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Choose Champion Build:
-
ELECTORCUTE
-
GLACIAL AUGMENT
Recommended Items
Runes: Electrocute
1
2
Domination
Sorcery
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
Flash and ignite
Flash
Ignite
Items
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Kassadin
Ornn
Ideal
Strong
Ok
Low
None
Ornn
Who am I?
Hey! I'm Hecahri. I'm an Ahri player with 688k mastery points right now. I play in EUW and I'm currently Diamond (I'm not too focused on playing rankeds anymore since I already rached Diamond and that was my goal lol).
Why did I make this guide?
I've been planning to make an Ahri guide for a long time, but since there are already tons of them I thought it would be useless, but on second thought I think of this as a personal thing and I wanted to make this guide to show you, whoever is reading it, the way I play and help you in case you need it. Hopefully the guide will reach a lot of people and help everyone by showing my playstyle. Hope you like it! <3
Also, you need to keep in mind I am the one making this guide, so most of the things I say are completely from personal experience, so don't take everything I say as the only truth.
*(I'll be updating this guide as much as I can to improve it so it has more content )
Also, you need to keep in mind I am the one making this guide, so most of the things I say are completely from personal experience, so don't take everything I say as the only truth.
*(I'll be updating this guide as much as I can to improve it so it has more content )
Who is Ahri?
Innately connected to the latent power of Runeterra, Ahri is a vastaya who can reshape magic into orbs of raw energy. She revels in toying with her prey by manipulating their emotions before devouring their life essence. Despite her predatory nature, Ahri retains a sense of empathy as she receives flashes of memory from each soul she consumes.
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.
Ahri first encountered humans when a troop of foreign soldiers camped near her den. Their behaviors were strange to Ahri and, curious to learn more, she watched them from afar. She was especially drawn to a hunter who, unlike his wasteful companions, used every part of the animals he killed, reminding her of her fox family.
When the hunter was wounded by an arrow, Ahri felt his life seeping away. She instinctively devoured the essence leaving his body, and gained brief flashes of his memories—the lover he had lost in battle, his children from a strange land of iron and stone. She found she could push his emotions from fear to sorrow to joy, and charmed him with visions of a sun-soaked meadow as he died.
Euphoric at the rush of absorbing the hunter’s life, Ahri felt more alive than ever, and traveled Ionia in search of more victims. She relished toying with her prey, shifting their emotions before consuming their life essence. She alternated between dazzling them with visions of beauty, hallucinations of deep longing, and occasionally dreams colored by raw sorrow.
She grew drunk with memories that were not her own, and exhilarated in the lives of others. Through stolen visions, Ahri watched through their eyes as they pledged fealty to a temple of shadow, sacrificed offerings to a deity of the sun incarnate, encountered an avian tribe of vastaya that spoke only in song, and glimpsed mountainous landscapes unlike any she had seen. She experienced heartbreak and elation in tantalizing flashes that left her craving more, and wept at the massacres of Ionian villagers at the hands of Noxian invaders.
Ahri was surprised when the memories led her to discover the tale of an unearthly fox demon. As she absorbed more life essence, she grew to identify more and more with her victims, and felt guilty at ending so many lives. She feared that the myths about her were true—she was no more than a cruel monster. But whenever too much time passed between feedings, she sensed her own power fade, and could not help but partake once more.
Ahri tested her self-control by consuming small quantities of life essence, enough to absorb a memory or two but not enough to kill. She was successful, for a time, but was tortured by her unending hunger and soon succumbed to temptation, indulging in the dreams of an entire coastal village.
Tormented by her mistake, Ahri could not forgive herself and felt a deep sorrow that forced her to question her own existence. She withdrew to the forest caves, isolating herself in hopes of controlling her relentless desire. Years later she emerged, determined to experience every facet of life through her own eyes. Though she might indulge in occasional essence, she resisted consuming entire lives. With the twin gemstones as the only clue to her origin, Ahri set out in search of others like her. No more would she rely on borrowed memories and unfamiliar dreams.
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.
Ahri first encountered humans when a troop of foreign soldiers camped near her den. Their behaviors were strange to Ahri and, curious to learn more, she watched them from afar. She was especially drawn to a hunter who, unlike his wasteful companions, used every part of the animals he killed, reminding her of her fox family.
When the hunter was wounded by an arrow, Ahri felt his life seeping away. She instinctively devoured the essence leaving his body, and gained brief flashes of his memories—the lover he had lost in battle, his children from a strange land of iron and stone. She found she could push his emotions from fear to sorrow to joy, and charmed him with visions of a sun-soaked meadow as he died.
Euphoric at the rush of absorbing the hunter’s life, Ahri felt more alive than ever, and traveled Ionia in search of more victims. She relished toying with her prey, shifting their emotions before consuming their life essence. She alternated between dazzling them with visions of beauty, hallucinations of deep longing, and occasionally dreams colored by raw sorrow.
She grew drunk with memories that were not her own, and exhilarated in the lives of others. Through stolen visions, Ahri watched through their eyes as they pledged fealty to a temple of shadow, sacrificed offerings to a deity of the sun incarnate, encountered an avian tribe of vastaya that spoke only in song, and glimpsed mountainous landscapes unlike any she had seen. She experienced heartbreak and elation in tantalizing flashes that left her craving more, and wept at the massacres of Ionian villagers at the hands of Noxian invaders.
Ahri was surprised when the memories led her to discover the tale of an unearthly fox demon. As she absorbed more life essence, she grew to identify more and more with her victims, and felt guilty at ending so many lives. She feared that the myths about her were true—she was no more than a cruel monster. But whenever too much time passed between feedings, she sensed her own power fade, and could not help but partake once more.
Ahri tested her self-control by consuming small quantities of life essence, enough to absorb a memory or two but not enough to kill. She was successful, for a time, but was tortured by her unending hunger and soon succumbed to temptation, indulging in the dreams of an entire coastal village.
Tormented by her mistake, Ahri could not forgive herself and felt a deep sorrow that forced her to question her own existence. She withdrew to the forest caves, isolating herself in hopes of controlling her relentless desire. Years later she emerged, determined to experience every facet of life through her own eyes. Though she might indulge in occasional essence, she resisted consuming entire lives. With the twin gemstones as the only clue to her origin, Ahri set out in search of others like her. No more would she rely on borrowed memories and unfamiliar dreams.
Why do I play Ahri?
There are many fun champions to play, but personally, I prefer Ahri over all of them. She is such a versatile champion and so many ways to play her that you never fully know her. Not only that, but I love her concept and the way Riot made her. She is such a beautiful and artistic champion I just love her. I believe Riot did an amazing job with her not only ingame, but also her lore and little stories they have made for her. She is a really good character overall and the comunity seems to like her too!
How do I play Ahri?
For me, Ahri is an unique Mage Assassin. Both things cover eachother's flaws and give her more advantages, allowing Ahri to have many different playstyles with a smaller risk of loosing. I like to play Ahri as a mage early game, poking a little, playing safe, but never going straight for the kill as many assassins do.
As the game goes on I start using her as a burst assassin, catching squishy targets and killing them before their team is able to react. It's the playstyle I've developed over time and I assume everyone plays her the same way, since it's very rewarding.
As the game goes on I start using her as a burst assassin, catching squishy targets and killing them before their team is able to react. It's the playstyle I've developed over time and I assume everyone plays her the same way, since it's very rewarding.
NOW TO THE ACTUAL GUIDE!

-Pros
As I said, she is very versatile so she can adapt to many situations and has proven to be a really good SoloQ character for a looong time. She is a really strong character and has many ways to win, like carrying the entire team or just being a little second support as I've done it.
-Cons
As good as she is, there are some problems with her. Her character itself is kind of confusing. She is a mage and an assassin at the same time, but doesn't really stand out in any of those.
When playing her as an assassin, you don't have that burst damage other assassins have early and mid game unless you are extremely fed. Once you get to late game, she does have a lot of damage but at that point, unless you are playing CRAZY GOOD, you will be a little behind just like other assassins, which is going to be a problem for your team.
When playing her as a mage, the same things happen. You can either be super good or just fall behind, but there is no middle ground. She doesn't have that great CC other mages have and the AOE damage, so as a mage, Ahri won't stand out at any point of the game and she will feel like a damage support, doing something but not much.
When playing her as an assassin, you don't have that burst damage other assassins have early and mid game unless you are extremely fed. Once you get to late game, she does have a lot of damage but at that point, unless you are playing CRAZY GOOD, you will be a little behind just like other assassins, which is going to be a problem for your team.
When playing her as a mage, the same things happen. You can either be super good or just fall behind, but there is no middle ground. She doesn't have that great CC other mages have and the AOE damage, so as a mage, Ahri won't stand out at any point of the game and she will feel like a damage support, doing something but not much.
Abilities
PASSIVE: Vastayan Grace
If Ahri earns 2 spell hits against an enemy champion within a 1.5 second period, she gains 20% movement speed for 3 seconds.
Ahri's passive is not completely bad, but it's definetely not a game changer. You'll mostly notice its effect if you are running away from enemies and you hit one of them with 2 abilities, then it'll be easier to escape.
Q: Orb of Deception
Ahri throws out and pulls back her orb, dealing magic damage on the way out andtrue damage on the way back.
If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore health for each enemy hit.
This is your main source of poke and damage in early and mid game. It's an AOE ability and at level 4, it will help you clear minion waves more easily. You should try to deal true damage every time you can, even if it means ignoring the first half of the ability, since magic damage will be reduced.
W: Fox-Fire
Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing magic damage. Additional fox-fires that hit the same target deal 30% damage.
Fox-Fire prioritizes any enemy champion affected by Charm's damage amp and the target Ahri most recently basic-attacked within the past 3 seconds.
In late game, this will be the most reliable source of damage and that's the reason why you should max it second. Early game it does basically nothing and that's why you should unlock the ability at level 4 instead of 3.
E: Charm
Ahri blows a kiss that deals magic damage to an enemy and charms it, causing them to walk harmlessly towards her for a few seconds.
When Charm damages a champion, Ahri's abilities deal 20% more damage to them for 5 seconds.
This ability is extremely important since it's the one you'll have to use to start any combo 90% of the time and, if you can, use it even in early game trades.
R: Spirit Rush
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for magic damage per bolt. Spirit Rush can be cast up to three times within ten seconds before going on cooldown.
This is Ahri's ultimate ability. At later stages in the game, it has a really low cooldown so you should use it to catch a squishy target (after hiting Charm if possible), delete said target and dash away.
Runes
DOMINATION PATH
-KEYSTONE
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-Malice
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The reason why I choose ![]() |
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-Tracking
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There is one reason why ![]() ![]() |
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-Hunter
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SECONDARY RUNES
SORCERY
-Artifact
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-Excellence
I personally don't use these, but feel free to do so if you want.
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With ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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-Power
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I really don't like this rune. I believe ![]() ![]() |
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INSPIRATION
I would only take this as my secondary runes if I'm fighting an AD assassin in lane and a heavy based AP enemy team so I can get the free Stopwatch as soon as I can.
-Contraptions
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If you really really want it, I guess you can go for ![]() ![]() |
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-Tomorrow
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Since I always choose ![]() ![]() |
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I'm not a ![]() |
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-Beyond
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Since you are here mostly because of ![]() ![]() |
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Unless you are buying ![]() ![]() |
PRECISION
I really don't recommend going for this since there are other more viable options to go with

RESOLUTION
Same as

INSPIRATION PATH
Considering


-KEYSTONE
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If you ever go for ![]() ![]() |
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I'll be honest. If I ever play this rune is to fight ![]() |
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I never play ![]() ![]() ![]() |
-Contraptions
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A free ![]() ![]() |
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-Tomorrow
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I'm not a ![]() |
-Beyond
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For me it's just the best out of the 3. In this path we will most likely have at least 2 items which will be on cooldown sometimes (![]() ![]() ![]() ![]() |
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This time, ![]() ![]() |
SECONDARY RUNES
SORCERY
The best secondary runes to go with


-Artifact
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-Excellence
I personally don't use these, but feel free to do so if you want.
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With ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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-Power
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I really don't like this rune. I believe ![]() ![]() |
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DOMINATION
This one will be quick since there are only 2 useful runes to go with



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In this path, we weren't focusing on damage so the magic penetration from ![]() ![]() |
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Extremely important and essential too if you go for ![]() ![]() |
PRECISION
I really don't recommend going for this since there are other more viable options to go with

RESOLUTION
Same as

Lane phase and early game
This stage of the game is pretty much the same for all mages and Ahri is no exception. As I said you should start with
Doran's Ring and 2
Health Potion OR
Dark Seal and
Refillable Potion as I mentioned in the items section.
Try to farm as good as you can so you get your
Lost Chapter as soon as you can, since Ahri really needs this item due to her mana problems. I recommend improving your farming by going into Practice Tool and farm without items so you get used to Ahri's attack speed and animations since every champion is unique in this aspect.
*Star Guardian Ahri has a different basic attack animation which, for me, feels a little heavier causing me to miss more farm than usual. Keep this in mind since skins impact your game in many ways due to their own animations and effects.
This is an extremely important part of the laning phase and will highly determine if you'll carry your team or not.
As I said, Ahri suffers from mana problems which lead to you playing incredibly safe since you won't be able to win trades in this state. I like to ALWAYS stay over 100 mana all the time in case I'll need to spend it to get a kill or
Charm/
Orb of Deception AND
Essence Theft to run away.
Orb of Deception will be our main ability to poke, especially since we will level it up again at level 3 instead of 4. Even still, you should try to poke when you know it will be worth it or to get another stack of
Manaflow Band as I usually do.
Orb of Deception at level 3 starts dealing a great amount of damage so you should try to hit minions AND the enemy champ at the same time so we use it to its full potential instead of wasting mana in case we miss the enemy champion. If you think you can hit a
Charm, try to use it any time to trade since it will increase our abilities damage and, along with
Electrocute we can take a really high % of the enemy laner's HP.
Remember that
Fox-Fire deals little to no damage so I don't recommend using it to trade since it's basically wasting 40 mana. Instead, try to use it if you know you won't be trading soon to stack your
Orb of Deception's passive to 9 stacks so you can heal with it if you desperately need it. Other than that,
Fox-Fire doesn't have any other use early on. In later stages, it will be just as important as
Orb of Deception to burst down enemies.
Obviusly, this is a very important part of the laning phase.
Always keep in mind your
Stealth Ward and use it carefully, especially if you are using the
Ghost Poro rune.
If you are playing safe or nobody is pushing, place your wards in the bushes near your tower.
If you are playing agressive, place them in the enemy jungle so if their jungler comes you'll have more time to react. (I'll upload a photo of this explaining it in case it's too confusing).
Control Wards are very important and you should buy them constantly. Especially if you are facing junglers like
Evelynn or
Twitch since they won't be able to surprise you with their sneaky ganks. Sadly,
Twitch is a bit of a different case since he is able to gank you right when the game is staring and you don't have any
Control Ward right when the game starts, so play extrmely safe against him in the jungle.
There is nothing special about this. Always go for
Luden's Tempest by buying
Lost Chapter first. Unless you are facing an AD assassin and you are sure you won't survive, consider buying
Seeker's Armguard as your first item, but even if that's the case just leave the item there and focus on buying
Luden's Tempest first.
Vladimir is an exception in all of this. Against him, rush
Morellonomicon as soon as you can since you'll need the grievous wounds debuff as soon as possible. Sadly this is going to slow your itemization a lot and he is going to mess with you the enire game (reason why I always ban him C:).




FARMING
Try to farm as good as you can so you get your

*Star Guardian Ahri has a different basic attack animation which, for me, feels a little heavier causing me to miss more farm than usual. Keep this in mind since skins impact your game in many ways due to their own animations and effects.
TRADING
This is an extremely important part of the laning phase and will highly determine if you'll carry your team or not.
As I said, Ahri suffers from mana problems which lead to you playing incredibly safe since you won't be able to win trades in this state. I like to ALWAYS stay over 100 mana all the time in case I'll need to spend it to get a kill or








Remember that




WARDING
Obviusly, this is a very important part of the laning phase.
Always keep in mind your


If you are playing safe or nobody is pushing, place your wards in the bushes near your tower.
If you are playing agressive, place them in the enemy jungle so if their jungler comes you'll have more time to react. (I'll upload a photo of this explaining it in case it's too confusing).





ITEMS
There is nothing special about this. Always go for






Personal opinion
In my personal experience, Ahri is a great champion and is doing very well, but I feel like she could do a bit better. The tank meta was a horrible time for Ahri and it never disappeared because sometimes, unless the enemy team is full of squishy champions, you'll notice tanks are extremely powerful against her. Yes, she is basically an assassin and that's what tanks are for, but sometimes other assassins have it a lot easier dealing with tanks, at least that's what I've seen/exxperienced with other characters.
I sound like I'm DEMANDING an Ahri buff but no, aside from that, Ahri is a really good champion overall and I believe she is in a good spot right now, so I'm fine with Riot not doing anything to her for now. Especially since the Glacial Augment rune became a thing for her. It's funny because before it became such a famous thing I did try it but thought it wasn't as good. Now that I'm experimenting with it a little I've seen many good builds and playstyles with that rune, making the experience of playing with Ahri a lot more enjoyable.
I really recommend to try Ahri as soon as you can, because you never know. Maybe you'll find her as enjoyable as I do, and probably you'll climb a lot with her!
I sound like I'm DEMANDING an Ahri buff but no, aside from that, Ahri is a really good champion overall and I believe she is in a good spot right now, so I'm fine with Riot not doing anything to her for now. Especially since the Glacial Augment rune became a thing for her. It's funny because before it became such a famous thing I did try it but thought it wasn't as good. Now that I'm experimenting with it a little I've seen many good builds and playstyles with that rune, making the experience of playing with Ahri a lot more enjoyable.
I really recommend to try Ahri as soon as you can, because you never know. Maybe you'll find her as enjoyable as I do, and probably you'll climb a lot with her!
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