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Runes: Standard
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order Standard
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Anivia
Anivia's mini rework makes her a lot stronger against Ahri. Pre-6 you should play safe and wait for jungle help. After 6, be wary of her W > R. If she wastes Q, you can do some major damage, if not kill her.
Champion Build Guide
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
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Essence Theft (Passive)
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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.
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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.
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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. |
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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. |
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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. |
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.
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.
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.
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