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Recommended Items
Runes: Recommended Runes
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order Ability Chart
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Fizz
Difficult matchup for his all in burst. His playful trickster is capable of dodge your charm combos. Perma-Ban Recommended.
Jarvan IV
Knock ups and Ultimate aide Ahri in landing her full combos.
Jarvan IV
Knock ups and Ultimate aide Ahri in landing her full combos.
Champion Build Guide
10.18- Essence Theft Heal rework and Fox-Fire execute and Movement Speed added to Ahri's Kit
10.19- Fox-Fire's Damage, Mana cost, and Cooldown Reverted
Preseason Rework: GLP and Twin Shadows appear to be getting removed from the game, which of course means Ahri not be able to effectively use her Glacial Augment build, I am still messing arround on the PBE for next season's changes and reworks!
Season 11!!
Changes to GLP and Twin Shadows may interfere with the glacial augment build.
However Bring opportunities to newer build paths for Ahri's High Mobility.
Changes to Luden's Echo to Luden's Tempest Gives Ahri more damage to abilities especially the Magic Pen benefits the items comes with as well, which makes Ahri more lethal than ever.
Abandoned in the snowy woods of northern Ionia, Ahri knew nothing of her original family save the token they left her: a pair of matching gemstones. She joined a pack of icefoxes as they stalked prey on their morning hunt, and before long they adopted her as one of their own. With no one to teach her the magic of her kind, Ahri instinctively learned to draw it from the world around her, shaping destructive spheres and quickening her reflexes to take down prey. If she was close enough, she could even soothe a deer into a state of tranquility, so much that it remained serene even as she sank her teeth into its flesh.
Pros
Good in the Laning phase
Sustainable
Great Burst Damage
Good Crowd-Control Abilities
Cons
Squishy
Skill Shot Reliant
Can Be Easily Countered
No Mobility Pre- LVL 6
Let's kick it off with her abilities.
Q: Orb of Deception
W: Fox-Fire
E: Charm
R: Spirit Rush
Starting off with her Passive Essence Theft:
INNATE: Whenever Ahri hits an enemy with one of her abilities, she gains a stack of Essence Theft, and can gain up to 3 stacks per ability cast.
Essence Theft 2
Upon reaching 9 stacks, her next ability power heals her for 3 / 5 / 9 / 18 (based on level) (+ 9% AP) for each enemy hit.
Ahri's Q
Orb of Deception
Is gonna be your bread and butter, and realistically your main source of damage:PASSIVE: Ahri sends her orb in the target direction, dealing magic damage to all enemies it passes through. At maximum range, it homes back to Ahri, dealing the same in true damage to enemies hit on its way back.
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 Hybrid penetration true damage instead.
TARGET RANGE:880
WIDTH: 200
SPEED: 1550 / 60 - 2600
CAST TIME: 0.25
COST: 65 / 70 / 75 / 80 / 85
MANACOOLDOWN: 7
Damage: 40 / 65 / 90 / 115 / 140 (+ 35% AP)
Ahri's W is
Fox-Fire
Which is her most basic ability but helps proc her Passive Essence Theft and give her that extra burst of Damage:New 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. The damage is doubled against Minion icon minions below 20% maximum health.
New 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.
Ahri summons three spectral flames which orbit her for up to 5 seconds.
Flames prioritize champions hit by Charm or any enemy hit by Ahri's last basic attack, within 3 seconds 725 range.
After 0.25 seconds, each flame targets a prioritized enemy, or after 0.4 seconds pursues the closest visible enemy in range, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage.
TARGET RANGE: 700
COST: 40
MANA COOLDOWN: 9 / 8 / 7 / 6 / 5
Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 30% AP)
Ahri's E is
Charm
, Besides her Q Orb of Deception, this is her most important skill shot can turn mostly any fight in your team's favor: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%.
An enemy hit by Charm is rendered vulnerable for 3 seconds, taking 20% bonus damage from Ahri's abilities.
TARGET RANGE: 975
SPEED: 1600
COST: 70
MANA COOLDOWN: 12
And Last but not Least, Ahri's R or Ultimate,
Spirit Rush
,"Are you an Ahri Maain?
Cause you make my Spirit Rush"-Poppi Sama
Ahri 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)
Spirit Rush can be recast twice more at a 1 second static cooldown within 10 seconds of activation at no additional cost.
TARGET RANGE: 450
EFFECT RADIUS: 600
COOL DOWN: 130 / 105 / 80
Now this is gonna be your engage and disengage, your ultimate can set up multiple combos and ganks. Whenever your Spirit Rush is up, look for ganks, river rotations, or even aggressive fights in lane. You can dash over walls and structures which makes this a great ability to dash in, full combo and dash out. Use this ultimate to its full potential, it's a great ultimate and people underestimate your mobility, especially skill shot oriented mages like Lux, Veigar, Orianna, Azir, Zoe, etc.
Now for the RUNES
E Charm
Q Orb of Deception
W Fox-Fire
Landing two of these abilities, with an AA will proc the Electrocute rune, or you can AA, Cast an Ability ( Q, W, E), AA will also proc the Rune as well, this is good to poke down your enemy.
in which will work well with your 3 dash ultimate Spirit Rush and will give bonus AP Lethality.
The Preference of,
Ghost Poro being good for extra vision and adaptive damage
and
Eyeball Collection for that extra adaptive damage for the mid to late game
Like i said, these two are a matter of preference, however I do recommend Ghost Poro to help you learn vision control and map awareness, both in which are important to climb elos.
Lastly,
this will help with your sustain in the mid to late game. The extra healing, along with your Essence Theft ability will give you the bonus healing to get back into almost any fight to continuously support your team in fights.
For the Secondary Runes go,
Kicking it off for her Primary Summoner Spells:
Flash being the mandatory sum for almost every mid laner, especially for Ahri.
and
Ignite being useful to support your all-in wombo combo kit. Ignite is the best and most sufficient sum for Ahri to make fast and easy picks to delete your opponent.
Using Ignite against champions you can lure under your turret with the help of your E Charm, is very effective against aggressive champions such as Yasuo, Zed, Fizz, Ekko, and Cassiopeia.
However, you may also be able to grab,
depending on the matchup and your experience against enemy champions. If you are counter-picked or are against a hard, hyper-aggressive champions with high burst potential like Fizz, Zed, or Yasuo, and are uncomfortable with your laning experience against these champions, grab Barrier in some norms, and learn Ahri until you are comfortable with her kit and burst potential, until then I recommend Barrier as a learning tool for Ahri.
Summoner Spells such as Exhaust, Heal, Ghost, Teleport, and Smite for obvious reasons, (unless you're looking to go the Runic Echoes build, but that's for another guide ;) ) are not as viable on Ahri compared to the other sums.
Start with either Doran's Ring and 2 Health Potion
That's the recommended start, then on your first back, gain enough gold to grab Lost Chapter in which you will build into a Luden's Tempest, this will be your core item.
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