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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction
Ahri is a mid lane mage who fuels her self off AP. Her biggest feature is her E ability (Charm) this forces the enemy to approach her in a passive manner allowing her to get some damage in before they can return the favour. Her ult is also something of wonders and is primarily used as an escape but it can also be used to catch up and fnish off an enemy who might be trying to escape. Her Q and W are somewhat standard skill, Q deals damage twice (magic damage when travelling away from Ahri and true damage when coming back) and her E deals damage three times originating from orbs that float around Ahri (these orbs will be casted after the ability is activated and she auto attacks). Finally her passive is Essence Theft, upon reaching 9 stacks (stacks are earned for hitting enemies with skills) her next spell will heal her.
If you would prefer a more in-depth explanation then go on over to the Wiki and sheck her out for yourself: http://leagueoflegends.wikia.com/wiki/Ahri
If you would prefer a more in-depth explanation then go on over to the Wiki and sheck her out for yourself: http://leagueoflegends.wikia.com/wiki/Ahri
At first the runes seem indecisive a mix of scaling and flat out... why not pick one? The mix can help mid game champions much like Ahri preform better early and late. She will have a small burst of AP once the game starts and will slowly gain massive amounts the longer the game plays out. You may select flat or scaling to focus one part of the game (flat for early or scaling for late) but I feel as if the mix helps her be this strong carry champion that can get her team a victory.
Ahri's masteries are 17/0/13. Heavily based in the offense tree to have her do larger amounts of AP and the utility tree lets her have some sort of sustain in lane. Spell/Blade Weave are my favourite mastery combination, it allows you to hit like a truck with spells or basic attacks each helping each other. It makes the champion feel like what ever they do is helpful. Then we have Arcane Blade which will help make our high damage APC Ahri hit hard even if she lands her autos. This lets her feel effective even if she has her spells on cooldown. If you look over towards her utility you can see she has the biscuit perk this may not benefit you right off the bat but it can be super helpful if you buy the few health pots and use them wisely.
Her starting options I presented are for two different play styles. the first is more conservative and safe laning phase and the alternate option is if you feel comfortable making somewhat risky early kill sin hopes of that FIRST BLOOD award. Each of the early buy items help in different ways and each build up into items of their own. Make sure you plan head with these buys, selling them back for less gold is the last thing you want to be doing. Plan ahead and get your build somewhat solid before you pick up your first items. But, don't be afraid to change to work better to your situation. The core gives large chunks of AP for damage, magic penetration to help get past the enemies defences and it give you a saving grace ability letting you become untargetable for a few seconds. Next, we can look at boots a must on most champions providing you with some sort of escape and giving you unique benefits, either alacrity or homeguard are safe bets when enchanting. Homeguard can help the team when fighting in base or when the fight is far from your spawn. Alacrity generally will help save your butt from time to time. An item like Mejai's is so strong but, only if you can feel safe and sure you will get full stacks. Your situational items will provide you with some grit in case the enemy team has gotten fed or is just dealing too much damage for you to effectively handle.
Ahri does the majority of her damage from her Q (Orb of Deception) and needs to have this maxed as soon as she can (lvl. 9). Her E and W should be picked up second and third (in that order) to get her most basic and most common combo available. She will not need to max her E until late game but if it feels necessary the longer charm might help. Personally her W has the potential for getting a job done. Once the Q is maxed the rest is up to your choosing but I like to alternate to get an even build in power and not really lack in one of the two skills.
Ahri has only one ability that effectively farms and that is her Q (Orbs of Deception) it is best used when minions are near death. It will deal two rounds of damage and can be used to clean up the few remaining low minions in a wave. Now this is not the easiest and does by no means guarantee you will get every farm.
Pros:
-Ahri can deal a truck load of before the enemy has a chance to fight back with her Charm.
-Her escape is very strong and does not usually have much trouble getting out of bad situations.
-She is quite the flexible champion, she has a large span of effective items she can use.
-She has some decently strong mid game roam.
Cons:
-She is quite squishy and can not burst down a whole team by herself.
-She has a single AoE damage item and can't do much other then focus in team fights.
-She will often be targeted and focus because of her high damage and her ability to single a team member out.
-Ahri can deal a truck load of before the enemy has a chance to fight back with her Charm.
-Her escape is very strong and does not usually have much trouble getting out of bad situations.
-She is quite the flexible champion, she has a large span of effective items she can use.
-She has some decently strong mid game roam.
Cons:
-She is quite squishy and can not burst down a whole team by herself.
-She has a single AoE damage item and can't do much other then focus in team fights.
-She will often be targeted and focus because of her high damage and her ability to single a team member out.
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