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Spells:
Ignite
Flash
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Introduction

Pros
|
+ Extremely high mobility + Safe laning + Amazing cc/assassination with her Charm + High skill cap + Long range |
Ahri has a very safe laning phase due to her ability to kill minion waves very quickly and from longe range with her Q. She can also escape ganks with her Charm, speed from Q, and dash from ultimate. You can also tell from that, that Ahri has amazing mobility and can escape, roam, chase, and position well in teamfights because of it. Her long range, high cc Charm allows Ahri to catch people out all throughout the game, in order to set up ganks, or set up teamfights. Her high mobility and high skill cap make her a fun champion to play and master. |
Cons
|
- Difficult to master - Dependent on landing skillshots - Difficult positioning with ultimate - Low damage output late game |
Having a high skill cap benefits those who are dedicated to her and play her very often, but detrimental to those who are just beginning to play her. Her high dependency on skill shots will cause trouble for inexperienced players. Being able to position well with her ultimate will also take some practice, as you can easily misplace yourself with your ultimate during fights, causing you to die in a quite embarrassing and game losing way. Her low damage late game may also affect her ability to fight late game and increase her dependency on finding opportunities to assassinate which can be difficult in the late game. |
VS AD

The marks of hybrid penetration are standard on Ahri because they help you to last hit in lane without using skills constantly because that obviously quickly drains your mana. It also allows you to poke enemy laners, especially melee laners, with your auto attacks, keeping them from going for minions. The flat seals of armor provide early resistance against your AD laner, allowing you to survive for the first few initial levels where AD laners tend to bully their enemies. Because you're against an AD laner, you don't need the Magic resist in your glyphs, therefore you can take scaling ability power to increase your power spike in the mid game, where Ahri excels. The flat AP quints are standard on almost all AP champions.
VS AP

When against an AP laner or AP team, simply switch out the Flat Armor Seals for Scaling Health and switch out the Scaling AP Glyphs for Flat Magic Resist. Scaling Health seals will provide more resistances to all damage in the mid game, whereas AD seals would be useless against an AP laner. The flat magic resist glyphs will provide good resistances in the early game so that you're not bullied by poke or high damage early AP skills like Kassadin's Q, Ziggs' Q, or Xerath Q. The AP quints are once against standard and do not need to switched out for anything.

Essence Theft(Passive)

Ahri gains stacks for every enemy hit by her spells (max 3 per spell). Upon gaining 9 stacks, her next spell will heal her (more healing for every enemy hit).
Any skill can build up stacks, but remember that



During the laning phase you can hit every minion in the minion wave with your Q to heal almost half of your health, allowing you to out trade your opponent and allow you to sustain through laning phase. It's an overall extremely useful spell for the laning phase especially.

Orb Of Deception(Q)

Ahri's Q is a long range skill shot that goes through minions, can hit multiple enemies in its path, and returns to you once reaching its maximum range during which the skill also deals damage.
This skill is Ahri's main damage source as it deals incredible damage to multiple enemies going forward and back. This skill can be used to farm as well because of its range and ability to return to the user. It also works as a long range poke spell, but its most often used as a farming skill, and damaging skill during fights.
Upon a recent patch, Ahri's Q was buffed so that it drastically increased her movement speed while the Q is traveling. This gives Ahri incredible movements speed during fights, allowing her to position well and kite efficiently.
It's important that your position yourself so that the orb hits the enemy while going forward and back, and remember that if only the tip of the orb touches the enemy, both instances of damage (going forward and back) will be applied, so don't be afraid to throw out those maximum range Q's.

Fox-Fire(W)

3 wisps of fire begin to circle around Ahri upon activating this ability. These wisps will home into the closest enemy once Ahri steps into range of them.
The 3 wisps can all focus one enemy or 2-3 different enemies. This skill is maxed last because it does not provide very good damage and its range was also severely nerfed. It's mainly used as a back-up damage source to her Q and charm, and is used immediately after her charm lands, so that she can apply the 3 wisps easily to the enemy target. There not much more to say about this extremely straight forward skill.

Charm(E)


This skill is able to interrupt channeling abilities (Fiddlesticks' ult, Warwick ult, Katarina ult, etc) as well as dashes, meaning that if the enemy is hit by the charm mid-dash, then the enemy will stop and no damage from the dash will be applied to you. This can be very useful to stop damage and stop enemies from jumping onto you and sticking to you. It is also extremely useful against


The skill, being an amazing cc tool, also allows her to peel for her teammates, meaning she can keep the enemy from killing your ADC or other teammates.
Your charm is also the first skill in Ahri's main combo. Upon landing the Q, you will immediately use your


Charm is just overall an extremely good skill for Ahri, and is a core part of her kit (and personally very overpowered).

Spirit Rush(R)

Ahri's ult provides her with extremely high mobility as it gives her 3 charges, each giving her an opportunity to dash in a given direction while also creating a wisp that damages enemies (much like

This skill allows Ahri to set up assassinations, as she is able to either dash towards the back-line in order to land a long range


Spirit Rush also allows you the escape ganks and kite very well, making her almost impossible to catch! Make sure to use the three dashes wisely!
Start

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First Buy Options

//IMPORTANT: Note that most of your first buy options will depend on what you want to build as your first core item, so I suggest reading the Build Sequence section further below first to determine which first core item is best for your specific circumstance.
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If you are forced back to base very early (due to an early gank, an unfortunate mistake, etc) and don't have enough gold for any of the items below, then buy another ![]() |
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Pick up ![]() ![]() ![]() ![]() |
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Pick up ![]() ![]() ![]() ![]() ![]() ![]() |
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Pick up ![]() ![]() ![]() ![]() |
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Build Sequence

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You should complete tier two boots after your first completed item. ![]() ![]() ![]() |
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Consider

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Buy ![]() |
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Buy ![]() ![]() ![]() |
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(Easy) Ahri will be able to harass and poke Akali very easily pre-6 because before Akali gets her ultimate, ![]() ![]() ![]() When she gets her ultimate you want to save your charm for when after she ults you. after you charm her, use your ![]() ![]() ![]() |

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(Easy) Ahri can farm out of range of Cho'gath's ![]() ![]() ![]() |




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(Difficult) Zed is a slightly more difficult match up because he will harshly bully you until you get your ![]() ![]() ![]() Save your charm for after he ults you because if you use it before then, he can use him ultimate to dodge your charm. Right after he ults, you can time your charm to hit him immediately after he becomes vulnerable, meaning he will not be able to apply any damage. After that, use your ![]() |
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I hope this guide helps you to learn and master ![]() |
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