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Recommended Items
Runes:
Domination
Sorcery
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
Why Ahri?
Essence Theft is a great passive, as it allows you to essentially trading mana for health. Once you hit 9 units with any of your abilities the passive activates and you get healed per how many units you hit with your next spell. Orb of Deception (Q) is your main source of damage, poke, and waveclear. It is thrown out dealing magic damage, then it returns to your champion dealing true damage on the way back. Fox-Fire (W) is your second source of damage (besides ultimate) it spawns 3 fox-fires around you which will then lock onto the nearest champion or minion. Charm (E) is perhaps the best ability in Ahri's kit, it is a crowd-control skillshot that forces the opponent to walk towards Ahri for 1/1.25/1.5/1.75/2 seconds. Spirit Rush (R) gives Ahri 3 dashes which also spawn fox-fires on each dash allowing Ahri to deal damage or escape a sticky situation.
Ahri's Early game is for the most part, pretty strong. Her Orb Of Deception (Q) allows her to trade well against most champions. I would suggest not using Charm (E) unless you are certain it will land or blow a flash, as it requires 85 mana, which is alot early game. Orb of Deception is best hit from near the max distance of the ability, as it gives the enemy champion very little time to react to the orb on its way back to Ahri. Versus Melee champions (besides Kassadin) you should be able to push them off of farm and harass them with your Orb of Deception (Q). Make sure to ward because until level 6 you do not have much mobility besides the burst of speed from Q.
Team fighting on Ahri is extremely difficult to master (I haven't mastered it myself) as it requires you to stay on the outskirts of the fight and using your abilities to damage the opponents. Since they have a moderately long cooldown if you go all-in and dash into the middle you will be bursted down. Your abilities have a moderately long cooldown after using them which means that you sit on the outskirts of the fight using mainly Q and W. Whenever you see a low opponent or an ADC you would charm the opponent. You use your Charm (E) and your Spirit Rush (R) to peel for yourself during a fight as enemy tanks or assassins attempt to jump on you (Zhonyas also works her if you bought it).
Ahri falls off toward the later part of the game as her damage doesn't scale very well. However Ahri still has one crucial ability in her kit which can decide the game. If you use your Charm (E) correctly in the late game you should be able to get some picks which could turn the tide of the game in your favor. During the late game getting picks is something that good Ahri players can do. Ahri during the late game is also very good at kiting as her Orb of Deception (Q) gives her movement speed and can be thrown behind her for good damage. Spirit Rush (R) is also an ability that can decide the game as you can look to assassinate other immobile champions or prevent yourself from getting caught out.
Ahri is a midlaner that never seems to be too impacted by nerfs or buffs to herself or other champions, she always seems relevant. Ahri also has a low banrate (1.09%) which means more than likely if you get midlane you will be playing her. After two seasons of maining the nine-tailed fox, I can tell you that this champion never gets old and is always one of my top choices for mid-lane.
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