This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Recommended Items
Runes: Utility: Glacial
+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Ignite
Items
Threats & Synergies
Caitlyn
Cait has good range and her traps can make playing in bushes less convenient. Her kiting is also an issue.
Ashe
Ashe's slow has been a great synergy with hitting E and/or finishing a burst kill. Ashe's arrow is also useful in setting up kills. As Ahri can be a high damage support with minimal utility, having an ADC with some utility in cc is useful to avoid being caught out or punished for messing up aggressive early plays. It also allows for more variety in all-ins.
Ashe
Ashe's slow has been a great synergy with hitting E and/or finishing a burst kill. Ashe's arrow is also useful in setting up kills. As Ahri can be a high damage support with minimal utility, having an ADC with some utility in cc is useful to avoid being caught out or punished for messing up aggressive early plays. It also allows for more variety in all-ins.
Champion Build Guide
I will add a discussion of items you should and should not consider as I test them out.
Item build and runes will still be the same. Rell and Seraphine are annoying match-ups but are do-able. I will be updating when I have more to add to this season as we get more changes in 11.5
Overall, your build will remain almost the same. Build ability haste instead of cdr and damage. Ludens isn't recommended since it will decrease your potential utility for your team. Rabadon isn't recommended early either. Everfrost, dark seal, horizon focus, banshee's, lich bane, cosmic drive, oblivion orb, etc.
New skin to be added after 10.21, likely in 10.21 on October 28
10.21 lane match-up changes to be added
In 10.20, Varus and Braum recieved buffs so don't be surprised if you see more of them in lane. Lulu has recieved a nerf: decrease to her w bonus attack speed.
In 10.18 and 10.19, we received buffs to Ahri that have significantly changed some things you need to keep track of. Her Q healing has been changed to scale with AP and heal off of hits to champions. Her W grants movement speed. Etc.
Overall, Ahri is in a better place as of these changes.
A support is meant to aid the ADC to get them to the item and level advantage to make an impact on the mid to late game. This is done by either protecting the ADC or engaging the enemy to set up kills. Many supports can both protect, engage, or set up kills with hooks or immobilizing abilities.
Ahri will not work in all match-ups but is a good flex pick into certain picks.
I recommend the glacial build if you aren't certain of a strong early lane. Electrocute should be taken for snowball lanes where you essentially become a second solo laner after laning to split push and show up for picks in team fights. If you take Electrocute, you probably want dark seal since you are expecting and need, to a degree, a dominant early game performance.
Ahri can protect her ADC with the high damage pokes not common among some mage supports while also providing (a shorter duration) immobilization and hook like mechanic with her charm. With her R, Ahri can also burst forward to charm as a leona or naut would go in to stun or knock up (without the tankiness). The difference is Ahri support can play ranged and up close to many ADC's and supports early. She is also able to pick up the slack for ADC's having a bad game by taking over the lane.
You will not feed the lane or lose if you play it right
Bush control will be important after level 4 and first back. By keeping control over the bushes, you can catch a few kills with charm.
Be watching the minimap to be ready to roam to mid or help your jungler secure scuttle or drag. Once you are level 6, you can effectively roam.
Be watching top and mid lane this entire time to be ready to rotate lanes later in the game. Ahri can either team fight, roam, or side lane (split push).
Always be mindful of good and bad matchups for Ahri support and only take her in situations where you can win laning phase. By keeping dominance in lane, you will prevent a damage carry in the enemy adc and aid your adc to become that carry while also providing decent damage and utility.
Another strength to Ahri is her mobility with R and safety with charm. As a mid laner, she can split push to apply pressure across the map.
With these picks, you want to land your E so your ADC has windows to poke or all in. With Jhin, cc can be chained with his slowing trap, his W root, and your charm. Since his W is able to root with the enemy being previously hit, Ahri's poke style play is good. Likely, the enemy will have been recently hit by Ahri and there is a free root if Jhin lands his W. This sets up a free Ahri E on a rooted champ and you both can use your high burst damage to quickly kill the enemy.
Draven doesn't have the cc of Jhin but has more early damage. Due to this, if you hit your E, you will chunk the enemy and either force them out of lane to recall, play incredibly passive to avoid losing xp/cs, or they will die from not playing back.
Ahri can also work with ADCs like Ashe with her slow or Tristana with her burst and mobility.
Another good thing is (with a strong laning phase we plan on) each can be effective isolated later in the game.
You must be logged in to comment. Please login or register.