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Spells:
Ignite
Ghost
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Ahriily Good Guide: Your Inexhaustible Ahri Resource

Thanks to myself for the banner! I've just started doing sig's and so if your a reasonable active member in this community feel free to ask for one!
My Video Introduction: http://www.youtube.com/watch?v=XHzFsf8CCEU
If you like it click the link above to leave a comment, vote, sub, anything really :) Its incredibly motivating to get positive feedback from all you guys. Thanks, have a great summer holiday!
Pros / Cons
spaaaaaaaace |
Pros
+ Extremely overpowered at the moment + Amazing burst damage without very little delay on casting spells + Good mobility with Ultimate makes for a great turret diver + Being a champ that must remain close to the targets she is perfect for ![]() + A ranged taunt... + Cute. |
spaaaaaaace |
spaaaaaaace |
Cons
- Very low base health all game - Until lvl 6 has no escape mech unless you take a utility summoner spell such as ![]() ![]() - Weak harass early game because of short range, fox fire will target minions - While she can initiate with ![]() - Naruto in disguise |
spaaaace |
// She is very similar to



// You can see that many cons that I listed do not really apply to late game. Her burst damage coupled with the sustained damage she offers late game is second to none and if you play her right, there is no need for spell vamp or extra health to play effectively and help your team. Simply activate your abilities when enemy team is low and proceed to dance around them till they die.
These summoner spells should be your common picks because I think that they fit Ahri


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Exhaust: This spell will save peoples lives and win ganks. It may save you or it may save a teammate but it really comes in handy. It lowers damage output and Movement speed, which helps you to solo an enemy, or keep your team safe during a teamfight. It will also give some good CC during ganks. The fact that this ability can only target one enemy and only allows you to neutralize a target for 2 seconds is quite useful In a 1v1 situation. Normally you should only enter if the enemy is around 50% but if you have ![]() ![]() |
sp |
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Ignite: This is a great addition to early game burst damage. Any time an enemy is able to escape your range is not safe yet. Not to mention early game mana may be more of an issue than expected and when it comes to finishing a chase kill, sometimes, whether due to mobility or simply going OOM. Also adds to burst damage overall and will also give the psychological advantage of fear. If an enemy sees their health depleting while flashing red from the ignite it is much more difficult to decide to attack an opponent. This works in your favor because despite ![]() ![]() ![]() ![]() |
sp |
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This is a list of summoner spells which I find viable on Ahri, however I do not find myself using them very often.

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sp |
Flash: This spell is great for ganking and escaping. Good summoner. Once ![]() |
sp |
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sp |
Cleanse: Good summoner as CC usually means death in a ranked game. Docent see much use because of its lack of utility but I would recommend dropping an aggressive summoner spell in most situations if you can tell the enemy team is composed of hard CC champions like ![]() ![]() |
sp |
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I take 21 points in offence and 9 in defence for a few important reasons.
The early game damage from offensive masteries and 6% bonus on low health targets









To those who are partial to utility, consider the fact that the spell vamp and mobility will mean nothing without the offensive power to back them up.







This is an alternate route I sometimes take. I like to take this in normal game when I feel I can dominate my lane without the added survivability and I need more mana. Strong choice with spell vamp quints adding up to around 7% spell vamp at the start and the bonus mana regen is quite invaluable in lane, especially when combined with her passive


Runes



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U I N T S |
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Runes



G
L Y P H S |
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Runes



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E A L S |
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Tips and Tricks
- // An early point is key for harass because it is the only ability that can path through minions
- // True damage will greatly increase in effectiveness late game, so use on tanks if needed
- // Hard to hit both ways so best comboed with
Charm
- // Max this second for best DPS
- // Does not lose damage based on number of targets hit
- // You can move and have it hit all targets on your way back, meaning once you toss it out you can reposition to hit all members of the enemy team.


Tips and Tricks
- // Best overall source of damage, especially in a team fight.
- // Good for use in conjunction with
Essenceu Theftu
- // Will target minions first making it very difficult to land in lane
- // Best used in combination with
Charm to land all three orbs as well as
Orb of Deception
- // Remember this spell gives mobility, you can cast it without any channeling time or delay so its great to activate while chasing because you wont lose distance at all. You can also use this to your advantage when avoiding enemy aggro, simply run close to enemies while dashing with spirit dash to maintain maximum mobility and damage.


Tips and Tricks
- // Great for initiation, because of its long range and the fact that it draws enemies near, you can initiate with this, allow your tank to blow his hard CC then have this off CD by the time you are executing your combo
- // Try to land this whenever possible because it will allow you to land your other abilities more easily
- // Easier to land this skillshot from a bush
- // In 3v3, take this first when ganking the bottom bush or middle bushes.
- // Initiate a turret dive with this to draw your enemy away from their turret a bit
- // Try to draw you enemy into your minions early game for some massive damage.


Tips and Tricks
- // Keep mobile with this ability and auto attack. There is no point dashing around an enemy consecutively because you will be moving much faster. Dash towards them and keep autoattacking till they are out of range then proceed to dash again.
- // Careful because you can still be CC'ed whilst in this form
- // If needed you can use this for positioning to draw a far away enemy towards your team by pulling some dashes then landing a
Charm
- // Can go through almost any walls very easily
- // Dont activate one after the other ASAP because orbs take time to discharge
- // Can be used to take down low health targets while avoiding taking damage from them by dashing around rapidly.
- // Cooldown is very short so dont be afraid to use it as an escape
- // Try to keep distance with this ability
- // Turret dive like a boss with the dashes and
Charm
EDIT: It has come to my attention that this skill sequence can be better than maxing

I prefer to take an early point in



S
T A R T I N G I T E M S |
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I D G A M E I T E M S |
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Orb of Deception's AP ratio is 33%.
Fox-Fire's AP ratio is 38%.
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 30%.
Assuming you can hit with evrything this champ has relativeley normal AP ratios.
Orb of Deception's AP ratio is 66%. (You hit with it two times, 33*2)
Fox-Fire's AP ratio is 75%. (You hit with all 3 on 1 target, thats the only reason you'll ever want to rank this before charm)
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 90%. (3*30)
Fox-Fire's AP ratio is 38%.
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 30%.
Assuming you can hit with evrything this champ has relativeley normal AP ratios.
Orb of Deception's AP ratio is 66%. (You hit with it two times, 33*2)
Fox-Fire's AP ratio is 75%. (You hit with all 3 on 1 target, thats the only reason you'll ever want to rank this before charm)
Charm's AP ratio is 35%.
Spirit Rush's AP ratio is 90%. (3*30)
I personally only ever take deathfire grasp for CDR. Heres why.

Morello's Evil Tome
Fiendish Codex (1275) + Blasting Wand (860) + Recipe (215) = 2350
+75 ability power
+12 mana regeneration per 5
UNIQUE Passive: 20% cooldown reduction
Deathfire Grasp
Kage's Lucky Pick (765) + Fiendish Codex (1275) + Recipe (600) = 2610
+60 Ability Power
+10 Mana Regen per 5 Sec
UNIQUE Passive: 15% cooldown reduction
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum of 200 damage. 1 minute cooldown.

These two items are very similar except for a few KEY points. The difference is a 260 gold price increase on Deathfire Grasp for 15 Less AP, 2 Less mana regen, 5% less CDR, BUT an active that will do aroudn 30% of the opponents health in burst damage
And that price difference is almost negligible when you consider that Kage's Lucky Pick gives 5 gold/10 seconds as a passive and is uber cheap, meaning you can get it early on and within 8 minutes 40 seconds the price difference is made up.

Morello's Evil Tome

Fiendish Codex (1275) + Blasting Wand (860) + Recipe (215) = 2350
+75 ability power
+12 mana regeneration per 5
UNIQUE Passive: 20% cooldown reduction
Deathfire Grasp

Kage's Lucky Pick (765) + Fiendish Codex (1275) + Recipe (600) = 2610
+60 Ability Power
+10 Mana Regen per 5 Sec
UNIQUE Passive: 15% cooldown reduction
UNIQUE Active: Deals magic damage to target champion equal to 30% of their current health (+3.5% per 100 Ability Power) with a miminum of 200 damage. 1 minute cooldown.

These two items are very similar except for a few KEY points. The difference is a 260 gold price increase on Deathfire Grasp for 15 Less AP, 2 Less mana regen, 5% less CDR, BUT an active that will do aroudn 30% of the opponents health in burst damage
And that price difference is almost negligible when you consider that Kage's Lucky Pick gives 5 gold/10 seconds as a passive and is uber cheap, meaning you can get it early on and within 8 minutes 40 seconds the price difference is made up.
Laning
Especially in mid lane you want to be somewhat passive farming gold but harassing just enough to stop your opponent from being cocky. Ahri's AP ratios arent the greatest due the nature of them being multiple mini-spells within a spell (





While in lane though, its important to judge your opponents playstyle early on. Gauge their skill and decide how aggressive you want to be from there. Certain champions are very easy to be aggressive with before they hit level 6, so get in range and poke them. Then again there are many other AP mids have a lot more damaging spells at their use when compared with yours. Don't exchange harass with a


Ganking
When your jungler comes up to gank open up with




Going for Solo Kills
If you feel aggressive and strong, you can take a single target, initiate with






Team Fights
Ahri's role is the AP carry/assassin, therefore you should not be the first into the fight. This means you shouldnt run in first, you because you will probably get killed. If your team is looking for a fight, always wait for the tank/tanky bruiser to initiate before doing anything. Of course, this doesn't mean stand idle, poke at the enemy with when possible but don't rush in. That said, a good







Tower Kills
Comboing




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Map Control: Because the map is so small and there is only 3 players there will be a lot of ganking and therefore map control all but wins the game for you. Knowing when the enemy at the top is coming bot to gank will save your lives and probably keep the game from snowballing away from you which happens so easily on this map. Not to mention buff control is hugely important. With less people on the team both sides will usually be evenly matched because most of the time the whole team of 3 people will stick together which isnt that hard. Having a buff will give you the extra edge which will cause you to barely win the first teamfight. From there on it becomes easier and easier to kill the enemy as well as control the jungle. Getting Gold: Here its all about First Blood, Ganks, Dragon and Turrets. Each stage offers you a way to gauge how far ahead or behind your team is. There will be practically no solo kills here because chasing is incredible stupid with enemy teammates so close by and people usually do not overextend until they are winning. If they do they will usually just head into the jungle for a bit and take the buffs. If you miss out on one of the listed forms on acquiring money its not a big deal however remember: GOLD WINS TEAMFIGHTS. Apart from certain OP champs everyone is pretty balanced and because no one will make stupid mistakes here, remember almost all the kills will be from teamfights, even a gank can turn into a teamfight here and half the time an overextended enemy is bait for his other two teammates. This basically means you will not get kills unless you have more gold. I know this may sound silly and applies more to late game than early however it is true and this helps me express the importance of dragon and turret pushes. DO NOT GIVE THESE UP. You need turrets and dragon here to be able to win the game, its not simply about team placement and focusing the squishies, you need better stats to win here most of the time. Laning: Laning here is somewhat passive and somewhat not. Early laning phase should be renamed early ganking phase. Its the only time you will be able to succesfully fight the enemies in 3v2 or 3v1. This is the one exception to the gold rule which says you need dragon or turrets before starting a teamfight to ensure your victory. As a burst champ it is possible to be more aggresive in lane without overextending so take advantage of this. Your enemy may be unable to DPS you if you stay further back in your lane. Careful when finishing kills though because despite their low health, chances are they will run away and if you chase, their team will come for a free kill. This is why I mean it can sometimes be passive. This is not to say dont harass your opponent in lane, Im just saying dont be an idiot and chase them past half for the kill. Also be wary of your health as the lanes are smaller, you can be killed more easily. Now for Ahri. ![]() As Ahri it is definitely preferable to take the top lane. Because of the nature of 3v3 however, it is viable to take bottom lane. Going bot with a strong CC partner like Annie or Alistar will almost definitely land you both some early kills. The lanes are tighter here and there are less minions. This means that to last hit you will have to be more aggresive. If you end up losing your lane you will be denyed completely or die very soon. Luckily it means harassing is easier because there are less minions. Catch your opponent offguard when the minions have dwindled for the best results. Make sure to watch the map. Gank whenever it is humanly possible. The early laning phase will pass quickly and make sure you do not have to go back more than once but dont worry too much about farming. At lvl 6 your team is going to want to rush dragon. Make sure it is counter warded first, as otherwise you will end up losing a teamfight. Once this is over the two teams will basically end up taking turns pusing lanes and fighting for jungle control. Spell vamp is pretty good on this map considering theres less chance of getting bursted down and ignited. Getting an early ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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This section is taken from Apotheosis Guide to Tryn with his permission of course :)
Warding is way too over looked by many teams. I'm going to show you how to ward correctly, or at least how my team and I ward. The ward possibilities are obviously endless for 5s. These are the primary areas that you and your team will be warding each and every game.

Order of priority; Use Sight Ward and Vision Ward where necessary:

Order of priority; Use Sight Ward and Vision Ward where necessary:
Baron/Dragon Wards:
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
However you decide to set these up with your team, whether it be orderly among the team or supports only buy wards, make sure these are always laid out! Baron and Dragon are what we're primarily keeping an eye on here. Early in the match it's not as important obviously, however, you still need to know whether top, mid, or bot will be set up for a gank when enemy laners/junglers are wandering about. These early kills can help the enemy sculpt the rest of the match and land a victory. We don't want to be allowing the enemy to kill either Baron or Dragon. That's a good chunk of gold that will distribute among their team, not to mention Baron's handy buff. Again, don't overlook these wards!
Note: I would recommend using Vision Ward for these locations, especially Baron mid-late game. If not Vision Ward, then make sure someone, usually the tank, has Oracle's Elixir for discovering enemy wards.
Self Privacy Wards:
There's orange points at top, mid, and bot hiding locations. I would hope that your entire team would try to ward the areas entitled to them. These wards are not entirely important, however, they are lifesavers. Junglers and wandering laners will use these bushes to set up for early kills. If you're pushing your lane, then it would be a good idea to ward the bush(s) that is closet to you.
Team Privacy Wards:
These are crucial wards to put out when the match can go either way by eliminating possible ambushes when pushing minions or entering your own jungle.
Game Changing Wards:
Of course all of the wards posted on the map are capable of changing the outcome of a game, but these wards are placed in a location that both teams will always drift by. Reasons to go through the wards (for both teams): Getting to Baron and dragon, changing lanes, shifting from allied jungle to the enemy's jungle (either by self or team) to steal mobs/buffs, shifting as a team to gank the enemy team, etc. If you just have a ward on either Baron and/or dragon, you can still miss the enemy slipping by into your jungle never knowing it. This allows enemies to set up ganks. Therefore, these wards change the outcome of a game because you know whats coming.
Invading Wards:
I thought it was appropriate to name these wards in this manner because you can enter their bushes knowing whether they're there or not before you attempt to set up a gank. The enemy usually walks through these bushes hoping to freely enter their jungle for experience/gold and/or buffs.
Buff Wards:
Monitor your's and enemy's buffs with these wards. Good to set in your own jungle if they start playing dirty and snatching buffs early game from your jungle. These wards are primarily for the junglers of each team.
Thanks for reading!
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.

Shout out's to my mates
XRearview
Chris1221
Pink Munn
ap00pnugget
DjPositive
TheShingle
Here is a score from TmillZ
Here is a score from Lahdhal
Here is a score from El_Zapatista
Here is a score from apels1nen
Here is a score from Kevin227
By the way this is just the start! I haven't had much time however I plan on adding much more in-depth sections depending on how the guide is received.

Shout out's to my mates






Here is a score from TmillZ

Here is a score from Lahdhal

Here is a score from El_Zapatista

Here is a score from apels1nen

Here is a score from Kevin227

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