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Ahri Build Guide by ParkChnm

Middle [11.4] Beginner's Guide to Ahri

Middle [11.4] Beginner's Guide to Ahri

Updated on February 26, 2021
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League of Legends Build Guide Author ParkChnm Build Guide By ParkChnm 11,073 Views 0 Comments
11,073 Views 0 Comments League of Legends Build Guide Author ParkChnm Ahri Build Guide By ParkChnm Updated on February 26, 2021
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Runes: Standard

1 2
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ultimate Hunter

Inspiration
Minion Dematerializer
Time Warp Tonic
Bonus:

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[11.4] Beginner's Guide to Ahri

By ParkChnm
Who Am I?
I'm ParkChnm. I main Xerath and Ryze. I played multiple champions throughout my time playing League of Legends, so I am able to give decent advice on most champions and matchups.
Why Ahri?
Ahri is a powerful mage with high kill potential and poking. She's able to get in and out very quickly while also securing kills for the team. She has many playstyles and is very flexible.

Pros
- Can be played into a lot of matchups.
- A lot of safety due to her Q range and Charm.
- A lot of mobility
- High snowball potential
- Good roamer

Cons
- Weak early game
- Requires skillshots
- Does not hard counter a lot of champions
Abilities

Essence Theft (Passive)
INNATE: When Ahri hits an enemy with one of her abilities, she gains a stack of Essence Theft, and she can gain up to 3 stacks per ability cast.

Upon reaching 9 stacks, Ahri's next ability heals her for 3/5/9/18(based on level)
(+ 9% AP) for each enemy hit and consumes the stacks if at least one enemy is hit.


Orb of Deception (Q)
RANGE: 880
COST: 65 / 70 / 75 / 80 / 85 MANA
COOLDOWN: 7
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.

Fox-Fire (W)
RANGE: 700 / 725
COST: 40 MANA
COOLDOWN: 9 / 8 / 7 / 6 / 5
Ahri gains 40% movement speed that decays over 1.5 seconds and conjures three flames which orbit her for up to 5 seconds.

After 0.25 seconds, each flame targets a visible enemy, or after 0.4 seconds targets the closest visible enemy in range, dealing magic damage. The damage is doubled against minions below 20% maximum health.

Subsequent flames on a single target deal 30% damage.

Flames prioritize enemy champions hit by Charm, then enemy champions, then minions that would die to Fox-Fire's damage, and then the target of Ahri's last basic attack within 3 seconds.

Charm (E)
RANGE: 975
SPEED: 1550
CAST TIME: 0.25s
COST: 70 MANA
COOLDOWN: 12
Ahri blows forth a kiss in the target direction that deals magic damage to the first enemy hit, knocking them down and charming them for a duration, during which they are slowed by 65%.

An enemy hit by Charm is rendered vulnerable for 3 seconds, taking 20% bonus damage from Ahri's abilities, including the Charm that triggered it.


Spirit Rush (R)
RANGE: 450
EFFECT RADIUS: 600
COST: 100 mana
COOLDOWN: 130 / 105 / 80
Ahri dashes to the target location and then fires energy bolts to up to 3 visible targets, dealing magic damage. Spirit Rush can be recast twice more with a 1 second static cooldown between casts within 10 seconds of the activation at no additional cost.
Runes
Electrocute is an easy proc on Ahri so you should almost always go it over other keystones. Arcane Comet and Glacial Augment are not extremely good on her anymore, even if you were to build Everfrost for the Glacial Augment proc.
Taste of Blood is always reliable since you don't need to land Charm to activate it. You can go Cheap Shot if you're confident enough.
Eyeball Collection is good for snowballing. You can also run Zombie Ward if you're not sure about obtaining kills.
Ultimate Hunter gives you the ability to all in more and use your ultimate on a shorter cooldown.


Minion Dematerializer allows Ahri to wave clear much smoother. I suggest using them on casters to ensure a one shot on them.
Time Warp Tonic is used so you can go Corrupting Potion start. If you don't run this rune, build Doran's Ring start.


Manaflow Band can give you a smoother laning phase since Ahri tends to run out of mana fast in lane.
Transcendence gives you more ability haste, which is nice for poking and may give you more chances for kills.

Attack Speed makes csing and poking a lot easier since mages don't have good attack damage or attack speed early.
Adaptive Force is good for the extra damage, but can be swapped for Shield or Tenacity and Slow Resist if necessary.
Tenacity and Slow Resist is good against magic damage. You can swap this out for Shield if necessary.
Tips, Tricks and Combos

E > Flash


This goes for every champion, but if you have a cast time, which Charm does, you can buffer it and then Flash before it goes out. This will make it seem as though you instant casted, making it a lot harder to react to.

W > R


Fox-Fire can be animation cancelled with Spirit Rush so use that if you plan to all-in.

R > Flash


This trick is a little strange, but Spirit Rush's energy bolts will attack the closest enemy after you Flash. So instead of Flash > Spirit Rush you can use Spirit Rush > Flash to gain that extra distance while also hitting all of your orbs. This may make you a little less predictable.

Q Bush Check


Orb of Deception makes a noise when it hits something, so you can check bushes with it and listen to see if it makes a noise. This is good if you don't have wards, but want to check a bush safely.

Orb of Deception


This may seem obvious, but hitting a max range Orb of Deception is probably one of the best things you can do because it's impossible to dodge the return.
Lane Phase + Mid Game
Ahri is very weak in the laning phase. With heavy mana usage and subpar damage, her laning phase is a lot of trouble.

Your main poke will be max ranging Orb of Deception and autoing whenever you can. Melee matchups are easier as you can auto > Fox-Fire for Electrocute procs.

Charm is not to be used very often. You will need it in most matchups to counter all-ins and Charm is a huge mana cost which Ahri cannot afford early on. Use it only for fights and as a last choice minion kill.

After 6, you want to try to look for roams on the side lanes and any help that the jungler may need. Try to get any kills you can. Oracle Lens is useful now since you will be roaming.

Mid game Ahri is very strong since you're at the stage of the game where nobody has defensive items to survive your damage.
Late Game
Ahri's role depends on a lot of factors. You can be used for picking off anyone in a bad position by sitting in bushes, poking enemies and zoning them off from your team, cancelling out all in's with your Charm.

If you're strong enough, you can split push the side lanes. This is best when you have the baron buff and your team is pushing mid.

You really want Oracle Lens in most games at this point if you don't already because you want to try to pick people off as much as you can.
MORE MATCHUPS ADDED SOON
I'm lazy so I will be adding more matchups later. As of right now, all of Ahri's counters are listed.
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[11.4] Beginner's Guide to Ahri

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