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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introductions
As a way of introduction, I am Read. I have been off and on the site for a while. Haven't done too much recently having been busy with work and other interests. However, the news of Ahri brought me back in a hurry. I love the lore surrouding the fox spirits as well as the idea behind Ahri's kit.

Honestly, it seems as though Riot is doing an amazing job of putting together champions. So well, that not only do the ideas work and flow, but the kits actually syncronize with the champion theme and combo well with each other. The listed builds are obviously suggestions and should vary based on different team comps. I will try to keep this colorful for all you visual people out there.
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As a side note, I will be requiring the comment to vote. I am sorry for any inconvenience this may cause you.

Honestly, it seems as though Riot is doing an amazing job of putting together champions. So well, that not only do the ideas work and flow, but the kits actually syncronize with the champion theme and combo well with each other. The listed builds are obviously suggestions and should vary based on different team comps. I will try to keep this colorful for all you visual people out there.
_____________________________________________________________________________
As a side note, I will be requiring the comment to vote. I am sorry for any inconvenience this may cause you.
Version 1.0
- Basic Guide. Whatup!
Version 1.1
- Changed Passive info. Still can't manage to get an icon pic out of it though. Anyone know how to format this?
- Reformatted a few things that looked out of place. Anyone know how to post icons with no tooltips? I would really appreciate it since my icons are apparently confusing some.
- Expanded the itemization section slightly
- Updated the Rune information.
- Thought about removing second build. But I like having the ability to see both skill progessions and itemzation options visually. If it seems to be a huge problem with confusion I will remove it but I think currently it is actually adding to the value of the guide.
- I added some of the strat sections including mid Archetypes and phases.
- I am holding off on mid matchups until ive had them all and have experience with them. I will probably write a few out though soon.
- Basic Guide. Whatup!
Version 1.1
- Changed Passive info. Still can't manage to get an icon pic out of it though. Anyone know how to format this?
- Reformatted a few things that looked out of place. Anyone know how to post icons with no tooltips? I would really appreciate it since my icons are apparently confusing some.
- Expanded the itemization section slightly
- Updated the Rune information.
- Thought about removing second build. But I like having the ability to see both skill progessions and itemzation options visually. If it seems to be a huge problem with confusion I will remove it but I think currently it is actually adding to the value of the guide.
- I added some of the strat sections including mid Archetypes and phases.
- I am holding off on mid matchups until ive had them all and have experience with them. I will probably write a few out though soon.
Ahri is just an amazing champ. She has a great kit that allows her to skirmish, kite, solo lane, dual lane, and gank all extremely effectively. But like any other champ, she has her ups and downs as well as her little idiosyncrasies that make her unique.

Kill all of them.
Your primary objective beyond destroying your lane. You need to help destroy other lanes. Quite simple right? If your mid is dead, go kill top or bot. But make sure to keep killing!

Why on earth would this be a role she fills.
Because she can clears minions quickly, Lichbane will allow her to deal good damage to towers, and no one can catch when she does it. 'Nuff Said!

Another odd role?



Finally, something we understand. I'm the best bait!
She has an amazing ability to piss people off, get away with no HP, and escape certain death. End game, people will want you dead. It's you're job to kite them around into your hodge-podge 5 man counter gank. Bait them into towers, teammates, and junglers, laugh, repeat.
Welcome to the strat section!!! This is going to go a bit more in-depth and be less pretty than the rest of the guide. The first thing I should mention is that
Ahri is a very complex champ. She is very three dimensional and will control the flow of your lane whether you like it or not.
Mid is where
Ahri belongs. On occasion, it will get taken from you. Haters be hatin', pimps keep rollin', they see me ridin' dirty. You will almost always land mid though so don't worry too much about it. I will not cover the importance of last hitting because well I don't feel like it -_^. However, the most important thing in lane as
Ahri is to NOT push your lane! It's easy to do but don't. Just don't. Please!
The first decision you need to make is how to handle your mid opponent. Keep in mind who are you midding against for opening items. Here I will cover basics archtypes, because I will have a champion matchup chapter of its own.
First type of mid matchup is the heavy harass.
Karthus,
Brand, or
Cassiopeia are all forms of this mid matchup. Opening with
Boots and 3 x
Health Potion, is very effective against this type of matchup. You will want to keep moving, keep last hitting and watch their movements and mana bar. Heavy harassers will be easy to read after a few seconds of watching.
Orb of Deception is an amazing counter for these guys. When you read their next harass, throw out your orb and juke. With harassment remember, they almost always try to land their **** slightly behind you. This causes juking to be trickier. Juking straight at them can be as effective as going straight back but beware the jungle. Almost all harassment types have a delay on their abilities (
Noxious Blast,
Pillar of Flame,
Lay Waste) so keep that in mind.
This is one of the most annoying to deal with. You know who these guys are
Malzahar,
Morgana, and
Heimerdinger to name a few. The one trait of these guys is that you almost can't push them out of lane. Their skillsets make them mana/hp efficient and able to push their lane if necessary. This type mid will minimize tower damage and will focus on farming. Mana management is extremely important against this matchup. I suggest catalyst but you should be OK with most of the openers I have in the Itemization section below.
Opportunity is
Ahri middle name. Jungle ganks, as well as, good timing can beat these guys out. It's just not easy. Focus on last hitting, let them push your lane, and always have those twitch reflexes ready.
BUT beware! They are very opportunistic with ganking. They almost always have reliable CC and they will most likely have hp and mana to initiate. Level 6 becomes very dangerous around these types. So do not become over confident. It is often far more effecient to push your lane when they back to buy, and gank another lane.
The third Archtype I will mention. These are your run of the mill jump on you, blow your up, and run away types. Each is very different as to how they accomplish this but the principle is the same. Here you will be dealing with champs like
LeBlanc,
Veigar,
Anivia,
Kassadin, or
Lux.
The trick this matchup is the CC. They all have some form of CC that will let them safely nuke you. Whether it is a silence, stun, or snare you have to play carefully. These types will snowball very quickly so your first few skirmishes will determine your entire lane. I like Doran stacking against this type. It gives you a little more HP and early trading potential. I have also recently tried
Moonflair Spellblade and it worked wonders against this matchup! Up to you though.
For the one's you can, dodge the CC. Do not get stunned or snared. Easier said then done, but that is necessary. I find that
Orb of Deception get's outranged by most champs in the archtype. Many have to get close to deal full damage though
Katarina or
Kassadin. A serious decision you have to make with this matchup is your skill order.
Fox-Fire can be a good counter to close-up nukers.
The final catch-all archetype. This is anyone that comes mid besides and AP carry. I've seen many come here some more often than not. There are simply too many to list here but I will include a few of the more popular ones I see in my champ matchup section.

Mid is where


The first decision you need to make is how to handle your mid opponent. Keep in mind who are you midding against for opening items. Here I will cover basics archtypes, because I will have a champion matchup chapter of its own.
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HEAVY HARASS










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SUPER SUSTAINABLE




Opportunity is

BUT beware! They are very opportunistic with ganking. They almost always have reliable CC and they will most likely have hp and mana to initiate. Level 6 becomes very dangerous around these types. So do not become over confident. It is often far more effecient to push your lane when they back to buy, and gank another lane.
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BANG BANG KISS KISS






The trick this matchup is the CC. They all have some form of CC that will let them safely nuke you. Whether it is a silence, stun, or snare you have to play carefully. These types will snowball very quickly so your first few skirmishes will determine your entire lane. I like Doran stacking against this type. It gives you a little more HP and early trading potential. I have also recently tried

For the one's you can, dodge the CC. Do not get stunned or snared. Easier said then done, but that is necessary. I find that




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OMG WTF FFS
The final catch-all archetype. This is anyone that comes mid besides and AP carry. I've seen many come here some more often than not. There are simply too many to list here but I will include a few of the more popular ones I see in my champ matchup section.
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INTRO
Now that you know how to handle your mid situation a little better I would like to go into the what I call the flow of the game and the power curve. Everything in this game is based off curves using diminishing returns such as Magic resist, Armor, Attack speed, Movement speed, and anything else.
True Efficiency is based off of moderation. You must have the correct combination off all stats to be effective in this game. But something most don't realize is that the game itself has a curve. We see it and call it different things but we all feel it. If you lane to much your team suffers. If you roam too much, your lane suffers. Successful ganks change the game. A bad jungler will single handedly destroy your laning experience while a good one will win the game.
You have solo mid most likely. You have the coveted position where XP is huge, lasting hitting is easier, and the jungle will be watching over you and warding for you. You are the teams baby. You have the responsibility of honoring the sacrifices they make by completely powning. You need to stay ahead of the global XP, gold, and buff curve.
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PHASE 1: LANING
Laning has many important aspects tied to it. Harassing, last hitting, pushing, over extending, positioning, escaping ganks are just some of the aspects that must be managed. Let's get into specifics. With the runes and masteries listed,








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PHASE 2: FIRST BLOOD
Once your hit 6, check your stupidity. I know what your thinking, "Jump Right Now! I can't possibly die. I have 3 flashes." 5 seconds later your dead. Why? Because you're an idiot. We need to do some checks first.
1. LEVEL UP TO 6
2. Do your have ward coverage?
A. YES: next step
B. NO: get some
3. Is a jungler present?
A. Ally: coordinate and then land

B. Enemy: smack him so he will leave ^_^
4. Check enemy HP?
A. HP<50% Land


B. HP>50% Harass more
5. Phase 3
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PHASE 3: GANKING
You need to take a good look at the other lanes. Is your team winning all the lanes? Which team is overextending? Which looks more certain: a gank top or bot? If you can't find any good option, go kill mid again ^_^. Ask for blue, your junlger shouldnt need it anymore (except maybe

Definitely, make sure you are helping failing lanes. You can push minion waves very quickly so ganking bot, assassinating two people and pushing the lane will destroy the other team gold advantage. Make sure your jungle can defend mid if you do this a lot though. Keep in mind that if you're not netting kills you WILL fall behind in XP. I suggest a 80% laning and 20% Roaming in this stage.
Pushing your wave a few times in a row, then disappear and gank lane.



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PHASE 4: TEAMFIGHTING






Inevitably, when trading back and forth some carry or nuke will stay 2 steps behind to throw one final poke. This is when your














Like I mentioned earlier,

OPENINGS
![]() A fairly normal Opener. Gives some mana regen, tankiness, and AP. Everything a pretty growing girl needs! |
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![]() ![]() This is taken when laning against heavy harass champs such as ![]() ![]() |
BOOTS
MANA MANAGEMENT
Catalyst the Protector This is my opening for a mage type. It gives sustainability, a little tankiness, and builds into a quick ![]() |
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![]() I have yet to see many ![]() |
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![]() ![]() Another option, if you dont want to lock into either of the afformentioned items. This will set your build back a little but it will give you what you need for early game and lets you take any path mid/late game. |
CORE BUILD

Tankiness as well as some mana management and AP. Obviously, take this if you chose to open with a catalyst. This will give you some survivability as well as take care of your mana issues for the most part and start you off with some decent AP.
OR

Mana management and AP. Obviously, take this if you chose to open with a Tear of the Goddess. Mana should not be an issue any longer with this item. It also gains the AP bonus from mana gained on other items in the build.

Massive AP and Damage! This is a must have item for any damage centered AP caster. So get it. That is all.

AP, Survivability, and complete ***** STATUS. Want to piss the other team off? Want to get away with it? This one item allows you to kite entire teams for as long as you like. The slow will apply on both trips of your OOD. As well you get the full slow off of every

MIX & MATCH
Mage Oriented![]() AP and Massive Spell Vamp! Bringing this into your arsenal adds to your ability to survive insane situations. Constant influxes of health make this an awesome laning item as well as passing the love on to some other AP teammates. ![]() AP, Survivability, amazing proc, and Godlike kiting speed. This will make you impossible to catch by any two of the other team! Powerful procces add greatly to overall damage, and still stacks just a little more AP on top. |
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Nuke Oriented![]() AP and CDR and awesome extra nuke! Deathfire brings yet another nuke ability into an AP's kit. This is extremely effective when playing against tanky teams where it will take out 1,000's. Mage sure to pick up Kage's Lucky Pick early. ![]() AP and Magic Penetration. When late game rolls around and the enemy is grabbing their ![]() ![]() |
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OTHER

AP and MR. This seems great for the fact that


AP, Survivability, and a big lead weight.


AP, CDR, and Mana Regen. Looks great on paper. It's a decent item. But if you want to get this, get


AP and Tenacity. This is a great early purchase against Nukes who open with CC like




Spell Shield, Mana, and survivability.I would only get this if you are really having a problem with certain burst champs



MR and a Personal Cleanse. This item is great for when you start to get focused. It is also great against certain matchups like


Mage Skill Order
Generally, I will take this skill order. Maxing



Nuke Skill Order
If I feel like going completely nuke.




Passive that helps with sustainability.
This passive makes you very annoying to lane against as well as kill. You will be able to proc this passive very quickly due to your AOE (Almost always netting 3 stacks per cast). It will be up every other rotation and will often save you.

Mid Range Skillshot dealing damage on the way out and back Ahri's main harassment tool. Can use to kite extremely effectively because you can cast and run causing them to take both hits without you being in much danger. Clears minions waves quickly as well. Max this first because it has more uses including team AOE.

Short range auto-target spell. Summons 3 rotating fires that will seek out the nearest enemy (prefers champions). Even if you have summoned the fires, silence or stun will disable them from acquiring targets. This is probably her most damaging spell 1v1 but not necessarily the most useful(kiting, team fighting, etc). Max second for burst damage.

Straight skillshot that baits the first enemy struck to move towards you. This skill is usually your opening which will allow you to safely cast an entire rotation without taking any damage. This can also seal the fate of slightly out of place carries. I suggest maxing this last because you usually only need a split second to pull off what's needed.

A quick series of dashes which deal auto target AOE damage after each dashA slightly OP ultimate that makes Ahri nearly ungankable and nearly inescapable. Deals decent AOE damage and can close massive gaps to gank or retreat.
Suggested Runeset
- Mana Regen is an obvious choice for many AP champs
- Ability power runes can you give you just a little edge throughout the game
- Stacking early AP early makes trading and taking over lanes easier
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Offensive Masteries
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Utility Masteries
Well, it was fun making this guide. I love this champ and truly hope she stays awesome. One request: Moe skins!!! If you enjoyed the guide and thought it was helpful please thumbs up. If you have any question, comments, or critiques, please keep them at least relevant if not actually helpful. KTHNX!!!
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Y O U ' R E W E L C O M E |
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