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AHRI BUILD GUIDE: (S3)The Foxy Lady: An Extensive Look at Ahri by Coltsbro

by Coltsbro (last updated over a year ago)

Featured967,644 Views 18 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Mana Regeneration(+0.585 mana regen / 5 sec. per level (10.53 at champion level 18))
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Essence Theft
QOrb of Deception
WFox-Fire
ECharm
RSpirit Rush
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 2/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 1/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Essence Theft
QOrb of Deception
WFox-Fire
ECharm
RSpirit Rush

Champion Matchups

Introduction

Welcome to my guide on Ahri, The Nine Tails Fox. When this champion was first announced, I was extremely excited. I liked the character concept and I loved the artwork of the champ, and decided she was going to be one of my mains no matter what.

Ahri is a mobile caster that provides moderate burst and can put out some pretty heavy sustained damage in a team fight, mostly AOE damage with a single target CC, if left unchecked. She's more of a hybrid caster than anything, a mix of a sustained damage caster and an assassin, though some will disagree very much.

Much of Ahri's damage comes through the understanding of situations where you can jump in, using your skill combos, and being able to hit skillshots. If you can't hit skillshots for the life of you, this is not the champion to be playing.

Pros:
-Lots of sustained damage
-Tons of poke potential
-Best CC in the game, 2 seconds of them walking toward you at max rank
-Sustainability passive
-Great farmer
-True damage on Q
-Very high mobility
-High TOTAL AP ratios

Cons:
-Slow base speed
-Has a hard time versus some popular AP picks
-CC ruins her
-Very high risk after her ultimate is gone
-Not as bursty as some might like
-Can be weak pre level 4

Who am I?
[http://i.imgur.com/eOlCB2r.jpg]

I'm a Gold II player that happens to be good at Ahri, and wanted to provide some insight and a guide to help some people gain some skill on my favorite champion.

Here are my S2 ranked stats on Ahri, for those wondering (Been favoring Syndra more lately this season, so haven't played her as much as S2):
[http://i.imgur.com/xNLuM.png]

Nerfs/Buffs:
1/17/2012
-League of Legends v1.0.0.132
-Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
-Spirit Rush cooldown increased to 90/80/70 seconds from 80/70/60
Some slight nerfs to Ahri. The increased mana cost on Q kind of hurts, but can be ignored with some good mana management. Spirit Rush's CD is a tad bit longer, so be more careful when deciding to use it. Nothing game breaking where she'll become Eve tier, just a tad nerf.

League of Legends v1.0.0.134
Spirit Rush
-The allied ultimate HUD indicator will now remain green until all 3 spell casts are used
-Cooldown between casts increased to 1 second from 0.75
-Cooldown increased to 110/95/80 seconds from 90/80/70

Another nerf to Ahri's ultimate. Adding 20 seconds at level one REALLY hurts, which means you really can't afford to blow your ultimate to escape from ganks anymore, thus stopping you from pushing your lane without warding. The Cooldown between casts wasn't a necessary nerf, but I don't think it will impact things too much.

League of Legends V1.0.0.140b
Fox-Fire
-Damage reduced at later ranks to 40/65/90/115/140 from 40/70/100/130/160.
-Ability power ratio increased to 0.4 from 0.375.
Spirit Rush
Damage reduced to 85/125/165 from 100/140/180.
Ability power ratio increased to 0.35 from 0.3.

-Slight nerf to W's power early with no AP, but will make it a tad bit better with tons of AP. Nothing too major. Damage nerf to Spirit Rush kind of hurts a bit, but extra AP ratio helps out as well. Helps out her late game scaling while removing some of the easy damage while building tanky routes.

League of Legends V1.0.0.142
-Essence Theft will no longer occasionally allow Ahri to spell vamp off more than one spell.
-Spirit Rush: damage now matches the tooltip.

-Some bugfixes and updates, nothing major. Wasn't aware of the multiple spell vamp bug, but this could hurt if you knew how to abuse it.

League of Legends v1.0.0.150
Deathfire Grasp
-No longer grants Cooldown Reduction
-Active base damage reduced to 15% current Health from 25%
-Ability Power ratio increased to 5% per 100 Ability Power from 4%
-Huge nerf to DFG. Now no longer warrants an immediate rush. Most likely get it as a 3rd or 4th item if you really want it, usually get it after Deathcap now.

League of Legends V1.0.0.154
Crystalline Flask
-Cost increased to 345 from 225.
-Now restores 120 health and 60 mana over 12 seconds from 100 health and 40 mana over 10 seconds per
charge.
Flask was nerfed, and now I find that a start of 7hp pots and 6mana pots is more preferable. At this point, Flask is a preference buy, and I prefer to have the pots.

Liandry's Torment
-Health increased to 300 from 200.
-Ability power reduced to 60 from 70.
-They increased the health and reduced the damage a bit. I overall like the change, because with the current playstyle that is around, HP is never a bad thing to have, and 10 AP doesn't make a huge difference.

League of Legends v3.01
Deathfire Grasp
-Recipe changed: Fiendish Codex + Needlessly Large Rod + 880 gold = 3300 gold (from 3000).
-Ability power increased to 120 from 100.
-They changed the recipe for DFG, and put CDR back onto it, which was a step in the right direction. The %increase in magic damage from the active is very good, and worth getting on Ahri again, though still not my preference for an early rush.

League of Legends v3.02
Deathfire Grasp
-Combine cost reduced to 680 from 880 (total cost reduced to 3100 from 3300).
-Cooldown reduction reduced to 10% from 15%.
-Just some slight changes to DFG again. The reduced cost was good, and the 5% CDR isn't too big of a deal to make it a dealbreaker, this is possibly an early late game/late midgame item for you to get.

Liandry's Torment
-Ability power reduced to 50 from 60.
-Damage per second increased to 2% from 1.66%.
-Damage-over-time and multi-target spells no longer have reduced effect.
-Fixed damage effect not being properly reapplied on targets that already have it.
-Very good change to Liandry's. The AP coming off of it kind of hurts, but the increase DPS and the change so it's the same for any damaging spell is very good. Really like this change.

Negatron Cloak
-Cost reduced to 720 from 810.
-Magic resist reduced to 40 from 45.
-Negatron CLoak changes reverted, and makes getting this in lane to survive or to get your Abyssal faster is a very good change.

Rabadon's Deathcap
-Combine cost increased to 840 from 740 (total cost increased to 3300 from 3200).
-Ability power bonus increased to 30% from 25%.
-Combine cost increased so it takes a tad bit longer to get, but the AP increase is oh so worth it.

Masteries

[http://i.imgur.com/Fo80g.jpg]


Offensive Tree:
Summoner's Wrath - 1 Adds 5 AP and AD after using Ignite.
Sorcery - 4 Gives you 4% CDR.
Fury - 2 Grants you a bit more attack speed to out trade your opponents. Switched to this from buthcer, because butcher apparently only works on jungle creeps now. Still viable to go butcher, but this helps more in lane.
Blast - 4 Gives you 18 AP at level 18, 1 AP per level.
Arcane Knowledge - 1 Gives you 8% Magic Penetration.
Mental Force - 3 Gives you 4.5 AP level 1.
Spellsword - 1 Does 5% of your AP in magic damage on basic auto attacks. This helps with last hitting and trades with auto attacks.
Archmage - 4 Increases your AP by 5%.
Executioner - 1 Increases damage to targets under 50% HP by 5%.

Utility Tree:
Summoner's Insight - 1 Reduces the cooldown of flash by 15 seconds.
Meditation - 3 Gives you 3 mana/5 seconds.
Mastermind - 1 Gives you 4% CDR on Summoner Spells.
Expanded Mind - 3 Gives you 180 mana at level 18, 10 mana per level.
Runic Affinity - 1 Gives you 20% more duration on Blue/Red buff.

I choose to go these masteries because it gives you a nice combination of damage and utility. The extra cooldown reduction on both spells and summoner spells ensures you will have everything up faster and enable you to be more aggressive and outplay your opponent. The spellsword and Butcher mastery really help out with your last hitting, so you won't miss as many and start getting a leg up on your opponent. With the spellsword mastery and with 300 AP, you will be getting 15 extra damage on your auto attacks. While this may not seem like much, it can be the difference between a kill or missing it, or helping you push towers more.

Runes

Magic Resist Ahri:
[http://i.imgur.com/49AYh.jpg]

9x Magic Pen Marks - Reduce the magic resist of your opponent to allow you to trade better, earlier with your opponent.

9x Mana Regen/lvl Seals - Allow you to use your spells more and make it easier to push your lane and still be able to use all of your combo. Can also be swapped out for 9x Flat MR Seals if you would like some more magic resist.

9x Flat MR Seals - Grants you a good defense against your lane opponent. Can really help against characters that go for a huge magic penetration build. Also helps against burst casters like LeBlanc or Annie

3x Flat AP Quintessences - Provides you a good amount of flat AP to give you good damage early and gets you started in the lane.

[http://i.imgur.com/QqhW5.jpg]

9x Magic Pen Marks - This adds to your early game damage total, and if you end up getting Sorc boots you'll be doing true damage until people start getting Magic Resist. Really good here.

9x Mana Regen/lvl Seals - Helps keep up with your mana costs, allows a bit more use of skills in lane without blue.

2x Flat AP / 7x Scaling AP Glyphs - This gives you some AP at early levels flat to give you some good damage, and then the scaling allows you to scale with the mid game to keep doing more damage and take advantage of magic penetration.

3x Flat AP Quintessences - Again, the pure AP really helps. This adds 15 AP at level one, and with the Glyphs and Masteries, you start out ~30 AP. Provides some nice damage on your skills.

Vs. AD Mid
[http://i.imgur.com/UPDoE.png]

9x Magic Pen Marks - Gets rid of some of the MR that your lane opponent is going to have.

9x Armor Seals - Get these so you negate lots of the damage that bruisers do in lane, and will make you less squishy in order to survive top lane. Can be swapped out with HP/lvl Seals.

9x Flat AP Glyphs - Not many AD mids do magic damage, so trade this off for some damage to try and out trade them and keep the lane even as much as possible.

3x Flat AP Quintessences - Same reason for the Glyphs. Provides some good damage early to win the lane. (Can swap out for Move Speed, HP Regen, HP, or Armor/MR depending on preference and need).

Tanky Ahri:
[http://i.imgur.com/0YsnH.jpg]

9x Magic Pen Marks - Again standard runes for a cater, provides some nice damage early on.

9x HP/lvl Seals - This gives Ahri a nice HP pool to begin with and starts adding up. This allows her to take a bit more damage and not get straight bursted down.

9x MR/lvl Glyphs - This is soley to counter any AP damage you'll be taking in lane. You could use this against someone like Ryze or Brand to help you survive a bit more in lane. Can be swapped out for Flat MR Glphys if you feel the need for very early MR.

9x Flat AP Quintessences - Provides some early damage so you aren't without any AP at all level 1.

Super Magic Pen Build:
[http://i.imgur.com/8l83J.jpg]

9x Flat Magic Penetration Marks - We're going for magic penetration here, and magic pen marks are usually standard on AP carries anyways.

9x Mana Regeneration/5 sec/Level Seals - Need to keep your mana up to constantly harass and take advantage of your huge magic penetration from this build.

5x Flat Magic Resist / 4x Magic Penetration Glyphs - This lets you have a bit of MR for when you're in lane to help trade better and counter a bit of their possible Magic Penetration, while also giving you some more magic pen to go along with it.

3x Magic Penetration Quintessences - Just some more penetration and helps you do even more damage.

-With this rune page you will have 18 magic pen just from runes, add another 10% from masteries, and you will be shredding through more than half of most champion's MR at level 1.


Summoner Spells



Explanation:
Flash and Ignite are my Summoners of choice on Ahri.


-Flash is to get you out of that sticky situation when your ulti is not up, or put you into position to ruin someone's day. Even after the nerf still a really good choice of a summoner.


-True damage is OP. This just adds even more damage to Ahri's combo, which can only be a good thing. Can be used early to provide some burst damage, or can be used after all your spells are down and they're about to get away with 100hp. This is also a direct hard counter to people who rely on healing or lifesteal, for example: Swain, Mundo, or any AD stacking lifesteal.


-Another good choice of Summoner Spell if you don't want to run Ignite. This is best taken when the other team has a hard carry like a Vayne or a Tryndamere. Just pop this on them during the team fight and they will be next to useless. Can also help you win 1v1 skirmishes very handily and can be used as a slow when ganking an enemy champion.


-If the other team is stacked full of CC, Cleanse may be necessary to keep yourself alive and killing people. Good choice, and can cleanse other summoner spells.


-Heal baiting is always good, though not the best choice. If you prefer this, it wont hurt you at all to run it. It can save your team in some instances.


-Jungle Ahri was never viable before, and with the jungle getting harder, it is even less viable.


-A good alternative to flash if you don't think you need it. Ghost helps you stay in range, so if they have a highly mobile team you can use this to keep up with them. Also, if you run bruiser Ahri, this keeps you in range to do damage to them and keep hitting your skills.


-Despite its troll reputation, this Summoner Spell can decide a game's fate. Late game when you have that crucial team fight at Baron, if you die but your team is hanging on, pop this baby and run back full hp and tear their team a new one. Really situational though, so choose wisely.


-Can be used, especially if running Ahri top lane. Again, better options but this is viable. This allows you to split push effectively and also be in a lane to counter gank at any given time. This spell can swing a gank so hard into your favor if done right. It has a very long cooldown, and can be cancelled, so be very choosey when you decide to use it.


-Might actually be a very good option vs burst oriented lanes (Lux, Veigar, Leblanc, etc) to help you survive or even bait out some dives. It can be a life saver, and if you don't feel the need to run ignite, this is a very good option to have.


Skills

Passive: Soul Eater
Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.

Explanation:
As far as passives go, this is a decent one. It requires you to push the lane a bit, but through careful usage of your spells, this won't be an issue. It provides some lane sustain, which is very good. Don't count on this to keep you in lane forever like a WotA will, but it does its job. W would be the most efficient way of stacking your passive, as it costs the least mana. Use your Q on the entire creep wave (enemy mid if you can as well) once you have the passive for the most HP gain from the spell vamp.

Quick tip about this. Every time one of your skills hits something, it increases the counter of your passive. This can be very useful for checking if a champion is in a brush, if you are about to get ganked by multiple enemies, or if Dragon/Baron are up. Use this to your advantage and don't pull a Doublelift!




Q: Orb of Deception
Ahri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.

Cooldown: 7 seconds

Cost: 60/65/70/75/80 mana

Range: 880


Explanation:
Very powerful poking tool. True damage on the second hit means this baby hits REALLY hard once you start getting to higher rankings of the skill, so it is key that you do not miss this skill, especially when its returning to you. One shots caster minions at higher levels and is very good at wave clearing, so use this skill to halt any pushes the other team might be planing.

-League of Legends v1.0.0.132
-Orb of Deception mana cost increased to 70/75/80/85/90 from 60/65/70/75/80
This nerf hurts a tad bit in that you can't spam as much without blue. This isn't a huge issue though, just manage your spells a bit more, and focus on farming a tad bit more instead of constantly poking them with Q.


[http://i.imgur.com/kIqil.jpg]
[http://i.imgur.com/5J133.jpg]

If you notice, the actual range on Q is a tad bit longer than what the range indicator says it is, so take this into account when aiming for your opponent.

W: Fox-Fire
Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 70 / 100 / 130 / 160 (+38% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 140 / 200 / 260 / 320 (+75% of ability power).

Cooldown: 9 / 8 / 7 / 6 / 5 Seconds

Cost: 60 mana

Range: 800


Explanation:
Even after the nerf, this skill is scary good. It has a low mana cost, can deal tons of damage to a single target, and helps you cheaply get stacks of your passive. The base damage nerf hurt a bit, but they increased the AP ratio so it helps Ahri out in the late game.

Against melee champions like Katarina or Diana, who like to get in close on you, you could consider maxing W instead of Q. The reasoning behind this is, with the particles prioritizing champions, all three of the fox-fires are guaranteed to hit them, and then they will waste time running around and dodging trying to predict when you will Q, when in fact you are just going to W and auto them to death while they run like a chicken!

combined with your Fox Fire is amazingly good. W has no cast time at all, and each fox fire gives you a full slow from Rylai's. Extremely good for kiting down chasing champions, or when you need to keep up with their team and slow them down when they try to disengage.

[http://i.imgur.com/jqr2u.jpg]
Note: The range for each fox fire is different. The range is from where the actual fox fire is not from where Ahri is, so make sure you're close enough that all 3 will hit champions, or you waste damage output.


E: Charm
Ahri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.

Cooldown: 12 Seconds

Cost: 50/65/80/951/110 Mana

Range: 975


Explanation:
Best form of CC in the game hands down. It is a ranged CC, with a 2 second duration at max rank. This spell not only stops them from attacking or using spells, they WALK TOWARDS YOU. This is so devastating late game. You hit this on their carry and that team fight is over, you win. Everything about this spell is good, so it is very important you don't miss this spell!

[http://i.imgur.com/E3htR.jpg]
[http://i.imgur.com/JU4Eb.jpg]



R: Spirit Rush
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times before going on cooldown.

Explanation:
What makes Ahri, Ahri. A very fun Ultimate to use. This allows her to be extremely mobile, get out of hairy situations, virtually ensure a kill wont get away with a simple flash, and allows you to jump over walls. This is also what makes you an assassin, as it enables you to simply kill anyone at anytime if you have enough AP.

One thing to remember is that each bolt does separate damage, but can only hit a single target per use. So if you use your Ulti three times during a team fight with no minions around at level 16 with no AP at all, you are doing about 1600 damage to their entire enemy team before resists. While the AP ratio doesn't seem that good, take that AP ratio and multiply it by 9 (3 bolts per use, 3 uses total) and you have a ridiculously high ratio of 2.7!!! A very good ultimate and very underestimated.


[http://i.imgur.com/XawLE.jpg]
Note: The range is just about flash range, but just slightly smaller. This means that while you can get over some walls, others you will not get over when you could flash over them.

Skill Order

Mid Lane Ahri

-If you are against a standard ranged AP mid, simply max Q. You get tons of damage, great wave clear, and potential high burst if you can land it on them. A majority of ranged AP mids do not have short CD blinks that can get away from your Q, so just aim wisely and you'll chip them down till you can kill them with a full combo.


-If you are against melee mids like Kat I would seriously consider maxing W instead of Q. Champs like Kat like to/have to get close to you in order to do damage. In order to guarantee good trades, max W so they can't just jump and then immediately run to the side to dodge your Q. Against Eve, it is really preference. You can Q her and keep her at range, or you can let her get a bit close then Charm and W her.

Item Builds

Start out:
7 + +

Vs. an AD lane:
+

will provide you with enough HP to not get bursted in mid, grant you mana back when ever you last hit a creep, and some AP to start hurting more.

With the new items coming out, some very nice options came into play for players to go in certain directions. I will be sticking with a for the extra HP, AP, and penetration. The reason I will be going this route is also to upgrade it to the new item: Liandry's Torment .

This item I feel is pretty good on AP casters who can poke at an enemy champion and keep the passive on the enemy. It is like a mini Brand passive in that it burns off a percentage of your health, but it is a percentage of their current health. This can be good for whittling your opponent down each time you hit them, putting them closer to the danger zone. It provides you some good stats, and builds out of another so you can buy the last component and still get some stats while you wait for the combine cost. TIP: If you charm them, they should receive the double damage bonus from the impaired movement condition of the passive.

Upgrade your boots to either one of these two when you get the chance: /
A vast majority of the time, you will be going Sorcerer's shoes to continue to do lots of damage in the mid game, and stacking the Magic Penetration with your Haunting Guise. Merc Treads might be a good option vs a team with lots of magic damage and CC.

Before upgrading to Liandry's Torment, I would suggest picking up . I was previously avoiding this item, but I think that now with HP being such a valued stat, you cannot go wrong with this buy. It provides good damage, HP, and utility CC that you need to help your team and stay alive. Not to mention it now procs Liandry's on all your skills for the slow, so you get even more damage.

After , you have a choice in which way you would like to go. I personally, after the rework of DFG, like to rush for a Deathfire Grasp . The new DFG still has the 15% of their current health nuke, but it also increases all magic damage done to that champion by 20%. This helps extremely well by picking out a target and bursting them heavily. This could be extremely effective in double AP comps, because then they also take 20% more damage from your other AP.

Next: (Swap with Deathfire Grasp if you went Deathcap first)
This will help you out a lot vs their AP carry, and also negates the effect of any MR the team might start to build, helping you and your team's magic damage out.

After you have built Deathcap and DFG, you should start thinking about what items you will need to round out your build. A late pickup of is always a great choice, because it gives you a great chunk of HP, AP, and gives you an AMAZING slow that works so well with your kit (especially Fox Fire) and will give you the extra damage on your passive.. If they tend to build tons of MR to counter you (usually if you are dominating them), you should consider picking up Void Staff to make most of that MR go away. might be a good pickup here too because of it's amazing active, some armor to beef you up a bit, and a good amount of AP. You can also choose from some of the other items in the section below. Build to counter your enemy outside of the core, don't always go the same path.

Other items to consider:

Very good item for heavy CC teams, or if the one person that keeps CC'ing you to your death, this will help you out a ton. Get this and most champs can't get away from you without a flash/escape/their team.


- Good tanky item for any caster. Helps with Ahri being so squishy, and limits your reliance on the blue buff. You NEED to get this early to maximize the passive though, so I'm not a big fan of this as it doesn't fit my play style. However, this is a viable option and if you aren't really a fan of the spellvamp build, this is a really good item to go for.


-Always a good pickup for late game if you find yourself being the focus of all their attention. As Ahri, you will be in danger when you go in for the kill on their squishy, so if you go in and pop your G.A. while their AD carry dies, you will come back and you should win that team fight.


-A very good item that provides AP, Survivability, and an Aura to help your team do more damage. Usually is an early rush for some champions, but you can really get it at any point and have it still be effective.


-Grants a good amount of AP, MR, Mana Regen, and CDR. All stats you can use, and the passives can allow you to sustain without blue. Would be good for a poke comp/kite comp in which you may not always have blue and you need to spam abilities to keep them away/clear waves and poke at them.

Potential Builds **NOTE** These are just theoretical, some expensive, but just guidelines to what you could be getting to enhance your chance of success vs. the other team. **NOTE**

My Typical Build (against teams that have lots of dive): +

My Typical Build (when team can protect me/strong front line): +

Balanced Team: sorcerers-shoes rabadons-deathcap rylais-crystal-scepter void-staff guardian-angel

Heavy Physical: will-of-the-ancients sorcerers-shoes/mercurys-treads + (Depending on CC) zhonyas-hourglass rabadons-deathcap rylais-crystal-scepter

Heavy Magical: mercurys-treads abyssal-scepter rabadons-deathcap quicksilver-sash rylais-crystal-scepter

Heavy CC: mercurys-treads quicksilver-sash rylais-crystal-scepter rabadons-deathcap guardian-angel

Super MR Shred Build:

If you're in a Kite/Poke comp:

Difficult Lanes

You're gunna need some help here:


- You can beat Diana early game with your poke and harass her hard when she goes into cs, but once she hits level 6 she becomes scary. You should be able to use your ultimate to get out of hers to avoid her CC, but be careful of getting hit by her Q post 6, as this gives her two jumps onto you. Her passive can deal tons of damage if you don't watch it, so when she starts flashing don't let her get near you. Stay at range, poke her down with , and try to get an all in on her when she's around 75% hp and you can hit . When she tries to land on you, dodge to the right if you are facing her from blue side, and to the left if you are facing her from purple side. This will help you dodge that skill and keep Diana's killing potential down.


- Katarina since the rework can be a real terror to Ahri. One one hand, Ahri has the range advantage on Kat. On the other hand, Kat has plenty of tools to avoid your ranged harass and get some big damage onto you fast. If she gets any kind of lead on you, its just terror, and the reverse applies. Your ultimate does counter hers, so take that into effect when calculating how to outplay her. If she gets one kill, hang onto your hat because this will be a nightmare to you. If she goes the super magic penetration route (haunting guise, sorc shoes, abyssal) you may want to rush Abyssal and Rylai's to get some MR and HP behind you. Consider going 9-21-0 or 21-9-0 focusing on MR and going a full MR page to try and counter this possibility.


- Has the potential to crush you in lane. The damage and escape on Kennen is just so strong. Play passive and watch the stacks on his stun. Go b if you get below half health. DO NOT FEED THE KENNEN! He is also very annoying because he can sit back and farm with his Q if he starts to lose the lane. Call for ganks and punish him when his E goes on CD, just be extremely cautious.


- She has the potential to burst you down, but if you can trade with her early and win those trades, you'll snowball and she'll become useless. Don't let her get her Q + R combo off on you, call for ganks, and don't let her roam and you'll win. Try not to push your lane because she will deny you with her combo potential. Let her push then have the jungler come gank her. BE VERY WEARY LEVELS 3-6. When she hits 3, she has the potential to kill you anytime. Do not let her get her snare off on you or you are dead 100% if you don't flash it.


- You win early, but if you cannot punish him hard enough he will just overtake you once he gets to around 6. That snare hurts so much and you cannot spirit rush away from it. Push your advantage in early lane while you can, and then when he starts to become a threat just poke away at him and don't get too close.


- If he gets his full rotation off, you're dead so easy. He can heal post 6 and tank some of your damage. Trading early with him is a bad idea, especially if he starts off with his slow and then uses his E to increase ALL of his damage (yes, including auto attacks and ignite ticks). Poke him from range, and whittle him down until his mana is gone then go for the kill with Ignite to counter his ultimate. He is probably one of the hard counters to Ahri, and should avoid playing Ahri against Swain if at all possible. Have your jungler camp your lane and pray you can outplay him and snowball.


-The bane of most AP mid's existence. He has great damage, a gap closing silence (so broken versus casters), a slow, and a high burst ultimate that gives him invisibility as well. He is basically THE counter to mid lane, and you should probably ask for your top lane to switch with you. Sit back and farm, wait until you can build up an HP pool and some damage, then call for your jungler. If he gets the advantage on you, just farm up, ward the sides of your lane, and pray your jungler takes mercy on you.

Average Matchups

Average Lanes (Down to player skill):

Aatrox
-His passive can be really annoying to deal with, he has high sustain, and tons of damage. However, due to your mobility and CC you can kite him easily and come out on top if you play it correctly. Use your ultimate to kite during his ultimate, whenever he tries to leap on you throw out your charm, and generally keep your distance and you won't have any problems. I suggest starting + just to ensure he won't do as much damage to you. Ignite is a must versus this lane, and a might not be a bad idea.


- If she can land her skills your HP bar will be gone very quickly. However, Anivia is slow and its possible to poke her down really hard. Really just a lane of who can hit what. At level 6, you should have an easier time to kill her in lane, just max Q so you can keep up with Anivia push. Try to avoid her putting her ultimate on you and then casting E, as you take more damage than you need to.


- Annie has very good damage and can be quite scary to go against as a very squishy Ahri. Watch her passive stacks, try to poke her down with her Q, and try to anticipate when she'll Tibbers and avoid it with your Ultimate, possibly trying to go for the quick kill when she's still recovering from missing Tibbers. Definitely call for ganks if you start to lose trades.


- Has huge range and great early damage. His passive hurts so hard early/mid that if he can hit one or two spells, you'll be burning through potions. Once you have your ultimate it should be easier to kill him, but always be weary of his multiple bounce ultimate. Try to stay away from minions so it only hits you once. Once you are out of laning phase and are decently farmed, you should be able to destroy him as he falls off, and you are at your strongest in the midgame.


- Probably has one of the highest sustained damage rates of any mid in the game. She can farm really well, can stick on you if she lands her slow + Q to speed her up, and she will tear you apart with her E if you are poisoned. Play passive and farm up to 6, and then start to get aggressive on her. You should be able to easily avoid her ultimate all together with yours, so that will set her back a great deal.


- I don't have much experience with this matchup, as she is a relatively new champion that most people are playing up top or in the jungle. Her Q will hurt you early, so try to avoid letting her walk up and get that cast on you for free. When she goes in spider form, stay at range and just poke her with your Q. Be weary of her spider form gap closer, she can get onto you in a hurry and even use it to dodge your charm. If you can dash away from her quickly, she will not jump to you and just fall back down where she was to begin with. Watch how she angles her W in human form, as it can angle around the creep wave and hit you for free. Just stay at range and poke Elise down and you shouldn't have too, too much trouble with her in lane.


- His silence can be really annoying to deal with, but his weakness is pre-6. This is when you HAVE to take advantage of him, or he could start to snowball the game. Poke him with his Q, and don't just sit there and take the silence from his Q. He is a melee champion, so get in there and auto attack him and harass with your spells. Never just take free Q poke from him. If he ever uses his ultimate onto you to get a Q off, follow him auto attacking and then combo him the second the silence is ended.


- She has tons of crowd control that can shut you down, but you have room to outplay her. This is truly a skill matchup. If she ever tries to use her gap closer o try and combo on you, you can use your to stop her in her tracks and turn the tides. Carefully using your to keep your distance can negate a lot of her crowd control. Just always be careful whenever she casts out her claw, and always be mindful of your positioning, and this lane shouldn't cause you too many problems.


- If you get silenced you're dead. If you get combo'd, you're dead. He'll push you really hard and his voidling can be annoying. He has no escape though, and he can't trade. Avoid getting combo'd and then go on him when spells are on CD and you'll win. Must get QSS, one of the only champions in the game where one items counters them so hard.


- This lane all comes down to dodging her Dark Binding. If you can do that, you should have no problem trading with her. Your ultimate counters hers, and you have a bit more poke damage than she does. If you get caught with a binding and she is level 6, you will most likely have to use your ultimate and maybe flash to not die. Definitely run MR glyphs against Morg to negate some of this damage.
*TIP: Your Q's true damage is not affected by her Black Shield, so go ahead and hit it on her, she'll still take damage.


- She has good single target damage, and can harass you down quite quickly in lane. Dodge her skill shots, poke when you can, and make her go OOM. Just auto attack the wave to keep it near the middle when need be and then post 6 you should just be able to kill her. Consider going an Abyssal Scepter rush against her, to help with the burst she can deal out to you. Dodging her skillshots is a MUST, she can push you out of lane very quickly, and push on you to keep denying you. BEWARE: Her ultimate is very strong. Do not engage her if she has more than two spheres out (even two can be risky when you are getting low on HP).


- After playing against Vlad more, I find this matchup to be truly based off of player skill. He has so much sustain and can be a real annoyance in lane. The worst part is he can troll pool your Charm, as well as any damage you threw out in anticipation of hitting it. Typically you want to bait out his pool, avoid trading with him too much, and have a jungler gank him and get a kill out of it.


- He has the potential to kill any AP champ if you play wrong. If you get farmed early and lane a couple of spells on him, he'll have to back off. Avoid getting hit by combo and trade SMARTLY with him and you should be fine. Since the DFG nerf, Veigar's burst has gone down by a lot. He needs to farm much more, which gives you some more opportunity to take advantage of him. Camp him early and deny him farm and you should have no problem versus that champion. Always be aware of his behavior and try to walk away when he walks forward, because he is most likely trying to stun you.


- He out ranges you and any good Xerath player will NEVER get close to you. Your best bet to get him will be when his ultimate is down, or he is sitting there in his turret form. If you can get in there quick with flash or your ultimate to charm him from reacting, you can kill him. Just beware of his E + R R R combo, it hurts. A lot. Try to stand outside the creep wave, so he has to choose between using his Q to push the wave and farm, or throwing at you where you could potentially dodge it.


- Ziggs does a lot of damage and can harass you a TON. Try your best to make him decide on whether to waste his skills on you or hit minions. Avoid his minefield, as this pretty much guarantees hits on his other skills. Once you hit level 6, he should be a very easy kill for you. Until 6, try and poke a little with Orb and last hit. Be careful of his ultimate, it does tons of damage and a huge radius.


- REALLY annoying in lane. Just don't get bombed early and farm up some AP and HP, and then post 6 you should be able to kill him if you're smart. Be careful not to get baited by his ultimate.
*TIP: If you E him right before you kill him with your burst, he won't be able to get his ultimate off.

Easy Matchups


- Just avoid his Q early, and poke him down. Once you hit 6 if he doesn't have flash he's a free kill everytime. His wall WILL make him hurt you very badly, so avoid going through it as much as you can. PROTIP: Your E will interrupt his ultimate, use this to your advantage. Karthus will want to free farm against all mid lane champions, so you much punish him for coming too far to get his CS. Just hitting one or two against him will put him in kill range, and you should go all in on him to keep him down and from getting farm.


- After all the nerfs she just doesn't have the same lane presence. She can still do tons of damage to you, but it's much easier now to avoid her skills, and with your Ulti you can dodge her ultimate and get on top of her really quick. Just mind your positioning and poke when able to.


- He'll just push all day. His rockets and stun will be very annoying to deal with, so try and utilize your passive to lower the damage this does. Just ask for a gank and farm as well as you can.


- The shield is annoying, and can take quite a bit of burst to pop it. Just stay out of his stun range, poke with Q when you can, and farm your little fox butt off! Remember if you see him come up for a stun, throw out an E to limit what he can do while stunned. However, he is rarely played anymore, so you should never see this matchup.


- His cards are easy to avoid, and once his stun is down you can really go to town on him. Poke him down, avoid his skills, and you win the lane.


- You just out push her, can do more damage, and your ultimate straight up counters hers. Stay out of the way of her plants, don't get snared, and you will win the lane. Anytime you are post level 6 and she misses her snare, you should just combo onto her and force her flash or get the kill. She's that easy to kill for Ahri. Watch out for her passive though, it will chunk you for a good bit of damage. Save either the last dash of your ultimate to get out of range/dodge it, or get your juke boots on and go in a completely random direction to avoid it.

Jungler Matchups

One of the most important pieces of information you can have in the game is who their jungler is and how to appropriately play against that jungler. Certain junglers tend to have more lane pressure, while others do not. Here is a list of junglers and how you should play against them:


-Alistar is the nightmare for every laner in the game. He will come at you from behind your own tower to gank you, he can honestly gank you from everywhere and if he hits a skill you most likely will die or have to blow your flash. Play VERY safe early in the game, cs what you can, and try and let the creep wave push towards your tower so you are safe from any ganks from the river brushes. You will want to take at level 2 to give yourself a bit of safety from Alistar using his Headbutt + Pulverize combo on you. Make sure on your first trip back that you buy a ward or two and use them, to take take the pressure off yourself.


-Versus Amumu, your team should be invading him level 1. Amumu is not generally known to be an early ganker, and will only occasionally go for a gank if someone is out of position badly. Pre-6 you are mostly free to feel safe in your lane as long as you don't go too far past river. His bandage toss can be easily dodged with some skill, so you should be able to walk away just fine. Shove the lane a tad and zone the enemy away if you can, forcing the wave to the tower if your lane matchup doesn't last hit well under tower (Swain, Ryze, etc). After he hits 6, you need to be more weary of his ganks and what CC your lane opponent brings. Put wards on both sides of the river and look at the minimap often and you should be safe from him.


-Cho's ganks can be pretty deadly as he has a silence as well as a knockup. If all else fails, you must dodge that knockup or just blow your flash. If he knocks you up you will probably be dead unless you flash. Cho can gank you anywhere from levels 2-6, so always be weary and watch your lane opponent's behavior to predict a gank. Just keep the wave in the middle of the lane or slightly on your side and you will be safe enough from Cho. You should definitely take level 2 just in case he decides to gank you at an early level. Once he is 6, you have way less HP than you think you do, so stay out of his range and just use your ultimate to get away if you fall below 700 HP.


-Darius generally will not gank till level 3-4. He does tons of damage and will stick on you with his slow from his W and his bleed along with the possible ignite from him/your lane opponent will really cause you to hurt. You can play aggressive until level 4-5, then try and play passive. He has to walk up to you and get in pull range to do anything to you, so just throw your E at him and walk away and he can't get close to you. Generally keep the lane in the middle or slightly to your side unless you know he is nowhere near you, then you can push up and be aggresssive.


-Diana, similar to Darius, will not want to gank you until they have their pull abilities. Diana will not gank as easily as Darius pre-6, as she needs to be in pretty close range in order to get her pull on you. If you see her come into lane, simply walk backwards and throw your charm and q at her to punish her for ganking you pre-6, and then walk away. You can hold off on leveling your E until level 4, unless you want it for some early harass/trade potential in lane. Once Diana hits 6, if she lands a Q onto you, you should dash away with your ultimate or hit a very well timed Charm to get some distance from her. She can double dash onto you if she has her Q proc on you, so keep this in mind. You can play somewhat freely until she gets level 6, keeping your wave either slightly pushed, in the middle, or at your side of the lane. When she hits 6, keep it towards your side to avoid any potential gank where she can get two dashes on you before you before you get to tower.


-In mid lane, Mundo ganks aren't as devastating as they can be up top, but they can still hurt. If he can land a cleaver on you and your lane opponent manages to catch you with a slow/stun/snare, chances are you will die unless you can charm one of them before the cc gets hold of you, or if you flash. A general rule against mundo is if you are in the middle of mid or slightly on your side, you will be safe and shouldn't be too worried about getting ganked. Only be majorly concerned if you are starting to push past the middle of the lane, as they may be able to catch and kill you before you get to tower. Another note is if you can dodge the first 1-2 cleavers Mundo throws at you, there isn't much else he can do to you before you run away from him.


-Elise can be a pretty deadly ganker once she gets all three of her abilities, as she has a stun and a gap closer that you may or may not even see her using. If you are playing against a lane opponent who has a good CC like Morgana's Dark Binding/Soul Shackles you want to play VERY safe. If you were to get hit by one of those CC's from your lane opponent or from Elise, you will most likely die from CC locking. Keep the wave frozen on your side of the river and ward both sides and you should be safe from all attempted ganks. Elise's stun is a skillshot just like Morgana's Binding or Ahri's Charm, so if you can dodge that, you can avoid a huge amount of punishment and just charm her to prevent her from jumping onto you in spider form.


-Fiddle is an interesting matchup. While very, very weak early game, his ganks can become something to fear when he gets some levels. You should be safe from him the first few levels while he powers through the jungle to try and get to level 3-4 as soon as he can. Once he hits level 4 and beyond, ganks just became a whole lot more terrifying (pun intended). Fiddle's Q is one of the longest CC's in the game, with a max rank fear keeping you CC'd for 3 seconds. This is when you need to be afraid, because if he gets his fear on you, then silences you, you are most likely going to die. Once he hits level 6, he becomes a nightmare. You can never know where/when he is going to come from because he will just appear in his ultimate and fear you to your death. My advice is press your advantage while you can, then once he hits level 4 play passive and keep wards on both sides of the lane to let you know when he is coming. Coordinate with your jungler to shut him down hard early game, because there isn't a whole lot he can do to stop you.


-Hate, hate, hate this jungler. His ganks can be so powerful. He can run in from behind you and knock you back into your lane opponent, who if they have a CC, will lead to your demise very fast. Once he hits 6, it becomes worse as he can just dive onto you with his ultimate to make you run back into your lane opponent again, leading to your death. He is a jungler you want to play passive against. Early on he will most likely be coming from the brushes in mid, so just throw a charm at him and walk away. Once he gets some levels and becomes faster, this will be a problem for you if you are a bit too far out, as he will still get to you through your . Play passive and ward one side to stay safe, and you should be fine. You can completely dodge his ultimate with yours, so be sure to have a good reaction time to it and you could potentially bait him into your tower for an easy kill or make him blow flash/ghost.


-Jarvan (A.K.A. Jarman/Dunkmancia) can be a very dangerous jungler for you, especially early. He will most likely do a level 2 gank, and if you are not ready for it, it will spell doom for your lane. Watch carefully for where their mid laner comes in from after leashing/helping out the jungler do red/blue. If he starts red buff, watch for a gank top/bot lane depending on your side. If you do not see him top/bottom lane, he is most likely about to gank you and you should immediately play passive and let your wave push towards you. If he started blue buff, again watch top/bottom lane to see if he ganks. If he doesn't, he is probably doing his wraiths and then red buff and coming to gank you or top lane at level 4. This is definitely a jungler you want to play passive against, because his knockup and early damage is so much. Once he hits 6, he can just E + Q combo into an ultimate making you blow your flash or ultimate to get away, and he will most likely help push your turret if you are low. Play very passive until you can get some wards to keep tabs on him, then you can play less passive, but still on your side of the lane.


-Lee Sin is the king of early ganks. He can just start red buff and level 2 gank people all day, because he has so much damage and sticking potential. If you are against a Lee Jungle you want to play safe at all times unless you see him on the map. He can gank you and stay on you so much if you don't dodge his skills and stay out of range. Play REALLY passive the first few waves because this is when Lee can decide your lane. After that, its not as important to play as safe, but still its good to stay on your side and just last hit/wave clear when necessary. Once you start getting some items and HP, he becomes less dangerous, and once you have your ultimate you don't have to worry about him killing you as much. Ward up and be weary of your lane opponent placing wards in the middle of the lane for lee to jump to in order to get the advantage on you.



-Malphite is a slow jungler in the beginning, so do not expect too much pressure. His slow can be very killer on anyone without a dash/flash, so don't carelessly push against your opponent. His real threat comes from when he hits level 6. He can just flash -> Unstoppable Force onto you from nowhere, and generally it will be a kill 100% of the time if they react in time. After Malphite hits level 6, you generally want to have both sides of your lane warded so you can see him coming to give you time to play safe and out of range of his ultimate. If you want to invade him, Malphite will start blue 90% of the time, and his level one isn't that good and if you can force him to take Q at level one it will hurt his jungle speed tremendously.


-The king of shutting you down. Maokai can seriously ruin your day and make it a living hell. You will want to play passive against him until you have your ultimate, then you should be fairly safe if it is off cooldown. He'll generally do wolves blue and either gank top or go to red, then gank mid. So around 3-4 minutes in you should be extremely afraid of a gank, so watch your opponent very closely. If you see anything aggressive outside of poking, get out of there and be prepared to charm Maokai. As everyone knows, a flash into your turret could spell doom for Maokai, especially if you can him and keep him under tower, you could get yourself a 4 minute double buff and first blood.


-Nautilus ganks are downright scary. He has a hook on you, a slow, a knockup, and a root. This guy is CC, the champion. You will always want to play safe against him, as his kit can just destroy you instantly. His ganks early will usually consist of him walking into lane and casting to hook you and then root you in place to your demise. Early on let your lane push to you and freeze it there, even if you have to miss a couple of creeps to do it. It will be more worth it in the long run, and allow your jungler to gank your lane for you. Once he hits level 6 you want to know where he is at all times, because he can just put his ultiamte on you, and it wont matter how many times you away, he can just walk at you and hook you back into him and your lane opponent and kill you. is your best friend against this champion.


-Nocturne can be a terror for any lane in the jungle. He'll usually gank mid once he has double buffs, and he should be relatively high HP from his passive sustain and HP pots. When he comes to gank you, he'll generally wait for you to get out of position, Q in to close the gap on you, wait for you to cast charm to spell shield it (hate this so much -.-), and then fear you to get a kill. A tip to bait out the spell shield is to act like you're going to throw your at him, and when he throws up his spellshield (or if he's bad prematurely put it up) cast (easiest) or to get rid of the spellshield and then charm and walk back to your turret. Once he gets , the ganks become a lot harder. Anytime you are out of position and go aggressive on your lane opponent and he is within range, you could potentially die very easily. The best bet is to play somewhat aggressive early on and just watch for where you might be out of position, and later only play aggressive when you know where he is, if his ultimate is down, or if it is on your side of the lane.


-Not so much of a threat, more of a general annoyance. His is very annoying to deal with and could result in your death. His should never be a problem unless you don't have flash or your ultimate. You should feel relatively safe in your lane, and just be cautious of when Nunu can come and if you have enough time to get out of there alive. Very low on the threat list when it comes to junglers.


-Olaf can be very dangerous before you hit level 6, due to his axe and his true damage. If he catches you with one axe you might as well flash, because depending on where you are you might be dead just from that one slow. Once he hits 6 and tries to go for you, you have to back away really fast from him, either with flash or your ultimate, in order to survive. If he pops just kite him with your ultimate, and wait for it to expire before you use your , and then kill him if you are able to. Keep the lane around middle and you should be free to harass your opponent as you see fit and still be really safe from Olaf.


-Rammus is an interesting case. His taunt is so strong if he gets it on you, and usually if he gets his taunt on you during a gank you will die unless you can react fast enough to get away from your opponent and Rammus. He can gank you really fast and from generally anywhere he pleases, so you always have to be ready. This is a matchup where you want your lane slightly pushed to your side so he cannot gank you from the river brushes on either side of mid. can save your life if you time it right. Try and save it so that the end of the duration of the charm will eat up his powerball, and thus allow you to get some distance away from him to avoid his taunt.


-Not as popular anymore due to nerfs, but still incredibly dangerous. Before he's level 6, you generally just want to stay away from the river brushes and you should be fine to get away from his ganks, but once he hits 6 it's a nightmare. I would generally buy a and put it in the middle of the lane so he cannot come from lane or sneak up on you through river and it gives you some time to react to the situation. Other than that, it's just the standard keep the lane around the middle and pick and choose aggression, and make sure you have that pink ward to avoid blowing your ultimate for no reason or giving up free kills.


-Reserved for when the remake comes out


-A true terror to those who face him and aren't prepared, and can make your life a living hell. For the most part, unless you can somewhat time when he is going to gank you, he can gank out of nowhere and ruin your day. To try to put a damper on his jungle and delay his first gank, try and invade him. However, Shaco's can be unpredictable due to being able to start anywhere they please. If you get lucky and disrupt his jungle, it can be HUGE to surviving the early game and having Shaco fall off. If at all possible, DO NOT DIE to his first gank. If you can survive that, Shaco will fall off so hard and you will be at a huge advantage. You should always be on your side of the lane as close to the turret as possible when you don't know where Shaco is on the map. A good practice is to ward your jungler's red buff early, as some Shaco players will quickly do their blue buff smiteless, then rush over to your red and try to steal it away. If you react quickly enough, you can punish Shaco by killing him or forcing him to back without getting that red buff putting him super far behind.



In progress!

Early Gamed

Levels 1-4 are your weakest, so take this into account when facing an opponent. Take into consideration your lane opponent, where their jungler started, and the overall threat of being ganked. If you feel unsafe in your lane early, grab your charm at level 2 to try and help out your early laning to be safe from ganks.

If you're in a lane you don't think you can win without help or you think you have no hope, sit back and farm to the best of your ability, don't die for any CS (it's not worth it in the end), go to town when the lane pushes out and you're scared, don't stay around if you're low and know the champ can kill you. Farm up your items and you should have a better time with the lane or get some ganks going to get you some kill gold.

WARDS ARE GOOD FOR YOU AND TEAM!!! General ward spots for you as a mid would be at their wraith camp near the middle of the ramp, wall, and bush. The other side should be the long brush that goes to wolves, so you are covered from jungle ganks on both sides, and can let your team know when your mid is roaming.

Try not to harass too much with your spells, because if you get spam happy, you will run out of mana very quickly. A good guideline I try to use is one spell every 10-20 seconds. This puts out good harass and keeps my mana up high, and allows me to focus on last hitting instead of focusing on harassment. Once you hit level 4, level a point in E and start to harass a bit more to try to push the other out of lane and gain the advantage, and this is when your jungler should gank for you.

Mid Game

Keep focusing on farming, though you should be really strong at this point. Roaming after you lane is back/pushed/dead would be a good idea, just ask your teammates where the other team's wards are and try killing their lanes to give your team the advantage. If they show you where the wards are (or say they have none at all) you should push up your lane so they lose vision and have to stay at the tower, then start to head up there. At this point, you should have . With this item combo, you should be able to kill on any gank attempt which isn't blown.

Ganking Top: Typical ward spots for top are in the tri-brush and near baron. Go through either river or tri-brush (whichever isn't warded), or come through lane if both are warded, and WAIT FOR THE OK FROM YOUR ALLY. Too many times ganks go extremely bad due to miscommunication. After that just coordinate your CC in order to secure the kill.

Ganking Bot: Bot is usually heavily warded to protect the AD carry, with potential wards at Dragon, tri-brush, and your lane brush bot AND their lane brush. You can gank through any one of these avenues, depending on what is warded, or you can just gank from behind their turret going to the tri-brush right next to their turret (if you're blue side). Remember, coordinate with your bottom lane, and if they say they don't need your gank you walk back and don't force them into things.

After level 6, you should have a somewhat easy time getting kills on your lane, so call your jungler for a gank and go do Dragon if it is successful. Keep asking for blues and start to press your advantage and soon enough you'll have a good score and good farm.

Always push the tower if you know their mid/jungler aren't anywhere near you to get some damage on towers. Taking down that mid tower is such a huge boost in control for your team, so make it a point to keep whittling that turret down. Follow your jungler and generally try to help your team out to snowball the game.

Late Game

You should be grouped with your team at this point, and should have/be close to your or . Focus on getting objectives (Dragon/Baron) and catching the other team out of position. Don't go showing yourself bottom when they could be around Baron, it might cost your team the game. Be aware of situations that are going on and try to capitalize of ANY mistake by the enemy team, as it could seal the victory for your team.

Your damage will start to fall off at some point, so don't expect to be destroying HP bars like you were mid game (you still will, but you will have to work a little harder for it). Just keep damaging opponents and go for the squishiest target you can find without diving the whole entire enemy team in the process. At this point, any one mistake can cost the game for your team. Be VERY cautious about your positioning and continue to ward for your team. Also, NEVER risk Dragon for Baron. Later in the game, Dragon becomes way less important of an objective to risk giving up Baron, so only do that after a Baron attempt.

After every teamfight, objective, gank, etc push a tower. Take more objectives, deny some farm, push a lane a bit to get it going. This all gives your team control and adds pressure to their team. The more pressure on the other team, the more likely they are to make a mistake. When they do make this mistake, and I mean when, punish them hard for it and keep building your advantage.

Team Fights

Team fights are what can make or break the game for you and your team. Many people see only the objective of getting rid of their damage dealers, but of equal (if not greater) importance is protecting YOUR OWN damage dealers. I can't tell you how many times I've watch someone (or done it myself) dive and kill their AD, only to see their team went to town on our AD and wiped out our whole team. You need to find the balance of going in for the kill, and peeling for your AD as well.

In a team fight, always try and catch out a squishy with your . If you hit this on any squishy, that team fight most likely will be won. Simply throw out your charm, follow up with and , and watch as their HP melts to your skills and your team diving on them. That will be your main funtion, it is never a good idea to full on initiate as Ahri into a teamfight before the bruisers unless someone is horribly out of position and you can insta gib him.

Conventional knowledge is you don't want to focus the tank, because that is what he wants you to do. This is right, to an extent. If you can get a catch on him and kill him before he can use his important skills, you are free to do whatever you want to the enemy team, because they have now lost their front line. Remember, it's not always WHO you focus, but who you can KILL and how FAST you can kill them before it becomes disadvantageous to keep attacking them.

How you will flow through the teamfight:
Generally you want to wait till either yourself or a teammate catches someone with a CC skill. After that, follow up with your basic skills and wait for the bruisers to go in and soak the damage up. After that, you want to go ahead and dash in using and throw your over as many people as you can, and use to burst the person closest to you. Always use your ultimate on the edge of the teamfight, so you don't get CC'd in the mess of the inner teamfight. Single out their carry and throw whatever you have left at them in order to kill them. After that the teamfight should be over, and hopefully you have won.

IMPORTANT NOTE:
After every team fight, group up and take an objective. Push a tower down, go take dragon, empty out their jungle and push some creep waves to get damage on towers, group up for baron. Don't just team fight and then go back to base immediately, because you lose out on putting yourselves even further ahead (and them more behind) and allow them a chance to come back and take that objective themselves while you are back in base. After a won teamfight, just ping the objective you want to take and say "Take this and then shop". Most people will comply and understand the advantage of doing so, and it can help snowball your team so hard.

Tips & Tricks

1) Bait the tower dive!
If someone is about to tower dive you, throw an E on him and watch as they follow you to your full skill combo and the turret, almost assuring their death and almost assuredly making their team rage at the diver. With WotA this can save your life and really turn the tides of the game.

2) Play mind games!
Most people know what Ahri's skills do at this point, so use that to your advantage! Most people know that your E is a skill shot that doesn't pass through creeps, so walk out and towards them like you are going to use it and watch as they go deny themselves or alter position! You can use this to position them perfectly for a jungle gank.

3) Who needs to face check? Use your passive!
Your passive allows you to throw out your skills and it adds a counter when it hits a champion, minion, or neutral monster. Use this to allow you to check brushes for incoming ganks, or to check if Dragon/Baron are up of if the other team is doing it! This can save your life and possibly allow you to counter gank something.

4) Save your flash!
If you want to get aggressive against a lane opponent and overextend a bit for the kill, go for it! Just ward a side and then use your ulti to try and burst them down, but save one dash! If it turns out you were being baited, simply run to the safe brush you warded and use the last dash over the wall to safety!

5) Nobody gets away that easy!
If you spot a gank about to happen and you aren't doing anything, head on down there! If your allies damage them a bunch and they start to run, you could easily find yourself in position to get a kill, two, or even three! Your ultimate provides you so much damage and mobility that you could easily snowball off that gank to certain victory.

6) Patience is your best friend!
Ahri is not going to 100 to 0 someone unless either extremely fed or the other person is really low leveled. Take your time to poke them down to a somewhat more reasonable HP. This will lull them to sleep and when they think you're just going to poke, go for the kill. If you ever land an E on your opponent, quickly cast out Q and W right after that, and then Ulti and Ignite them immediately. Ulti and auto them some more and you'll have an assured kill.

7) Bob and weave!
Just because your ulti dashes towards where you go doesn't mean you have to dash right at the enemy! You can completely dodge turret shots while damaging the other champion simply by dashing at angles that put you in range of the enemy, but not in range of the tower. This ensures you'll damage them without trading some heavy damage from the tower, or you could completely tower dive them then ulti out of range/over a wall! So many possibilities.

8) Interrupt their combo, while damaging them!
The nice thing about Ahri's skills is they are mostly skillshots or quick cast abilities. If you notice someone is coming up to combo you, especially a melee character like Irelia, quickly cast W and throw out your Q and E. This will halt them mid combo, hit them with your full combo, and force them to back off the engagement. This is really useful if you are facing someone with a delayed CC like Sion or Kassadin. Just throw an E and press W really fast and you should be free of their CC just as yours is ending.

9) Jump walls!
[http://i.imgur.com/C5rUN.jpg]
Just a quick list of walls you can jump with your ulti, keep these in mind when running or chasing! Save flash for when you really need it.

Skill Combos

Generally, Ahri has her very basic combo. This is to open up with your , throw out while they are still Charmed, and then -> -> -> -> -> . This provides some guaranteed nuking as you will hit both parts of your Q while they are charmed. Then you use your ultimate to get on top of them to guarantee your full damage for W, and then use the rest of your ultimate and your Q when it comes off of CD + Ignite to finish them.

Next, a combo for when you are being initiated on (Risky):
First, the attacker -> Immediately -> and get both hits on it -> Follow up with -> -> . Since the CD on W is so short, you will probably hit them with the full skill twice before they get away from you. This can easily win you a 1v1 and you can actually bait yourself to do this.

Combo for when being initiated on (Safe):
As previous, throw out on the attacker -> Press -> and get both hits -> away if you are at risk. This damages them, and allows you to safely dash away from them, trading lots of damage for nothing. While your ultimate is still active, you can wait for your cooldowns, and possibly go for the kill.

Hyper Aggressive combo (Extremely Risky):
straight onto your target -> Immediately press -> Use when you have a clear shot -> when they run follow with an and a -> and them. This puts you extremely at risk, but doing this you can completely catch someone by surprise.

Ultra Ultra Hyper Aggressive They Won't React Combo (ZOMG Risky):
> > > > > > > > . This WILL kill someone if you have any decent amount of AP and they are not super tanky. ANYONE gets out of position, they are dead. You can also sit in lane super super passive, then out of nowhere 100 to 0 someone in the blink of an eye. It's so retarded how much damage and how fast you can kill someone with this.

Final Comments

Well, there is my guide to Ahri. I'm not the be all, end all master of Ahri, but I enjoy playing her and get some pretty damn good scores with her. Just practice her and you will pick up all her little tricks along with it. If you have any suggestions, questions, things you'd like to see in the guide or things you think could improve it please leave me a comment and I'll change the guide accordingly. Thank you for reading, and have fun playing Ahri!!!

Updates:
Added in a Tips & Tricks section. Minor editing.
Added another tip to the tips and tricks section, added some more insight to early game.

1/8/2012
-Added the laning section. Would appreciate others thoughts on this.

1/10/2012
-Some minor editing to the laning section.

1/12/2012
-Updated item build section showing potential build routes. Open to input on these.

1/17/2012
-Changed laning guide a tad bit, added in League of Legends v1.0.0.132 Patch Notes nerfs to Ahri and thoughts

1/22/2012
-Added QSS thoughts on the item build section.
-Updated a couple of lanes with additional information and moved some people around
-Updated skills section to provide more insight into the v1.0.0.132 nerfs
-Updated skill order and the skill order chapter.

1/26/2012
-Added Rod of Ages into the item build sections and some explanations.

2/3/2012
-Added in Ziggs laning tips.
-Updated item build section a tad bit.

2/10/2012
-Updated laning section and made it more pleasing to read.
-Updated Team Fights and Late Game chapters.
-Changed skill order to represent my most common skill order.
-Shortened/Changed around the Item Build sections.
-Updated the Intro, Skills, and Skill Order sections.
-More general updating/cleaning up the guide.
-Added a Skill Combo section.

2/11/2012
-Updated the runes section, Team Fight section, and Mid/Late game sections.

2/14/2012
-Updated guide after League of Legends v1.0.0.134 nerfs to Ahri and Hextech Revolver.

2/15/2012
-Switched around some information to various chapter to keep layout looking neat.

2/24/2012
-Guide approved! Leave comments on anything you think could improve this guide further. Currently working on a warding/ganking section as well.

3/9/2012
-Updated Items section
-Edited title

10/24/2012
-Updated entire guide. Work still under progress.

10/25/2012
-Continued updating the guide. Reworked the lane matchups a lot.

10/30/2012
-Edited most of guide, added new section and information, cleaning up formatting and other information.

10/31/2012
-Continued updating of the guide
-Trying to work on getting a game play to put into the guide.
-Added a Jungler section to look at how to play vs. different junglers.

11/5/2012
-Added Elise to the mid lane match-up section
-Updated the Jungler match-up section

11/13/2012
-Continued work on the Bruiser Ahri section
-Added Diana to lane matchup section
-Updated Jungler Matchup Section
-Redid the teamfight section
-Updated Summoner Spells section and removed Promote and Surge (being removed with Season 2 Ending Patch)

11/21/2012
-Updated guide for Season 3

11/27/2012
-Updated Jungler Matchup Section

11/29/2012
-Updated Jungler Matchup Section again
-Fixed items suggested in the Mid Game section

12/10/2012
-Updated Mastery section due to Butcher change/revelation

12/11/2012
-Updated Jungler Matchup section
-Updated item build section
-Updated lane matcup sections
-Fixed some errors in the guide

03/12/2013
-Finally updated the guide, sorry about the long wait.
-Removed the top lane section, just doesn't really fit with the guide and doesn't really work anymore.
-Changed around Item Build section a tad bit.
-Added some more jungler matchups to the guide.

4/9/2013
-Updated item build section a tad bit
-Quick update on Jungler Matchups

6/26/2013
-Added Lissandra and Aatrox to the matchups

Comments

June 26, 2013 - 10:22 PM #1

Do you have to ask if you have an extensive guide or not? I want to know if my guide is and I don't know what to do.

January 4, 2013 - 02:01 AM #2

Why do you have a bruiser build in this guide (second item build near the bottom)

December 29, 2012 - 05:55 PM #3

because this guide is simple and well explicated, almost made a Pentakill with !

December 24, 2012 - 12:26 AM #4

No it's not, just a weird coincidence lol. And thank you, what do you like about it?

December 23, 2012 - 11:48 PM #5

Is your title is refer to the Jimi Hendrix song ?



LOL I love your build :P

November 25, 2012 - 08:18 AM #6

The other bulids aren't necessarily meant for higher elo play, they can just be used for something if you wanted to try it out or play this champion in weird roles in normal games for fun. To get the most out of Ahri, you should DFG first before you even use your ultimate or E. I don't think Ahri will be overpowered, I just think with the new items and masteries that Assassin's might actually make a comeback, and Ahri plays very similarly to an Assassin.

November 25, 2012 - 12:17 AM #7

well, in s3 Ahri will just be overpowered, and, with this dfg, will be really easier to play this champ, r + e + dfg + q + w and that's all, you have still 2 dashes and perhaps your ignite, so, easy to kill someone. Ahri can only be played mid in higher elo, I know can play her ad or support, even top, but that just sucks hard, if you're playing agaisnt good players

November 23, 2012 - 07:58 PM #8

I hadn't considered that, but I believe the new DFG would be a lot stronger, and would still give extra damage from the second part of the active. It's certainly possible to build Rylai's, but I've never been a huge fan of a Rylai's rush. I have always seen Rylai's as a situational item, like if you are on a poke comp team or a team that relies on kiting them. With all the CC going out in teamfights and small skirmishes, it wouldn't be hard to get the double damage anyways. I'll have to test it out to be sure, but I've been liking Liandry's into DFG rush.

November 23, 2012 - 03:30 PM #9

I find it very curious you don't build Rylais with Liandrys considering the slow applied by rylais would cause the foxfire proc of liandrys to deal 10% damage rather than 5

November 8, 2012 - 12:16 AM #10

If you're going to write for multiple roles, then please include full information for other roles as well. Basically, you should be able to split up all chapters (save for skills chapter and team fights) into sections for each role.

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