Ahri Build Guide by KajiKumihoAkukei
Kaji's Ahri Support ~ The Charming SupportBy KajiKumihoAkukei | Updated on November 25, 2019
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+1-10% CDR (lvls 1-18)
+10 Adaptive (6 AD or 10 AP)
+15-90 HP (lvls 1-18)
Hello and thanks for reading my guide!
I am KajiŌkami, a player that loves playing Ahri, she is a very fun champion that can heavily impact games if you play her right.
Question: am I trying to trick you into trolling?
Answer: no, I am not.
Question: is Ahri support trolling?
Answer: no, it isn't.
Question: then what makes Ahri a viable support?
Answer: what makes Ahri a viable support is that she fits the meta perfectly.
Since patch 8.15 the cost on starting items for supports has increased, limiting supports to 2 Health Potions at the start of the game. This is where champions who offer a lot of poke start to shine!
Inflicting poke damage on the enemy botlane is something Ahri is incredibly good at with her kit.
Another plus side to playing Ahri support is her e, Charm, which has been buffed to last longer from rank 1. Landing a charm now, will almost guarantee a free kill for your AD carry or at least the summoner spells of the enemy botlane.
If you do like my content, feel free to follow me on Twitch, Twitter or YouTube! You can find the links at the top of my guide!
Enjoy the guide and have fun out there on the fields of justice!
If you want to be able to climb the ladder in ranked here are a few pointers in general (counts for every role and every champion). League of Legends is, and will always be, a team game. This means that you will have to rely on others in order to win games. Some games you can carry your team, some games you will be the one getting carried by your team. Just remember: everyone can have a bad game!
+ Be positive
+ Be a teamplayer
+ Play the vision game
+ Take objectives
+ Play mastered champions
+ Keep your cool
One of the most important parts about being able to win consistently is being positive. If you go into your games with a clear and positive mindset it will not only help you, but also your teammates. Part of playing as a team includes going along with plays your team commits to. Even if you don't 100% agree with the play. By not joining when your team is committed to make the play you just lower the chances of a play succeeding or not!
Another very important key to victory is vision! It's not only the support's job to provide vision. It is a team effort, by buying a Control Ward on every opportunity you have, you will help your team out tremendously! Once you have learned to help your team provide vision, the next step is learning to secure objectives, because they win games. Taking turrets or slaying an elemental dragon can help your team get global gold or increased stats!
Next thing to keep in mind is to play champions you feel comfortable on, don't force yourself into taking the meta pick if you don't know how to play the champion through and through! Knowing everything there is to know about your champion is very important to consistently win lane!
Last but not least: keep your cool! If you are having a bad game, don't start making risky plays or going by yourself. Play safe and rely on your team to help you get back into the game. Same thing goes if your team is playing poorly. Stay calm and don't blame it on them, just keep playing and help them get back into the game.
- Be negative
- Afk farm
- Chase kills
- Be a KDA player
Never flame your teammates, because this will cost you the game more often than not.
For example: We've all been there, the enemy jungler seems to have a tent set by your lane and your jungler doesn't visit your lane once. What to do next, flame and blame your jungler? No! Just play safe, don't give away free kills and let your jungler have impact elsewhere on the map. The same goes for being negative, this will just have a bad impact on your teammates. It will affect their play and your chances of winning decrease by a big amount.
If a game isn't going according to plan, don't go sit in a sidelane doing nothing but farm all game. Yes, farming is important, but helping your team and assisting on plays is a lot more important!
Surrendering is also never an option. If you are behind, just stall out the game until your have caught up with the enemy team or at least until the difference in items and gold doesn't matter as much anymore. A lot of games can be won by just playing smart and waiting for your time, even if you are behind.
One more thing to keep in mind: don't chase for kills. Most of the times you keep chasing for a kill you are just wasting your time or worse, getting yourself killed! If an enemy gets away with just a bit of health take this opportunity to take an objective or provide and clear out vision. This will help your team globally a lot more than trying to get that one kill to boost your KDA and risk dying.
In 90% of your games you will take Flash and Ignite as it is just the best set of spells you can get for Ahri support.
There isn't much else that can be said about it, it doesn't do you much good if you would take anything else than Flash and the Ignite gives you a lot more lane pressure.
If the enemy team is running a comp with high burst damage, you could go for Exhaust instead of Ignite.
But personally I prefer to always go Ignite as it more effective at getting you and your AD carry ahead.
+ Very fun champion
+ Easy to master
+ Provides cc
+ Good poke
+ Built-in sustain
+ High burst
Ahri is a very fun champion, she isn't very hard to master and her kit is pretty straightforward. She provides a strong form of crowd control with her Charm and she can deal a decent amount of poke with her Orb of Deception + this spell also offers her some nice built-in sustain.
Ahri's ult Spirit Rush gives her a lot of mobility because of the 3 dashes it provides.
When Ahri is able to land her full combo on a squishy enemy champion she is able to almost kill him by herself because of her burst. This makes it easy for the AD carry to pick up the kill.
- Very squishy
- Vulnerable to cc
- Weak when behind
- Ability reliant
- Mana hungy
Ahri is a pretty squishy champion, which makes her easy to burst down. If you get caught by any form of cc without your ultimate up, chances are big you will either die or have to blow your Flash.
Because she is so squishy, Ahri is very susceptible to poke, so you should be careful not to get too low on health in lane. Your Orb of Deception gives you back some health, but not enough to be able to stay in lane forever!
Ahri really depends on her abilities to be useful and these abilities tend to drain her mana pool rather fast. For that reason you should take Manaflow Band, to keep you mana pool under control.
Glacial Augment is a great keystone for Ahri support because of the increased amount of cc is gives you.
The extra slow it provides when you auto attack someone really makes your threat in lane more potent. You will have a lot more chance to land you charms and help set up for ganks.
On top of that, you get a bonus slowing zone if you hit enemy champions with your Twin Shadows active.
If there is a jungler with a form of crowd control on you team like Gragas or Zac or Rammus, ... Your gank setup with the extra slow of Glacial Augment will be very strong.
Magical Footwear doesn't need much explaining, you are a support and your gold income isn't that high.
So what do you do when someone offers you free bots? You take them!
Biscuit Delivery can be a useful rune as it will allow you to sustain a lot better through the early stage of the game. You are a very squishy support and you are very susceptible to poke damage. Another perk of this rune is that it helps you with your mana sustain. Because in the early game using your spells will drain you of your mana very fast.
Note: if you end up not needing your biscuits you can always sell them and still get the increased mana.
Cosmic Insight is a great rune to take for the obvious reason that it reduces the your abilities cooldowns + the cooldowns on your active items.
The means you will get more time to set up plays!
Scorch is a very good rune for an AP support. It gives you extra damage to enemy champions from the beginning of the game. This is very important as Ahri, because you want to make the most out of your poke with Orb of Deception.
Dealing just this little bit of extra damage might be the difference between your opposing laners having to go back to base or being able to stay in lane.
Update: patch 8.16 cut the damage dealt by Scorch in half, but the cooldown has also been cut in half. This means you can get a proc on Scorch every 10 seconds now. Which is pretty nice since you want to be poking out your opponents as often as possible as Ahri support.
Update: patch 9.9 gave some more power back to Scorch. It now deals 15-35 bonus damage based on level (before 10-30).
|Transcendence is the first, and in my opinion, the best option in this tier. If you combine this rune with the bonus cooldown reduction you can get in your rune page set-up now that makes for 20% CDR you can get for free without buy items. Taking this rune will make it very easy to cap out your CDR.|
This preseason has brought something new and, in my opinion, very useful to the rune-page crafting: the option to pick you own bonus stats. There are 3 tiers, each with 3 options.
Tier 1 ~ Offense|
+ 6 AD or 10 AP
+ 9% Attack Speed
+ 1 - 10% CDR (level 1 - 18)
Tier 2 ~ Flex|
+ 6 AD or 10 AP
+ 5 armor
+ 6 magic resistance
Tier 3 ~ Defense|
+ 15 - 90 HP (level 1 - 18)
+ 5 armor
+ 6 magic resistance
I will tell you my personal view on these stats for Ahri support. These bonus stats should be your pick no matter what the rune page you are going to run is.
Tier 1 ~ Offense: 1 - 10% CDR (level 1 - 18). The reason behind picking the bonus CDR as a bonus stat is very simple. Ahri thrives on having maximal up-time on her abilities. So capping out your CDR as fast as possible is very important as Ahri. Also by taking the bonus CDR you can spend you gold on other items that give you a flat amount of ability power like Void Staff and Morellonomicon.
Tier 2 ~ Flex: adaptive stats, which in the case of Ahri will be + 10 AP!
The reason for this choice is plain and simple: more damage = better poke, better trading and better all-in potential!
Tier 3 ~ Defense: here you will pick the 15 - 90 HP (level 1 - 18) in most match-ups for one simple reason: bonus health is the stat you will be getting the most value out of as Ahri.
|Vastayan Grace (Passive):Whenever Ahri lands 2 ability hits against a champion within 1.5 seconds, she gains a 20% movement speed bonus movement speed for 3 seconds.|
Orb of Deception Q: this ability has a passive and an active effect.
Passive: Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, she gains up to a maximum of 3 charges per ability cast. Upon reaching 9 charges, her next Orb of Deception heals her every time an enemy is hit.
Active: Ahri sends an orb in the targeted direction, dealing magic damage to every enemy it passes through, then pulls it back, on the way back, the orb deals true damage instead.
Fox-Fire W: Ahri summons three spectral flames which orbit her for up to 5 seconds. After 0.25 seconds, each flame targets a prioritized enemy, or after 0.4 seconds pursues the closest visible enemy in range, dealing magic damage.
Important: Flames prioritize champions hit by Charm or any enemy hit by Ahri's last basic attack, within 3 seconds.
Charm E: Ahri blows a kiss in a line that deals magic damage to the first enemy hit, charming and slowing them by 65%.
If Charm hits a champion, Ahri's abilities will deal 20% bonus damage to them for 5 seconds.
Patch notes: The charm duration has been increased to 1.4 seconds from level 1. This is a very long time and will make sure you can do as much damage to your opponent as possible.
|Spirit Rush R: Ahri dashes in a target direction, and then fires bolts up to 3 visible targets to deal magic damage. Spirit Rush can be recast twice more within 10 seconds of activation at no additional cost. There is a 1 second cooldown between each cast.|
Spirit Rush: your ult is your biggest form of mobility and the best set-up for you to engage and land your combo to maximize your output of damage, so for that reason you will want to put a point in it every chance you get. This means at levels 6 > 11 > 16.
Orb of Deception: as support Ahri your Orb of Deception is your biggest source of poke. This means you will start with Orb of Deception at level 1, and from level 4 on you will be leveling it at every opportunity you get. This is the most efficient leveling route.
Charm: after you have maxed out Orb of Deception, Charm is next for one simple reason ~ the duration of the charm increases with the levels. You don't need to max Charm first because the duration is already long enough at level 1 so you and your AD carry can inflict serious damage!
This means you can take your charmed target out of the fight for a longer amount. Leaving more time for you and your team to burst them down, or, when necessary escape. You will level up Charm at level 2, 7, 10, 12 & 13.
Fox-Fire: you level up Fox-Fire for the first time at level 3. After that you will wait until level 14 to put another point in this skill. The reason here is simple: leveling up Fox-Fire doesn't benefit you or your team nearly as much as leveling up your other abilities first.
I made these videos to show the strength of the possible combos you can make as Ahri support to have a great impact on your lane.
As you can see, most plays revolve around your Charm as it gives you a lot of time to deal damage to the targeted enemy.
|Lvl 2: E~Q|
|Pre level 6|
|Post level 6|
In this chapter I will talk more about the itemization on support Ahri.
There are a lot of good items you can build, each of which I will explain below.
Spellthief's Edge is the best starting item for Ahri support. The primary reason for this is the increased mana regenaration, the ability power it provides and how easy it is as Ahri to collect the gold with Orb of Deception and Charm.
Important: patch 9.23 brought huge changes to support items: you no longer need to buy your upgrades. Once you have collect enough gold, the items will upgrade by themselves. This leaves more room for supports to start buying there more important items a lot faster. Do keep in mind thought, that once your support item is fully upgraded, the bonus gold they provide will fall off.
|Because of the item cost changes to Spellthief's Edge you will only be able to buy 2 Health Potions at the start of the game. You should aim for a Refillable Potion on your first back!|
Twin Shadows is back: talk about a blast from the past! The more experienced league player will remember the spooky ghosts well enough.
When and why should you take it on Ahri?
This will always be your first item because of 2 reasons:
1. This items sinergises perfectly with Glacial Augment. So all you have to do is activate the item as you walk into lane, slowing the enemy champions and making them easy targets for your Charm, allowing you and your team to get free kills.
2. The item is really cheap so you will be able to buy it very quickly.
Hextech GLP-800 is a must buy item on Ahri in every game. You will always want to buy this as a second item.
The reason for this is very easy: Hextech GLP-800 gives you everything you want as Ahri. Cooldown reduction, mana, ability power and the active works nicely with Glacial Augment.
Oracle Lens has become available from level 1 since patch 8.8. This means that you can sweep your brushes a lot sooner than you used to, setting up for your jungler to gank in advance.
I recommend you switch from Warding Totem to Oracle Lens as soon as your support quest is completed and you get your free wards on each back.
This will allow you to roam around and use Charm from out of vision every time it is of cooldown. Needless to say that doing this greatly increases your chances to get a free kill.
|Sorcerer's Shoes are your go-to boots if you get the chance. The extra magic penetration it gives you is just so good on Ahri.|
Void Staff should be build when there is a lot of magic resistance on the enemy team.
I their builds are heavily focused on magic resistance, buying this item will increase your damage a lot more than buying flat ap. More ap (like you get from Rabadon's Deathcap may look stronger, but trust me, Void Staff is a much more solid choice in these kind of situations.
Rabadon's Deathcap is a strong item to consider building on Ahri if you need the extra damage, especially since the bonus ap % got buffed.
You can build this in games where you are the only ap threat on your team or you ap midlaner is 0/5).
|Morellonomicon is another great item, since it's changes gave it the extra magic penetration and made it more heavily focused on the grievous wounds. When the enemy team has a lot of healing power, think of an AD carry with Blade of the Ruined King or Bloodthirster or champions like Warwick and Swain, this item can decrease the effectiveness of their healing by a substantial amount.|
|Liandry's Torment received some changes that made it's identity a lot clearer. If the enemy team is building a lot of health, this is your go-to item. The magic penetration has been removed, but the burn it does has been increased pretty largely. So for those who don't really know when they should get this item: build it when you see a lot of items that give bonus health on the enemy team.|
Rylai's Crystal Scepter is another very good item on Ahri.
The reasons here are very clear: more ap, more health and an extra slow, making it much easier for you to catch out single members of the enemy team and set your team up for success.
It goes without saying that wehen you slow the enemies, it becomes a lot easier to land your Charm on them.
Zhonya's Hourglass can be a very effective item if the enemy team is heavily focused on attack damage, or when there is an assassin (think Zed or Talon on the enemy team.
If you find yourself in a tough spot, having Zhonya's Hourglass can be really valuable and make the difference between dying, or buying enough time for you team to arrive and help you turn the fight.
Banshee's Veil can be a very good item on Ahri when there are a lot of ap threats on the enemy team, or when they have a lot of cc. The magic resistance and spell shield you get from Banshee's Veil can make the difference between getting a kill or being killed in there kinds of situations.
Example: you use Spirit Rush and end up right in an Event Horizon from Veigar. If you have Banshee's Veil in this situation, you will not be stunned and Veigar will most likely be dead. If you don't have it, you will get stunned and you are going to be the one sent back to base.
These video are a replay of some games I streamed.
They contain, in my opinion, everything you need to know about Ahri support gameplay.
I will be uploading new videos with different matchups frequently.
~ Thanks to jhoijhoi's Making a Guide guide! ~
- 03-08-2018: published guide (chapter 1 - 13).
- 07-08-2018: tweaked guide lay-out.
- 08-08-2018: added combo videos.
- 16-08-2018: updated guide for patch 8.16.
- 04-09-2018: updated guide for patch 8.17.
- 18-09-2018: updated guide for patch 8.18.
- 03-10-2018: updated guide for patch 8.19.
- 15-10-2018: updated guide for patch 8.20 + changed runes Glacial Augment as a keystone.
- 24-10-2018: updated guide for patch 8.21.
- 29-10-2018: added link to other guides in new chapter.
- 07-11-2018: updated guide for patch 8.22 + added link to newest guide Thresh support.
- 28-11-2018: updated guide for preseason (patch 8.23) and added new segment on bonus stats.
- 05-12-2018: updated guide for patch 8.24.
- 12-01-2019: updated guide for patch 9.1.
- 25-02-2019: updated guide for patch 9.4.
- 30-03-2019: updated guide for patch 9.6.
- 27-04-2019: updated guide for patch 9.8.
- 04-05-2019: updated guide for patch 9.9.
- 15-05-2019: updated guide for patch 9.10.
- 26-06-2019: updated guide for patch 9.13.
- 02-10-2019: updated guide for patch 9.19.
- 21-10-2019: updated guide for patch 9.20.
- 04-11-2019: updated guide for patch 9.21.
- 06-11-2019: updated guide for patch 9.22.
- 25-11-2019: updated guide for patch 9.23.