problem. His
H-28G Evolution Turrets will bring down your creep waves and tower quite quickly, so you're going to be quite reliant on your jungler. They also deal a lot of damage to you if you let them, so be sure to kill them while they're focused on your creeps. He also has a powerful stun which you must avoid at all costs, and his Micro-Rockets will do a lot of damage. Stick behind your minions and out of his turrets' range. Don't push too hard without backup, or you're exposing yourself to a *****torm of being stunned and bombarded, before being finished by a gank. However, Heimey is incredibly squishy and so harrassing him whenever possible will keep him in check nicely. A single combo and
Ignite will probably near enough kill him, or at least force him out of lane. Just be wary of his
UPGRADE!!!. That turret will kill you to death.



DIFFICULTY: TOUGH
-
Karma shouldn't be taken lightly. A skilled
Karma is a force to be reckoned with. Her
Inner Flame is a nuke, and will deal an insane amount of damage. Don't worry though, she is reliant on her
Mantra to do anything, and thus keeping watch on it is very important. Look out for the little thingies floating around her waist - that is her Mantra count. Without
Mantra, her abilities don't have their additional effects and are less dangerous. When her
Mantra is down is when you make your move. She also does not have the benefit of an Ultimate, as her R is
Mantra and is learned at level 1. This gives you a level 6 advantage. Use it wisely.







DIFFICULTY: MODERATE
- I don't find
Karthus to be a problem. He's squishy and easy to dodge. You don't need to be close enough for him to use his
Defile to bother you, and
Lay Waste is inaccurate early on assuming you keep moving. Wait for an opening in his minions and nuke him down nice and easy. However, don't stick around at low hp, even if you can get an easy kill. He can use his dreaded
Requiem to do a lot of damage to everyone on your team and he can do it from beyond the grave. This could set your teammates up to be attacked and you could end up losing teammates or towers as such. It also causes a lot of lag for some computers. DDOSer. For these reasons, towerdiving a
Karthus is a bit of a silly move. Other than this, easy game.





DIFFICULTY: EASY
- Lots of people fear
Kassadin because of his damage, but if you keep your distance, he can't nuke you down with a quick
Nether Blade strike. When he hits level 6, he can jump in for a Sphere / Pulse combo, which IS a problem. He also takes slightly reduced magic damage because of his passive, and thus poking and harassing him will be less effective than usual. Basic attacks are the key to keeping
Kassadin down early on. If a level 6 Kass tries to chase or escape you with his ultimate, you can escape him with yours. His has a cooldown of around 6 seconds, and costs more mana each jump. You have 3 jumps to be fired instantly for a lower cost. As such, he won't be getting many kills, and probably a lot of deaths. Following the removal of Kassadin's silence, he's become a lot easier to face.



DIFFICULTY: EASYish
Katarina
-
Katarina is a bit of an issue. Like you, she's an assassin, but her jump is up much more frequently and has a longer range. However, she needs a target and as such, she will have to use wards to get over walls or over long distance with no targets, whereas you don't need to. Her
Bouncing Blades will be her main method of gaining cs as well as poking, so take the opportunity to poke her about when it's down.
She could
Shunpo onto you and use Sinister Steel though, to make the trade even and use her
Death Lotus if it is up.
Flash or ult out of it. Seriously, do it.
Charm her if it's up but if not, escape its range. It will kill you. The main issue about laning with
Katarina is her
Shunpo, since it allows her to dodge your
Charm and rendering you worthless for a while. She has no cc though, which you can use to your advantage.


She could







DIFFICULTY: TRICKY (UNTIL YOU LAND A
Charm)

-
Kayle is a pretty difficult lane. She deals a lot of damage with
Reckoning,
Righteous Fury allows her to farm safely and engage you from a longer range, and her
Divine Blessing is an effective sustain tool. You can't dodge any of her abilities either, and she can just
Intervention herself if you try to kill her, or if she attempts to dive you. Be wary of it. Call in your jungler to help shut her down because she can become near-invincible later on.





DIFFICULTY: TOUGH
-
LeBlanc is a pretty tough champion to lane against. Not only can she deal insane damage from Level 2 onwards, but she can also jump and juke around the lane AND snare you. The cooldown on her
Distortion is fairly lengthy though, so you should use the chance to burst her down or gank her when it's on cooldown. She'll have no escape mechanism. Her clone could cause some confusion, and maybe take a few hits in her place.


If she has blue, only the real
LeBlanc will have it floating around her, the same applies to all buffs. Use this to distinguish her from the clone. Killing the clone also offers a small amount of gold and it deals no damage, so if you can, kill it for a little boost. Dealing with her is a matter of waiting out her
Distortion pre-6, or relying on ganks post-6 due to her burst. She's very squishy, so it should be a fairly easy kill.


Towerdive if necessary AND safe, because it will be worth it to keep her underfed and underleveled, but be careful of her Sigil of Silence - the cooldown is very short. After level 6, do NOT push if
LeBlanc is alive and you are alone. You will likely be killed by her.

DIFFICULTY: TOUGH / HARD
-
Lissandra is a bit of a rare encounter but she's rough all the same. All of her abilities, spare her
Glacial Path, apply cc. The
Glacial Path, though, is an extremely powerful engage or escape tool, so watch out for it. Stay to the side of your minions so that when
Lissandra fires an
Ice Shard into them, it won't hit you too. Avoid the claw indicator when
Lissandra uses her
Glacial Path so that she can't snare you with
Ring of Frost. Prepare your
Charm since if she's level 6, she can stun you with a quick Glacial Tomb from a decent range. This will, if you aren't careful, mean your death since it sets up all her other abilities. Stay under tower here if possible, and save your
Spirit Rush for when her
Glacial Path is unavailable; as long as you stay out of snare range, she's a free kill. She'll be tanky though, so be careful.











DIFFICULTY: Quite Tough
-
Lulu can be easy or hard. She does a lot of damage with
Glitterlance if it hits, and she can use
Help, Pix! to position
Pix, Faerie Companion for a good hit on you. By placing him on you, it also deals a good bit of damage.
Whimsy is a strong cc tool which will render you useless, and her ultimate,
Wild Growth, is amazing for baiting you in and turning on you. She'll be fairly squishy and without much damage before level 4, so go for first blood and from there it should be easy pickings. She's also somewhat susceptible to ganks, so take advantage of that.






DIFFICULTY: MODERATE
-
Lux is a frequent opponent and one that can cause a lot of damage quickly. Dodge her snares and stay away from her
Lucent Singularity and the lane phase should go well for you, but if not, you'll be in hell. They're fairly easy skills to dodge, but remember that
Lux's snare will hit 2 enemies, not just one, so don't think you're safe if you're sat behind a caster minion. Be careful to avoid her while her passive is active on you too, because she then can deal a good amount of damage to you.
Charm her whenever she sticks her head out and the kill should come shortly after. Poking against a Lux to keep her pressured and wasting her mana on a shield can often be a good move, so it may be a good idea to grab some
Doran's Rings. By the way,
Lux's ultimate has a cooldown which for an ultimate of its caliber is insanely short. Always be ready to dodge a laser.
Mordekaiser is a tough nut to crack, but only because of his
Iron Man passive. Don't go ahead and waste mana poking him with your
Orb of Deception while his shield's up until it hits at least level 2, because you'll do little to no damage. Autoattacks will suffice for laning pressure. However, an aggressive
Mordekaiser is easy to deal with, because without his shield,
Mordekaiser is really squishy early game and a single burst can really hurt him hard. Against a more passive
Mordekaiser make sure to stay in lane as long as possible and wait for your jungler to gank before initiating anything. Save mana for that.
Morgana relies on the same tactics as you. She needs you to come out from behind your creeps in order to snare you with
Dark Binding. However, her
Dark Binding is her nuke. Her
Tormented Shadow does very little damage unless she can snare you on it. Her
Black Shield can be a pain, as it can block your
Charm completely. However, its cooldown is very long and you should be able to
Charm her again before the cooldown ends. Poke her frequently from behind cover. Don't be afraid to use your
Spirit Rush to escape her
Soul Shackles; you get 3 jumps but she only gets one chance to stun you. Jump away, then right back in.






DIFFICULTY: MODERATE
-
Malzahar is a champion heavily reliant on DoT abilities. His silence is fairly simple to dodge, and his
Null Zone is also easy to walk out of. His
Malefic Visions can be an issue as they force you out of being near your minions and also his, for fear of them passing on to you.



Until Level 6, the lane should be fairly easy. His lack of a stun or escape will mean your jungler can gank easily. After level 6, he can set up insane ganks with his
Nether Grasp over his
Null Zone as his Voidlings attack you. He can also use them to 'towerdive.' Generally an easy lane, but it can have complications. Just deal with it as normal.


DIFFICULTY: EASY/MODERATE.






DIFFICULTY: MODERATE/TRIVIAL.









DIFFICULTY: EASY
Her frequent pokes with the ball can best be avoided by staying away from the ball completely.
Orianna has to be close to the ball to move it effectively, so the closer to the ball she is, the further from her you should be. Try changing direction often while walking around in lane. Moving unpredictably will make hitting you with the ball more difficult. However, her reliance on the ball makes Orianna a fairly simple champion to best once you hit level 6, because she won't be able to keep up with your
Spirit Rush and you can dodge all of her attacks with it no problem.


DIFFICULTY: EASY/MODERATE
Skillshots
As you should know,


-
GET CLOSE.
You needn't get close enough to shotgun blast them - you're not
Ahri is no sniper,
that's for sure. Her shots travel fairly slowly in comparison to 



- Your

- E -> Q -> W + R. Landing your


-
WHEN IN DOUBT, USE YOUR ULTIMATE.

ALL OF THE SHOTS CONNECTING WILL LEAD TO AN INSANE AMOUNT OF DAMAGE.
That said, don't just use your ultimate to get over walls or something, unless it's already been activated or you're stealing a buff, dragon or baron, or escaping. Not as a shortcut.- The





-



That about wraps up my guide, I've annoyed you enough with it already. With that, I hope you enjoyed the guide and found it remotely useful, even if only for the build. Thanks for your time, particularly if you rated the guide well (*Nudge Nudge Wink Wink.*)
Much loves,
-TheGartonator / TehGartonator-
A special thanks goes out to the lovely jhoijhoi for her amazing guide to making a guide, and another to all of those who gave me all of the constructive criticism and feedback that helped this guide reach where it is today.
jhoijhoi's guide to making a guide
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