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Ahri Build Guide by Mayuushii

Middle Fox Magic for fun

Middle Fox Magic for fun

Updated on December 7, 2022
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2,051 Views 0 Comments League of Legends Build Guide Author Mayuushii Ahri Build Guide By Mayuushii Updated on December 7, 2022
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Runes: Electrocute normal

1 2 3 4 5
Domination
Electrocute
Taste of Blood
Eyeball Collection
Treasure Hunter

Sorcery
Manaflow Band
Gathering Storm
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist

Spells:

1 2 3 4 5
Combat mid
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

Fox Magic for fun

By Mayuushii
Whoa me :O
I'm a goofball who certainly isn't qualified to make guides on any champ but I have played this champ quite a little I guess so ya. Ahri is basically like a comfort pick mid for me that I've played a decent little bit and can pilot at a pretty ok level so here we go :).(Take some suggestions with grain of salt cause I don't think sometimes).


Don't trust everything

Ahri - The Nine-Tailed fox :D
Ahri as a champ is a midlane assassin mage that has good range, good wave clear, sustain, trading and burst. She is a fun and safe mage with great setup for her team. Her ability to weave in and out in fights and catch off important targets or peel her team helps her be useful in many situations. Pick Ahri if you like to run circles around your enemies and catch them off over and over.


Cool fun skins


At least for me



K/DA Ahri prestige edition
Runes
Ahri pretty much uses a general rune page that most mage assassins use but theres some variations that you can alter

Electrocute domination tree



Electrocute is a standard keystone that works well to trade and one shot later in game




works in lane to keep healing you in lane when you hit them.

Cheap shot increases your damage when you land charm or when you slow or hit a target slowed. Helps one shot better. Works with charm or Everfrost.

Sudden impact Gives you bonus pen when you dash to improve one shot but cheap shot usually is better




Eyeball collection The only rune you prob should take from this section. It will give free AP with takedowns so its the most simple to use



Treasure hunter Rune gives you free money when you get takedowns on new champs so its great if you roam to get more money early or just money in general.

Ingenious hunter this rune helps improve the CDs of your items like Ludens Hourglass where you want to use these items more.

Ult hunter helps improve your R CD which is important to your champ so bring if you need it up more



Inspiration tree

First strike is a fun money maker rune that also helps improve burst damage later. I like the sound of the money being made. Bring into matchups that are more free like melee champs that won't really be able to get you that easily like maybe Annie Annie or bruisers if they are mid.

Glacial is the go to keystone when you play support cause it slows the target and reduces their damage to your allies so its ideal for support. Bring it mid if you want the extra slow against your laner or when you just feel like basically being a support mid (Activates with Everfrost or charm).



Free shoes that give value when you get them for free. You get free shoes faster when you get takedowns so the more you fight and kill the more value (Note Sorcs shoes have more value earlier for damage).

Free stopwatch is a good choice into burst teams or when you are going to surely buy an Hourglass.



Minion demat is a little niche rune that some good players use to help control and clear waves faster as demat instantly deletes a minion and increases your damage against that type of minion (Eg caster minion) forever. For Ahri use Demat against cannons to push a wave in or against casters so your Q Orb of Deception size 20 can oneshot them earlier so you have better wave clear.

Free biscuits is basically free corrupting pots that you bring to sustain hp and mana as you trade in lane.



Cosmic is a simple rune that just gives you a lowered summoner spell CD to or more. It also gives item haste so you can spam hourglass or Ludens tempest ludens more.

Time warp is a niche rune that gives some of your potion and biscuit sustains instantly and gives movespeed for trades and sometimes allow you to win or live fights.



Aery sorcery tree

Aery is a great keystone to do a fun thing: bully the hell out of your lane opponent. Aery procs off autos and abilities and has shorter CDs compared to other keystones so it constantly up for your poke and harass. Good into lanes you want to poke your lane opponent out of lane or into melee matchups to harass them as they cs like Yasuo and Sylas. Aery also procs thigns like scorch and Anti heal orb for even more daamge that can proc off your autos (Pretty good into healing melee champs Yasuo Irelia).



manaflow is the mana sustain rune for mages that helps keep your mana bar afloat. Ideally you should use abilities to poke or trade while manaflow is ready so you get the value out of it and it will help keep your mana bar higher.



Trancendance Trancendance is the pretty standard rune to take since its pretty simple and the haste is great aswell as the refund later on for fights.

absolute focus increases your AP when you're above 70% HP so its good into matchups where you can poke really freely without losing hp like melee champs that don't really dash.



Scorch is the rune to take if you intend on poking out your opponent and harassing them to bully them out of lane. Taken with Aery and scorch activates off auto attacks so taking scorch with Aery will bully out whoevers day you decide to ruin.

Gathering storm is a generally great rune that is used when you plan to scale out of lane later. You can take this anytime cause free AP over time is free.



Resolve secondary


Resolve runes can be taken in matchups where you feel like you are gonna need the defensive stats to survive stuff like Zed if you fear the one shot
Bone plating will reduce the damage of 3 hits on you so take it if you feel like you need to block damage from a combo in trade or all ins like Zed.

Second wind will heal you after taking damage so take it into lanes where you are going to want to just sustain through if you feel the need like maybe Lux.



unflinching is prob the only other rune in this tree that you'd want to go as it gives tenacity so thats great



Crit and precision tree


Take this tree when you go crit to actually be able to play the game more.
LT is the go to rune for many ADC's and playing crit Ahri pretty much needs it to be able to play. The extra range helps her space out in fights and the ramping attack speed helps her acutally have auto speed since she doesn't really have much scaling



Triumph is a good little rune that rewards you for killing the enemy which also works great in bot when you kill the first enemy and you get healing from both and your passive to run down the suvivor.

POM is the rune you want to take if you are going to use too much mana in lane and need to sustain it (If you use W or E alot in fights or trades).

Overheal is the rune that converts heals when you are 100% hp into a extra shield that can help block burst or poke (Lane lifesteal, vamp from Dblade and passive will stack it).



Alacrity will give you attack speed as you stack it and for a champ that doesn't really have much scaling for it alone alacrity helps.

Bloodline will give you free lifesteal which works fine cause what AD carry hates lifesteal.



Coup will help you do damage to targets taken low so it works in every situation but take into comps that aren't too big or tanky.

Take cut down into teams that will have lots more HP than you or tanky teams and pair this with LDR and you should be able to whittle them down
Itemization

Mage mythics

Everfrost is the mythic used by many players and is great for Ahri because it gives her extra cc to help her land charm and setup for her team. Bring everfrost when you want it to setup or when your opponents are mobile enough to where you want to help you land damage on the enemies like Akali or Kayn.
Ludens is the item that is most optimal for damage into most teams. The pen and extra damage from it will allow you to one shot squishy targets when you land and follow up with your other abilities nad they will explode. Bring Ludens to target and kill priority targets and also if you have confidence to land your abilities.
Liandry's is the mythic you should bring into tankier teams and teams that will get MR and stack HP. Stats wise its best to build because of the percent HP burn against tanky and HP stacking teams because ludens will be more ineffective when they get MR or too much HP and has less damage in exchange for the utility so against tanks and HP stacking teams Everfrost will falter.
Crown is the mythic of choice in rare cases where you are in lots of danger of being one shot by champs like Zed, Qiyana or LeBlanc. Take if you can't really react to the sudden burst. Also can take Crown when you plan to make risky plays to catch off prioity targets since crown will help shake off some of the damage they throw at you while you do so although helps make it happen better.


Essential items


Essential items that mages need

( Shadowflame second in some situations
Shadowflame is now a very gold efficient and powerful second items for mages that gives 100 AP and a little pen off current HP and if they had shielded or been shielded recently. Very gold efficient, it is one of the best mage second items and is built unless you are behind in which Shadowflame loses value as the lesser pen isn't really that good. Build Void Staff if you actually need pen and build Shadowflame against light shields not tanky shieldy teams.
Deathcap is a must build for AP assassins as it will increase your AP by 35% leading to very high AP numbers. Build 3rd normally and only delay if you simply need other items like Zhonya's Hourglass or Morellonomicon to be able to play fights. Buy Rabadon's Deathcap second if the enemy team has no MR and you can somehow afford it.
Magic pen is a stat that allows you to deal more damage to teams with MR and a Void Staff against teams that don't build MR makes it feel like you deal true damage to them. Build earlier (Before Rabadon's Deathcap) agaisnt enemies building MR early.




Situational legendaries


The items that you get if the situation calls for it or you feel the need for it.
Hourglass and Stopwatch are the standard items for mage survival as the value in the stasis is great for surviving engage, making riskier plays and buying time for you CDs or team. Build if you are going to go deep to Charm a prio target and you will be in alot of danger, if the enemy team has burst champs like Zed or Qiyana, and/or there are important spells you want it to avoid like Kennen R Slicing Maelstrom or Syndra R Unleashed Power.
Anti heal book, essential to bring against healing champs like Aatrox. As a mage with AOE ability in your Q Orb of Deception you can apply it to multiple targets giving it decent value on you. Take Morellonomicon if others aren't bringing it like a tank or support.
Banshee's Veil will provide you a spell shield that will block an ability on you. If the enemy team has some spell you would rather not hit you like Seraphine R Encore or Ornn R Call of the Forge God. You might want it instead of Stopwatch as stasis essentially CCs you for the duration but overall is still very good.
Horizon Focus is an item that increases your damage against targets that you have slowed or Charmed amping your damage and increasing the chance of a oneshot. Charm is the usual activator of Horizon Focus and landing it usually guarantees the death of a squishy. Everfrost can also proc it so if you don't feel the confidence in landing Charm without the slow but still want to one shot try Horizon Focus.
Lich Bane empowers an auto attack after you cast a spell and can add one more blast of magic to your combo. After getting Rabadon's Deathcap the empowered autos will hit like a truck. Can bring into more melee heavy teams where you can spam W Fox-Fire and use the Lich Bane auto to do damage to them while waiting for CDs.
Cosmic Drive activates after you hit a target 3 times and will give you movespeed and 40 AP until you leave combat for 5 seconds. Strong in fights where you can weave in and out of fights and keep it up. Can bring into the CDR build as the extra AP, haste and movespeed would be very beneficial in those long fights.
Dark Seal and later Mejai's Soulstealer are the "high risk high reward" items given to mages. They stack when you get assists or kill the later giving more stacks. As you stack it you will gain more and more AP (up to 125) and later extra movespeed. At max stacks you will get 145 AP from Mejai's Soulstealer for the cost of 1600 gold making this item insanely gold efficient and valuable when stacked. While Mejai's Soulstealer is incredibly rewarding the drawback is the possibility of losing your stacks when you die as you lose 10 stacks equalling 50 AP. Ahri is a good user of Mejai's Soulstealer since she can look to make plays and roam and stay safe in fights with her R Spirit Rush.
Abilities
AP Mid
As Ahri playing AP you will want to usually max Q > W > E as you will max out the damaging parts of your kit and help oneshot as well as allow you to spam W Fox-Fire for more mobility. Max Charm second if you want to use it more or need to.

QWER


Essence Theft is Ahris passive that heals her when she kills 9 minions or after a takedown where she has damaged the dead enemy within 3 seconds like her own Triumph.

Essence Theft is your lane sustain ability and will help you heal through trades and poke. You can look to trigger the healing either before you trade or during it and heal to win it or survive a fight.

Essence Theft also feels good since you also get an dash reset after takedowns so it will allow you to stay in fights longer

Orb of Deception is her Q ability and her main source of damage and waveclear in most situations.

Orb of Deception fires out a ball in a direction that hits everything once and again when it comes back.

The Q has two parts to it, the first part is the magic part that hits people as you throw Q forward and the second is the return where your Q returns to you and deals TRUE DMG to whatever it hits on the way back which is essential to really being able to kill your opponents.

Try to throw out the Q at targets at furhter ranges to reduce their chances of dodging the return true damage and try not to use your R Spirit Rush and accidentlly make the return part miss.

Use your W Fox-Fire movespeed to try to hit the second part.

Use the Q to clear and thin out waves a it will oneshot casters after lvl 9 and items unless you bring Minion Dematerializer in which your Q will oneshot them earlier if used on them so Demat casters if you want the clear.

Fox-Fire is Ahris W ability and is where she activates 3 orbs that circle her to hit targets in this priority: targets recently hit by an auto or Charm or just nearby.

Best use of W would be after either charming a target or autoing them to make sure the orbs don't drift on their own.

Fox-Fire also grants movespeed so the W will be important in catching targets, running, or moving up to trade.

Fox-Fire is pretty spammable to go for it in fights to help dance around targets and dodge spells.

Pretty much the most important ability in your kit and pretty much Ahri as a champ is her E Charm.

Charm is a spell that shoots out a heart projectile and hits the first target hit. It will deal magic damage and charm the target making them walk towards you slowly and it can interupt dashes.

Charm will be what guarantees most of your damage and oneshot ability making it important to land or use to force out important spells like Flash.

Charm is important and your opponents definitely know that too and will be aware, play carefully and look to weave in Charm into priority targets like ADC's and mages.

Try to Charm out of vision or ambush them by using R Spirit Rush, Flash E or just somehow using mind games to land it.

Note: Charm can interupt dashes so if someone tries to dash in to you or your team you can just stop them with charm Camille Hookshot or Rell engage

Spirit Rush is Ahris ultimate abilty and is 3 dashes that also do a small little bit of damage to the nearby targets at the end of the dash.

Spirit Rush also resets after getting takedowns within 3 seconds of damaging hte dead enemy to you will get more dashes if you can make plays stacking up to 5 extra for a total of 8 dashes a fight.

Ahri is a safe and fun champ because of the dashes provided by Fox-Fire that let her dodge spells, escape fights and get new angles to Charm opponents.

Use the dashes to get access and scare backline targets and look to dash to create new flanks and angles to start fights.

Resets from Spirit Rush and Essence Theft enable you to be in fights longer and reward you for being more aggressive.

When using Spirit Rush and going into a target don't immediatly throw out Charm as the enemy will likely use their mobility spells or Flash when you get close,

Instead hold Charm until those mobility spells are gone and then dash again to charm them and kill.

Using Spirit Rush can pretty much be a mind game tool so use it to ruin peoples day. Note: the damage from Spirit Rush comes out at the end of the dash not the start to if you want the damage qucik to finish an enemy dash shorter if they are close to activate the damage faster from it.
Before the game

Champ select



So you've already locked in Ahri cause you want to or because shes a good or decent pick against whatever the other team picked so now its time to pick runes and spells. Choosing runes and spells before lane can mean the difference between sending your opponent back to base over and over or losing a fight barely.


The shards



Attack speed shard

This little shard will give you attack speed which you can use to help you gain the attack speed you want to help farm up in lane

Adaptive force

Adaptive force will give you AP or AD so bring it. Bring two of these for more early damage if you want the extra damage for kills

Armor shard

Bring the armor shard against AD laners like Zed and Yasuo cause armor will help reduce their damage.

MR shard

Magic resist will reduce the damage from mages so bring against them like Akali or Veigar

The usual spells



Summoner spells


Flash is a fundamental summoner spell that nearly every player will run in almost every game. Its a small teleport that blinks you where you put your cursor or the direction of it. Flash is an important spell which will allow you to escape enemies, suprise them, avoid targets, ambush or suprise a target or just reposition. Knowing when you or your opponents have flash is important. If your opponent has Flash you have to be aware of the engage possibility of it and their ability to escape or dodge your stuff. Knowing your own timer is important to know when you can play more aggressive and when you can look for more risky plays.
Ignite is the go to combat summ in mid lane and will help you win fights and add damage to your combos. Ignite burns a target for true damage and also applies anti heal to them so take ignite especially against healing opponents like Sylas or Vladimir if you want to fight them. When you all in be use Ignite to get the extra damage in to kill or pressure them away. Another use of ignite is to light your opponent on fire when they are looking to pressure you and can put you in danger, Ignite them to discourage anymore aggression.
Teleport does what the spell says it is, teleport you to a location. While Teleport is a TP there are restrictions on it so you can't just TP right behind your enemies for free. Before 14 mins Teleport is not "unleashed" yet meaning you can only Teleport to your teams towers, that can be the top, mid or bottom towers. After 14 mins Teleport "Unleashes" and becomes Unleashed teleport allowing you to TP onto minions, ally structures and traps, and wards control and stealth.

Teleport is the macro spell, its going to allow you to make plays and catch waves. Bring Teleport if you are going to be mostly looking to make plays or if you're going to be sidelaning more so you can TP into important fights. I'd bring Teleport into matchups where they have lots of poke or ability to force you out of lane more so you can catch more minions or if the matchup is one where niether has kill pressure bring TP.

Use Teleport to catch and fix minions waves and you can use it to prevent or help with dives by TPing onto the towers. When it becomes Unleashed teleport you can use it to TP behind targers, TP to help out your team in a fight or TP to prepare for an objective like Elder drake or Baron Nashor

The Situational spells



These spells are taken in pretty niche scenarios but take them if you feel you need to them to win lane or the game overall.
Cleanse removes a CC ability on you and reduces some of the other CC timers after it. Taking Cleanse on Ahri feels kind of wrong as you have enough mobility in your R Spirit Rush but you can take it if theres important CC in lane you must cleanse. Taken agaisnt champs like Lissandra to get out of her R Frozen Tomb as it just turns you into a sitting icicle to take free damage from usually a gank or people take cleanse against Zoe as cleansing her E Sleepy Trouble Bubble so you can avoid the extra damage on it.
Exhaust as a spell is a defensive spell that guts an opponents damage and slows them. You should only ever take this spell on support or if you really really feel in trouble in lane. Qiyana, Zed and Talon are assassins that have alot of kill pressure so if you have way too little confidence in not getting one shot and sent back to fountain over and over then you can consider bringing Exhaust.


Runes



The runes you bring will help you get small stats and advantages against your lane opponent and later the entire enemy team.

Tips on building rune pages

See above for what your runes do but heres some tips for making a page

-Scaling runes like Gathering Storm are good consistent runes that you should bring into longer games or games where you are looking to scale into later.

-Look at your matchup and see what you want to do in lane scale or win. Runes like Summon Aery and Scorch are runes that do more early game to force opponents out and help you kill them but are much less effective and useful later.

-See the matchup to see if you're going to need biscuits to sustain
Early game - lane
Welcome to laning phase where you and your opponent will try to make the others life miserable while trying to farm as many lane midgets as possible.

LvL 1 you can try to push the wave by autoing it to try to seize lvl 2 prio and trade. Ahri can look for a lvl 1 trade if you get an auto then W Fox-Fire into another auto to proc Electrocute if you have it. Watch out for opponents lvl 1 if theirs are strong like Viktor who will abuse his shield and Q to win lvl 1. Get lvl 2 first and try to pressure your opponent away or trade.

As Ahri you have some range to look for poke and trades with Q Orb of Deception and W Fox-Fire. Poke opponents when they are in range or when they are looking to CS (Pressure them to pick the minion or trading to hit yout especially cannons).

Ward mid brushes or further into the jungle to be see the enemy jungler and be ready for what they can do. Play safe when you know they are nearby and still be careful if they are nowhere to be seen. Lean on and play to the side when you have warded, stick to the bot side of mid if you've warded there.

Buy and use Control Wards to maintain vision and deny your opponent from having any.

Wave states and control



Mid lane is a short lane that minions take less time to travel to and where you are going to look to control it to play to what you want the lane to become

Neutral wave



When the wave is just in the middle of the lane. Neutral wave is where you will usually start with and won't allow to last much. Trade and poking in it will alter it but matching the opponents moves can maintain it if you don't want to push up or allow them to push.

Frozen wave



Happens when you keep the minion wave on your side of the lane. Its best when the minions meet just outside of turret range as that will break the freeze. Freezing lane is usually a pretty good way to keep your lane if thats how you play. Freezing lane will allow you to be in safe distance of your tower making trades and all ins harder for your opponent as well as the increased danger it has for your opponent. A frozen lane will force your opponent to walk up to farm giving your jungler a prime opportunity to gank.

Freeze lane when you are going to setup your jungler or just want to farm safer.

A frozen or slightly pushing wave that is going towards you is also a decent time to recall as you won't miss as much when you return

Use your autos and abilities to maintain the freeze to make sure that the enemy minions always have about a 2 or 3 caster minion advantage over yours.

Only last hit minions to help maintain it if your opponent isnt or is not in a position to hit them

Pushed waves



Pushing waves into your opponent is when you either slow push or shove a wave into your opponents tower.

Slowpushing is when you are slowly building up a wave behind you while mostly last hitting minions and maintaing a minion advantage to build your wave. Building a bigger wave makes it harder for your opponent to hit skill shots and makes it worse for them to trade with you when the minions target them.

Shove a stacked wave into your opponents tower to either

-Abuse them by poking and trading while they farm

-Recall and return to a wave that will push back to you so you don't lose much and will be able to control it when you return

Fast pushing is where you will use your abilities and auto attacks to shove a wave into your opponents tower as fast as possible. Fast push to gain prio and/or punish your opponent for mistakes.

Fast push when your opponent dies and you can shove a good wave into their tower to make them lose even more xp and gold when they die.

Fast pushing can also be used to set up yourself or punish roaming. Shove the bigger wave to make them lose minions and/or allow you to eat their platings.


-Hit casters first as they do more damage then the cannons and melees to push better

-Shoving on cannon waves is better as cannons deal more damage and are tankier

-Roam after shoving a bigger wave to lose less when you come back


A pushed wave will get your priority to roam or help out your jungler. Shove out waves when they are looking to take objectives or invade so you won't lose as much when you go to help them. Shove out waves when your opponent roams to help out, punish them for helping.

-When a wave is too stacked going towards you don't bother helping your jungler as you will probablt lose too much im waves helping them (Gold and XP from waves sometimes is worth more than your junglers life for you to scale).
Mid game
Wow its mid game time to do whatever and mostly catch waves and occasionally look to help objectives and get picks.

After bot towers fall most bot laners will head up mid to take over so get your hands on their sidelane and just look to farm. Push the waves up and keep a higher CS count as you go and catch waves. Ward around and be aware of the enemy team on the map when sidelaning.

When pushing get vision and watch your map. If you see too little people on your mini map then be aware of the fact that they may be hunting you. As Ahri you have your R Spirit Rush to get you out to stickier situaitons so you can be riskier with it but stay aware.

When the entire enemy team or enough of them show on map away from bot then you are usually pretty safe to push waves up to tier 2s tower and try to take or whittle it down for the money.

If you brought Teleport then you can use to to join fights on a flank or in the midst of it to turn it in your teams favor or save them.

Ahri has great pick potential and so you can look to flank or go with a couple teammates to catch off a poor soul who you will catch off with Spirit Rush and Charm to eliminate them. Better done before an objective to get an advantage in the fight for it.
Late game

Late game



Wow its late game so by now you should have your essential items and can do a good amount of damage to pretty much anyone in the game.

Continue to push out lanes before fights and objectives as you can use them after fights to take towers and inhibs. Shoved waves before fights also helps you prevent your towers and inhibs from being taken if you lose the fight.

Play with your team and stick with them especcially when objectives like Elder drake and Baron Nashor are up for grabs.
Teamfighting and playstyle
Ahri is a mobile mage assassin and in fights has good pick potential to catch targets off and help your team eliminate them.

Spirit Rush and Charm are the important teamfight spells you need to use well to win fights.

Aggressive assassin



Play to your champs advantage and look at picking off priority targets like ADCs and control mages like Viktor. Doing so will remove important damage for your opponents and help win fights. Playing Ahri aggressive is safer and more rewarding with the heals in her passive Essence Theft and dash resets in her R Spirit Rush that keep you in fights and save you after a successful pick.

Flank or use vision to be able to catch them off with Charm and try to burst them down

Spirit Rush, Flash and Everfrost are good tools to use to get access to and land Charm to get the damage off on carries.

- Flash E Charm after R dashes can be a way to force onto a carry

-If possible use Charm after an ally uses an easier to land to to stack the cc and guarantee the Charm landing

Be aware of your opponents spells and champs before going in. Do they have a Leona or Malzahar who are just going to look to CC you and lock you down so you won't touch their carry? Only go in when you know those CC spells or burst spell are down and aren't threats.

Use the resets on your R Spirit Rush and Essence Theft to either retreat or pick off another target when your spells are back

Defensive peel



The playstyle in fights where you will stick back and look to kill whoever goes into your team. Champs like Lee Sin or Camille are going to look to go into your team and kill your carries so change your style to preventing them from doing so. Use your Everfrost and Charm to stop these divers from getting their damage and mobility off and kill them in your team.

Use Spirit Rush to escape engage and important spells

Use Charm to stop dives and layer CC ontop of them

Keep them off you and your ADC
Little tips and tricks
-Use Q Orb of Deception at max range to make it harder for opponents to dodge the true damage part

-If you don't have confidence in securing a minion use Charm to get single targets or Fox-Fire to get the target or multiple minions

-Use Charm or Everfrost after the others CC duration is about to expire to max CC stacking

-The damage from R Spirit Rush comes out at the end of the dash, dash short and right beside the target to get the damage out quicker if you need the damage fast

- Flash Charm is a combo used to catch opponents off guard and give them little chance to react if point blank. Charm can be buffered meaning you can press E then before the animation is up your can Flash to fire it from your new position after the cast animation to give your opponent less time to react and extend the range. Basically E then Flash to have the animation behind but projectile where you flashed to

- Everfrost before charm so that you either root them or slow them to make charm easier to hit

-E Charm into a dash R Spirit Rush. Charm first then spam R to try to hide the charm by dashing with it

-When looking for something use Charm first and don't immediately cast other spells like Orb of Deception, make sure Charm lands first and they get CCd to not waste mana and guarantee damage

-Throw spells when Manaflow Band and Taste of Blood are up to sustain better and stay in lane longer

-Remove enemy runes and spells before trading to max poke and damage. Auto to remove something like Bone Plating or Yasuos Way of the Wanderer passive shield before throwing spells out to maximize the damage for mana

- Ahris damage can be a liitle lacking so sometimes unlesss you're pretty ahead you won't oneshot carries

-When more behind just play a peel style unless you can catch someone off and your team can capitalize

-There a weird little thing where you can double cast R Spirit Rush for two dashes in quick succession. Its done by using R as you kill or assist in a kill where the R reset gets to you and somehow double dashes and takes two charges. Free fast escape I guess

-Cheese for fun. Buy Oracle Lens or Control Ward pop it and clear a bush and sit there for a squishy to walk into you and suprise them. Best done with teammates to make sure theres more cc and they die
Thats pretty much it
That is essentially my beginners guide to how to play Ahri midlane. Shes just a not hard to learn champ that is just fun and safe to play. Just choose your runes and items well to make sure you get as much out of them to make your Ahri game play yours and good enough to win games. Just keep playing and learning from games to improve on your mechanics and knowledge of the game :D

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