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Runes: Domination/Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Akali
Akali is a decent counter aswell.Especially after her W changes with that blink it is so easy to dodge charm.She has insane burst sustain with gunblade and passive which kinda problematic for Ahri since she doesn't want to all in without poking her target a little bit and most importantly Akali is one of the few champs who can keep up with ahri's mobility.I always pick Akali and destroy Ahri if the enemy picks her before.
Evelynn
This is a great synergy. The double charm is OP and when the enemy midlaner gets ganked they have no choice but to watch themselves slowly die to the charming duo. They have a pretty high 57% wr when on the same team too.
Evelynn
This is a great synergy. The double charm is OP and when the enemy midlaner gets ganked they have no choice but to watch themselves slowly die to the charming duo. They have a pretty high 57% wr when on the same team too.
Champion Build Guide



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Hello ! I'm undeadsoldiers and this is my ![]() ![]() |
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If you enjoyed my guide make sure to check out others I've made: -In-Depth Veigar Guide -In-Depth MF Guide -In-Depth Ekko Guide -In-Depth Morgana Guide |



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+ Abilities Synergize
+ High Outplay Potential + Good Poke in Lane + Decently Mobile + High Damage ![]() ![]() ![]() |
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- Squishy
- Skillshots - No Escape - High CD for laning-phase - Relies On Ult
As per all champions she does have her cons too. She is squishy early game so watch out for ganks and ward in the river bush + sides of the lane bush. She mostly relies on skillshots and if you don't have good aim have fun with the practise tool. Her cooldowns are mostly 7-12 seconds so you will need to use them carefully in levels 1-6. Overall the cons aren't that bad and many other champions have them so it's really a matter of skill and you should be able to gain it after playing her for some time.
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To accomplish Ahri's main goal, the best keystone is Electrocute in the domination tree, since it gives some nice burst to go along with a typical combo, even if you miss something like I always do (it's lag, I swear). Also, the domination tree in general gives some nice AP, that's always good and is better on Ahri than the other bonuses (HP and AS).
It's really easy to proc in lane: you can just Auto + W (which will auto target the attacked enemy) + Q/Auto / Auto + W + Auto / Auto+ Q + Auto / E + Q + W (this one will take a lot of mana though) / etc. |
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For the first row, the choice is usually between ![]() ![]() ![]() ![]() |
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Since, as we said, Ahri is so reliant on her ultimate to make plays, the obvious choice is ![]() |
The other options can also be good, though, depending on playstyles:
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Another option, if you really value the laning phase, is to take ![]() ![]() ![]() |

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Whenever Ahri lands 2 ability hits against a champion within 1.5 seconds, she gains 20% bonus movement speed for 3 seconds. This rune works well with ![]() |
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![]() The AS is nice for lasthitting. ![]() ![]() ![]() ![]() ![]() |
![]() The second row is useless for Ahri, as even more AS is wasted ( ![]() ![]() ![]() ![]() ![]() |
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![]() The other runes can't really be used by Ahri. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Pros and Cons of each secondary rune are explained in the main tree section.
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![]() Whenever Ahri's spells hit a champion 2 times within a short period, she briefly gains movement speed. |
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COST: 65/70/75/80/85 RANGE: 880 DAMAGE: 40/65/90/115/140 (+35% Ability Power) |
![]() Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back. After earning several spell hits, Ahri's next orb hits will restore her health. This is the ability you will be using the most. This is ![]() |
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COST: 40 RANGE: 700 DAMAGE: 40/65/90/115/140 (+30% Ability Power) |
![]() Ahri releases three fox-fires, that lock onto and attack nearby enemies. Fox-fire prioritizes champions recently hit by Charm, then enemies Ahri recently attacked.If Fox-fire cannot find a priority target, it targets champions over the nearest enemy if possible. This is mostly used in combos with ![]() |
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COST: 70 RANGE: 975 DAMAGE: 60/90/120/150/180 (+40% Ability Power) CHARM: 1.4/1.55/1.7/1.85/2 second(s) |
![]() Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her and take more damage from her abilities. Use this carefully in lane since it does not go through minions, it can only hit a single unit when casted. You will be using this in combos and to pick enemies in teamfights. |
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COST: 100 RANGE: 450 DAMAGE: 60/90/120 (+35% Ability Power) |
![]() Ahri dashes forward and fires essence bolts, damaging nearby enemies. Spirit Rush can be cast up to three times before going on cooldown. How I usually use her R is: dash towards them one time, W, second time, E, third time, Q and if needed ![]() |
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![]() #1. ![]() 1 / 3 / 5 / 7 / 9 #2. ![]() 2 / 8 / 10 / 12 / 13 #3. ![]() 6 / 11 / 16 #4. ![]() 4 / 14 / 15 / 17 / 18 |
You deal most of your damage with Q:![]() ![]() Next we max E: ![]() I max W: ![]() Max R: ![]() |

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COST:400 +60 Health +15 Ability Power +5 Mana per 5 seconds Passive: Basic attacks deal an additional 5 physical damage to minions on hit. |
Your starting item should always be a ![]() ![]() ![]() |

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✦ ![]() +80 Ability Power +7% Movement Speed +10% Cooldown Reduction +250 Mana UNIQUE Passive - Spellblade: After using an ability, the next basic attack deals 75% Base Attack Damage (+50% of Ability Power) bonus magic damage on hit (1.5 second cooldown). ![]() -Best choice that takes some skill to maximize the output -Build ![]() ![]() ![]() |
✦ ![]() +80 Ability Power +300 Health UNIQUE Passive - Touch of Death: +15 Magic Penetration UNIQUE Passive - Cursed Strike: Magic damage dealt to champions inflicts them with Grievous Wounds for 3 seconds. ![]() -Most Popular second choice due to overvalue of early pen on a champion with true damage -Build ![]() |
✦ ![]() +75 Ability Power +45 Armor +10% Cooldown Reduction UNIQUE Active - Stasis: Champion becomes invulnerable and untargetable for 2.5 seconds, but is unable to move, attack, cast spells, or use items during this time (120 second cooldown). ![]() ![]() -Personal preference is to never build this item, but in most situations it can help -Build the ![]() |

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For the third item pick up a ![]() ![]() ![]() |

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Fourth Item if following Deathcap should always be a ![]() ![]() |
Morellonomicon - My choice usually
Zhonyas Hourglass - Heavy AD matchups or Karthus Spellbinder - Raw AP to get the job done, push and win with this and Lich. Void Staff - If Morellos was built instead |

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Turrets have 1095 sight range, 775 attack range and deal physical damage. They grant their team true sight, allowing it to see all traps and stealth units within their vision range. There are four kind of turrets depending on their location: Nexus towers: Located in front of the nexus, there are two of them. Inhibitor towers: Located in front of each inhibitor, guarding the entrances to the base. Inner towers: Located in front of the inhibitor towers. Outer towers: Located in front of the inner towers. Towers can only be targeted and damaged if they are the first structure standing in their lane. Turrets located behind the first standing structure are invulnerable and untargetable until the first one is destroyed. Inner towers only become vulnerable when their outer tower is destroyed, and inhibitor towers only become vulnerable when their inner tower is destroyed. Nexus turrets are invulnerable and untargetable until one inhibitor is destroyed. If a turret is destroyed while one of its shots is in mid-flight, that shot will not deal damage. Turret shots travel at a speed of 1200. Make sure to last-hit a turret as it will grant you 400 gold which can put you at a big advantage if you spend it right. It will also be beneficial for your team as they will gain some gold too. Getting a first turret might relieve the pressure off of your teammates, but it will transfer it to you, as you will be targeted more. However do not pass an opportunity to get first turret blood, it is just too big of a bonus to miss ! |
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PLATING: Outer turrets begin the game with five temporary plates. A plate is broken for each 1000 damage dealt to the turret. (Plates don't have health of their own.)
PLATE STRENGTH: Turret plating grants 40 armor and magic resist at game start PLATE BREAKING: Dealing 1000 damage to an outer turret also causes a plate to break, granting 160 gold (divided among nearby champions) and increasing the turret's armor and magic resist by 30 until turret plating falls off BULWARK For 20 seconds after a plate is destroyed, the turret also gains Bulwark, granting an additional 25 armor and magic resist for each nearby enemy champion past the first. Multiple instances of Bulwark stack if multiple plates are destroyed within a 20 second window. FALLOFF: Turret plating falls off at 14:00, causing outer turrets to lose ALL armor and magic resist and making unclaimed plating gold permanently inaccessible |
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First Turret Bonus:
FIRST BRICK: 300 gold ⇒ 150 gold (reduced to accommodate turret plating gold)
Outer Turrets:
HEALTH: 3800 ⇒ 5000
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 180 at 7:30 ⇒ 278 at 15:00
ARMOR & MAGIC RESIST: 55 ⇒ 0 (replaced by turret plating)
ARMOR & MAGIC RESIST SCALING: +1 per minute ⇒ 0 (replaced by turret plating)
GLOBAL GOLD 50 (unchanged)
Inner Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 100 ⇒ 50
Inhibitor Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 250 at 28:00 ⇒ 305 at 18:00
GLOBAL GOLD: 150 ⇒ 50
Nexus Turrets:
AD SCALING: 4 per minute ⇒ 9 per minute
AD CAP: 230 at 28:00 ⇒ 285 at 18:00
GLOBAL GOLD: 75 ⇒ 50

Dragons, also known as drakes, are powerful monsters that can be found in Summoner's Rift. Their camp is located in the river alcove on the lower right side of the battlefield. There are five types of dragons:
The first four types are globally known as Elemental Drakes, which, when killed, permanently grant a Dragon Slayer buff Dragon Slayer stack, granting various effect based on the dragon killed. No more than one dragon can be present at the same time in the battlefield, but several different dragons can spawn at different times throughout the game. The Elder DragonSquare Elder Dragon grants a temporary buff called Aspect of the Dragon buff Aspect of the Dragon. Elder Dragons beyond the first for the same team grant Aspect of the Dragon buff Empowered Aspect of the Dragon, which is twice as effective and lasts twice as long. All dragons are between levels 6 to 18 and all of their attacks are ranged. Try to get them when: a) Bot Lane has just died and your jungler is in range; b)enemy jungler has died and it's not warded so you can try to sneak it, taking only the support to help. |


![]() ![]() ![]() Soloing ![]() ![]() ![]() ![]() ![]() ![]() ![]() Killing ![]() Try to get Baron once most of the enemy team is dead or when the jungler is dead, but beware of the rest of the team trying to steal it. Watch out if it is warded. Remember to always tell your jungler to ward Baron or even go ward it yourself, and if you do not succeed at stealing it try to kill the enemy team as fast as you can so they lose the buffs. |
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Try to position yourself well in teamfights.


Targets who are less mobile or who are sensitive to CC are the best ones since they're basically a free kill for you.

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Traditionally Swain is regarded as her best counter while Vladimir also makes her unable to do much. Vladimir and Kass outscale her like crazy. He'll dodge your skillshots with W while outdamaging and outhealing you and he clears waves well so you can't just push and roam. All you have to do is not feed and farm well and you won the lane. |
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Assassins such as Talon and Fizz can do a lot of burst damage to you and the way you use charm is crucial for deciding whether you win or lose lane. |
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Zed pokes very hard but he's probably the most predicable assassin among all of those. Again, it's crucial to land charm if he death marks you. He's tough because of his lack of mana costs, strong push and poke, and the threat of an all in. |
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Yasuo though... Just ban him. Don't give yourself a headache. His kit is made to counter most mages and even melees can't handle his poke and all-in. |
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Obvious ones are already mentioned so I think Akali is a decent counter aswell.Especially after her W changes with that blink it is so easy to dodge charm.She has insane burst sustain with gunblade and passive which kinda problematic for Ahri since she doesn't want to all in without poking her target a little bit and most importantly Akali is one of the few champs who can keep up with ahri's mobility.I always pick Akali and destroy Ahri if the enemy picks her before. |
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Anivia is an awful match-up as well since she doesn't die with her passive and if she ever lands that Q on you it's almost over, her waveclear post 6 is just stupid. Try to position well and don't over extend. If you know her passive is up try to pop it as soon as possible, before an all-in. |
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Annie is a low skill champion that can stomp a lane. She can deny your ulti with her stun. She is a danger to you. If you don't rush a banshees she can just Flash>stun>ult and kill you and snowball after. |
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Don't be fooled by her mobility. As with most assassins the charm is crucial. It can decide everything, whether you die, or they. Play safe and look for possible engages with charm. If you miss it back off so you don't get punished. When she ults make sure to instantly CC her. |
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She's a pain in the *** if she lands her combo, but with your high damage you should be able to just pop her since she is squishy. |
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He can use W when you ult to stun you while you dash so be vary of it. |
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He is a mechanical nightmare and I haven't seen a lot of people truly master him. If you're better at your champion than he is at his it should be okay. Other than that you should avoid his free damage from the sand clones via AA. |

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Make Sure To Check Out My Other Guides :
-In-Depth Veigar Guide
-In-Depth MF Guide
-In-Depth Ekko Guide
-In-Depth Morgana Guide

11/9/18Published Guide
23/9/18Added Vladimir to counter page
18/10/18Teamfight Section Edited
31/10/18Added Counter Explanation to 'vs. champions' section
4/11/18Changed Champion Desc Arcade Ahri Pic to KDA Ahri
7/11/18Adjusted the Inspiration Section In 'Runes' Due To

19/11/18Added New Synergies and Counters
20/11/18Added New Runes
21/11/18Adjusted To New Turrets
30/11/18Rehauled the Guide (Updated Matchups, Items and Gameplay + Added New Headers and Small Details)
7/12/18Edited



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