Anivia is a tricky matchup, although I've had experience playing against top anivia players I've never found my footing against them. Play safe in this lane and try to set urself up for ganks. Once 6 be very cautious of her ulting and walling you. You will take unneccesary amounts of damage. Roam early if possible it will be hard to after 6. I find you being able to burst her past 6 with ur movement options out weighing hers. But Id recommend Jungler help.
Annie
Annie has been known to be one of the more unfavorable matchups against Ahri. She has better auto attacks and high guaranteed burst damage with a free stun. Play very safe in this lane due to her being able to setup ganks for free almost like a Twisted Fate. It's best if you can get Junglers help for this due to her pushing with Q. Keep ur distance after 6 or else you will be punished Severely. I recommend going Merc Treads into this, With possible double MR runes and after that she can't really one shot you without Ignite.
Akali
Should be a very simple matchup. Your autos out range her q, so you must focus on your positioning in lane. Do NOT ever use charm in this lane this is your only trump card over her until 6, and if used incorrectly will be guaranteed death. Safe charm for her E'ing and it is a free half hp chunk where you can pressure the lane under turret for a dive or for you to roam out. She is very linear based movements so it should be predictable with charm. If she ults you just ult away and you can't die.
Aurelion Sol
Asol is a matchup of skill, he will trying to perma push ur lane but with new buffs he will more than likely try to out damage you. Time ur charms for when he is stunning you and out maneuver him. Try to keep him perma pushed in so he can't roam out and you should be okay. Make sure to ward river, and on top of this any time past 6 if you have him below 70% Hp I'd personally go for an all in if you trust yourself.
Azir
Azir has very high dps even in the early game, he can take easy chunks out of you if you're not watching the footwork. You will out trade him if you land charm but he can outplay with E as well. Save charm until 6 were you can get up-close and personal with charm. Make sure to poke him down with Q. You out damage him after 6 as long as you can out footwork him.
Brand
Shouldn't have ANY trouble in this matchup. Very predictable abilities only thing you have to watch out for is getting setup for a jungler, but almost in all stages of the match you out trade him, low mobility so It's very easy to dive him under turret as well.
Cassiopeia
Try to focus her out with Q's in the early game, priotizing minions and then her. Her low mobility early game will get her punished from charm but if you miss charm you can be punished severely. Try to have a jungle setup at 6 where you have advantage. On top of this if she has no cleanse you have a VERY strong chance of one shotting her with ignite if she plays to upfront. Play cautious but don't be too afraid.
Cho'Gath
Although Cho should seem easy, he does have a few tricks with silence. Play around this and try not to be to in his face. Poke him out with mostly autos under turret and have his lane pushed in.
Corki
Corki needs to have continuous fights to win trades. If you can land the charm on him you will chunk him severely and have the movement speed to run out of his E. His low hp and predictable gap close leaves you able to out maneuver him and out damage him. Use this to ur advantage especially after 6.
Diana
With new Diana rework Diana doesn't have the damage to kill you in lane early. Take magic resist runes into this and have ur Charm ready for when she is dashing. If so you should win the trades. Keep her pushed in and autoing her under turret. You can look for ulting out of her ult but it will barely not make it, so try to get a nice charm in if possible and ult out and you should be good. You need to watch out for when she is fed late game, may need to TECH in a negatron. Other than that its all up to the user in lane if she gets big enough. Id suggest getting jungler help but if it's too hard maybe looking to gank early could be better. It's not that the lane is unplayable its just hard to survive if she is too ahead.
Ekko
Ekko is easily poked out with autos and Q in lane. Try to keep him pushed and save charm for his engage. You can use W if you think you can get multiple autos off for free damage, But save charm for if he tries to engage. Than charm and walk away. Although obvious if he walks out of Fog Of War. He might try to use his W and all in you.
Fizz
This lane is almost unplayable. But ur only advantage is levels 1-3, You have to be able to get him under turret were you can deny him csing by you autoing him nonstop. be EXTRA Cautious in this lane, you MUST save your charm for when he is Qing at you. It will interrupt it and you have to walk back. If this is missed you will get punished severely. Might need to run Mercs. Also if you see him use R just R away. #FuckFizz
Galio
In this lane It's mostly a pretty pokey out lane. You have more advantages early due to his high mana usage but he will ALWAYS out damage you in pokes. Use your autos to your advantage and try to push and look for roams. He wont take much damage but you have better pick potential. Save ur charm 100% in this lane for when he dashes towards you. use it and run away. Or to bait and setup ganks. He is pretty easy to gank with you being able to interrupt his dash. Make sure to ping MIA and ward rivers
Heimerdinger
Laning against Heim is one of the most stressful. You outrange his turret with autos, make sure you get rid of setup level 1 and try to just farm the lane. Your advantage here is you ability to roam with mobility and his need to stay put in lane. Try to get jungler help around 6 and roam with him. I suggest putting wards in enemy jungle and look for plays there or in other lanes.
Irelia
To lane against Irelia, you need to take huge advantage of ur ability to push her in and auto her as much as possible. Once she has backed and picked up phage/sheen You need to watch out for her ability to jump onto your backline and E you. Worse comes to worse Charm and walk away. Other than that Just like most melee matchups, push her in and try to look for roams. Her build can allow her to be quite tanky but for the most part once 6 you can just prance around her in fights.
Jayce
Jayce is a trickier matchup because of his ability with cannon form. But he is quite squishy. Hide behind minions and push him into turret to look for early game pressure with ur jungle to get an easy gank off. It is not needed to be 6 to have him ganked. Save charm for hammer form. Once he has his hexdrinker try to mostly look for ganks or roaming. If not you can almost always all in him and kill if you have ignite.
Karthus
Personally on the surface this matchup is one of my mental blocks. But Karthus himself is quite predictable. Sit near minions so you take minimal damage. He will outpush you but run out of mana fast. This is almost like a dumbed down level 6 Anivia, so with this being said, his low mobility allows for amazing setup ganks. And he auto pushes into you. You can try to look for ganks but it will be quite hard with his pushing power.
Kassadin
THIS LANE. Is almost as hard as Fizz but not really. You're big advantage is your 1-5. You need to play this lane VERY aggressive and be on hyper alert from junglers. Get him under tower as fast as possible and poke him out of lane. The more autos the better, trade out autoing him over tower considering the tower wont take much damage pre minute 5. Use charms and Q when he walks up for cs. Try to encourage your jungler to play aggressive and get good wards in enemy jungle. Roam only when needed and punish kass as much as possible. If played correctly once you both hit 6, he still shouldn't be as much of a problem but if out of control you NEED help. I suggest banning him
Katarina
Katarina is a deadly champion that thrives on levels to win. Your advantages is level 1-3 respectively were as most melee matchups you run them under tower as fast as possible. Auto them to death under turret. Stay away from the blades on the ground and you should have a pretty smooth time against her. After she casts her Shunpo, even when picking up dagger it has a small cooldown early levels of almost an entire second. Use ur charm for this time frame and you can win pretty easy. At level 6 she will try to roam so always make sure she is pushed under and look for your own roams.
Kayle
Kayle is treated as a melee laner until 6. So just like most advice towards melee matchups, poke her down, get her under her turret and only q when she is going for minions. Pressure with charm but never actually use it. Super easily gankable. Only issue she has pretty good long range damage with her q e combo for pokes. But with good jungle pressure you can shut her down early. Look for roams whenever you want.
LeBlanc
Leblanc is crippled by her linear engage with W. You outpoke Leblanc very easily if she cant get her full combo on you. Play this like any mid range mage were you can Q her out of lane. If she tries to engage with w have charm ready, she can also sit behind minions and try to auto with W. At level 6 you should watch for her all in and you look to outplay with your mobility against hers. You push lanes VERY fast so you can push her in and roam if you want. You win both in and out of lane as a better assassin.
Lissandra
Lissandra is a pretty well balanced laner. You need to watch out for her easy setup ganks. Junglers will more than likely hover this lane. Her early mana costs put her at a disadvantage so play for early, Shove ur lane and roam with jungler. Careful mostly for 6 due to the fact she can have like a 3 second CC Chain. Use E on her E and she is pretty stuck.
Lux
This lane is probably one of the most boring lanes you'll get as Ahri, She is almost unkillable until you get a jungler gank or if she oversteps her boundaries. Play the lane super regular and try to shove it out to roam around. If not look to kill at 6, and just patiently dodge her e's and you will eventually win the lane by urself.
Malzahar
The Malz lane is pretty straight forward. You can try to poke him out after you get your mana item. Other than that just match his pushing power with yours. Farm his cs and wait till you can roam at 6. Be cautious in this lane for ganks and try not to blow ult/flash unnecessarily. Wont be able to kill unless you get good damage from him being too aggressive. If you can get jungle gank a gook way to get him without realizing his ur ult proccing his shield as ur charming.
Neeko
Neeko is just Ahri with less mobility. Watch for her root and lane and you should naturally be able to out damage her. Should try to wait to fight after 6, were you can setup easy ganks with jungler. But after 6 you completely out move her and this lets you have room for big outplays. Her poke can be kind of nasty though so do watch for that
Orianna
In my opinion the Orianna lane is less favored for you. She out ranges you pre 6 and can easily poke you out of lane if she has a good lock on your movement. Try to mix up a lot of your movement options and throw q's in when possible. Try not to get pushed under tower because that's when she is most effective against you. Look for kills after 6 were you can answer back with your own mobility.
Lucian
Lucian is a hyper aggressive mid laner, just sit back until you can get ur armguard. You might want to run double armor. But after this and at 6 you start out trading him, Look for jungle help and if you can find a charm on him. All in.
Tristana
Same goes for lucian. Hyper aggressive but just like any other adc mid laner. Sit back and wait for armguard and hit level 6 you most likely out damage them due to you being an assassin and them being a adc. Be cautious of her flashing over ur charm. Look for charms only during her W.
Qiyana
Qiyana is a very scary laner. If she gets even the slightest lead she can push it miles with her high burst. Don't be afraid though your best ability to win this is to bully her pre 6. Pushing her under tower and harassing her. When she dashes at all you can charm and it will stop her in her tracks. Careful of 6 due to her ability to 1 shot. It's still able to be beaten but you need distance, and playing around your dash. Try to get early wards in jungle to ensure that you can't be ganked due to her instant CC capabilities. Pick up armguard early.
Rumble
Rumble is one of the terrors of Ahri. His natural tankiness mixed with his shield allows almost all autos and poke to be negated against him. You MUST keep your distance against him even when charmed due to the spacing of his firebreath. If possible try to play safe until your mana item were you can nonstop poke him after and win. But if he gets ahead early you might as well just match his push and roam around. Most rumbles try to look for a push into a jungler invade or gank. Play the lane safe, try to get a jungler in contact but its not needed. Hide urself under tower until you can win the duels if not just roam around like usual.
Ryze
Ryze is mostly a skill matchup like the terror Anivia. Only difference is he can out damage you very quickly in fights and you need to be careful when taking these trades. Hiding behind minions works for the most part, but your power spike when fighting him is before his tear. And lvl 6 due to ur mobility. If possible try to poke him out in lane while last hitting, and you can easily out roam him. If he carries cleanse just play for other lanes. But if he carries tp/ignite you may try to take favorable fights. (If landed charm or such)
Swain
Swain isn't too much of an issue. Watch out for his e's and you should mostly win the lane. He is a slower champion then most and has no real mobility so Ahri is a natural predator against him. You can easily take trades pre 6 or after 6. This is mostly just a standard matchup of skill were you push him in. Deny him cs and try to look around the map for pressure.
Sylas
Sylas due to his recent nerfs of armor. But buffs of MR allow Ahri to actually do better against him then most. One big thing to mention is that his dash into chain can be canceled mid air of chain due to charm. Its just like Leblanc so time it well. Other than that he is very easy harassable and you can get him into turret quite fast and auto him out of lane. Watch out for his lvl 6 against you. If he takes ur ult and he uses it even once. Don't try to out play him just ult away and try again later.
Syndra
Syndra has always been a rough matchup, what she lacks in mobility she makes up for in damage. Try to get lvl 2 faster than her in this lane by shoving wave and weaving her q's out of minions. If you can succeed and get early trades with pressure of charm or landing it, roll with ur advantage and go for an early kill. If not you may have to play the lane very safe until a jungler can come due to her naturally pushing the lane. I suggest Negatron TECH into this matchup or even Merc treads. It will go wonders
Talon
Talon isn't much of an issue. Poke him out with W's and Q's try to save charm for all ins or if he is looking to Q you. Pick up armguard early or even go double armor runes. Keep autoing nonstop and you shall win naturally. Ward the rivers and call MIA.s
Twisted Fate
So in this matchup, you need to be pushing TF out while also trying to get poke on him. He is a slippery snake but almost all his trades is from auto attacks. This makes his attack pattern predictable were you can look for an easy charm. Or even just auto him with walking up with w should add easy electrocute damage. I only ask you made need to run cleanse in this lane due to the nonstop jungler support he may obtain through his automatic CC. Watch for any obvious jungle ganks. Keep him nonstop pushed in so he cant look for any ultimate's at lvl 6. And most important if it looks like he might ult you can push him into turret and if he walks away, start prep walking towards a lane.
Veigar
Veigar is a pretty simplistic matchup. He can't really trade into you other than with his Q. So push him under turret and try not to get caught off-guard by his cage. He will try to setup easy ganks, which can be avoided. You out damage him almost every stage of the lane even at 6. Your roaming is also a lot better and you should mostly have control over him at all parts. Try to look to either roam or shut him down with ganks.
Vel'Koz
Vel'koz is only really hard if you let Vel have his way. Try to stay within minions so he cant snipe with his q. But not close enough to were his knock-up is instant and he can get free passive off you with E, W combo. At 6 his mobility is crazy terrible so you can have a jungler come in for a guarantee kill if you are having it rough. Other than that his push is pretty weak early and you can try to push him into turret if you feel like it. Fighting for early control with your jungler will help push advantages. Looking for roams is the easiest and safest way out of this lane.
Viktor
Viktor I say the only issue you have against him, is the scaling of the champion. He reminds me of a tiny off breed of Kassadin, due to the fact if he is fed enough he will one shot your team. Try to take early trades with him before he has his upgraded ability. You will have your passive Q to heal up, as long as you have your mana item this is almost free trades. Try to call in your jungler for an easy 6 gank, if not push him out of lane and roam. Also his attack patterns will be obvious due to Q forcing him to auto you after, so save your charm and get him then. Don't be afraid to take some damage for the value of trades.
Vladimir
Vlad honestly is not as scary as everyone turns him out to be, unless you yourself make him scary. Do NOT let this guy free farm. Treat him like a melee ad player and take almost every trade possible, be autoing him early game with q's your healing will beat his in lane. And best part if you have your mana item you will double his damage due to your ability output compared to his because of the CD difference. When he has passive Q More than likely he will look to instantly Q you for the extra poke, try to save your e for this moment. The more you make him pool the more you are winning lane. And remember Ignite is your best friends in this matchup, you can almost guarentee all ins at lvl 4, 6-11. Due to the fact if you have him at 60-70% hp. You land a nice charm into ult q w ignite. He will be dead if he pools. Do NOT be afraid of him in lane.
Xerath
So in this lane versus Xerath you cannot let Xer have his way. If you stay back and try to play the lane regular he will shove you in and poke you under turret without any repercussions. So for this one try to take any trades that look healthy. And you need to have the fancy feet because dodging will be the best way to win. You can also all in at 6 to beat him if he is overextended. His range will be the mountain that you either climb or die on in this lane. Ask for jungle assistance.
Yasuo
Yasuo matchup is like the Fizz matchup, its nearly impossible except for Yasuo its more of a mental block. If your able to bait out Yasuo wind wall the champions isn't that good against you, but early lane his passive allows himself to stay in lane and naturally farm for boots/attack speed were the lane slowly gets harder. I very hard suggest jungler support in this matchup, look for charm when he is dashing through minions and try to throw it out at either erratic times, or point blank in his face. A big secret though is he CANNOT w while he is animation for his tornado q. This is the safest time to land a charm, BUT this is also a double edged sword because if you miss, you could die. Probably look for armguard TECH and roaming around map. And double armor runes.
Zed
It's talked nonstop that the zed matchup is a natural counter to Ahri. I don't believe this is the case. So like any other melee ad's play it like he is a talon. Push them into turret, harrass them out of lane but the only difference with zed is hold charm unless you know he hasn't used shadow or its on CD. also if he ults you can charm him out of ult or just ult away. If needed rush an armguard TECH. Or even Ninja Tabis. Double armor too. Don't be afraid to take trades with W / Q and him using all his abilities. Because you can just auto him and he can't auto you.
Ziggs
Ziggs skill shots are very predictable so you have to be a little more light foot for this matchup. Try to not sit on top of minions. Try to get into a halfway point of Ziggs so you can get a nice charm. He is pretty dead if you get a charm off, especially past 6. Look for all ins or even jungle assistance due to his low mobility.
Zoe
Zoe is one of the harder matchups for Ahri. I suggest taking mercs into her or even double MR. Try to just play the lane slow and figure her movement patterns. If she ults you can guarantee a charm off. Other than that play behind minions and trade with Q's. Whoever lands the CC first will die.
About me!
Sup friends, My names Ambitieux, or Ambi. I'm a High GrandMaster Ahri OTP. I've been playing since season 2, I usually have a positive mindset and a good time play. I've peaked out at around 689 LP GrandMasters in NA. I'm also a Twitch streamer and do that on the daily, showing my adventures in ranked while having a good time. If you guys want to catch me or ask any questions, don't be afraid to do so in any form below.
Why Ahri?
Honestly, I remember starting to play Ahri Because back in season 5 When Deathfire Grasp was still in the game, Ahri was beyond broken to the point you just need to Spirit Rush into Fox-Fire And they just die. Plus one of my buddies played only Ahri and after awhile she kinda grew on me. I truly picked her up in season 7/8 when I finally came back into playing ranked and after being gone for so long and still having to be Diamond. The safe playstyle ended up being super fun and enjoyable. It allowed me to interact while streaming and not get punished, plus lets be honest Who cant resist her charm.
Socials!
Pre-Game
SUMMONER SPELLS -
FLASH: Flash is the most standard and safest rune to date in League. You will need this for either offensive or defensive purposes. Can also make flashy plays with it, I don't suggest not using it.
IGNITE: Ignite in this case is almost a need for Ahri Specifically, she doesn't have the best kill pressure early and this allows her to not only confirm kills but adds lots of pressure too. With this up its almost a guaranteed kill once you turn 6 and can land ur full combo.
CLEANSE: Cleanse is truly only needed in defensive matchups against heavy CC laners. like Twisted Fate accompanied by Elise Jungle, or of the works. For more info check back up at the top and under the notes for summoner spells.
Runes
Welcome to the new season everyone! I hope season 12 is treating everyone fairly. I've had a good time and a TON of success with these runes. The reason I run Electrocute Over other runes like Glacial Augment Is due to the recent changes to said other runes. EX. Glacial Augment I do believe that Electrocute right now is the most consistent and does the most optimal damage considering Ahri's easy bake combos she has built in. (See later at tips n tricks for more info).
Within the rune tree's that we already picked. I always prefer one that can give me some mana to help alleviate some of the early game hurt from Ahri and for that reason is why I pick up Manaflow Band allowing me some extra mana for the early game for an easier time. For my next set of reasons why I now official run Transcendence over the old Corrupting Potion Build is because the new change of ability haste. For those who don't know ability haste now is linear rather than exponential. Meaning that it will have even scaling throughout the game, but the downside is that it punishes you for buying more haste than the needed amount. Which is why I believe currently that having that small amount of haste will help with the game. Also the fact the build doesn't call for a lot of haste.
Switch Tenacity and Slow Resist for Shield if needed. Or double up in bad matchups. If ur wondering why Attack Speed. Its easier to poke early game against melees, and easier csing.
Team comp
Jungle
Synergy
Very ideal. Nice lockdown with good diving position not only in your lane but others. Very nice with counter ganking and staying relevant.
Top
Synergy
Able to be a very strong front liner, while still having the CC capabilities of a support, able to lock down and make picks and play exactly how Ahri wants to play.
Support
Synergy
Able to make quick picks, and play around the map with Ahri very deadly combo.
Why are these champions good?
-Any champion on a team paired with Ahri Can be good it's just what you make of it. Realistically you don't need to have the most CC in the game to have good synergy, but anything that is allowed to roam with her and play with her Charm while inside bushes is always a bonus. Champions like the one above are just very acceptable picks.
Champion
Pros
+ Very good blind pick. + Very safe Laner. + Lots of mobility options. + Ok waveclear. + Safe kill options. + If no items, still good at picking. + Very snowbally + Good roaming capabilities.
Ahri has some very unique and well known positives. She is a very safe laner, she usually is a very safe pick. Overall is a low risk low reward champion compared to the rest of the cast. She excels almost all around as a mage/assassin type champion. She has GREAT movement options from the new buffs with Fox-Fire and her old but reliable Spirit Rush allowing her to be a force to reckon with. This being said, she can snowball quite hard if given the opportunity but is a fairly hard champion to master.
Cons
- Not too many GREAT matchups. - Weak early. - Skill shot dependent. - Can get shutdown easily - Can get poked out easily. - Weak early wave clear. (Can't clear casters till lvl 9)
Although is very well rounded, that means she has some very hard losing matchups. Due to her being so well rounded she also doesn't extremely excel anywhere, this being said her damage is quite low compared to others. She has a high skill ceiling due to her reliance on skill shots, mostly Charm. And will be a waste of time if resources are spent into her, and she ends up not being able to perform. Her ability to not clear Caster minion Pre lvl 5 Orb of Deception or level 9 champion level. She is quite weak to start off the match. And can be quite easy to overlook.
Abilities
THIS PORTION IS FOR PLAYERS WHO DON'T KNOW AHRI'S ABILITIES AT ALL. THIS IS JUST HER BASIC SET OF ABILITIES NOTHING SPECIAL HERE.
Essence Theft (Passive)
INNATE: Whenever Ahri hits an enemy with one of her abilities, she gains a stack of Essence Theft, and can gain up to 3 stacks per ability cast.
Upon reaching 9 stacks, Ahri's next ability Heal power 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
ACTIVE: 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.
ACTIVE: Ahri gains 40% bonus movement speed that decays over 1.5 seconds and summons three spectral 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 low-health minions that can be killed with Fox-Fire, and then the target of Ahri's last basic attack within 3 seconds.
ACTIVE: Ahri blows a kiss in the target direction that deals magic damage to the first enemy hit, Knockdown icon knocking them down and Charm icon charming and Slow icon slowing them by 65%.
An enemy hit by Charm is rendered vulnerable for 3 seconds, taking 20% bonus damage from Ahri's abilities.
ACTIVE: 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 at a 1 second static cooldown between casts within 10 seconds of the activation at no additional cost.
RECAST: Ahri Dashes, mimicking the first cast's effects.
Tips n Tricks.
To start off, Ahri can animation cancel a LOT of her abilities with Flash, it's a very commonly used trick within lots of champions to cancel animations during ur flash to get abilities out quicker. Some abilities of Ahri being Orb of Deception. This ability you can Quickly tap Q, use Flash and it should cancel the animation as you are flashing to ur target location.
With this in mind another very popular string of animation cancel that is vital to Ahri is the Charm Flash. It works the exact same way as Orb of Deception, but in this case we are just substituting it with Charm.
So the combo usually goes: Charm + Flash
Another tip is not wasting time with Fox-Fire animation. Although It's very fast it can easily be canceled with Spirit Rush. This being said you can hit both at the same time if you are looking to all in an enemy. If not I suggest waiting to use Spirit Rush for crucial moments when you need to escape danger.
A very big tip for inspiring new Ahri players is to not waste ur mana spamming ur Orb of Deception in lane. Instead opt for walking up for an Auto Attack and IMMEDIETELY use ur Fox-Fire With another Auto Attack Resulting in a very quick but effective combo that procs ur Electrocute This combo only costs 40 Mana and allows you to reposition urself closer to the enemy for more auto attacks. This will allow you to save mana in lane while still providing tons of pressure.
Another useful tip of Ahri is something I like to teach when vod reviewing which is to stop wasting ur time casting abilities. In the early game you instead of casting your Orb of Deception you can replace it with just a regular Auto Attack. and following with Fox-Fire to follow them to make sure they don't reach outside of ur range for either another Auto Attack or a quick Orb of Deception for a max range ability, thus getting the maximum amount of damage out.
(This is easier explained in a small lesson if you are curious about it. Refer to my stream Details above or Below.)
In Game
VERY IMPORTANT DONT SKIP OVER. THIS NEXT PART WILL BE A GIANT WALL DUMP OF STATS AND GOLD PRICES FOR EVERY ITEM + 1 FOR AHRI. SO IT WILL BE MYTHIC + WHATEVER ITEM THAT IS META FOR AHRI I DID THE MATH HERE SO YOU DON'T HAVE TO AT HOME UR WELCOME.
I know this is a wall of text that might not make sense. It's categorized at the top what the target damage is of the person. (Average character at that time((Not specific to mages)) and the gold values after each item. With damage total's at the bottom. The only rune that is stacked for these damage charts is Gathering Storm And had no other amplifiers. The combo for each one of these damage formulas is as followed. Charm-> Orb of Deception-> Fox-Fire-> One Auto Attack Some of these numbers might be tiny bit biased towards % hp like Liandry's Torment and Shadowflame so please keep that in mind. If you have any questions comments or concerns please divert ur attention to the comment section. I will try my best to get to you.
Gameplay Early game
Boys the plan is simple. If you truly want to play Ahri the most optimal, it's mostly just a waiting game and winning small trades in lane. Your biggest ally in this game is teamwork with your other laners and jungler. Being able to sit back and poke with Orb of Deception Before I'd say you can float by with Corrupting Potion But recently I've opted out of using that. Instead we have a more traditional aggressive style playing were you want to push up for ward vision in enemy jungle for possible raptors or even blue buff. And looking to rotate on the scuttle early for team advantage. Focusing on small auto attack trades and using Fox-Fire quick damage and movement speed should allow you to proc Electrocute more often, But you shouldn't look for trades if Electrocute isn't up. Pre 6 you mostly want to sit as close as you can to your turret if you aren't trying to deny them any cs. But after level 6. I know this contradicts the previous statement but choosing when to stay back and when to push up will save your life in the lane. Id say levels 1-2 push in for a ward. Scan the map to make sure ur not getting ganked. And play it kinda by ear. If you feel the need to sit at tower because of enemy laners damage or aggression. Or if it's a ganking jungler. Go for it. Later on Spirit Rush Should be able to get you out of any gank and or jam that you should come into. This being said after level 6 you should look for any and all opportunity to roam in between the cannon minion wave spawns. Some call this a cheater recall or roam due to the fact you don't lose much when doing it because It's due to the fact that cannons don't die as fast, allowing you to be able to either reset to get more items, or gank a lane and come back to ur lane before the wave completely crashes into your turret. And these cannons only spawn at the beginning of the game they spawn every 3rd rotation of new minions. Until 25 min where they spawn every 2nd rotation of new minions. Ahri excels at being able to pick off enemy champs at any point in the game with Charm. Although her damage is quite weak early game if you are followed up by any ally you can get some pretty cheeky early kills. This being said the movement speed from Fox-Fire Allow for some pretty sick roams. I personally spam it when not in lane for the extra MS. But that is just me, if you are sorta mid late, the extra MS from Lich Bane is quite nice and you'll notice quite the difference. (Plus it helps if you cant land abilities like me). And ur ability to all in with Spirit Rush Allows you to slip behind enemy lines for ganks under turret. Or travel through enemy jungle without being scared.
Strategy
As mentioned previously in the gameplay. The major strategy's of Ahri are to get picks as much as possible. This being said, Control Ward Is of most importance especially in the early game, with the bushes in the river bed of both sides of the map having major map presence. Putting a Control Ward there early will get you some good information. Following that a big early game strategy that will help boost your chances of winning, is allowing your jungle to get ahead early by killing the Rift Scuttler That spawns at 3:15. This is a very important time so you should start using Orb of Deception To push in the lane beforehand. Preferably around 3:00. The most optimal pathing is to be able to push in your opponent before this time to get an early ward down in the enemy jungle. This will allow you to see the enemy jungler before they see you (I've also marked some locations in Green where good ward placements are). Allowing you to get the jump on them with Charm and hopefully a clean kill. This strategy alone should be able to boost your chances of winning, and if you can keep getting good ward coverage in the enemys jungle. It will almost eliminate any possibility of you not only being surprised by a gank, but other lanes being ganked as well due to the extra information you get from this. My personal suggestion is having bot river/jungle warded so that you can always look for roams into the bot lane whenever Spirit Rush is up. While running in-between lanes, don't be afraid to use Fox-Fire for the extra MS. If you are able to have pressure on both lanes, this will allow for ease of access into Drake. A key component into winning the game. Another very good strategy is being able to capitalize on non crucial moments. It's always important to keep CSing no matter what time in the game. When lane phase is over, look for side lanes that you can keep csing to relieve pressure, but if there is big objectives up like. Drake or Baron Nashor Then try not to side line, or stay in the lane with the objective in it.. Looking for good control wards in enemy bushes and sitting and cramming yourself into awkward spots that the enemy wouldn't think ud be in. Is a good way to surprise them with a Charm One shot kill! :D
Gameplay Late game.
This may seem like a combination of Strategy. It's because it is, BUT Strategy is only on paper should be executed, but can't always be a sure fire thing. But what should ALWAYS be looked for in a late game Ahri No matter how fed or not fed you are, is the ability to pick off an enemy player. If you are playing alone and are fed enough, you can easily kill of a member of the enemy team if you are waiting for them to side lane, or even just in a very strange spot that you shouldn't be. Due to ur ability to leave at any moment with Spirit Rush. This being said, the most common spots to lay in are paths to important objectives. Like Drake, And Baron Nashor. This being said in the late game make sure you always have a Control Ward Ready and always able to be in a spot to pick off the enemy jungler. Allowing you to then proceed to take major objectives.Never forget your origins though, although you may be able to play very stealthy in bushes, that isn't your only strength. Even in common team fights you are able to quickly Flash your way in with a Charm animation cancel, (as mentioned in Tips n Tricks.) And turn the tides of team fights with quick reactions and out maneuvering. Never be afraid to dive deep into fights due to your high mobility.
Conclusion
I hope everyone got a better understanding of Ahri Today reading my guide. This was my first ever guide and I'm looking forward to releasing one as soon as the new season comes out and the dust settles. If I'm missing anything and you have any questions, Please don't be afraid to comment below! Afterall we only have around 20 days until ranked ends and I hope I can help as many Ahri Players as possible. I stream everyday at 8PM PST. Except for Thursdays. At Twitch.tv/Ambitieux. Make sure to come by and say Hello if you saw this guide. 'Im more than willing to answer questions there as well. :D
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