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Spells:
Ignite
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
Ahri is my favorite mid in the game. Being able to land Charm is key to playing her, but it will just be harder to kill if you can't land it consistently. Harass in lane with Orb of Deception and getting the kill with a full combo is the name of the game. Pretty much landing your two skill shots are the only way to play effectively with her. Ahri can be countered, but with this guide, you can never be countered.
Thanks to jhoijhoi for the dividers and instructions on how to do some coding!!!
Thanks to jhoijhoi for the dividers and instructions on how to do some coding!!!
Here's a video of one of my Ahri gameplays:
These offensive masteries are standard for most AP casters. Points in
Mental Force
,
Havoc
,
Blast
, and
Archmage
give you some wanted AP, and a point in
Executioner
gives you extra damage overall to low opponents. Points in
Arcane Knowledge
and Sorcery give you MP and CD.
The points that I put in utility are focused on mana. Points in
Expanded Mind
and
Meditation
give that. The mastery Scout is used for your wards. Also, the [[Runic Affinity mastery is crucial for your blue buff to last longer, so get a point in that. The point in
Improved Recall
is necessary to get back to lane faster.
The 9 points that have gone to utility can also go towards defense. You can invest in MR, armor, and HP instead if you want to.
Runes
The runes of my choice focus on getting an early game advantage, so your lane opponent will be underfed and you will be really fed. Greater Glyph of Ability Power and Greater Quintessence of Ability Power give a good amount of early AP, Greater Mark of Magic Penetration provide some early MP, and Greater Seal of Replenishment let you use your spells more often with some nice mana regen.
- Greater Mark of Magic Penetration provides a good amount of MP early game, but does not do much late game. Buying a Void Staff can assist you with this problem.
- Greater Seal of Replenishment gives nice mana regen so managing your mana early does not have to be so difficult.
- Greater Glyph of Ability Power begins your quest for massive amounts of AP by giving you some for an early advantage.
- Greater Quintessence of Ability Power adds even more AP.
I usually take Ignite and Flash with Ahri.
Ignite is a great move to add more damage to your combos and finish off low health enemies.
Flash is the get-away move of the century and can save you life. I was trying to use it at one point in my video, but I got stunned twice. If you want to chase, use [Spirit Rush] but if it's down, make sure you can get the kill.
Ignite is a great move to add more damage to your combos and finish off low health enemies.
Flash is the get-away move of the century and can save you life. I was trying to use it at one point in my video, but I got stunned twice. If you want to chase, use [Spirit Rush] but if it's down, make sure you can get the kill.
The items I choose are pretty much full glass-cannon until you get Athene's Unholy Grail and Zhonya's Hourglass for Armor and MR. But buying Will of the Ancients, Essence Theft in combination with this will give you great sustain. And if you get caught in the middle of the fight or just flat out focused, you can use Zhonya's Hourglass to get them off you and continue to deal out TONS OF DAMAGE!!!
Starting Items:
Starting out with Boots and 3 Health Potion gives you extra mobility, for Ahri has a low base movement speed, to dodge your enemies' abilties. An Amplifying Tome and 1 Health Potion gives you an early AP advantage (usually), but you are susceptible to your enemies' attacks. But if you're confident enough to evade them, go ahead.
Early Game:
Buying a Hextech Revolver will increase the spell vamp on Essence Theft and a Kage's Lucky Pick is a nice GP5 item that builds into Deathfire Grasp.
Mid Game:
These items are the beef of your AP. Rabadon's Deathcap is a standard item for AP Casters. It gives a large amount of base AP and continues to scale with the rest of your items. Will of the Ancients is a must have on Ahri. It increases the spell vamp on Essence Theft and gives you and your allies a good amount of AP. Deathfire Grasp is a nice item to add to your burst with its active.
Late Game:
Getting focused late game sucks, so buy [Zhonya's Hourglass] and use its active to keep them from attacking you. That will give you time to sneak out from the middle of the fight and deal damage from the edges. To balance out the defenses, buy a Abyssal Mask to add some more AP, MR, and a great aura that helps out your whole team.
Substitutions:
This item gives great MR and AP plus an additional amount of mana regen, but I take Abyssal Mask instead because late game, you should be getting every blue buff and Deathfire Grasp already gives some CD.
Rylai's Crystal Scepter is a good item for AP, HP, and a nice slow, but that slow affects the Charm's taunt, making you opponent move slower and less closer.
Balanced:
Glass Cannon:
Versus AP Heavy:
Versus AD Heavy:
Ahri's skill set is a mix of high damage, decent CC, and OK survivability. In order to get the most damage out of them, use it in this order:
To add burst, use Spirit Rush before Charm to get into a suitable position to land it, or just use it in team fights to avoid being hit by CC.
Essence Theft - Passive
Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.
This passive is Ahri's main form of sustain. Use it when a fresh minion wave come to lane and get as much spell vamp as possible. For best results, buy Will of the Ancients.
Orb of Deception - Q
Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 7 seconds
Range: 880
Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
True Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.66 per ability power)
This is Ahri's main form of damage. With a twist of damage form, [Orb of Deception] does magic damage on the way to and true damage on the way back. At the end of its path, it does both amounts of damage at the same time. Try to hit it then to keep your opponents from dodging the true damage, and use it last in the combo.
Fox-fire - E
Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.
Cost: 60 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Range: 800
Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+0.4 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power)
[Foxfire] is a move that cannot be controlled, but will add burst to single targets. Use this ability second in your combo.
Charm - E
Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.
Cost: 50 / 65 / 80 / 95 / 110 mana
Cooldown: 12 seconds
Range: 975
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)
Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
This is Ahri's only CC move but it is devastating. This move does decent damage and can be used through walls to keep and opponent from escaping. Use it first in your combo.
Spirit Rush - R
Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Cost: 100 mana
Cooldown: 110 / 95 / 80 seconds
Dash Range: 450
Essence Bolt's Range: 550
Magic Damage Per Bolt: 85 / 125 / 165 (+0.35 per ability power)
Maximum Damage to the Same Target: 255 / 375 / 495 (+1.05 per ability power)
Spirit Rush is Ahri's ultimate. It is a three-part move that dashes her towards the cursor and shoots off bolts similar to Fox-Fire. To be sneaky, use the first activation to get in position to Charm, then use the full combo, adding the last two activations for extra damage.
Essence Theft - Passive
Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.
This passive is Ahri's main form of sustain. Use it when a fresh minion wave come to lane and get as much spell vamp as possible. For best results, buy Will of the Ancients.
Orb of Deception - Q
Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
Cost: 70 / 75 / 80 / 85 / 90 mana
Cooldown: 7 seconds
Range: 880
Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
True Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.66 per ability power)
This is Ahri's main form of damage. With a twist of damage form, [Orb of Deception] does magic damage on the way to and true damage on the way back. At the end of its path, it does both amounts of damage at the same time. Try to hit it then to keep your opponents from dodging the true damage, and use it last in the combo.
Fox-fire - E
Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.
Cost: 60 mana
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Range: 800
Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+0.4 per ability power)
Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power)
[Foxfire] is a move that cannot be controlled, but will add burst to single targets. Use this ability second in your combo.
Charm - E
Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.
Cost: 50 / 65 / 80 / 95 / 110 mana
Cooldown: 12 seconds
Range: 975
Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)
Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
This is Ahri's only CC move but it is devastating. This move does decent damage and can be used through walls to keep and opponent from escaping. Use it first in your combo.
Spirit Rush - R
Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Cost: 100 mana
Cooldown: 110 / 95 / 80 seconds
Dash Range: 450
Essence Bolt's Range: 550
Magic Damage Per Bolt: 85 / 125 / 165 (+0.35 per ability power)
Maximum Damage to the Same Target: 255 / 375 / 495 (+1.05 per ability power)
Spirit Rush is Ahri's ultimate. It is a three-part move that dashes her towards the cursor and shoots off bolts similar to Fox-Fire. To be sneaky, use the first activation to get in position to Charm, then use the full combo, adding the last two activations for extra damage.
Ahri is a high skill-cap champ, that if played well, can dominate the game.
- High Damage
- High Mobility
- Strong All Game
- Safe to Pick in Blind, No Hard Counters
- Difficult to Gank
- Extremely Fun to Play
- Not tanky at all
- Useless when on CD
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