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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Welcome About Me Ahri? |
Runes/Masteries Summoners Abilities |
Early Game Core Items Alternatives |
Laning Mid-Late Game Match-Ups |
WELCOME |
Hello and welcome, reader! You are about to embark on a long journey to learning how to play Ahri, the Nine Tailed Fox. You can expect this guide to cover every little detail in regards to playing this role successfully, and why these choices work to your advantage. This guide is set up in a way so that it will shift from game knowledge (what items to get, what runes and masteries benefit you the most, decision making in all phases of the game) to actual gameplay (mechanics like attack moving/spell moving, positioning, controlling the creep wave). It will also chronologically move from the very start of the game (champion select) into itemization and goals during the laning phase and teamfights. Anyone who has ever seen any of my guides before, you might notice a few things.
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ABOUT ME |
I'm Emikadon, a Gold IV ranked player on the NA Server. I main Support and ADC, but I have come to love mid-lane as well due to the carry potential. If you liked this guide, you should check out my others as well! I currently have a total of 5 unarchived guides, which you can find here. I have a Graphic Café where I make custom signatures and graphics for guides. In addition, another resource is my Review Shop. |
WHO IS AHRI? | ||||||||
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RUNES | |
The generic rune page for a Ahri is one that has both offensive stats like Ability Power and Armor/Magic Penetration, but it also has some defensive stats mixed in, like resistances or health. Under situations, you can take different mixtures of runes, but the first one in each list is the recommended one. |
MARKS |
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SEALS |
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GLYPHS |
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QUINTESSENCES |
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MASTERIES | |
In all cases, you want to take 21 points into the offense tree, because your role requires you to have as much offensive power as you can. The remaining 9 points are often placed in the defense tree for survivability. But like with offense, there are situations where utility can be more useful. |
STANDARD 21/9/0 |
This is your standard 21/9/0 page with a good mix of offensive power and defensive stats. Masteries like Mental Force , Arcane Mastery , so on, will increase your burst damage through more AP, and masteries like Sorcery, Arcane Blade , Devastating Strikes , and Havoc increase your overall damage output. A couple masteries in particular that are really nice to point out are Double-Edged Sword and Dangerous Game . Double-Edged sword allows you to deal more damage, but it also forces you to take more damage as well. While this can be deterring, Ahri has enough built in sustain and mobility so that you'll be harder to catch and kill in the first place. Dangerous Game is an excellent mastery for all champions due to the pure playmaking potential it provides. It can help you survive past those last pesky ticks of Ignite or you can receive just enough health back to live from a tower dive. In the defensive tree, you take Block and Unyielding for the damage reduction. 1-2 damage really might not seem like much, but over a period of 10 minutes it can really stack up. Recovery is a better mastery because it helps you through all stages of the game, and you don't build much defense until the 30-40 minute mark, making Enchanted Armor a useless mastery. Veteran Scars and Juggernaut increase all of your health, which works really nicely with your runes. |
UTILITY 21/0/9 |
The offense tree is the exact same as that of the Standard 21/9/0 page, where you take the masteries that increase your burst and play making opportunities. This ensures that you sacrifice no damage even if you want more utility in your build. The difference lies in the last 9 points that are now put into the Utility Tree. Taking points in Meditation can help with mana hungriness, and it can be enough to cast a few extra abilities before you're forced to recall. In addition, Phasewalker is useful for the reduction on your recall, which can be helpful if the enemy is looking to tower dive you, only for you to leave before they can. Summoner's Insight reduces the cooldown on your Flash, and Runic Affinity allows you to hold onto your blue buff longer. |
SUMMONER SPELLS | |
All champions, roles, and players will have the choice between 2 summoner spells, which you choose during Champion Select before the game even begins. For an Ahri, the optimal summoners are limited. The combination in which you take them, as well as what opponent you are facing, all must be taken into account. |
IGNITE (RECOMMENDED) | ||||
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HEAL | ||||
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BARRIER | ||||
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EXHAUST | ||||
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ABILITIES | |
Essence Theft (Passive) Whenever Ahri hits an enemy unit 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, Ahri's next ability will heal her for 2 + (Ahri's level) (+9% AP) for each enemy hit. | |||
Useful tips
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Orb of Deception (Q) Ahri sends forth an orb of arcane energy in the targeted direction, dealing magic damage to every enemy unit it passes through, then pulls it back to herself, dealing true damage on the way back. | |||
Ability Details
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Useful tips
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Fox-Fire (W) Ahri summons three spectral flames, which orbit her for up to 5 seconds. After a brief delay, each flame will target the closest visible enemy unit, prioritizing champions then the target of Ahri's last basic attack, dealing magic damage upon hit. Enemies can be hit by multiple flames, but each flame beyond the first will deal only 30% damage. | |||
Ability Details
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Useful tips
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Charm (E) Ahri blows a kiss in the targeted direction, dealing magic damage to the first enemy unit she hits, as well as appealing to its desires. The enemy is then charmed, forcing them to walk harmlessly towards Ahri, while slowing their movement speed by 50% for the duration. Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect. | |||
Ability Details
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Useful tips
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Spirit Rush (R) Ahri dashes in the direction of the cursor and fires up to three essence bolts, which target the closest visible enemy units, prioritizing champions, and deal magic damage upon hit. Spirit Rush can be cast two additional times within 10 seconds of activation, at no additional cost, before going on cooldown. The same enemy can only be hit once per dash. | |||
Ability Details
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Useful tips
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Orb of Deception Fox-Fire Charm Spirit Rush |
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On Ahri, you want to max your Q, Orb of Deception first. This is your primary damage tool, as it has the longest range and it deals a lot of burst if you can hit the enemy at the very tip. Plus, it deals true damage! Next, you want to start maxing your W, Fox-Fire. This is your second major damage dealing tool and can deal quite of a bit of damage as it scales into mid-late game. The cooldown decreases with each rank, making it a good spamming ability because of the low cost. Lastly, you want to max your E, Charm. I feel like this ability is a "one point wonder", since the defining attribute of it is the taunt and damage amplifier. Only the duration of the CC increases, but the amplifier stays the same. Always take a point in your ultimate, Spirit Rush whenever you can. |
Usually, you want to put your very first point into Orb of Deception for the level 1 dominance and to get those out of reach minions with the range. In addition, it can be used for early harass by tossing it to the enemy as they go up for CS.
Next, I typically want to take a point into E, Charm as this can give a really nice level 2 combo with E + Q and it can really chunk the health of the enemy if you can land it. If the jungler comes to for a level 2 gank, this can actually save your life because it'll stop the enemy right in their tracks.
Finally, whether you take Fox-Fire or a second point into Orb of Deception at level 3 is completely up to your playstyle. I myself prefer having the extra pushing power and utility on W, but the extra damage on Q makes for extremely good early game poke. However, if you take Q at level 3, you must take W at level 4, as it is a major part of your combo!
EARLY GAME | |
Every game of league of legends is different, thus every game you'll have to make tweaks to your build. However when narrowed down, there is one major build that you'll follow. Some items are situational and will be discussed later on in this guide. For now, I'm going to talk about what items are good to start with and what items you should be aiming for in the early game, which is the first 15-20 or so minutes of the game. |
STARTING ITEMS | |
| [RECOMMENDED] The bread and butter start for every AP mid laner. While Doran's Ring doesn't build into anything, this start gives you all of the necessary early game stats needed for farming and trading. It provides a small amount of AP so that you deal more damage, mana regeneration for more ability usage, and a good chunk of health for survivability. Pick up two health potions for sustain and a Warding Totem for vision coverage for protection against ganks. |
| [ALTERNATIVE] Instead of Doran's Ring you can pick up Crystalline Flask as an alternatie for the massive amounts of sustain (for both health and mana). While it doesn't offer anything in terms of damage, it allows you to play very safe with tons of sustain if you mess up. It holds charges and can be refilled every time you recall, so if you're going against a tough poke lane, you can opt to start this and be able to keep yourself healthy throughout the laning phase. |
FIRST BUY | |
| [1600+ GOLD] If you've gotten ahead through kills or you've been farming like a pro, you'll probably have a lot of gold to spend. Ideally, you want to be able to recall and buy Needlessly Large Rod in your first purchase, as this gives you a massive spike in damage. In addition, it'll build into one of your core items, Deathfire Grasp. It gives a whopping 80 AP, which increases your entire combo's damage by over 200 damage! (Provided you hit your skillshots ;D) |
If you're sitting on even more gold, you can pick up Sorcerer's Shoes as well. The early game magic penetration is very helpful, since many AP mages will build Chalice of Harmony, which provides MR, subsequently making your damage to hurt less. Of course, never forget to buy a couple of Stealth Wards. Vision can not only save your life if the enemy jungler comes to gank, but it can help your own jungler prevent getting counterjungled. Finally, swap out your Warding Totem for a Sweeping Lens so you can clear out wards from important objectives, such as Dragon. | |
| [1600- GOLD] If you're falling behind or you're forced to recall before you can hit the 1600 gold mark, then go ahead and pick up Fiendish Codex instead for the 30 AP and 10% CDR. While the damage isn't nearly as large of a spike, it still provides some extra damage and will eventually build into DFG. It also gives 10% Cooldown Reduction, allowing you to use your abilities more often. |
| [UTILITY BUILDS] If you want to play safer and go with a Utility Mage build or you're merely just falling behind, pick up one of these items instead. Chalice of Harmony is good if you're falling behind against another AP mid and you need the magic resistance (build into Athene's Unholy Grail). In contrast, pick up Seeker's Armguard if you're falling behind vs an AD mid laner. It provides more armor and AP as you farm (build into Zhonya's Hourglass). |
Finally, Forbidden Idol is almost as good for mana regeneration as Chalice of Harmony, so you can pick this up instead if you just simply don't want to build like an assassin. Build into Morellonomicon as your first item, and you'll be more of a back line mage than an aggressive, risky assassin. |
CORE ITEMS | |
BOOT CHOICES | |
| Considering you are dealing mostly magic damage, you can cut through most of the early game MR the enemy might have by grabbing any early Sorcerer's Shoes. Alternatively, you can get Ionian Boots of Lucidity if you'd rather have the CDR. This can be useful because there isn't much CDR in this build (the only source being DFG) so having the 15% can lower your cooldown by quite a bit. Finally, you can opt to get Mercury's Treads for the MR and tenacity if you find that you're getting caught out a lot or the enemy is focusing you extra hard. |
OFFENSIVE ITEMS | |
> If you're doing pretty good and you've won your lane, I would recommend rushing DFG for the insane burst potential. With this item, you have the capability of deleting an enemy squishy from the map. | |
> The 120 AP increases your entire combos damage by a huge amount (not even counting the damage increase from the active). Also, the 10% CDR allows you to use your abilities more often, decreasing the already fairly low cooldowns even more. > Finally, the major reason is because the damage multiplier from your E stacks multiplicatively with the active from DFG, giving you a total of 44% increased damage. While you can only use it every 90 seconds, using it to kill the enemy ADC in 5v5s basically wins the teamfight for your team. > Hypothetically, let's say you have about 150 AP. Your normal combo would do approximately 325.5 damage (provided that you don't miss any skill shots). If you had the 44% damage amplification, that's almost 470 damage, giving almost an 150 damage increase! | |
> Void Staff is one of your major items not only because it gives you quite a bit of AP, but primarily because it gives you 35% magic penetration. Towards the mid-late game enemies will begin stacking MR, and you won't be able to do any damage. | |
> Whether you get this as a second major item or as a third (after Rabadon's Deathcap) depends entirely on the game. In some situations, you simply won't have enough gold to get Deathcap. Other times, the magic penetration becomes absolutely essential. > Void staff scales exceptionally well with time, because the penetration is calculated through percentage, not by a flat amount (as opposed to Abyssal Mask). The more magic resistance the enemy builds, the more effective this item becomes relative to others pen items as the game goes on. | |
> This item is the item that will send your enemies running for cover and begging for mercy. Like Void Staff, this item scales very well with time, due to the increase of AP being calculated by a percentage. Plus, it gives you a pure, unadulterated 120 AP. | |
> Despite the amazing benefits of the pure AP, you still want to build DFG first, as the damage amplifier is more useful early game. Having the combo with your E is much more potent than the 30%, when you don't have much AP to start with. > Get this item 2nd if you're super ahead and you can afford the 1600 gold buy off the bat for Needlessly Large Rod. Otherwise, get it third (after Void Staff) if you're behind so you can get the cheaper benefits from the magic penetration to start catching up. |
DEFENSIVE ITEMS | |
> While this item is great for offensive purposes because of the massive boost in AP, it is primarily known for its active, where you become untargetable for a couple seconds. For this reason, I've classified it as a defensive item, as the other offensive items are better to rush. | |
> There are many situations in which you would use the active. One way is to avoid any incoming damage sources (Zed's Death Mark, Teemo's Noxious Trap, or even Ignite) that have delays or damage over time. You can also use it if you've been locked down by CC and you need the couple of seconds for your team to come to your rescue. > There are situations in which you might want to get this as a first item instead of Deathfire Grasp. For example, if the enemy has an AD mid laner, you could rush a Seeker's Armguard for the stacking AP and armor. Whether you decide to go ahead and upgrade this to Zhonya's or if you decide to just leave it in your inventory is up to you. | |
> This item is actually extremely good on Ahri. Not only does it give a massive amount of AP (one of the highest, not counting the 120 items), but the health is great for survivability and the slow synergizes incredibly well with her kit. | |
> Normally, multi-target spells are less effective when it comes to this slow, but Ahri is a special case. Despite her W and R both being able to deal damage to multiple enemies, each individual bolt counts as single-target, allowing her to slow multiple enemies with a single ability. > This makes Ahri a kiting queen, because all she has to do is dash backwards and the bolts from her ult will slow any chasing enemies. It's absolutely incredible as a defensive item, and it works as an offensive one as well with the 100 AP. |
ALTERNATIVES | |
Finally, I will round off the itemization explanations with Alternative item choices. Every game is different, so you can't really expect all builds to be the exact same. Sometimes you can opt to go with a more Utility based build, or you can go full glass cannon and get all damage items. In this section, I will discuss what items are viable, and what items you would swap out from the primary build. |
ATHENE'S UNHOLY GRAIL VS MORELLONOMICON |
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6TH ITEM DEFENSE ALTERNATIVES | |
> If you want to go full defense, this is arguably the best item you can get on any squishy carry. This is because it gives the largest amount of MR in a single item, plenty of health regeneration for sustain, and a spell shield to protect against long range spells. | |
> I would highly recommend picking this up if you the enemy has many forms of long range engages/skill shot poke. For example: Leona's Solar Flare, Morgana's Dark Binding, Thresh's Death Sentence, Nami's Aqua Prison, Nidalee's Javelin Toss. > In addition to the resistances and spell shield, it gives a huge chunk of health. If you find yourself being bursted down quickly or killed very often, the survivability from the health should help you get out of sticky situations. | |
> If you find yourself being locked down or stopped in the middle of a combo too often for your liking, pick up Quicksilver Sash for the cleansing active. It's good for getting out of those pesky stuns and Exhausts. | |
> Unfortunately, there is not an AP version of Mercurial Scimitar for you to upgrade this item into. So if you're going to take this item, be sure that the cleanse is absolutely necessary. Otherwise, it'll just be taking up a valuable item slot. | |
> This item provides resistances against both magic and physical damage with the MR and Armor. It doesn't give any health to make them more effective, but it still helps against the enemy carries. Be careful though, as the revive passive requires follow-up from your allies! | |
> If you end up getting this item, be very careful to not get caught out and pop the revive. It won't be available again for another 5 minutes, during which a teamfight could break out and you won't have that option for defensive purposes. |
6TH ITEM OFFENSIVE ALTERNATIVES | |
> If you want an offensive 6th item instead of a defensive one because #YOLO, Lich Bane is one option you can pick up. It provides a good chunk of damage through both the AP and the Sheen proc on your autos. | |
> By weaving in your auto-attacks between every cast of an ability, you can easily get in several procs of Sheen every combo. In fact, every dash of Spirit Rush gives you another proc, despite it technically being only "one" ability. > The other stats are pretty useful as well. The 5% movement multiplier helps you in getting around without using your ult, and the 250 mana helps with Ahri's mana-hungriness. | |
> This item is another offense item with the 70 AP and MR reduction, but it does offer a little of defense from the MR. You can actually consider getting this as a first item if you're falling super behind vs bursty AP mids and you need the defense ASAP. | |
> Banshee's Veil is a superior item overall for Magic Resistance, but this item offers more damage capabilities and burst power. Take this if the enemy has minimal CC and can't lock you down. |
LANING PHASE | ||||||
Now let's get fancy. So far in this guide, you have learned who Ahri is, how to prepare her, and what items to build and when to build them. Now, we will discuss the actual gameplay, or how to play your champion to maximum possible efficiency. There are many different things that you need to be able to do/keep track of in just the first 15 minutes of the game (also known as Laning Phase). |
LAST HITTING | ||
Knowing how to last hit is one of the most important (if not the most important) skill you can have as a player. This includes last hitting while pushing the lane, last hitting while freezing the lane, last hitting while being pushed under tower, and last hitting when you're in danger of being zoned. Knowing how to get farm under any of these circumstances is essential to being able to survive to late game, and in the long run, through all ELOs and Leagues of the game. A good goal to have by the 10 minute mark is about 100 CS, but this can be very difficult to actually hit. This gets increasingly difficult against enemy lane bullies (Leblanc, Syndra, Ziggs) | ||
because focusing on farming correctly while simultaneously worrying about taking damage is very hard to do. Many lower ELO players will easily be able to hit 80-90 minions by the 10 minute mark when under no pressure. However, as soon as you add in an enemy that knows how to pressure, their CS drops down to low 30-40s. As Ahri, you want to avoid spamming your abilities to last hit, as this can rapidly drain your mana pool. If there's a couple minions out of range, toss out an Orb of Deception, but always try and nick the enemy laner with your ability so that you can deal some damage in addition to getting the minions. |
HOW TO GET BETTER |
One way to improve this skill is by simply opening up a custom game and farm for 10 minutes straight. See how far you get! If you can hit 80 CS by 10 minutes, try doing it without any items/runes/masteries. If you're still doing well, add an intermediate bot (Don't go and kill them. They're supposed to be there as a distraction.) If you can still get 80 CS at 10 minutes, then your last hitting skills are at least that of High Silver/Low Gold. If you want even more of a challenge, ask a couple friends to help you out. Have them play as an early game dominant enemy Mid Laner/Jungler. While you're trying to last hit, have them pressure you and try to distract you. This will simulate the worst case scenario in a real game, where you are in a situation against a lane bully and a gank-heavy jungler. If you can learn to farm under these circumstances, then you will be easily be able to do so in normals/ranked. |
COMMON MISTAKES |
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LANE MOMENTUM | ||
What is Lane Momentum? As the name suggests, Lane Momentum is you being able to control the placement and size of the minion wave and being able to swing that momentum in your favor. For example, if you build a large wave of minions on your side and you push to tower, you can call your jungler for a tower dive in which the enemy would take a lot of damage from the minions. Basically, another way to think of Lane Momentum whether it would be better to push the lane or freeze it. There are pros and cons to both options, and there are different circumstances in which pushing/freezing is essential. | ||
Pushing the lane is essentially just weakening the enemy minions so that they die faster than your own minions. You can either slow push (auto-attack a couple times more than your opponent) or hard shove (use your abilities to quickly kill off the wave). Pushing the lane makes it much harder for the enemy to trade with you, due to how the nature of the minion aggro switches when you are focused. However, it does open yourself up to ganks, so always be sure to ward! Alternatively, you can freeze the lane instead. This can deny huge amounts of CS from the enemy and when executed correctly, you can completely shut them off from getting any farther in the game. However, you must be at enough of an advantage to do this, otherwise they'll just call the jungler and break the freeze (which can result in you dying). This is can be dangerous because you'll have a large wave pushing towards you, and thus the enemy will have the advantage of the additional minion damage. You do this by keeping the enemy minion wave pushing towards you in the place that you want it. You let the enemy minion wave kill off your own wave, and then tank the minion damage until your own wave catches up. This will ensure that the enemy minion wave is always larger than your own. |
WHEN TO PUSH THE LANE | |
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WHEN TO FREEZE THE LANE | |
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HARASSING AND ZONING | ||
Harassing is a slow and steady whittling down of your opponent's health bar by dealing damage to them every time they go for CS or come into your range. The best type of harass is maybe an auto-attack every time they go in for a minion, because if you're auto-attacking the minion, there is no possible way from them to auto-attack you as well. You can also throw out an Orb of Deception to chunk their health bar from farther away. The idea is to discourage the enemy from last-hitting, because they will be afraid of you. This tactic is called Zoning, where you essentially keep the enemy away from the minion wave and | ||
they will lose experience and gold. This is good for you, because you will be getting CS while they will not, which will subsequently you ahead in lane. However, it is very important that you do not sacrifice your CS for harassing, as harassing gets you no gold (unless you get a kill, lol). Harassing should never replace last hitting. You must improve your CSing skills to the point that it is completely natural before attempting to poke. Once you've established how to harass, we can now move onto how to zone. Zoning is essentially when you have intimidated the enemy into being scared of you, and they are now scared to approach the minion wave to last hit/farm. Ahri can easily zone if she's ahead because all she has to do is threaten a Charm + Orb of Deception combo. Added in with the fact that she a lot of sustain and most other champions don't, she'll have ways to stay healthy while the enemy gets slowly eroded down. In lane, there are 2 stances you can take: The CSing stance and the Trading stance. The first one is the CSing stance, where you're safely behind your minions. This stance is used when your own minions are low and you want to focus on getting last hits. The second one is the Trading stance, where you're at your melee creep line. This stance is used when the enemy minions are low and the opposite laner want to get last hits. If you throw your Q at the enemy while they're trying to get the CS, they'll have to make the choice of either giving up the creep or taking free damage. |
THE TRADING STANCE | ||||
The image above is an example of the trading stance. Notice how Bjergsen is in between the dying minions. As soon as Diana tries to go for the last hit, he auto attacks her for free. This is a very important concept to learn. If the enemy is auto attacking something else (a minion, an ally, a turret, etc.) then there is no possible way for them to auto attack you as well. This concept is the exact reason as to why you cannot stand up at your melee minion line to farm. If you do this, the enemy can freely attack you, and you cannot attack him back. |
THE CSING STANCE |
The CSing stance is the passive one, where you are trying to safely get farm and as many last hits as you possibly can. You stand back here when there are many enemy minions dying, and you know that you need to prioritize last-hitting over trading. However, if you notice the enemy mid laner adopting the trading stance, you must be ready for an all-in engage. This is especially true in lower ELOs, because most players will not know the difference between these two stances. If they go for a greedy trade while you are in your CSing stance, they will take massive amounts of creep damage, resulting in you most likely winning the trade. Winning said trade will give you the lane dominance, which can set the pace for the entire laning phase. In the image, you can see Ahri standing safely behind her own minions, so Diana cannot easily attack her without taking minion damage herself. However, Diana is still standing in the Trading Stance (next to the dying red minion), because if Ahri makes any mistakes, she would immediately be able to capitalize on it. Hypothetically let's say Ahri was actually standing next to the minion that is about to die. She would instantly get engaged on by the Diana and would take a lot of damage from both Diana's Crescent Strike and the minion aggro. This demonstrates the importance of knowing these both of these stances, and when you are supposed to stand in what. Understanding how all of this works will prevent you from getting caught, as well as minimize the chances of you dying because of bad positioning. |
ROAMING | ||
When you roam, you are leaving your lane to visit other lanes to potentially net a kill or take an objective. Why do you do this? Well firstly, it puts tremendous amounts of pressure across the map. If you just stayed in your own lane and did nothing but farm, the enemy top and bottom lanes have only the jungler to watch and keep track of. However, if you throw in a second roaming entity, you throw in twice the amount of map awareness needed. By forcing the enemy to multitask as they try to keep track of when and where you are, they are more prone to making mistakes that your team can capitalize on. | ||
In addition, by roaming to (let's say) bot lane, you can possibly net a few kills, as well as forcing the enemies to use their summoners to try and escape. Since summoners have such a long cooldown, you are ensuring an advantage for your teammates. If you do end up getting a kill, you get massive amounts of gold (both from the kill, as well as the assists). By eliminating the champions around important objectives, particularly Dragon , you can take them for free and get one step closer to winning the game. Ahri is a very strong roamer due to her high amount of damage from Orb of Deception and Fox-Fire being multi-target (making bot lane a great place to net kills), hard CC from Charm, and her mobility through Spirit Rush. When you want to roam, you want to push out your lane. This way, you force the enemy laner to farm those under tower, and they won't be able to follow you to counter gank. |
GANK PATHING | ||||
When on the blue side of the map, it is easiest to roam to the top lane. You can gank top unseen by walking behind the Baron Nashor cove, and cut off the escape by surrounding in the enemy. Roaming when playing on the purple side of the map is very similar to doing so on the blue side except that you will be walking behind the Dragon cove to gank the enemy bottom lane. Alternatively, you can gank through the river. I would recommend doing this if the enemy is pushed really far up and you can still cut them off as they retreat. |
MAP AWARENESS | ||
Having good map awareness is essential carrying as Ahri. As discussed in the last mini-chapter, roaming is extremely important to how Ahri snowballs through the game, and the only way to do this is if you are constantly looking for windows of opportunities. Being aware of how your teammates are doing through all stages of the game is not just the jungler's job. It is also yours! Every few last hits, just glance over at the mini-map and see how your allies are doing. When you glance at the mini-map, know what you're looking for so you won't take too much time in that single "glance." | ||
First, check and see if any of your teammates are being pushed into their tower. If they are, then you can start planning a roam and gank for them. Second, look and see where the enemy jungler is. If you can't see him, then it might be beneficial to play more passively, as they might be hidden somewhere waiting to gank a lane. Finally, you can quickly hit "tab" to see how each individual person is doing. Glance over yours and your opponent's CS. Who has higher? Look over what items the enemy has. Are they stronger/weaker than yours? |
THE IMPORTANCE OF WARDING | ||
This is, hands down, the most important aspect of map awareness. I have said time and time again in every single one of my guides: Vision. Wins. Games! Since you are a solo laner, you do not have a support to help you ward, nor do you have only a single side to keep an eye on. Instead, you have two sides to be careful of and only yourself to count on for warding and vision coverage. These are the major warding spots that you want to have vision of. In the picture to the right, the green spots are the standard places to ward if you need vision in either your own jungle or the enemy's. These allow you to see when the enemy jungler is doing jungle camps, roaming up and down river, in the major bushes, blind spots, etc. The pink dots are good spots to place your vision wards. Why are Stealth Wards so valuable? There are always a million excuses to not get one of these cheap consumables: "I don't have enough gold!" "Once it's used, it's gone. There's no point." "It's the support's job!" "It gives me no damage." Please don't be one of these people :( Wards are valuable because they offer a simple thing that is absolutely crucial at all stages of the game: Vision. |
REASONS WHY VISION IS VALUABLE |
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MID-LATE GAME | |
Now we've finally gotten past all of the stuff you need to know for the first 15 minutes or so of the game. Now, we get the part where teamfights are breaking out and objective control is becoming more and more important. All out fights can start when Dragon or Baron is at stake, and getting that Inhibitor down mid-lane becomes extremely valuable Late game. |
GETTING PICKS |
Ahri is extremely good at picking off champions one by one, because her Charm is essentially a DFG on a 12 second cooldown (less, if you factor in CDR). Once she has a couple items, getting hit by this ability basically spells death for any squishy champion and a huge chunk of health on tanks. Before teamfights begin, you should be either looking for a sneaky spot out of sight to pop out of to catch a target out of position, or simply be out in the open, threatening to kill with Charm. One way to easily get picks is by camping a bush in a heavy traffic area. For example, if you tell your team to create pressure in an area and hide in common transit locations to that area, then often times people will take dumb routes to defend, and you can pick up free kills. Killing someone then allows you to take towers and dragons and buffs with smaller risk. Let's pretend for a moment that the image on the right is Ahri instead of Lee Sin and that the map is for Season 5. You can see how Ahri's team is pressuring by pushing out bot lane, and Draven decided to walk down through the fog of war with no vision. If it was Ahri, all she had to do was wait for Draven to get into range and Deathfire Grasp + Charm combo him. |
SPLITPUSHING | ||||
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SHOT-CALLING AND TAKING OBJECTIVES |
Learning to shot-call is not only a skill that's limited to just Ahri. Every single player should know how to use this skill, especially if you're ahead. If you're doing extremely well, you must know what objectives to take, what champions to focus, where you're supposed to be a certain time, so on. If you think that you have an opening to take Dragon (you killed off the enemy jungler and bot lane is pushing out), ping your jungler to come and take it before your window of opportunity closes. |
TEAMFIGHTS |
Knowing your job and what you're supposed to do during these massive, all out fights is crucial. Mispositioning yourself can lead to your death, and a probable loss of the teamfight for your team. Knowing when to enter the teamfight, who to focus your attacks on, or what actives to use; all of this together leads to a lot of different things to think about at once. |
WHAT DO YOU DO IN TEAMFIGHTS? |
Let's start simple. What is your job as Ahri in teamfights?
This leads us to our next question: When do you enter the teamfight?
How do you "assassinate" your target as fast as possible and still stay alive?
Where do you stand in a teamfight? How should you be positioning yourself?
What if you can't play the assassin because the enemy ADC/APC is so well protected?
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TEAMFIGHT AFTERMATH |
A very important mindset to learn is to always take an objective after a teamfight in your favor. It doesn't matter how low you and your teammates are. It doesn't matter that you have 3k gold in your inventory. If there are objectives to be secured, take them. The enemy team is dead, so they can't possibly kill you (Unless there's a Teemo. Then you have to be careful of shrooms). The point is, if you've won the teamfight, you have to take an objective. If there's a minion wave, go and kill the tower. If there's an open inhibitor, destroy it so that you'll have a pushing lane for the next 5 minutes. If your team is healthy enough, go and secure Baron . The worst thing you can do is all start recalling and waste the free 40 seconds in which the enemy team can't do anything to stop you. |
MATCH-UPS | |
We're nearing the end of the guide! This is the final chapter, and here I will be talking about champion match-ups for Ahri and how well she fares against other common mid-laners. I will give a difficulty rating for each person, but keep in mind that most of this is from personal experience. Of course, I have taken the liberty of quickly skimming other Ahri guides (both from this site and others) to make sure that my reasoning is solid, so you may rest assured that the information I am feeding you is accurate. :) Note: This is still a work in progress. For now, I have the match-ups through the letter K. I'll get the rest done sometime this week! ^_^ | |
Akali | MEDIUM/HARD | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you're super far ahead, rush Deathfire Grasp. If you're falling behind, Abyssal Mask is good because of the magic resist. If you're even/slighty ahead, consider getting a Morellonomicon for the healing reduction. Run MR blues for the defense.
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Anivia | EASY/MEDIUM | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you're falling behind, Athene's Unholy Grail or Abyssal Mask are good because of the magic resist. Otherwise, just go full damage with Deathfire Grasp. Run full AP with scaling health for the mid-late game survivability.
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Annie | HARD | FIRST ITEM
| RUNES greater mark of hybrid penetration
Only if you're extremely ahead, get Deathfire Grasp. Otherwise, I would recommend playing safe and getting MR items like Athene's Unholy Grail or Abyssal Mask. Run MR blues for the defense, or AP blues if you're confident.
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Azir | MEDIUM | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you're falling behind, Athene's Unholy Grail or Abyssal Mask are good because of the magic resist. Otherwise, just go full damage with Deathfire Grasp. Run full AP with scaling health for the mid-late game survivability.
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Brand | EASY/MEDIUM | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you're falling behind, Athene's Unholy Grail is good because of the MR. Otherwise, just go full damage with Deathfire Grasp or Morellonomicon. Run full AP with scaling health for the mid-late game survivability.
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Diana | MEDIUM | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you're falling behind, Athene's Unholy Grail or Abyssal Mask are good because of the MR. Otherwise, just go full damage with Deathfire Grasp. Run full AP with scaling health for the mid-late game survivability.
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Fizz | MEDIUM/HARD | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you're falling behind, Athene's Unholy Grail and Abyssal Mask are good because of the MR. Otherwise, just go full damage with Deathfire Grasp. Run magic resist glyphs for the survivability.
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Jayce | EASY/MEDIUM | FIRST ITEM
| RUNES greater mark of hybrid penetration
If you need the armor, I would recommend rushing Zhonya's Hourglass for the survivability and invulnerability active. Otherwise, go full damage with Deathfire Grasp or Morellonomicon. Run armor seals for the early game defense.
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Karthus | EASY | FIRST ITEM
| RUNES greater mark of hybrid penetration
In this case, I wouldn't flat out rush Zhonya's Hourglass, but it can be useful mid-game to dodge his ult. Just go full damage with Deathfire Grasp or Morellonomicon if you're falling behind. Run full AP with scaling health for the mid-late game survivability.
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Thank you for reading!
A few people I'd like to credit:
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I have written quite a few other guides, for Lulu, Morgana, Katarina, and Diana: |
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