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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction


~~~ONWARD to the guide~~~

Her passive is




"Ahri gains a charge of Essence Theft with each enemy unit hit by any of her spells, with a cap of 3 charges gained per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp." -League of Legends Wikia: Ahri the Nine-Tailed Fox
Ahri's "Q" is
Orb of Deception
Orb of Deception is the primary poking/damage spell for Ahri. It s a boomerang type skill shot and has a relatively low cool down. This ability has incredible synergy with Ahri's passive "
Essence Theft" as it could damage the largest amount of enemies and also does the most damage. You can check to see if you are currently ahead of the game by throwing out
Orb of Deception at a minion wave that has just started entering the lane. if this is done properly while you are ahead of the game, you should instantly kill the three caster minions and drop the other minions relatively low(below 40%).
Do not use this spell continuously in lane, as it can drain your mana very quickly. Be conservative and last hit properly instead of trying to force the opponent out of lane all the time. If you have a
Chalice of Harmony/
Athene's Unholy Grail, you can then start using spells to clear out minions a bit more. Keep in mind that although you may have mana to cast a spell, it is meaningless if the spell is on cooldown when you actually need it.
RANGE: 880
COOLDOWN: 7
COST: 70 / 75 / 80 / 85 / 90 MANA
ACTIVE: 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.
MAGIC DAMAGE/TRUE DAMAGE: 40 / 65 / 90 / 115 / 140 (+ 32.5% AP)
MAX DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 65% AP)




Do not use this spell continuously in lane, as it can drain your mana very quickly. Be conservative and last hit properly instead of trying to force the opponent out of lane all the time. If you have a


RANGE: 880
COOLDOWN: 7
COST: 70 / 75 / 80 / 85 / 90 MANA
ACTIVE: 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.
MAGIC DAMAGE/TRUE DAMAGE: 40 / 65 / 90 / 115 / 140 (+ 32.5% AP)
MAX DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 65% AP)
Ahri's "W" is
Fox-Fire
Fox-Fire is your best source of burst damage and has the lowest cooldown of all of Ahri's abilities. It is most effective when there are three enemies, but can still deal fatal damage even if there is only one.
AFTER PURCHASING A
Rylai's Crystal Scepter,
Fox-Fire becomes one of your most valuable kiting/chasing abilities, as it will target the closest enemy unit closest to you (prioritizing champions).
RANGE: 800
COOLDOWN: 9 / 8 / 7 / 6 / 5
COST: 60 MANA
ACTIVE: Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, each flame will target the closest visible enemy unit to itself, prioritizing champions, and deal magic damage to the target.
MAGIC DAMAGE PER FOX-FIRE: 40 / 65 / 90 / 115 / 140 (+ 40% AP)
MAGIC DAMAGE TO THREE TARGETS: 120 / 195 / 270 / 345 / 420 (+ 120% AP)
Additional fox-fires that hit the same target will only deal 50% damage.
MAGIC DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 80% AP)


AFTER PURCHASING A


RANGE: 800
COOLDOWN: 9 / 8 / 7 / 6 / 5
COST: 60 MANA
ACTIVE: Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, each flame will target the closest visible enemy unit to itself, prioritizing champions, and deal magic damage to the target.
MAGIC DAMAGE PER FOX-FIRE: 40 / 65 / 90 / 115 / 140 (+ 40% AP)
MAGIC DAMAGE TO THREE TARGETS: 120 / 195 / 270 / 345 / 420 (+ 120% AP)
Additional fox-fires that hit the same target will only deal 50% damage.
MAGIC DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 80% AP)
Ahri's "E" is
Charm
Charm is
Ahri's only "Hard" crowd control ability. It is a long range nuke and has a relatively long cool down when compared to her other non-ultimate abilities.
WHEN GETTING GANKED, you should always attempt to keep hold of
Charm and bait them to your turret. Those that are used to playing with/against/as
Ahri will back off. If they don't back off and decide to tower dive you, let them hit you once to set turret aggro on them (if they don't already have the turret aggro), then cast charm to keep them pinned under you turret for maximum damage. When doing this, be sure distance yourself to have enough time to escape(in the case of them not being killed by the turret).
RANGE: 975
COOLDOWN: 12
COST: 50 / 65 / 80 / 95 / 110 MANA
ACTIVE: Ahri blows a kiss that travels in a line in front of her. The first enemy it hits takes magic damage and is charmed, forcing them to walk harmlessly towards Ahri while being slowed by 50% for the duration.
MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 35% AP)
DURATION: 1 / 1.25 / 1.5 / 1.75 / 2



WHEN GETTING GANKED, you should always attempt to keep hold of


RANGE: 975
COOLDOWN: 12
COST: 50 / 65 / 80 / 95 / 110 MANA
ACTIVE: Ahri blows a kiss that travels in a line in front of her. The first enemy it hits takes magic damage and is charmed, forcing them to walk harmlessly towards Ahri while being slowed by 50% for the duration.
MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 35% AP)
DURATION: 1 / 1.25 / 1.5 / 1.75 / 2
Ahri's "R" is
Spirit Rush
Spirit Rush is a long-ranged dash-type ability. It is best to use this ability to chase down opponents or run away from them (this ability has a longer travel distance than
Flash, but a lower cooldown. It is perfectly fine to burn this ability rather than
Flash). This ability can be re-cast two times after the first cast. Each cast can hit up to three targets, meaning that Ahri can proc her passive with just this ability. Spirit Rush can also be used together to start a team fight by combining it with "
Charm" to catch an out-of-position enemy.
When coming in for a gank, you generally want to get behind the enemy, as it gives you more time to deal damage. Save
Charm for when they run past you. Be sure to pay attention to the timer on
Spirit Rush or you may lose your chance to get some extra damage off or escape from a turret/cc ability.
During a team fight, you should wait for your enemy's Attack Damage Carry to expose himself/herself before diving in. when waiting, conserve your spells. It is pivotal that
Ahri will be able to
Charm the opposing Attack Damage Carry.
Keep in mind that this
Spirit Rush is a dash, not a blink. You can dash past
Veigar's
Event Horizon, but you will still get stunned. The same applies to
Thresh's
The Box. You will dash past one of the walls, but you will still take damage and get slowed.
RANGE: 550
COOLDOWN: 110 / 95 / 80
COST: 100 MANA
Spirit Rush
ACTIVE: Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 visible 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.
MAGIC DAMAGE: 85 / 125 / 165 (+ 35% AP)
MAX DAMAGE TO SAME TARGET: 255 / 375 / 495 (+ 105% AP)
DASH RANGE: 450





When coming in for a gank, you generally want to get behind the enemy, as it gives you more time to deal damage. Save


During a team fight, you should wait for your enemy's Attack Damage Carry to expose himself/herself before diving in. when waiting, conserve your spells. It is pivotal that


Keep in mind that this





RANGE: 550
COOLDOWN: 110 / 95 / 80
COST: 100 MANA
Spirit Rush
ACTIVE: Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 visible 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.
MAGIC DAMAGE: 85 / 125 / 165 (+ 35% AP)
MAX DAMAGE TO SAME TARGET: 255 / 375 / 495 (+ 105% AP)
DASH RANGE: 450
Ahri has a nice poke that uses a fair amount of mana. Using her "
Orb of Deception" properly can force an enemy out of lane. After picking up her ultimate,
Spirit Rush, Ahri is extremely mobile and can escape a gank fairly easily.
If entering a team fight positioned correctly, the enemy's "ADC" should go down fairly quickly.
Note that Ahri is fairly squishy, even with a "
Rylai's Crystal Scepter" and will be quickly melted if she gets focused and locked down.
Try not to be the one starting a team fight, as it can lead to getting focused and bursted down quite quickly.
Ahri is strong against:
Xerath
Karthus
Twisted Fate
Orianna
Lux
Katarina
Teemo
Darius
Akali*
Zed*
Swain*
Annie*
(*) denotes that those champions are only slight counters and are also counters to
Ahri
Ahri is weak against:
LeBlanc
Talon
Kassadin*
Ryze
Diana
Fizz*
Malzahar
(*) denotes that
Ahri can outplay those champions with enough practice and experience


If entering a team fight positioned correctly, the enemy's "ADC" should go down fairly quickly.
Note that Ahri is fairly squishy, even with a "

Try not to be the one starting a team fight, as it can lead to getting focused and bursted down quite quickly.













(*) denotes that those champions are only slight counters and are also counters to









(*) denotes that

Ahri has amazing synergy with any champion that possesses high amounts of crowd control as well as most Attack Damage Carries.
FOR EXAMPLE:
If teamed up with a
Leona/
Draven bottom lane,
Ahri can easily make quick work of any squishy champions on the enemy team. Not only does Leona provide excellent crowd control, but Leona's passive, "Sunlight", will deal bonus magic damage = to 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140. "Sunlight"'s debuff will also deal increased damage = Magic Penetration.
"Leona's spells charge any enemy unit damaged with Sunlight for 3.5 seconds. When allied champions deal any damage to those targets they consume the Sunlight debuff to deal 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140 additional magic damage. This additional damage is counted as the ally's damage and it will benefit from their magic penetration. Leona is unable to activate the additional damage herself." -League of Legends Wikia: Leona the Radiant Dawn
Draven, being the ADC will also be able to deal tons of damage while the target is "Charmed".
Draven's "
Stand Aside" is fairly useful and can make it easier for you to land your "
Charm" as well as any other abilities.
FOR EXAMPLE:
If teamed up with a



"Leona's spells charge any enemy unit damaged with Sunlight for 3.5 seconds. When allied champions deal any damage to those targets they consume the Sunlight debuff to deal 20 / 35 / 50 / 65 / 80 / 95 / 110 / 125 / 140 additional magic damage. This additional damage is counted as the ally's damage and it will benefit from their magic penetration. Leona is unable to activate the additional damage herself." -League of Legends Wikia: Leona the Radiant Dawn




I have stated that
Ahri's core items for this specific build are:
Mercury's Treads (Alt. =
Sorcerer's Shoes)
Athene's Unholy Grail
Rylai's Crystal Scepter
Rabadon's Deathcap
Zhonya's Hourglass
Liandry's Torment (Alt. =
Abyssal Mask,
Deathfire Grasp, or
Void Staff
You can of course, get these items in any order based on your current situation(how much gold you have, what opponents you are facing, etc). Keep in mind that a
Rabadon's Deathcap boosts your ABILITY POWER by THIRTY PERCENT (30%).











You can of course, get these items in any order based on your current situation(how much gold you have, what opponents you are facing, etc). Keep in mind that a

Stat> Level 1(increase per level)> Level 18
HEALTH> 380 (+80)> 1820
HEALTH REGENERATION> 5.5 (+0.6)> 16.3
ATTACK DAMAGE> 50 (+3)> 104
ATTACK SPEED> 0.668 (+2%)> 0.896
MANA> 230 (+50)> 1130
MANA REGENERATION> 6.25 (+0.6)> 17.05
ARMOR> 11 (+3.5)> 74
MAGIC RESISTANCE> 30 (+0)> 30
RANGE> 550 (Ranged)> 550
MOVMENT SPEED> 330> 330
HEALTH> 380 (+80)> 1820
HEALTH REGENERATION> 5.5 (+0.6)> 16.3
ATTACK DAMAGE> 50 (+3)> 104
ATTACK SPEED> 0.668 (+2%)> 0.896
MANA> 230 (+50)> 1130
MANA REGENERATION> 6.25 (+0.6)> 17.05
ARMOR> 11 (+3.5)> 74
MAGIC RESISTANCE> 30 (+0)> 30
RANGE> 550 (Ranged)> 550
MOVMENT SPEED> 330> 330
Ability power at level 18 with full item build: 455.65
Magic Penetration/MR is not taken into account here
Orb of Deception:
MAGIC DAMAGE/TRUE DAMAGE: 40 / 65 / 90 / 115 / 140 (+ 308)
MAX DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 616)
Fox-Fire:
MAGIC DAMAGE PER FOX-FIRE: 40 / 65 / 90 / 115 / 140 (+ 273)
MAGIC DAMAGE TO THREE TARGETS: 120 / 195 / 270 / 345 / 420 (+ 819)
MAGIC DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 365)
Charm:
MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 160)
Spirit Rush
MAGIC DAMAGE: 85 / 125 / 165 (+ 160)
MAX DAMAGE TO SAME TARGET: 255 / 375 / 495 (+ 478)
Magic Penetration/MR is not taken into account here

MAGIC DAMAGE/TRUE DAMAGE: 40 / 65 / 90 / 115 / 140 (+ 308)
MAX DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 616)

MAGIC DAMAGE PER FOX-FIRE: 40 / 65 / 90 / 115 / 140 (+ 273)
MAGIC DAMAGE TO THREE TARGETS: 120 / 195 / 270 / 345 / 420 (+ 819)
MAGIC DAMAGE TO THE SAME TARGET: 80 / 130 / 180 / 230 / 280 (+ 365)

MAGIC DAMAGE: 60 / 90 / 120 / 150 / 180 (+ 160)

MAGIC DAMAGE: 85 / 125 / 165 (+ 160)
MAX DAMAGE TO SAME TARGET: 255 / 375 / 495 (+ 478)
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