Ahri Build Guide by TheCatOfCheshire
All about those tails (1 million mastery in-depth)By TheCatOfCheshire | Updated on September 28, 2020
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Runes: Electrocute Ahri
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
Ability Order AP Ahri
Threats & Synergies
Welcome to hell. Don't try to outskill her, she doesn't need it to kill you, she only needs to flash and press R. To fight her, you have to flash out as soon as you hear her flash. Like this you won't be one-shotted. Try to harrass her with your q, you got more range than her on the spells. Don't trade her if she's not under CC, she can one shot you pretty early. Try to wave clear, then roam. Update : That champ has been up in 9.18. Thx rito.
Aatrox mid isn't in the current meta but it happened to me twice, and since I want to make the full guide I have to put it in the matchup. It's kinda easy for you to dodge the Q, and it gives you the opportunity to charm him. So harrass him with AA in early game, then at level 5+ use your charm to combo him. Let him back as much as he want, don't take any risk. Don't forget to ward. The only problem is that you can't one shot him unless you're really fed.
If you're following my guide and she's not, you can consider it as a tiny threat.
In early game, poke her with your AA, you can even start with a doran blade if you want. You have to pressure her. Use your spell when she tries to last hit, when she gets 6, she can os you so hug your tower a bit. Then, when she gets her gunblade, repeat the last operation. Try to clean the waves to roam and block her roams, try to guess where she is in her fog to charm her. If you manage to get her behid, she becomes a free kill. Good luck.
Ammumu mid is quite rare and really off meta. If he's playing full ap, you get the upper hand the whole early game so take advantage of it. Poke him with AA, charm him when you can and soon enough you'll farm him quite easily. Just be careful about the jungler because amumu can setup the ganks quite easily.
It's really hard to play against her. In early game, you don't have enough mana to kill her, and you have to kill her twice so you'll have to poke her A LOT. After the early game, she'll block your roaming by perma pushing which is really annoying. And don't underestimate her dmg, she can one-shot you in mid game. Try to ask a gank (her escape tools are quite limited), and try to kill her early. For the late game, she's way stronger than you, so ignore her and focus the ADC. To engage her, use your R to avoid her stun then charm her as fast as possible.
Ashe mid is quite rare and quite easy to beat. Play safe until 6, make her regret hers laning choice. The best way to engage her is to use your R to dodge her's and gap close in the same movement, then take your time to charm her and kill her.
Give up on the first wave, he will push you that's a fact, not a possibility. And try to counter push at the second wave. This big boy loves to roam and he roams faster than you, so clean the waves to get a clear shot with your e, use your ultimate to dodge his, and engage him. Stay in melee when he doesn't have his utitmate. Spam pings when he's roaming.
Not a real threat if you know what you're doing. He'll try to poke you early on, so focus on dodging, then, when he's using his soldier he can't move, so you can charm him quite easily. Don't forget that YOU CAN'T PASS THROUGH HIS WALL WITH YOUR ULT. Nothing more to say about that matchup, the champ is pretty weak atm.
Off-meta. Bard's dmg can be quite surprising when he's full ap, and he's going to roam a lot, so ping the ss. For the laning itself, you have clearly the upper hand pressure him as much as you can, push a lot cause his wave clear isn't great. Don't forget to ward cause he can setup good ganks.
The early laning phase is a bit hard because he got more dmg than you and he can poke you quite easily. If you can land a charm you get the upper hand, if not he got it. You're better than him to roam so take advantage of that. To engage him, use your R to dodge his flame column, then engage him asap.
Like every adc mid. Play safe under 6, then engage her. It's a free matchup.
Well, she's not such a threat in mid game, but the early can be hard because she got more dmg than you and more cc. She can setup really good ganks pre-6 and her ult is a pain in the ass. If you manage to keep your score clean, the mid-game is yours.
It's a really dangerous one. Level one she can last it with her spell so she's better than you. Lvl 2 she got the poison + mass claw so she's stronger than you. Lvl 3 you can no longer escape. A good cassio can beat a great ahri, you have to play smart and use the fact that you outrange her to poke her. use the charm flashed to engage her. And if you dash on her, look behind instantly after the dash cause she'll try to ult you. You're a better roamer then her so use it to get some free kills and kill her.
In early game you destroy him. Poke him with AA, dodge his q , and wait a last hit to charm him. If you can kill him 2 or 3 times, you're going to win. But if not, he'll become to tanky to be killed and your game will be hard. Again, you're a better roamer so use it.
He got only 1 weapon to run away from you : his dash. To be clear, after the 6 you got the upper hand. But pre 6 he can be really dangerous, he got a lot of dmg, a good wave clear, and his passive gives him a free back, and a good engage. So play it safe pre 6, poke him a bit, charm him if you can, cause after 6 you've won if you have a clean score.
Pre 6, you have to harass her with AA, poke her with Q, but don't use your spells in her shield, your mana is precious.If you manage to get 6 before her, use it to engage and kill her. If not, wait under tower a bit to avoid the OS. Both of you are good roamers but her wave clear is a bit faster than yours so try to push a bit more to stay even. Follow her roam, but don't approach bushes if you don't have vision.
Adc mid. CF cait. And you know where he's going with the axes so try to charm with that.
He's a hard one. Keep in mind : if you don't have vision on him, he's throwing a W on you. The Q is easy to dodge if he's not engaging, so dodge it. And if he's engaging with e+q you use this combo : charm, R+E BEHIND him to avoid the back of his q, Q ignite (to avoid the heal on of his utlimate) AA then when he uses his ult to run, dash again on him and finish him. Use it if you know that you can kill him.
More dmg than you in early game, he can poke you quite easily and can dodge your charm with his E. But at the end of the early, and the early-midgame you can 100 to 0 him with one burst. You roam better and have a better wave clear so push the waves and roam.
(fun fact, I'm making this guide in Alphabetical order, and arrvied at fiddle, it's becoming boring to make the matchup guide...) Fiddle is kinda easy to beat in lane, the only good weapon he got as midlaner is the poke with the crow. When he tries to drain you, you get a free charm and fragile as he is, he's going to be one shot. Again better wave clear and better roaming so use it !
You got the range, so poke her with AA, and Q, if she tries to pressure you, just get out the vision when her mark is well places for her to get a hard one. Be carfeul about her parry for your charm and run away when she use her ultimate. A good way to bait her parry is R toward her, then wait 1 sec and she will certainly reflex parry. Again you have the best roaming and wave clear so use it.
What a pain... His e is the first problem, the R is the second. You got the range so pre 6, poke him with AA for free, don't charm if he got his e and he's not dashing onto you. Dodge that ultimate or you're dead. If you got hit by his ult, 3 dashes aren't enough to get out if you're too close. You have better roaming and wave clear so use it.
He got great dmg, and even if you hit all your spells, you don't have enough mana to kill him, he got great roaming and a good wave clear. But it's a melee so poke him with AA in early, you can even buy a doran blade as first item for that.
It's a melee so you got free poke, you have a better burst and you can escape from his ult. The problem is his cleanse, but it's a not big deal so enjoy the matchup.
Not really hard, take care of his early burst, he got more dmg than you in early, but you can poke him with AA and land free charm on his dash. Use your ultimate to position yourself when he's ulting you. You got a better clear and a slightly better roam so use it.
Boooooring, don't focus the turrets, you'll lose your time. Just wait an opportunity to charm and kill him. Send your jungler away, he's going to feed the heimer. Nothing you can do, noyhing he can do.
It's hard. You'll lose every trade, so poke her from a safe position, don't let her engage you and don't engage if you don't charm her first. You can predict her dash on a minion to charm her. She got a great wave-clear and a good roam so clear the waves to block her in her roaming.
It's quite rare to see a J4 on midlane, usually he's going full Ad+armor pen.In early game just poke him to death with AA, and take every window to charm him. In mid game or you're ahead so you can kill, roam and repeat, or you're behind so he can OS you and he's going to roam a lot, in that case push because his wave clear ins't that great. Don't forget to warn your lanes about the SS.
I've not seen that in a while. You can poke him with AA easily in early level. His classic combo is to E, wait, Q, AA+W (reset). When he's using is E, just Q him when is stepping forward and run away, your movement speed boost will make you outrun him. Mid game you have a better clear but he got a really strong push so keep that in mind if you roam.
It's not trendy atm, don't know why. It'll be back in the meta soon enough in my point of view. He got a really strong burst pre-6 so be aware of that. Usualy, if you land a charm you get a free kill. Wait for him to use his mana before engaging, that big boy is kind of a mana devourer. In roam, you're clearly better than him so use it.
adc mid, cf cait.
Adc mid, cf cait.
This one isn't an adc like the others, she got a good burst, a good poke, and a gap closer. In early game it's kinda even, but she get a better farm and a stronger AA. In mid game she can burst you down but so do you. You get a better clear so use it to roam, take a kill (KS it if needed) and get back to lane being ahead. The late is a bit hard, but you're still able to OS her.
Adc mid, cf cait. Just be a bit carefull that she can dodge your charm
The early game is for her wihtout a doubt. So evolve from a fox to a pussy until 6. As soon as you get 6, you're stronger than her. If she's good, she can use her MS boost to dodge your charm so wait her to use it to engage her. In wave clear and roam, you're way stronger than her so use it.
Usually, I think of Karthus as a tiny threat for ahri, but his late game makes it a problem to deal with. In ealry, just don't let him poke you with his Q, and you'll be fine. When he's spamming his q, it's harder for him to dodge your charm so use it. The slowing wall doesn't affect your dashes so when he's using it to run, pass through with a dash and charm immediatly so the slow will be useless. He got a good wave clear, so roam knowing that you'll lose some minions.
The lane is yours, but the game is his. Destroy him as much as you can in the early/mid game then avoid to fight him and try to win as fast as you can. Don't poke him when he's using his q, or you will lose some of your dmg (and mana) for nothing, use AA as much as possible pre-6. He doesn't have a good wave clear so ward and push him.
Some people think that's she's one of the greates counters of ahri, but in fact you have a lot of tools to manage her. In early game stay far from the dagger and be prepared to charm those daggers as soon as kata is dashing on. Use AA as much as possible. She can burst you down quite easily even in early, so be carefull. Her typical burst is E on you, W, wait for the dagger to fall and proke it, Q, E on you again and pick the Q dagger to pick up it on you, then 1 last E. Knowing that, on the first don't run to your tower but toward the river, like this the Q dagger will cover the river escape, and you'll be able to run to your tower, if you think that you got enough dmg, use your charm when she's waiting her W to fall, and kill her. When she's using her ult, your's will take 2 dashes to get out, so option 1 dash and flash out, option 2 don't dash out and charm her to trade. Be carefull, if she get one kill, she will OS you again and again. You get the same roaming effeciency, so try to prevent her to roam by pushing and warding. Good luck.
Pre 6, it's a breeze. Kill her for free by poking her with AA, and charm her when she tries to farm. after 6, you're still stornger, but she can farm minions without putting herself at risk. After 11 it's even until 16 when she'll destroy you. So you have to beat her from 1 to 15. After 11 she got a good wave clear, but before that you can push her and roam.
Kennen doesn't have instant hard CC, but he (or she ? don't know) got a lot of dmg and cc opportunity o every spell. He can OS you quite early, but so do you. Be carefull when he gets her zhonya. If he want to clear a wave, he got to put herself at risk so push her under tower and bait her to clear the wave to get a charm opportunity. After 1 or 2 bait like this, he'll be scared to clear the waves and you'll be free to roam.
Didn't see that since season 3, but who knows ? Poke him with AA, stay in your minions to avoid Q dmg, push him and charm him when he doesn't have any farm to hide behind. You got a better wave clear and roam so use it.
adc mid, cf cait. This one can build ap, but he doesn't have any hard cc or mobility so after 6 you can farm him easily by hard engage.
A good lb is a nightmare for Ahri, a bad one is managable. Her farming is hard, take advantage of that to poke her, she's quite mana hungry, so make her use her W to dodge your spells and get her OOM. Avoid the Chain or you're dead. Her wave clear is kinda bad, she has to use her W for that so ward and push her.
I've seen a lot of Lissandra mid those times, never lost a lane against her. Her poke is shorter than yours and depends of your minions. Poke her with AA, when she use her tp, just prepare yourself to charm her. The only thing dangerous about her is her ultimate, so don't tower dive her. You have a better wave clear and roam so use it.
Adc mid, cf cait. The only difference is that he got some burst and a dash.
Really off meta. She has no true burst, her CCs aren't that great, she doesn't setup great ganks. It's a free lane. There's not much to say about it, just roam if she's playing safe.
Ok, the poke is annoying. Ok, she can burst you down if she lands a cage. But, she's so fragile... Pre 6, she's stronger than you, so play safe. If you land a charm, she's pretty much dead. After 6, wait for her to cage, and use your R to doge toward her, then charm and gg. You got a better wave clear and roam so use it.
If he doesn't take kills in early, he can't OS you. So poke him to death, push him to put him at risk, BUT WARD, cause he can setup pretty amazing ganks. If he takes some kills, play safe and wait for charm opportunity. you got better roam, but his roam on botlane are really violent. so ping to warn them.
Booooooooring. Kill the bugs as soon as they spawn, use your Q if necessary. Fir the rest it's pretty much the same thing than Anivia, pushing like a tard the whole game preventing your roaming. DON'T TOWER DIVE HIM, or you'll get punished by his R... Try to AA to down his shield. When he tries to R you, charm immediatly, the travel time of your charm will let his ult connect first then cancel it. Prepare your pillow.
Adc mid, cf cait.
He hits hard, he tanks well, but in early it's a free kill. Poke him with AA, stay out of his Q range. Until 6 it's a free kill. When you hit 6, the fight in the shadow zone can be managed by using dashes to kite him. Don't let him the time to get fed and everything will be ok. He got a good wave clear, but you're better at roaming.
Her wave clear is good, her cc are hard, and her black shield is broken. It's a hard one, don't engage with your charm, wait for her to lose her black shield. Your Q is a good poking tool cause half of it is true dmg and ignores the shield. Be carefull about the cage, the range is quite huge, and the hitbox kind of messy.
A bit of the same thing than lulu mid, the only difference it that she got some hard CC. Rush the morellon to prevent the heal, and be careful about the ganks. everything will be ok.
She's got a gameplay that relies on her CC like yours. her range is a bit down if compared to yours, just dodge the cc and everything will be fine. When she runs towards you, wait until the end of her ult to dash out and charm for free. You're way stronger to clear waves and roam so use it.
Didn't seen that since she's been reworked. It's easy, stay behind the farm, don't get marked, and she can't use her dash on you, so she has no dmg. She has to put herself at risk to clear a wave, so push her. you're way better to clear waves and roam so use it.
It's been an even matchup, it's not anymore. Oriana is nearly off-meta atm. She depends on her ball to do everything, so stay out of range and everything will be fine. She need to use a lot of mana to wave clear so ward and push her to make her lose all her mana. You're way better at roaming than her.
He hurts, but he's a melee champ. so poke him with AA. Whenever he tries to dash on you, use your charm when he's mid air, it'll cancel his stun and gives you a free charm, when he's using his shield, pass behind with your R. You're better at wave clear, but weaker at roaming, so don't try to follow him and take his tower when he's roaming. Just mass ping the lane in danger.
Poke with AA in early, use your charm whenever he tries to grab you, sidestep the stun (or use your R), you can counter most of his kit. Don't use too much mana on poking cause he'll regen it right away. You're waaaay better at wave clear so pressure him or roam.
You can poke her with your AA in early, and she's pretty fragile. But if she stuns you, you'll die pretty much immediatly. I don't know enough that matchup to be more precise so I'll update that one later.
adc mid, cf cait.
In early game, it's hard to kill him and he can pretty much OS you. Poke him with AA, but don't be to bold or you'll regret it. Try to keep your lane clean and take adavantge of his mistakes, you can't kill him the early, but neither can he. He'll fall of in mid/late game so be patient.
In the first level she can destroy you, so be careful. If you got some balls like me (you can call it stupidity) you can try to bait her near the tower range, then flash under tower to charm ignite her under tower. But it's risky and not needed. The other option is play safe until 6, poke her with AA and then push her to roam.
Low range, no hard cc, not that tanky. It's a free matchup for ahri. poke him with AA in early game, at 6 it's easy to kill him by hard engaging. You got a better wave clear and roaming so use it.
He doesn't have much range and his burst isn't that hard in early. His level 6 isn't a great power spike, but he got a targeted CC (which is ahri's biggest fear) and hes kinda tanky. So use your range to poke him, when he's low enough, all in him to kill him.
adc mid cf cait. Just the shield and the pushing make her a bit harder to deal with.
Only one spell dmg, her hard CC is her ultimate and she can't 100 to 0 you. She's really fragile, so a free kill. She's terrible to clear a wave so you're free to pressure her or roam.
He got good burst, he's tanky enough to be unkillable unless you're fed, he got good enough wave clear. A really good CC, and some good sustain tool. The only thing you can do better is roaming. So try to not feed and roam.
After all the nerf, he's managable for Ahri, but carefull, your ult is op on him. Rush the morello after your ludden (or even after the lost chapter), poke him with AA and don't try to follow him if you don't have any vision
It's one of the fairest matchup. She got a good early poke, a great burst on her cc, and the ability to burst you down with her R. But you can dodge her CC to engage her, and you can burst her down too. Her strength is being able to OS you on a point and click spell. Yours is being able to get fed on other lanes.
The level 1 is her powerspike. Her spell level 1 is just OP and she can destroy you quite easily at that point. So until level 6 she can beat you down. Anyway, it still managable, and if you charm her, you can really hurt her. Keep in mind that if she's in a "zone" her burst is way weaker. Both of you can clear wave and her roam is a bit stronger.
If he dashes on you, you're dead if you don't charm him. In early poke him with AA SAFELY, talon needs early kills to be good, so don't let him have them. If he's not ahead, his wave clear is way weaker. His roaming is really stronger than yours so spam pings the lane in danger, ward then push when he's roaming. in mid game you'll get back ahead if he doesn't have kills.
No hard cc, you don't depend on AA, his burst isn't that great, no true way to dodge your charm, and your wave clear and roaming are better. On midlane it's easier to manage shrooms. Push him force him to use his shrooms to clear waves and try to charm him. For you it's a free kill.
Adc mid, cf cait. she got a good wave clear and her jump which makes her a bit harder, but nothing terrifying.
The targeted cc is a real problem. and his roaming is way stronger than yours. In exchange, you got a better burst and he doesn't have many tools to dodge it. So pressure him to prevent his roaming. don't forget to ward when you're pressuring.
adc mid, cf caitlyn
adc mid, cf caitlyinn. He got an ap build, but he doesn't have any tool to run away from you, so as soon as you get 6 it's a free kill.
adc mid, cf cait. She got her roll to dodge your charm but that's all.
He's scaling way better than you and can OS you with 1 R. his CC is one of the best in the game. Anyway, he's pretty immobile, and you can turn tables when he traps you in his cage by charm-flashing out and burst him. He's way weaker than you at roaming, but you shouldn't roam to much and pressure him instead. Don't let the game last too long or you'll regret it.
It's an easy one. He got a good poke and a great burst but no way to escape from you. So as soon as you get 6, he's your victim. In roaming, he can't follow you but he can push pretty well so keep it in mind.
His early levels are better than yours, same for the late levels. But you're eating him alive in mid game. So try to keep things clean until mid-game, then win the game. He can push as fast as you so don't roam too much.
Well, it's a hard one. Poking him is pretty much useless, so use your AA or burst him, but don't use only Q to poke him, it's a waste of mana. He can turn into the "your charm is useless" form, so wait for it before using charm. Before 6 he can't burst you down but don't let him poke you. When he's Q is nearly double charged, start to step back and let him waste it on minions. He's not realy good at pushing so you can pressure him a bit or try to roam. In late he's a real nightmare, he'll be tanky as hell, but able to OS you. Ignore him an focus the ADC.
Adc mid, cf cait, she just got her ult to escape.
It's an even matchup if he's good as xerath, but easy if he's bad. His gameply consist at poking you to death, pre-6 you're weaker than him, at 6 you can kill him by stepping forward, wait for the E and dodge it with your R then burst him down. In roaming, it's a bit strange, he can clear the waves faster than you, but his roam is just using his R on other lanes so I can't tell if it's good or not.
I hate that one, the passive shield + the windwall make him unpokable... Dashing everywhere, and destroying you in 3 hits... You have to transform yourself from a fox to a pussy, and wait for him to commit a mistake or your jungler to come. Yasuo players are a salty human kind that will cry like a baby if you can take advantage of 1 or 2 of his mistakes or get 1 or 2 ganks, then he'll go in 0 10. Trust me it's science. So be patient.
RUN, there's no way that you beat her. Joke apart, I called it a "Kinder Surprise", you take a kill on the adc, and in the adc there's an other kill to take, Surprise !
It's hard to play against zed. Before level 3 you can pressure him a lot with AA, then at level 3 he'll try to land a E, W, Q combo. Use sidestep to dodge it, NEVER STEP BACK, or it'll be free for him to land double shuriken. At 6, he'll try to all in you with his ult, if he does so, dash under tower and charm him as soon as he reappear. Your push is better than his, so you can roam quite easily, but don't follow him in his roaming if you don't have vision, it may be a trap.
Don't stay near the minion to avoid the Aoe on the bombs, play aggressively, and ward while you're pressuring him. It's a free matchup.
No instant hard CC, not real burst, and no way to avoid your charm execpt to run faster. Don't know why people are trying to play him mid.
Is this disney world ? Nope, it's league atm. Zoe hits really hard if you get to sleep, anyway, it's not that hard to dodge. Keep in mind that if you lose vision on her, she's preparing a Q. When she use her R, you know where to charm and kill her. You have a better wave clear and roaming so use it.
(FINALY, IT'S THE LAST ONE). A good Zyra is a real pain for ahri cause she can counter your charm with her plants and she's pressuring you really hard. Anyway, your burst is better and if you manage to charm her you should be able to burst her down pretty early. Don't try to roam if you're even or behind or she'll take the tower for free.
I'll be really brief on the synergy. Ahri loves everything that can engage and CC for her. Amumu is the perfect exemple, but seju or maokai is pretty much the same.
There's no "bad synergies" on ahri, so I'll only put draven, but it's not bad, it's just not great. Ahri doesn't like questionable decisions from her allies, but it's more a player problem than champ. He can push the oppenent away for your charm, and it's kinda hard to peel for him.
This one is just for saying that there's no bad synergies on ahri, and that as long as you get a CC that can engage, Ahri loves to play with you. If you want me to make a complete guide on synergy like I've done on the threat, I can. Just ask in comments.
Nunu & Willump
It's a really good champ to work with Ahri ! I've a friend who's an OTP Nunu and when we're playing together the opponent cry after 5 min. First, nunu is the one that engage, and even if his CC aren't lasting that long, it's plenty enough to charm+flash and get a free first blood. Furthermore, he tanks quite well, so when you're roaming on an invade he's able to take some hits while you're making the dps. Last thing, the traps are crazy, you go both in a bush, Nunu ults and as soon as the opponent is slowed, you charm him. Even tanks are screwed with the full burst of ahri and the full ult of Nunu.
Well, nothing exceptional. He has no synergy with you, but he likes to ganks you because of your free CC that represents you Charm+flash. He can carry your late while you're carrying his mid.
It's better than a Yi in many regards. First he's going to engage which is already good for Ahri, then he got a CC (not the best, but it's already something) so you can charm for free. And he can takes 1 or 2 hit without crying (unlike Yi).
Again, she's engaging which is always better for you. She got some CC, so you're Charm is assured. And she can tank a bit for you. But there's nothing exceptionnal with her. Just be carfull that her ult can push your target out.
He should be a strong synergy : CC, tanky and engaging. But his CC (the fear and the knock up) can be a bit confusing if he's missplacing and makes you miss your skillshot. So it's really good, but you have to be focused a bit or Volibear will help the opponent to juke you.
Nearly no synergy, the only good thing is that he's the one that engage and he got a CC. But he's killing the opponent to fast and a kill that you were preparing for a while (you poke someone to 25% hp) can be KS by that guy in 1 R.
Good dps, really strong CC in early, not fragile. It's good, but first : she's AP, so because of her they will stack some MR. Second : She'll wait for you to engage and you'll wait for her to engage. Ahri depends of her charm to dps, so you can't afford to miss it, you shouldn't be the one to make the first CC.
No CC, he's fragile, he'll wait for you to engage, he's an assassin so he'll get the same role than you in late (which is useless to get twice in a comp). At least, he's not countering you in your own team unlike draven...
Good burst, and a CC. But again he'll wait for you to engage, and he got the same role than you in the team. So it's not that great. Furthermore, his ult will push him to do risky ganks that either gives free kills to the opponent or kills you.
He could have been and ideal synergy. Strong CC, tanky and engaging. But his CC can be misleading and makes you miss your skillshot. So strong, but not perfect.
Really strong synergy. Great CC, really tanky (he can even tank the tower for you) and he's going to engage for you. Really effective when the opponents are going with an AD mid.
Tanky, a good CC : he's good. The problem is that he's easy to kite so he'll expect you to engage with the first CC. And in late, he's not that strong so he'll fall off like you.
I love that one for the easy camping that he can offer you. The ganks are crazy. The CC can be a bit confusing but it's not that hard (not like Hecarim) and he got so many of them...
Great CC, the ganks are for him to start, which is great for Ahri. But his build atm is a bit fragile, and he can OS the opponent without letting you get the assist. His ult is usefull with yours cause you can use his wall to your advantage.
His cc isn't great, and most of opponents will just ignore him. At least he's tanking for you.
Lee has always been a good jungler with every comp. It's a bit like Ahri : Always good, never crazy good. He got some good engage, he's not fragile (if he's playing the right build) and the insec works well with your charm.
The early ganks are really good, the shaco box gives you a free charm and the charm stuck the opponent in the box dmg, and he's the one engaging the fight. But he's really fragile and fall off in late.
She's engaging and got a CC. But she's not really tanky, doesn't have crazy dmg, he's CC is Ok but not exceptionnal. And she's not the best in the meta.
Well, he'll count on you to do the work in early game which isn't the brightest idea with Ahri. He's fragile and don't want to tank pre-6 neither do you. And after 6 he can counter you with his ult. Yep, terrible synery.
The wall is useful. That's it.
Didn't seen her in a while. She got really stong dmg in early, but her CC isn't reliable at all, and she'll let you engage. Furthermore, she's an AP so opponents will stack MR which is bad for you.
Pre-6 Fiddle's ganks are terrible. His CC are either random, either hard to land on a messy gank. He's fragile af. So you don't want him to gank you before level 6. After 6, his gank are good, but messy. So you'll be glad to get his gank, but it'll be hard to follow properly.
IN RED : really strong, the ganks are coming from different angle, and are hard to ward against. The CC is strong and easy to follow for Ahri. And he's engaging and tanking for you.
IN BLUE OR BASIC : Well, it's an other assassin with no true CC. At least his ganks are hard to predict.
He's engaging and tanking for you, and even got a CC. But again he's easy to kite like Udyr, and his CC needs a bit of time to work. So not the best, but far from the worst.
Graves is bad atm. No CC, the jungle clear is OK but not the best. Not the best burst, not engaging, not tanky, no real range. When I have a graves I ask him to camp the bot. It's easier for him to gank a lane with 2 mates.
He got some tankiness, a good CC and he's engaging for you. But his CC can make the whole gank fail and he will want you to charm and engage some times.
He's not fragile, he got good ganks and 2 CC. And he's engaging. But every WW are kinda greedy and die a lot on ganks. He should be higher but I'm cursed with the lvl 3 towerdiving WW so I'm a bit afraid of them in my team...
Pre 6, it's a terrible ganker for Ahri. No true CC, he won't engage, he's tanky but the opponent will just ignore him. But after 6, his ult is just crazy for ganks so he's good.
He's a bit tanky, got good dmg, a good CC. But nothing crazy, he can be cancelled mid air in his stun, his engage isn't that good and he's not a wall between you and the opponents while being pretty bad in late.
Really good engage, strong CC, tanky AF. No reason to dislike her as Ahri.
Champion Build Guide
HUGE up on her W. She's really (too) strong atm so expect her to be nerfed or banned.
I’m an Otp Ahri that peaked plat 2 and am currently gold (yeah I know that’s not great at all). I’m playing her since season 3 and have a general KDA of 10.7/4.9/7.5 on her at the moment.
Even if I have a lot of weaknesses at this game (not warding enough, decision making isn’t perfect), I’m really good at her mechanically and have played her on every lane with every build (from supp to ADC).
The goal of that guide is to give you EVERYTHING that I know about her and for every build. I’ll go as deep as I can on the explanations, and I’ll do that for EVERY BUILD. I’ll try to give you video samples with the usual game (not chosen game where I win in 25 0) so the gameplay is sometimes a bit messy, but it’s more realistic. If this guide is popular enough, I’ll update it every patch.
Which builds are shown in this build?
So the guide is a three in one guide, Ahri electrocute mid (the best in the actual meta), Ahri glacial augment supp/mid (Not the one that I prefer to play, but it works, and Ahri ADC (Well, when I said everything, it's everything)
For the future
I'll gladly take any suggestions or demands if asked politely. If you want me to explain something more in depth/detail, just ask.
If you find out some mistakes, I'll be really grateful if you could point them out. If it's language mistakes, I'll take feedback too, but since there's certainly a bunch of them please be patient with me ^^"
Anyway, I hope that you'll like that guide. And that it'll help you to CAhri some games ^^
+ Great 1v1, 1v2 potential
+ Great on creating pick up
+ Fits in any comp
+ Great escape
+ Good AA (animation and speed)
+ Great at roaming
+ Beautiful skins
Ahri is a great champ in many regards, She got really good mobility on her Spirit Rush and Essence Theft which allows her to fight while outnumbered and roam efficiently. Furthermore, mobility gives her great escape possibilities. Another thing that makes the strength of that champion is her one-shot ability if you manage to land a charm the opponent is pretty much dead when you have enough kills. Last good thing about her is her adaptability, she can play from behind focusing on the peel with her charm, she can be played as an assassin or a mage, fits in every composition and works well against most of the opponents.
- Weak and mana-hungry pre 6
- No damage if you're behind
- The counters are pretty popular
- Relies on her charm to deal dmg
- A bit weak in ultra-late
- Ultimate depandant
- She's not an hyper-carry (forget about 1v9)
- Too many skins (You'll have to sell a kidney to collect them all)
First, the early game is a bit hard, your spells cost a lot of mana and they don't do much dmg. So you can be in a really underwhelming situation if you're not aware of that. Secondly, Ahri can be a monster when she gets ahead but she's pretty weak when you're behind. And lastly, her power spike in mid-game is one of the strongest that I know, but you have to win during it cause your late game isn't great, it's even harder when you know that she's not an Hypercarry.
Run fast, hit hard
Best boots on Ahri, only replace it against heavy AD team (with Ninja Tabi) or heavy AP team (with Mercury's Treads).
Pokes and cdr
The core item on Ahri, of course every old players got sweet memories about the Deathfire Grasp, but it's an other time... The Luden's Echo is great on many regards, it helps you with your mana, give you a stronger poke (that can be used to break the shields of Malzahar and Yasuo), and gives some sweet cdr. Great item, always built first.
Always started, never finshed
It's a good item. But the only part that interess me is the Oblivion Orb that gives you the magic pen and some hp. After that if the opponents don't have heavy heal in their comp (like Dr. Mundo or Soraka), the 1400 gold to finish the item isn't worth the money. I prefer to go on the Rabadon's Deathcap right away.
The biggest powerspike on ahri, with that item every fragile champions will be one-shot. I'm rushing it quite early because of that.
The magic pen gave by the the Void Staff is really got to get rid of the bruiser's mr. It works against tank too of course, but you shouldn't be focusing tanks.I have done the math about that item, and it's only worth against 100+ magic resist (used core buil + void staff + blasting wand on dummies, then I used core build + rabadon and the last set dealt more dmg until the 100+ mr cap) so I would advice it only against heavy mr teams or in late game
the low cost full uild
I love that item. I'm always taking a Dark Seal on my first back because of that, it gives you a great carry potential, allows you to stay in lane longer, and is really cheap, giving you your full build earlier. Don't take it if you're the kind of player accepting trade kills.
The meta that I skip
Well, I don't like this item. There's no reason to dislike it but I don't like it. It's a great defensive tool, gives the 10% missing cdr in my build, gives you some armor to fight the ADC, and allows you to tempo so fight. But I only do it when I'm in trouble against heavy burst or against a full AD team. If you want to be optimal, craft it.
Zhonya nerfed, but better agaisnt AP
Pretty much the same thing as Zhonya's, and I use it the same way.
The mejai replacement
I use it to replace my Mejai's Soulstealer when it comes to late game, or when I decide to die 3 times for no reason... It's a good item if you want to assume the role of carry, but Zhonya's Hourglass is a better option if you're smarter than me.
A viable option
Not bad on Ahri, it can be a good last item if you lack a bit of hp but I usualy don't use it.
Against full AD
OK, here I'll hear a lot of people crying. But let me explain first. It's for your last item, so it's only in late/ultra-late that you'll get it, in that part of the game, the only goal of the is one shot the carry, which she can do even with one of those items in her build. And with those items, she'll become really hard to kill for a full AD team, so it's the best way to be a real annoyance against those kinds of the team. Use Thornmail against heavy attack speed comp, Randuin's Omen against heavy crit comp, and Dead Man's Plate if it's a bursty AD comp.
agaisnt full AP
Same thing than above, but AP instead.
Run fast, hit hard
Best boots on Ahri, only replace it against heavy AD team (with Ninja Tabi) or heavy AP team (with Mercury's Treads).
Always started, never finshed
It's a good item. But the only part that interess me is the Oblivion Orb that gives you the magic pen and some hp. After that if the opponents don't have heavy heal in their comp (like Dr. Mundo or Soraka), the 1400 golds to finish the item aren't worth the money. In the botlane, it's a bit stronger because of the adc's heal.
On the glacial augments build, it's a late item. Still really good, and a great powerspike.
The core item
It replace the Luden's Echo in that build because of the synergy with the Glacial Augment rune. The best item with Twin Shadows in this build.
The vision that slows
Great synergy with Glacial Augment, that item is a must have. It's really usefull to avoid the face-check.
When you're supp, you'll need it
Warding item for ahri supp, if you don't take it you'll ne poor and your team will report you. So take it.
The meta that I skip
Well, I don't like this item. There's no reason to not like it but I don't like it. It's a great defensive tool, gives the 10% missing cdr in my build, gives you some armor to fight the ADC, and allow you to tempo so fight. But I only do it when I'm in trouble against heavy burst or against a full AD team. If you want to be opti, craft it.
Zhonya nerfed, but better agaisnt AP
Pretty much the same thing than Zhonya, and I use it the same way.
A viable option
It's really better on the glacial augment build, I'll usually use it instead of the Zhonya's Hourglass or Banshee's Veil.
Run fast, hit fast
Best boots on Ahri adc (and nearly every adc), only replace it against heavy AD team (with Ninja Tabi) or heavy AP team (with Mercury's Treads).
the core item
The core item on every adc, that item is the only way to get good dmg on the crit that you'll get on the items like Phantom Dancer. Great AD boost and Crit boost. Essential on every adc.
The little boost that's always welcome
A really good item on Ahri, it increases a bit your dmg, gives a better poke, and gives you some crit and attack speed. It's replacable by the Phantom Dancer, Rapid Firecannon and the Runaan's Hurricane
Complete your crit
You'll usually take at least 1 of those 3 items to get your 75% crit. If you want to fit in the meta (at least, just a bit), those items are the way to go. Anyway, who wants to be meta as Ahri ADC?
Ahri, the tank killer
That build doesn't scale well, but it allows you to be a pain against the tanks. I've used it 2 or 3 times and if you can ignore the chat, it's pretty fun. Same thing here, so stop to read if you're here to learn about Ahri.
Ahri, the Corki
It's the funniest build on Ahri AD, but the least effective. The idea is to burst the oppent by triggering the Trinity Force multiple times, and burst with the Hextech Gunblade, it gives you a bit of ap, so your spells will be stronger (not that much, but it's already something). The problem is that it's nearly as effective as Ahri tanks and doesn't scale at all, so I usualy swap on the crit build in late. But the early still fun.
Essence Theft (Passive)
COST: 0 mana
|Passive: Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next Orb of Deception Heal power heals her for 3 / 5 / 9 / 18 (+ 9% AP) every time an enemy is hit.|
Orb of deception (Q)
COST: 65 / 70 / 75 / 80 / 85 mana
Orb of Deception
Active: Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back, dealing true damage instead. dmg per pass : 40 / 65 / 90 / 115 / 140 (+ 35% AP)
It's her main DPS spell, it's not stopped by minions and deal reliable dmg on its own. It's not to bad in the mana cost and the cast time can be canceled with a flash. You have to use it to clear waves, poke and burst. A good thing to know about that spell is that you can the backline of a minion wave at level 9 (level 7-8 too if you're really fed). Which is great for roaming. I'll explain it a bit later.
COST: 40 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
Active: Ahri gains 40% bonus movement speed that decays over 1.5 seconds and summons three spectral flames which orbit her for up to 5 seconds.
After 0.25 seconds, each flame targets a Sight icon visible enemy, or after 0.4 seconds targets the closest visible enemy in range, dealing magic damage 40 / 65 / 90 / 115 / 140 (+ 30% AP). The damage is doubled against Minion icon minions below 20% maximum health. Subsequent flames on a single target deal 30% damage.
Flames prioritize enemy champions hit by Charm Charm, then enemy Champion icon champions, then low-health minions that can be killed with Fox-Fire, and then the target of Ahri's last basic attack within 3 seconds.
It is an ok spell, useful to charge the Orb of Deception passive, it hurts in mid/late games, and it can't miss. But that's pretty much all. It can be tricky to understand the focus, so look the video to understand it better. Last thing, the fox-fire will always focus the last hitted target (with an AA or the charm)
That ability is great to finish cs after a Q or to dodge aggression. You can use it to come back in lane faster even if it's not really mana efficient.
COST: 70 mana
Active: Ahri blows a kiss in the target direction that deals magic damage to the first enemy hit, interrupting in-progress dashes, charming and slowing them by 65%. The charmed target takes 20% more dmg from Ahri's abilities. Magic damage: 60 / 90 / 120 / 150 / 180 (+ 40% AP) Charm Duration: 1.4 / 1.55 / 1.7 / 1.85 / 2
It's the signature move of Ahri, a great CC, that increase your dmg and gives you the opportunity to land your full combo. You can cancel the animation with the flash which is really useful (I'll speak about that later in the guide).
spirit rush (Q)
COST: 100 mana
COOLDOWN: 130 / 105 / 80
Active: Ahri Dash dashes in the target direction, and then fires energy bolts up to 3 visible targets to deal magic damage. Magic damage: 60 / 90 / 120 (+ 35% AP) Maximum single target damage: 180 / 270 / 360 (+ 105% AP)
Spirit Rush can be recast twice more at a 1-second static cooldown within 10 seconds of activation at no additional cost.
The best spell of that fox, great mobility, good dmg, a reliable cooldown with cdr. It's your bread and butter.
The basic combo is
> > + AA
This combo is the most used but needs a charming window, so you have to make it. The best way to do so is to push the lane and force the opponent to farm under his tower. Like this, he has to put himself at risk or lose his farm. It's the way that I play most of my games, it's a bit risky because you open yourself to ganks, but it's quite rewarding because you'll put huge pressure on the opponent.
As you can see in the video, it's quite effective against low mobility champs and melee champs.
The second combo is the poking combo.
AA > > AA
Or for less mana and just trigger the electrocute
AA > > AA
This combo is quite easy to pull off and is a reliable source of dmg. Use the Q to cancel the end of the first AA animation then use the last AA to proke the electrocute. It's really good against melee champs, but it can work against any champ.
Now, it's a strange combo because it's really situational. But in a lot of games, I have at least 1 opportunity to pull it off.
> > Everything you got.
It may seem a normal engagement with the flash, but you'll learn a bit later in this chapter that you have to use the charm before, this one is situational because it's a trap for the opponent jungle (or melee later). The goal is to let the opponent gank you at the edge of the tower range, then flash under the tower to charm him and make him run under the tower. A lot of players aren't ready for that because the charm is the only cc in the game that can pull it off (taunt are melee cc, so that less effective). An image is more explicit than 100 words, so here's the video.
For the next combo, I have to explain to you the flash mechanics on Ahri.
The flash on Ahri is really important for a lot of reasons, and the flashed spells are the most important in my point of view. In fact, you can cancel the cast time and enlarge your range by using your Flash during the cast time. That way you can surprise your opponent quite easily and make your Charm nearly undodgeable.
Here's a video that'll show you everything about that :
So the combos are :
For an instant CC (with longer range)
To finish a kill out of range
> > > + AA
For an instant full burst
> > > > > (AA > )*2 + AA
To get a target really far away and full burst.
The combo >
isn't that great, I prefer to keep my flash to combo with a charm which is more useful than the tiny dmg that you'll win by extending your ult, but who knows, it can be better in some situations, so keep it in mind.
Anyway, all your best plays will come with those combos. It'll make you an unpredictable threat. You have to be ingenious with those tools, if you are, most of the fights will be yours. Here are my fighting metrics on mobalitycs :
As you can see, it works pretty well to win fights.
But to get these results in fights, you have to know how to ward aggressively. And it's the topic of the next chapter.
Well, it's one of my greatest weaknesses, not that I don't know how and when to ward, but I'm always forgetting about it, and my gameplay being really aggressive and pressuring, it punishes me quite hard. Most of my deaths are caused by ganks because I didn't ward or look at my map. Nonetheless, I'm sure that this chapter will help a lot of people, it's like "do as I say, not as I play".
As introduction, I would like to talk about the 2 types of warding that you can use the aggressive one and the defensive one. Most of the players are using a defensive warding, we can't find an aggressive warding below the high plat. A good player adapts his warding to the game, I don't cause I'm stupid. But that's not the problem here, most of you already know how to be defensive on warding and I'll show you the advantage of being aggressive on that.
The points of warding are: not being ganked and use information in your favor. It's exactly what I do with those wards.
A good thing to remember is that most of the junglers will gank you between 2:28 and 2:40 so try to push before that timing toward a bit before (like 2:20). It'll help you a lot against early ganks and gives you the opportunity to prepare the jungle killer combo described in the "A tricky fox" section.
Last thing about the warding :
Bob is buying one of those every time he can. Like this, Bob saved a lot of his allies and his own *** by giving vision for everyone. Bob knows that you're allowed to have one those up per person and he uses that resource at his best. Be like Bob.
I don't know who said that, but I heard from a top elo player that the 7 first minutes in a game of league were the most important. And he's right. It's during that time that'll you'll see if you manage to use correctly your champ against the opponent.
To begin with, I have to make one thing clear: There's not one way to play every game. Every matchup is different and every player is different. If you're against a Talon and you still in 0/0/0 at level 9, It's great, you're entering your power spike and he lost his so you won your lane. But against a Kassadin 0/0/0 it's garbage at level 9 because you've lost all your early pressure and he's going to rip you apart.
So the way that I'll explain will work on most of the scenarios, but the experience is crucial to be able to manage every lane. And of course, if the opponent is just better than you, there's nothing you can do. A lot of people are crying "Noob champ, lucky, bad jungle, etc..." sometimes it's true but most of the times you're losing because of yourself. It's simple math: In your team, there's you and 4 randoms, so if you're better there's a 80% that you'll come accross "an inter" in your team, for the opponent, there's 5 random so the probability is 100%. So the 20% that you're representing should be giving you a better global winrate don't you think?
Now that I've made it clear (hopefully), let begin the laning guide itself
Step 1, the 2 firsts waves
You would like to be level 2 first to put some pressure to the opponent, use one time the Orb of Deception to push a bit if needed, so the opponent has 2 choices: either he gives up on the first push, in that case, you'll be the first level 2 for 65 mana, or he tries to push harder. If he pushes harder, then let him waste his mana and wait for the second wave.
If you managed to get level 2 before him, just use it to pressure him.
Here's an example :
Step 2: the early laning.
Here are the variation depending on the matchup.
First, the easiest: against melee character. You have to pressure them a lot with your AA, don't let them breathe. They take a minion, they should take at least 2 AA. Melee champs on midlane are usually champs that can hard engage you later, so if you lower their health enough, they won't be able to do so later.
Here an example in video :
As you can see, it's really effective against champ like Kassadin, Akali,or Diana. Just be a bit more careful against Zed or Talon because they can punish you if you're a bit too bold.
Try to freeze against those champ, if you freeze well, they won't be able to farm at all.
Last thing, if you clear the waves and push them under tower, they have no way to farm without being in charm range so if you can ward and if your jungler is nearby, pressure them as much as you can.
Now the high range ones. Those ones can be a bit scary in early levels, they have good damage even pre 6, they're harassing, they seem to have infinite mana... Early on, you don't have any choice: Dodge the spells and farm. Wait for an opportunity.
Here a video to show it :
The idea is being focused on dodging and try to take his hp bit by bit. Like this, he'll be in Kill-range and you'll be able to all in him. Those kinds of champs rely on being out of your range and have low mobility, they're really weak against the flash combo (cf. "A tricky fox" chapter). Another good way to engage them is to bait their cc, dodge in his direction with your Spirit Rush, then engage with your charm.
Just remember: DO NOT FREEZE AGAINST THEM. You'll be stuck under tower taking a lot of dmg without opportunities to poke them and you'll lose a lot of farm or health for nothing.
After that, there's the mid-range. This is this same kind of gameplay as you. Their kits usually consist of 1 poking/DPS tool, 1 CC to engage the burst, 1 "less-useful" spell, 1 ultimate really important. The idea is to dodge at any cost the CC while trying to land yours. Most of the time the first that gets a kill will win the lane so avoid the useless risk in early. Use the poking combo to put them in kill range, then use the Charm+ Flash>full-burst combo to finish them.
Here's a laning against a veigar :
So the idea was to poke him bit by bit to put him in kill-range, then all-in him. Don't take any risk and everything will be Ok. Most of those champs really rely on their CC to burst you, and you're one of the only champ that can land an instant CC followed by such a powerful burst.
Against champs like Syndra or Oriana, Roaming is a good idea cause they won't be as good as you for that while you'll get fed for free. Avoid roaming too much against heavy pusher or power farmer like Veigar or Azir, they'll be free farm and destroy you at 30 min.
And last not least, the tanky mid. Those are a real pain for my style of gameplay. Even if you land all your spells, you don't have the mana to kill them. They don't have any amazing burst or broken spells, but they usually have 1 reliable damaging spell that they want to spam on you. So don't use your spells except for last hitting or full bursting them, and don't let them take your hp bit by bit with their damaging spell. Use your AA to poke them, try to land at least three AA to activate the electrocute. It's a really boring lane, but mistakes are allowed since they can't burst you down. Try to get the jungler to help you if you take 1 or 2 kills you'll be able to handle them easier.
The only thing more boring than watching this matchup is playing it. Just hope for a kill opportunity, there's no more to do in the laning phase. It'll change in mid-game.
The mid-game is the power-spike of Ahri, her kit isn't ideal for a teamfight, but it's great on fights from 1v1 to 3v3, so, the mid-game where everyone still on their lane, but you're beginning to roam is a true blessing for her.
The godlike point is when you have Sorcerer's Shoes, Luden's Echo, Oblivion Orb and Rabadon's Deathcap at lvl 11 or more. If you're in that situation you're pretty much a monster.
The mid-game on Ahri gives you 3 ways to play, you have to chose the best gameplay for the situtaion:
Trapping is a really good option when your team (or yourself) is behind. Obviously, you can't kill the 10/2 Darius, and the 9/1 Jinx is able to kill you in 2 AA. So you need to take some kills to rebalance your game. The best way to trap as Ahri is to wait in a bush that the opponents will ward, and wait for them to face-check (or ward). It's the best way to land a free Charm and burst them.
Here are the good spots :
The red dot are positioning for redside, the blue one for the blueside, the yellow ones is the wards for trapping. The Yellow arrow are the direction where you will Charm and should have vision.
How and when to use (or not use) it ?
- Against early/mid comp with a mid/late comp. If you use it against a team that's strong in late and where you're not as strong as them in late, you'll make the game longer by taking a time to trap, where you should be focusing objectives.
- In mid games, against fragile composition. If they're tanky as hell, you won't be able to kill them so you'll just waste your time
- When your team is even or behind. If your team is winning, help them to finish the game instead of messing around in bushes
- If you need a bit more kills to be able to carry or get back in the game. If you're already fed as hell, no need to trap them, you should pressure them or help the rest of your team getting fed.
Here's a video to show you the different traps that you can make :
Roaming. One of the strongest point of the champ. You should roam every game, this part of the guide is focused on heavy roaming gameplay. The roam allows you to get more kills from other lanes, it helps your whole team and put pressure on the 2 sides lanes. In exchange, you'll lose a lot of pressure on mid and lose a bit of farm and experience. You have to find the right balance between farming and roaming, like the junlger with his ganks. I would strongly advise you to heavy roam at LVL 9 and not before because you can 1 Q the range minions at level 9 which allow you a faster clear and a reduce lost on your roam. And try to roam on the cannon wave, because it'll last longer if the opponent pushes you to pressure you.
Anyway, a roam is divide into 4 parts :
 Clear the wave as fast as you can.
 Walk to the lane that you want to gank and avoid to be seen. You can land a trap to the other midlaner if he's following you, it's up to you.
 3 ping "coming" then gank without taking a useless risk for a kill. If you do 1 for 1 or if you die for nothing, it's the sidelane that will take the difficulties for YOUR mistake.
Every step can be canceled, if you don't feel it, just ping the lane and back away.
How and when to use it ?
- Against every kind of team, but not against a heavy pusher/farmer mid. If you roam against a heavy farmer/pusher mid, you'll give him the best opportunity to scale. For example, a Veigar will free farm if you're heavy roaming and become unbeatable. And against a heavy pusher (like Tryndamere), you'll lose towers and farms for those roam which isn't always worth...
- If you're either winning or losing, not even. A roam isn't just an idea that you get like that, it has to be a goal. If you're losing, it's taking assists/kills to get back in the game, if you're winning it's helping or pressure the sidelanes. But if you're even with other mid, what's the point on roaming? The other midlaner will follow you and it'll be a mess on the bot, and no one will win anything from that.
- When your sidelanes aren't early crushers. The champs like Renekton or Lucian will win the early lane with or without you. So don't gank them if it's not to take kills (when you're losing for example). You can't "help" them because the early is their whole game. If they win, their game is over and they don't need you, if they're losing, they're not going to win in late with early champs.
- If the sidelanes are even or winning, never gank a hard losing lane. If your sidelanes are hard losing here are the reason :
The opponents are some hard counter for your lanes, so if you give them to kill, they'll reset their bounty and die again because they're countered.
The opponents are better than your sidelanes, well, in that case, your sidelanes won't win with a bit of help.
The opponents are being camped by their jungle. Really? great! Ping your jungler to do the same on the other lanes, and let's see how they deal with 2 lanes fed against 1.
The opponents are some early crushers. If it's the case, you won't be able to kill them so let them slowly fall off, and keep the game going. No need to suicide on them
- Is the sidelanes are hard to kill for you? Don't try to gank a Morgana/ Lucian that you can barely touch. Even worse: The junlger is some kind of lee smurfing from master/challenger, he'll catch you during phase 3 and get some free kill on you.
- You need to have at least a bit of vision. Don't go blind in the river/jungle. It can only be problematic.
Here, there's no video yet. I need a lot of footage to make a good roaming video and I started that guide 3 days ago so I don't have those. (well, 1 month later I didn't upload any video but no one care XD)
Finally, pressuring. Most of the time it's the one I'll choose because it's safer and it doesn't rely on your team. But it's not always the best option and it's one of the reasons that made me stuck in my elo. You have to choose wisely your gameplay for each game and not stick with 1 gameplay that makes you feel safer.
Pressuring is pushing the first tower to make it in a few words. You're using your dominance in the lane to crush the opponent midlaner, the tower, and the jungler. The point is to push the lane really hard while warding a lot to avoid the ganks. If you're winning your lane, the opponent will be useless and you'll get a lot of gold off the tower plates and first tower. Furthermore, when the tower mid fall you win a lot of freedom and you'll end the laning phase.
How and when to use it ?
- Against mid/late comp that relies on long games. The point is starting the teamfigths in the midgame when you're the strongest, so if you do this against early/mid comp you'll be behind in the teamfights if you're comp is relying a bit on the late.
- If you're winning the lane. The whole point of this gameplay is using your dominance. If you're behind you'll be the one that gets pressured.
- When your sidelanes aren't against early crushers. The champs like Renekton or Lucian will greatly enjoy early teamfights when they're still at their strongest. Don't give them what they want.
- If the sidelanes are even or losing. If your sidelanes are winning, let them take a bit more golds in the laning phase, don't take the tower mid and risk to lose in team fights. When a team is winning the laning phase it's the best time to assert your dominance
- When the opponent doesn't have a great wave clear and/or is not possible to hard engage. To assert your lane dominance you have to push the lane and sometimes tower dive or fight 1v2 (jungle/mid). It's not possible against pick like Anivia or Malzahar that will clear the wave in 2 sec and can tempo easily with 1 R or the passive. You can't tower dive them, can't fight 1v2, can't push them so even if you're fed you won't be able to pressure them
- When your team doesn't need you. If your team depends on you for objectives or following, you shouldn't focus on pressure because your team can throw your game by counting on you when you're not planning on helping them. Ping the target tower to show that you're pushing and don't forget to SS cause you won't always be following
Here's a video to illustrate, it's not the "most pressuring game ever" but it's already good :
You can't win every lane, and you have to know how to play from behind and how to play when ahead. Select the right gameplay between Trapping, Roaming and Pressuring is already a good start because it shows that you understand the game you're playing on and your win conditions. But more than that, you won't be able to play as you want every game.
First, playing from above. If you're playing from above, it's not really hard to win your lane, you just have to keep going and avoid useless risks. This way you'll keep winning your lane but you won't carry. If it's carrying that you're looking for, ask yourself something first: "Am I a leader or a follower ?" and "Are we giving the tempo or following it ?"
The first depends on the player, the second on the game.
The leader is the one that understands the game is playing on and making the rights calls. Even when behind, he knows where the opponents are and what are their objectives. He doesn't have to be skilled or amazing mechanically, just to move at the right place at the right time.
The follower is the one that listens to the calls and makes them work. He has to be careful and listen to his mates. He's not a bad player and can be godlike mechanically (or terrible, but he's bronze in this case) but he doesn't know what to do if there a blank in the game.
I have no shame to say that I'm a follower most of my games, I'm just filling blanks with traps, roams or heavy pressure. Most of the time, I assume the role of a leader only if no one is good at it in the team. And you should do the same too: Let the leader role to the best at it, even if he's in 0/12. If you're that good, just make everything you can to make the calls work.
Now the tempo,
Is your team the one that starts the drakes or are you the contesting one? Are you grouping and taking objectives or are you reacting to the opponents and trapping them?
It's important to know on what side you are because you have to follow the actual tempo. No matter if you're better than them or not, if you're starting a drake alone, you'll be caught and killed in 1v5 and your "noob team" won't be the one to blame.
Here's a game where I was losing my lane, and following my leader.
The tempo was in our team, the lead was Morde and Fiddle (even if fiddle wasn't really smart on micro) and so I adapted my gameplay around that.
And now a winning game (the game against Veigar)
Of course, if you're in 20/0 at 10 minutes, there's no need of that cause it's a free win. The same thing goes for a team score of 0/50 which is impossible to win.
The late game on Ahri can feel a bit strange, you don't feel like you're useless (like a Renekton or Pantheon), but you don't feel strong at all.
If you're fed in mid-game your one-shot range is from the carry to the bruiser. But in late that range is reduced to the carry. You have multiple gameplay possible in late (it depends on what you're facing) and a lot of other midlaners will outscale you.
The first thing you can do is investing your whole late on assassin gameplay by all in the ADC and trading your life against his. I'm not a fan of that because I'm a bit of a KDA player (it's bad I know, but everyone got an ego), and I always felt that the assassin with no instant kill (so not like Rengar or Nocturne) tend to fall off in late.
You should do that gameplay when their whole composition relies on one carry.
A dangerous support
The second gameplay is peeling for the ADC. You got a really good CC, a strong burst, and you're likely to be focused too, so you'll diffuse the focus. Some people will say that's the best way to play in late. I won't argue but it's boring and you'll gamble your game on the ADC, if he's bad you'll regret it.
You should do that gameplay when you have a carry that can win the game alone with a good peel.
The third one is the lone wolf gameplay. A risky one, but that can be really rewarding, especially against a team that's stronger than yours in late. The idea is to get back to trapping gameplay, but with a target in mind. The goal is to successfully trap the carry or the jungler. Like this you have to calls that can be really successful: If you manage to trap the carry, your next team fight will be free so push like hell with your team. If you take down the jungler, the Drake and /or Nashor is free to take. It's the gameplay that I prefer because it only relies on yourself but a fail can be the end of the game.
Works anytime, but less good than the other way to deal with the late on some games.
Lead us to victory
The last one is the carry leader. When the opponents aren't too strong and you're carrying, you can take the lead and the tempo all by yourself and put pressure by split-pushing or hard engaging. This gameplay can't be "chosen" it happens some game when the opponents are an early pick or just bad. If you feel it's a game like this, just take the focus and force them to be at least 3 on you.
The best way to play the late, sadly it won't be possible every game.
If you wonder why there's no video for the late, it's because you lose a lot of impact in that part of the game, so I can't show you "the way to play". you can look the 2 videos on the "winning or losing" part if you want to see some late gameplay.
Sorry if you thought that, but even if you managed to learn everything I said above, you won't be able to carry every game. And your first game on Ahri will be like every first games: Trashy with a lot of bad decisions.
One of the most important thing that I can't give you through that guide is the experience. You have to play a lot of game with her to be good with her. A beginner that see the half hp Kassadin will think "Am I able to kill him now ?" when an experienced player will think "He's in kill range" or "No way atm". You have to play a lot to know your dmg, to know your range and transform those lucky Charm into predicted Charm.
Anyway, it's the end of the part about gameplay.
For now, it'll be empty and I only give you the link of a playlist :
It's hundreds of games of Ahri against every matchup possible. In my point of view, it's enough to understand how' to play a matchup, but if you really want a guide to deal with "That fckng broken Yasuo". Well, ask in comments and I'll do a guide with video support on the matchup. But I won't create an extended guide for the 91 matchups I've listed above. I'll be glad to answer to comment but I'm not making 200 pages that no one will ever read.
League is a MOBA. Your goal is destroying the enemies nexus which is at the opposite side of the map :
The nexus: has 5500 hp and has a regen of 20 health per second. It has no armor and no magic resistance. It drops 50 golds to the player that last hit it.
Bard's Tempered Fate doesn't affect the Nexus.
Little tips, you'll be surprised by your dmg on the Nexus in the late game so don't hesitate to all in it if you think that it's possible to destroy it.
To approach the Nexus and to be able to dmg it, you have to destroy every tower and inhibitor of at least 1 lane. (so minimum 5 turrets and 1 inhib)
The turrets: They are the most important defensive tool in the game. There are 3 types of turrets in the game :
The Outer turret: It's the first tower to take down. So the turret you'll play around for at least the 14 minutes (can be less, but usually it's a bit more). The inner turret is the second one, the inhibitor turret is the one that defends the inhibitor (obviously) and the 2 nexus turrets are the ones that defend the nexus.
(the stat's variation are based on a timer)
Health: 5000 (outer turret), 3600 (inner turret), 3300 (inhibitor turret), 2700 (nexus turret)
Attack dmg: 152 to 278 (outer), 170 to 305 (inner), 170 to 305 (inhib), 150 to 285 (nexus).
MR: 40 (outer), 55 to 70 (inner), 70 (inhib), 70 (nexus)
Armor: 40 (outer), 55 to 70(inner), 70(inhib), 70 (nexus)
Attack speed: 0.833 (so a bit less than 1 hit per second)
Loot: 50 golds global (every towers) + 160/300/50/0 (inner/outer/inhib/nexus) divided golds between champs nearby
The inhib turrets got a regen of 15 hp every 5 seconds and will regen until the next third of her health (33.33%, 66.66%, 100%). Same goes for the nexus turret but with a regen of 30 instead of 15.
The top and mid outer turrets got the passive "fortification" that reduce incoming dmg by 50% during the 5 first minutes. The bottom turrets don't have that passive.
During the 14 first minutes, the outer turret got "turret plating" which increase the armor of 0/30/60/90/120 to the tower, 1 plate falls at 4000/3000/2000/1000/0 hp giving 160 golds divided between every champ nearby.
Towers got the passive "penetrating bullets" that ignore 40% of your armor and increases dmg on every hit (up to 120% and it doesn't reset on switching targets)
They already got the "reinforced armor" that reduce dmg on the tower by 66,66% if you're pushing without minions or rift herald
Finally, they give "true vision" with the passive "warden's eye", so you'll be detected and seen even if you're invisible.
The priority order for the tower is :
 enemies damaging an allied champ
 The last target hit if it stills alive and in range.
 The closest
 The closest Jack In The Box
 The closest pet (like Summon: Tibbers)
 A random siege minion or super-minion
 A random melee minion
 A random caster minion
 A random champ
The tower needs 3 hits to kill a melee minion, and 2 hits to kill a caster minion. So to farm them with Ahri you'll need to wait for the 2 towers shot then AA for the melee, and for the caster, you'll need 1 AA, 1 Tower shot and 1 last AA.
The inhibitor: When this structure is destroyed, super-minions will spawn on the lane (1 per waves) and if every inhibitor is destroyed 2 super-minions will spawn per wave. In this, for the next 8 waves.
Regen: 15 per second
Armor: 20 (not affected by lethality)
Loot: 50 golds for the destroyer
Bard's Tempered Fate doesn't affect inhibitors.
Minions are units that spawn per waves every 30 sec. 1 wave can contain 6, 7 or 8 minions (depends on the presence of super minions or cannon minions). They're the main gold dealers and the only tool to push the towers. They take 28 sec to reach the center of a lane except for mid where it's 18 sec
The minions are separated into 4 types:
Super-minions: They're the strongest unit beneath the minions, they provide a buff to every allied minion and got a lot of dmg (even against champs). There's 1 of them per wave when 1 inhib is down, 2 when they're all down.
Cannon minions: They're the strongest units beneath the minions when the inhibs are up. They're really tanky and got the best DPS but still weak compared to champs. There's 1 per waves every 3/2/1 waves (at the 15-minute mark/after the 15 min mark/after 25 min mark). They won't spawn on super-minions waves.
Melee minions: They're more tanky than the casters but do less dmg. There's 3 of them that'll spawn every wave.
Caster minions: They're less tanky than the melee but do more dmg. There's 3 of them that'll spawn every wave.
 Enemy champions attacking an allied champion.
 Enemy minions attacking an allied champion.
 Enemy minions attacking an allied minion.
 Enemy turrets attacking an allied minion.
 Enemy champions attacking an allied minion.
 The closest enemy minion.
 The closest enemy champion.
Stats on minions :
- Every 90 seconds (i. e. every third wave) minions upgrade, increasing their strength.
- Minions deal 50% reduced damage to turrets and enemy champions.
- The armor of turrets is reduced when enemy minions are nearby.
- Minions have 325 movement speed.
- They gain 25 / 50 / 75 / 100 movement speed.
- New spawning minions level up based on their team average level (e.g. one level 15, 10 and 18 would make a minion level 14).
- Not available before 3:30.
- A team level advantage = the average level of your team minus the average level of the enemy team. The value can be decimal and is capped at 3.
- While your team has a level advantage, your minions deal bonus damage to enemy minions equal to 5% + 5% per turret advantage in their lane, all multiplied by your team's level advantage.
- Bonus damage = (5% + (5% × Turret advantage)) × Team level advantage
- Maximum bonus damage = (5% + (5% × 3)) × 3 = 60%
- While your team has a level advantage, your minions take flat reduced damage from enemy minions equal to 1 + 1 per turret advantage in that lane, with the turret advantage bonus multiplied by the team's level advantage.
- Damage reduction = 1 + (Level advantage × Turret advantage)
- Maximum damage reduction = 1 + (3 × 3) = 10
- Nexus turrets do not count as lane turrets.
- Redemption (can be used to heal/deal damage to minions)
- Shurelya's Reverie can be used to speed up minions
- Randuin's Omen can be used to slow down minions
- Frozen Heart can be used to reduce the attack speed of nearby enemy minions
- Bami's Cinder/ Sunfire Cape/Cinderhulk deal bonus damage vs minions
- At 0:00 a wave is worth 125 golds (3 × Melee Minion 21) + (3 × Caster Minion 14) + (Siege Minion 60 ÷ 3)
- At 15:00 a wave is worth 147 golds (3 × Melee Minion 21) + (3 × Caster Minion 14) + (Siege Minion 84 ÷ 2)
- At 17:15 a wave is worth 150 golds (3 × Melee Minion 21) + (3 × Caster Minion 14) + (Siege Minion 90 ÷ 2)
- At 25:00 a wave is worth 195 golds (3 × Melee Minion 21) + (3 × Caster Minion 14) + (Siege Minion 90)
Farming: Farming is the fact of killing low threat enemies (like minions or iron IV players) to collect golds. Remember, 1 wave of minions is at least 105 golds on 6 minions so a kill is about 15 minions.
Last hitting: It's when you're giving the "coup de grace" at the minion to get the golds, the base of farming. The last hit a champion is called KS (kill steal or Kill secure, depending on the situation) and isn't really appreciated by your mates.
Pushing: It's when you're using do your best to clean the opponent's wave while yours still alive. Like this, your wave will get under the opponent's tower.
Freezing: It's when you're preventing the opponent's wave to push without pushing back.
Proxy: Farming behind the opponent's tower (so without the minions to tank for you.)
Split pushing: Attacking several objectives at the same time when at least one of the objectives is a lane turret.
Roaming: It's when you're moving from your lane to another lane to gank it like a jungler.
Basic knowledge :
Well, if you really did, you know as much as me on Ahri and league in general. The only thing you'll need is experience from now on.
Anyway, thanks for reading my guide, it took me A LOT of work (more than expected when I started) and I learned a lot from that (looking replays is a really good way to spot your own mistakes). I'm always open for any suggestion when it's said politely. And if I've done mistakes on the guide, please tell me because I want it to be the most in-depth possible and of course, I want it to be correct.
Thanks again and Gl HF.
A Tricky Idea.