Not Updated For Current Season
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
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
Standard
-
Versus AD
Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Introduction
In this guide I will talk about how to play Ahri as an aggressive mage assassin; a build which leaves little room for error but certainly offers the greatest rewards.
Pros and Cons
Note: this guide's build section is out of date due to the removal of DFG, but expect an update soon!
Pros![]()
|
![]() |
Cons![]()
|
Ahri's itemization is that of a glass cannon, and as with most glass cannons, in order to be effective you need to build for full offense. Ahri in particular is heavily item reliant to keep her damage up due to her low bases and drawn out burst sequence.
Below I'll explain the how and why of my Ahri itemization.
Common Starts You Should Avoid
Notes: Depending on when you back, try and grab your
Boots on your first back since the extra movement speed is helpful if you want to roam. Typically you'll want to back at the same time as your opponent (unless you forced them out of lane early) so only stick around for the extra farm if your opponent does the same.
Notes: It's obviously inadvisable to stay out of base until you have the gold for both of these items, so I'd advise prioritizing the
Deathfire Grasp over
Ionian Boots of Lucidity. I've often found that with the power of DFG I can stay out of base until I've got +1600g, and in cases such as this I'll just grab another needlessly large rod rather than the boots. That being said, if you need to back due to low health and you only have enough for the lucidity boots, don't hesitate to pick them up.
If you feel strongly about an item I haven't mentioned here, or one I've mentioned below, please do PM me or post more suggested items in the comments on why you feel that item is viable and I may include them in situational items section.
Below I'll explain the how and why of my Ahri itemization.
Starting Items (470g)
![]() Doran's Ring gives Ahri everything she needs; the AP gives her early game pressure, the mana regen is vital for her consistent use of ![]() |
![]() Despite Ahri's "spell vamp" passive ![]() |
![]() The Warding Totem is an important early game item for any solo laner as it provides a decent amount of vision until you're able to buy full wards of your own. Once you're able to buy wards for your lane, swap the warding totem out for a sweeping lens (explained below). |
Common Starts You Should Avoid
![]() |
Some players will still start with this item for the extra potions and the movespeed, which can help with dodging skill shots. You are an assassin, thus the best defense is a good offense; the extra movespeed from boots might help but you need the extra AP and mana regen from ![]() |
![]() |
Even against AD lanes I would advise against starting cloth armor. As I stated above, the best defense is a good offense and since most ADs you'll be fighting are melee you'll need the offensive stats ![]() |
First Back (Update Cost: 930g-1315g)
Notes: Depending on when you back, try and grab your

Early Game Core (Update Cost: 3130g-3480g)
![]() Deathfire Grasp is an absolutely vital first item on Ahri. The AP is fantastic, the CDR is excellent and the damage boost is a superb asset when you're goal is burst. If you're not convinced yet, know that the DFG magic damage boost stacks with Ahri's ![]() ![]() |
![]() Due to Ahri's reliance on her ult for landing her charm/burst as well as for survivability the extra CDR is extremely effective at giving her constant presence in the game. Since other CDR items would put Ahri behind in her build, and about 25% of her end game damage is true (making magic pen less necessary for her kit) lucidity boots are a powerful alternative to ![]() ![]() |
![]() As I stated before, it's a good habit to pick up a stealth ward every time you back. Around this point in the game it can be used to keep track of your opponent mid laner, spot enemy jungler ![]() |
![]() |
Once you're able to purchase wards for your lane (you'll want to grab one or two on your first back), it's important to swap out your warding totem for a sweeping lens. This is because it's much easier to place wards than it is to clear them, making the sweeping lens a unique and valuable asset. As a mid laner and catch-based assassin, you'll want the sweeping lens in order to clear enemy vision when you roam or hide in a brush for unsuspecting prey. Note that upgrading your sweeper into an ![]() |
Notes: It's obviously inadvisable to stay out of base until you have the gold for both of these items, so I'd advise prioritizing the


Item Core + Sequence (Total Cost w/four Wards and Doran's Ring: 16,905g)
![]() |
![]() |
![]() |
![]() Excellent AP item that gives you the freedom to initiate teamfights. Ahri generally isn't a teamfight champion however, so I often leave this item until after my ![]() |
![]() |
![]() This is a great item to buy once the enemy team starts picking up magic resist. For many AP mids this item can be bought even before ![]() |
Sitational Items for your 6th slot
![]() |
I almost never build abyssal since I tend to favor ![]() ![]() ![]() |
![]() |
Morellonomicon has spectacular gold efficiency, offering excellent CDR, acceptable AP, and a great healing reduction passive. This item is should only be bought if you opted for ![]() ![]() |
![]() |
Banshee's Veil is my go-to magic resist item on Ahri despite it's recent nerfs. It offers a good mix of HP and MR and the spell shield passive is a superb defense against catch. Although it provides great defense, I wouldn't recommend buying it until after you've completed at least two ![]() ![]() |
If you feel strongly about an item I haven't mentioned here, or one I've mentioned below, please do PM me or post more suggested items in the comments on why you feel that item is viable and I may include them in situational items section.
Items I Avoid on Ahri
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
![]() |
![]() ![]() |
Standard Runes
Runes




Explanation:
![]() |
The majority of your damage is magic and marks offer the greatest efficiency for magic pen of any rune type. |
![]() |
Since the nerfs to armor seals, flat hp or scaling hp seals are the best defensive alternative. In the case of HP seals, the scaling runes reach flat rune efficiency at level 6, making them the much more effective choice. If you're really having trouble in the early game (pre-six) then you can run the flat seals, though I would recommend against it. These should be swapped out for ![]() |
![]() |
As with the scaling HP seals, the scaling ability power glyphs reach flat rune strength early on (level 7). I don't have anything against the flat runes, but seeing as most of your kills will be won after level 6 the scaling runes give much more power when it counts. These can be swapped out for ![]() ![]() ![]() ![]() |
Standard Masteries

I won't explain every mastery choice here since most of them are pretty standard, but I will go over some of the more controversial picks.
![]() |
Dangerous Game is a pretty derpy mastery since for the most part the HP/Mana gains are insignificant. If for example you're missing 1600 health (a pretty significant chunk for a squishy assassin like Ahri) you'd only get 80 Hp back, 40 if you're ignited. The only saving grace for this mastery is that there aren't any viable alternatives, though if you prefer something like
![]() |
![]() |
phasewalker is a decent mastery as the reduced cast time of recall can get you out of a tough spot as well as minimize the time spent away from lane experience and farm. I've recently decided to swap out
![]() ![]() ![]() ![]() |
![]() |
Summoner's Insight is an excellent mastery choice because the extra CDR on summoner spells gives you more opportunities for flash charms. |
Standard Summoner Spells
![]() |
![]() ![]() ![]() ![]() ![]() |
![]() |
Ignite: Ahri's early game burst is pretty low as most assassins go, making ignite a very useful tool for getting those early kills off which you can snowball. Additionally, since Ahri uses ![]() ![]() ![]() |
Summoners you should avoid:
![]() |
Barrier is a defensive spell; therefore taking this over ignite will gimp your damage. Barrier will help you survive but it will not win you games; you're purpose is to kill, not to avoid death. |
![]() |
Heal isn't viable for the same reasons as barrier, only heal is even worse since it's effectiveness is reduced by ignite. |
![]() |
Teleport is generally inadvisable for mid laners since they have pretty easy access to the entire map anyway. Additionally since Ahri is rather squishy, teleporting behind enemy lines can make you vulnerable to a well timed bind or stun from the enemy team. Lastly taking teleport will not only gimp your damage due to the loss of ignite, but it won't assist in your survivability, meaning you're very likely to lose lane if you take this summoner spell. |
In this section I'll go over how I play Ahri. My explanation will be split to describe the laning phase and the post-laning phase. If want more information on Ahri's abilities, I suggest you look at this excellent wiki page.
Ahri's laning phase isn't spectacular, but it isn't poor either. I split my focus in the laning phase between two goals: Farming and Harassment (for more on CSing, check out my CSing Guide), of which I tend to favor harassment.
Harassment:
Harassment is an important goal for any mid laner since keeping your opponent low and on their toes makes them vulnerable to ganks/solo kills and wary of your damage output. Ahri's harass takes some time to get used to, but once you've mastered the art of hitting
Orb of Deception or
Charm +
Orb of Deception combos, you'll find your damage to be quite substantial.
Hitting
Orb of Deception will give you good harass, but hitting charms is your lifeblood in lane. Hitting a charm with a followed up Orb,
Fox-Fire, and 2-4 autos will chunk your opponent for anything from 30-50% of their health in early levels; often enough to send them home or to set up a kill for the next combo. If you can hit 2-3 orbs on your opponent, pulling off a charm combo will easily grant you a pre-six kill, so be sure to practice landing those charms whenever you've got the mana!
Speaking of mana, getting the second blue buff is important for Ahri to maintain presence in both lane and on the map. This holds especially true if your opponent gets his/her blue buff, so make sure to ask your jungler nicely!
Level 6:
Farming:
Farming minions is an important goal for any mid laner, and luckily for Ahri, she can often farm with
Orb of Deception while simultaneously hitting the opponent. Since Orb won't be one-shotting minion waves until you get your first rod item, you'll often need to employ
Fox-Fire or
Charm (avoid using charm unless on siege minions) to pick off the remaining low minions before your allied minions do.
Coordinating with your Jungler:
Setting up ganks for your jungler_
_is most easily done with a
Charm, though if you jungler_
_is able to get in and cc your opponent first, save
Charm to follow up. If it's your responsibility to set up ganks, then it's important that you use charm combos even when you're jungler isn't there; if you only save it for ganks then any aggressive change in your positioning will be tell your opponent your jungler_
_ is nearby.
This is the point at which you truly leave your mark on the game. If you've played well you should have at least one kill and assist, which is a good foothold from which to snowball into late game.
Laning Phase
Ahri's laning phase isn't spectacular, but it isn't poor either. I split my focus in the laning phase between two goals: Farming and Harassment (for more on CSing, check out my CSing Guide), of which I tend to favor harassment.
Harassment:




Hitting



Level 6:
Farming:




Coordinating with your Jungler:
Setting up ganks for your jungler_





Post-Laning Phase
This is the point at which you truly leave your mark on the game. If you've played well you should have at least one kill and assist, which is a good foothold from which to snowball into late game.
As I've hopefully hammered in by now, Ahri is an assassin, therefore she fully flourishes in small skirmishes rather than full 5v5 teamfights. You're goal is to roam, grab farm and pick off anyone you can. While doing so do not be afraid to spam your ult and/or ![]() |
![]() |
![]() |
In team fights you want to play an aggressive zoning/catch role. You're goal is to land a charm on a high priority target (this can be made easier by flashing/ulting into position) and letting your team jump in on it. That being said, if you charm a tank, be sure not to follow up with more than an ![]() |
In this section I'll go over the strategies I use to counter common lane match-ups. If you have any special requests on champion match-ups you'd like insight on, please PM me or post it in the comments and I'll respond or add a segment for them!
![]() |
![]() ![]() ![]() |
- Because Akali is vulnerable early game you'll want to keep lane pressure up; don't let her free farm, but don't push your lane either; zoning her off the creeps is great until you get ganked and she earns all that gold back with a kill or assist. The balance here is to hit her with a few casts of
Orb of Deception but keep minion hits at a minimum, once she's scared of your harass you won't need to cast so much to keep her off the wave, you're presence will suffice. Alternatively, if you're very confident in your jungler you can let her push wave and just call for a couple of ganks to give yourself a lead.
- The second strategy revolves around her
Twilight Shroud.
Twilight Shroud will not only grant Akali access to the minion wave, but it increases her armor and MR (making harass less impactful) and even allows her to get some
Mark of the Assassin hits on you if you stray too close. As such, the absolute best counter to Akali is to carry a
Vision Ward into lane every time you back (though don't bother starting with one. Since pink wards are visible however, save dropping one until you get a gank or you're confident you can take a solo kill.
![]() |
![]() ![]() ![]() ![]() |
- Keep your distance when his
Playful / Trickster is off cooldown, and only cast at him at the maximum range of your Orb and Charm. This way even if you miss or he uses his pole you should be able to walk out of range of his retaliation.
-
Don't use charm unless you know
Playful / Trickster is off cooldown. That way you can retaliate with your full
Charm +
Fox-Fire +
Orb of Deception combo once he lands or dashes through you with
Urchin Strike. At early levels your burst will be greater than his so long as you hit that initial charm.
- Although your mobility will help in dodging his ult, if you do get hit you're very likely to die. With this in mind, if he chooses to initiate a fight with
Chum the Waters, do not be afraid to ult/
Flash out of the way. If he misses you've got a serious leg up in the proceeding fight, especially if you use another
Spirit Rush charge to dodge our of the
Playful / Trickster damage.
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() |
- Once
Malzahar hits six, he will almost definitely kill you if he manages to get off at least his
Null Zone +
Malefic Visions +
Nether Grasp combo. You can't dodge
Malefic Visions or
Nether Grasp, but you can dodge his other two skills. Therefore if you choose to attack him, you should either plan on bursting him 100-0 before he can react (usually only possible if you can hit your charm from out of vision or with a surprise
Flash), or if that's not possible anticipate taking the hit from his ult and either flashing or dashing out of his null zone before tanking through his
Nether Grasp. Picking up a
Quicksilver Sash might also be a good idea so long as it doesn't put your build too far behind.
- The second strategy is to avoid him altogether. This might seem silly, but Malzahar has pretty low aggression potential, and he has trouble getting kills unless an opponent jumps on him or he's in a team fight. Therefore the best way to deal with him is often to simply avoid him on the map, or in teamfights wait until he ults someone else before charming him off his target.
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() |
- The first way requires impeccable timing and prediction. The tactic is to
Spirit Rush or
Flash to one side just before or just as she casts a
Dark Sphere +
Scatter the Weak combo. If you manage this, you've just dodged the first instant death move, but you're not safe yet. At this point you can try for a full-scale
Charm combo which, with enough damage can kill her in one go. If you miss the charm or you don't have enough time to cast it, get ready to dodge her
Force of Will; if she hits it and follows with
Unleashed Power you'll probably still die. If you dodge that one as well you should be safe to tank through her raw ult and kill her, though you must remain wary of any follow up
Dark Spheres.
- The second means of dealing with Syndra is similar to how you deal with a Malzahar, which is to simply avoid her on the map and to wait for her to ult someone else in a team fight. Regardless of whether you avoid or fight her however, it's advisable to rush a
Zhonya's Hourglass as a second item. If you can dodge the stun, or if she ults slightly late, you can Zhonya's just as she casts
Unleashed Power to dodge most of the burst. Although it seems counter productive to buy armor when you're scared of magic damage, whatever you do, don't build magic resist as your primary defense against
Syndra.
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() |
![]() |
- Pre-six you want to keep your distance as his autos, hits from
Steel Tempest and dashes from
Sweeping Blade will dish some scary sustain damage.
Yasuo is obnoxious because between to his near constant motion from
Sweeping Blade, his passive shield, and the safety of his
Wind Wall, he's extremely difficult to land any damage on. As such, don't burn too much mana trying to harass him in lane; instead focus on dodging
Steel Tempest and maintaining high health and mana pools.
- Once you've hit six, wait until he uses both a
Steel Tempest knock-up charge and
Wind Wall before dashing in to go for a kill. Provided you've kept you health up in lane you can even tank his ult with relative safety and follow up with and easy
Charm to chase him down for the kill (just be sure to stay outside of his auto range). The most important scenario to avoid is to fight him on top of his wind-wall since he can simply walk back and forth through it to dodge literally everything you throw at him.
![]() |
![]() ![]() ![]() ![]() |
- Most Zeds must rely on
Living Shadow to harass or farm from a distance rather than to escape or dodge. As such, focus on farming until he throws out his shadow, after which you can easily bully him or get an easy gank off.
- Zed's true power comes with his level six, where
Death Mark makes him one of the best duelists in the game. Since you cant dodge Death Mark (until you get Zhonya's), you goal once he ults is to dash just after the ult lands such that you dodge
Shadow Slash (if you're lucky) and
Razor Shuriken (if you're fast). A lot of Zeds will cast
Razor Shuriken and
Shadow Slash right as they land and in the direction in which they ulted from, therefore the best way to dodge
Razor Shuriken is to dodge to the side or diagonally away rather than directly away. Once you've dodge his shuriken, don't be afraid to retaliate, though be sure to keep your distance until
Death Mark had popped.
- Zed is extremely easy to counter with items, mainly
Zhonya's Hourglass and
Quicksilver Sash. Ahough would never advise building the latter on Ahri until late game, Zhonya's is a great second item (DFG always comes first) for her. The trick to dodging zed is to use Zhonya's while Zed is in "mid air" during the casting time of
Death Mark. If you time it properly, his ult will be cancelled completely, though he'll still be standing right next to you when you come out. Most zeds are smart enough to hold their
Shadow Slash and
Razor Shuriken for when you come out of Zhonya's, so an alternative strategy is to use Zhonya's just after
Death Mark lands but just before he casts his follow up spells. This will result in you taking the
Death Mark debuff, but dodging his entire follow-up burst, arguably resulting an less damage taken on your part.
![]() |
![]() ![]() ![]() ![]() |
If there is one message I wish to convey with this guide, it is that you must not be afraid to make fantastic plays. When your
Flash is off cooldown, or
Spirit Rush is up look for quick jump +
Charm combos that enable team kills.
You will make mistakes, but mistakes are the badges that prove you tried.
Photo credit:
Pro/cons picture done by Erina on DeviantART
Need to work on your CSing? Check out my guide here: CS Like a Pro
Playing too passively? Check out my guide on aggression



You will make mistakes, but mistakes are the badges that prove you tried.
Photo credit:
Pro/cons picture done by Erina on DeviantART
Need to work on your CSing? Check out my guide here: CS Like a Pro
Playing too passively? Check out my guide on aggression
9/15/14:
Updated itemization section to include
Sweeping Lens as part of Ahri's Core rather than as a situation item.
Updated masteries to opt for
Phasewalker
over
Scout
.
Updated itemization section to include

Updated masteries to opt for


You must be logged in to comment. Please login or register.