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AHRI BUILD GUIDE: How to Cahri by Varph

by Varph (last updated Today)

Featured10,120,829 Views 268 Comments
3
Greater Quintessence of Movement Speed(4.5% movement speed)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Health(72 health)
9
Greater Glyph of Scaling Cooldown Reduction(15.03% Cooldown reduction at champion level 18)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 1/1
mastery 2 0/4
mastery 3 4/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 3/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 4 1/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
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

Introduction



Hi there, I'm Varph, a random no one you have never heard of who mains Ahri and this is my guide to her.
Ahri is a hyper mobile kite mage, with a high focus on dishing out damage whilst being incredibly difficult to catch/kill. Ahri has arguably the best "burst" mobility in the game and a great selection of dedicated damage spells although she does lack the utility or wombo combo of a traditional mage would. She is a safe laner that is very difficult to gank, pretty much a junglers worst nightmare and will make them hate her and during midgame she is one of the best roaming mages due to her speed/mobility and reliable sources of damage(). Come late game and Ahri becomes mage with high pick potential(can catch with Charm) and an untouchable source of sustained burst, think of her like a mage equivalent of an ADC, but one that is self reliant and doesn't need protection. With all this mobility and kiting, it can be easy to think of Ahri as invincible but due to her combat range and durability 1 small misstep can mean the end almost instantly, it certainly requires some finesse to handle her properly in a fight.

Since there are pronunciation differences I guess I have to clarify the guide name, "How to Cahri" is a wordplay, reading it out with the right accent and you get "How to Carry"... jeez people!

Season 2 Stats

[http://i.imgur.com/uadPe.png]


Season 3 Stats

[http://i.imgur.com/p1T7PUL.png]


Season 4



Season 5



My LoLKing: http://www.lolking.net/summoner/euw/25277585

My OPGG: http://euw.op.gg/summoner/userName=varph

My smurf OPGG: http://euw.op.gg/summoner/userName=xarph

My other smurf OPGG: http://euw.op.gg/summoner/userName=zarph


Pros


  • Incredibly mobile
  • Can kite just about any champion in the game
  • Great for pick making or follow ups due to her mobility combined with Charm CC
  • Kit has amazingly good synergy with items like Luden's, Lichbane and Rylai's
  • Very versatile in her build options
  • One of the strongest midlane gankers
  • She is a sexy fox human hybrid
  • "Burst" mobility makes her often overwhelming to face as a champion reliant on skillshots

Cons


  • Skillshots on and short range on lead to somewhat unreliable damage sometimes
  • Brush(and lack of vision) screw her W/R targeting over
  • Charms high mana cost(85) make it a punishing spell to use in lane if it misses
  • Naturally a very squishy champion. A caught fox is a dead fox.
  • Shutdown by movement impairing effects can make her an easy target in teamfights
  • If you have a bad game, you are next to useless as you offer less than average utility for teamfights
  • Extremely close range for a mage, has to use her mobility/kiting to keep herself alive when so close to the enemy

Runes


For Ahri I always use movement speed quints as I like to focus on the moving part of her kit, whether its for roaming or kiting, running fast is great! Combining it with many other MS enhancers can make Ahri ridiculously fast not even including the mobility she already has in her kit. That being said there is absolutely nothing wrong with choosing to go for AP quints if you want the damage. It's a preference and playstyle choice here.


For mages there is only 2 choices for marks, Magic penetration and Hybrid Penetration. Which depends on the player, the difference in magic penetration between the 2 sets is only 2.3 so basically depending on the player/champion IF you autoattack your laner whether it be harass or in duels hybrid penetration will work out better for you. Flat penetration is for those champions that don't ever auto but Ahri is one of the mages that fully utilizes autoattacks at all times so she will benefit more from Hybrid pen.


The purpose of these flat health seals is just to keep your level 1-6 as smooth as possible, an extra 72 HP is pretty significant especially early on to keep you decently durable to survive against lane bullies or champions with strong harass.
If you are against a laner who deals physical damage, you can swap 5 of these(or all of them) for flat armour seals as it can be somewhat suicidal to face most of them with no bonus armour. AD laners tend to be quite scary with their all in's and autoattacks that hit as hard as spells.


Most of the time I'll run CDR/level Glyphs on Ahri since I don't often get any CDR from items early in favour of Needlessly Large Rod items. Running CDR here is IMO the best option since you lose the least for picking up the CDR in your runes.
If you are against something scary like Annie or LeBlanc I'd suggest you run Flat MR glyphs instead, 30 MR vs those people is a deathwish.

Masteries

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

Since you are a soft mage whose primary focus is on dealing damage, offense is the tree to dedicate your points into since it obviously will offer the most benefit towards your damage dealt which is the most important for you to try and improve.

A common argument for this mastery is that it is bad on ranged, because if you pick it you are giving the enemy the mastery as well. Now that is sort of true but not entirely since in a teamfight you can hit as many as 5 people but they can only hit 1 of you. Not only that but when your primary role is dealing damage, that takes priority over all else including your own survival. Finally, 1.5% on a soft squishy is nothing, everything hurts a lot it is just whether or not it kills you that matters and 1.5% extra damage taken is really not going to be noticeable.
This is an absolute must since you shouldn't ever have 40% CDR from items alone, so any free CDR that can count towards that cap is worth having.
Any ability power masteries are going to be worth taking on a AP scaling mage.
5% extra damage against someone under 50% health is HUGE! This mastery is awesome since 5% is a pretty big modifier and 50% health is a massively generous health threshold for an execute.
This mastery is pretty much a must have for any champion in the game that will buy a , 5% AP for 3 points is really amazing, looking at it this way if you have 400 AP from items alone you get 20 AP for free from this mastery. Thats a free 435 gold! making it more valuable than the Mental Force mastery and it only scales further.
This mastery is pretty awesome for only 1 point. It might help you in lane by saving you from an Ignite if you just killed an enemy champion but its really value lies in teamfights, the potential to regenerate up to 25% of your health/mana can easily make the difference between surviving it or dying during it.
Penetration is a very powerful and difficult to obtain stat since it is so rare. This mastery is a must on any damage dealer in the game.
This is a quite a good 1 point wonder. Any damage helps and this especially helps with last hitting as the game goes on.
If you look at the executioner mastery, which is a good mastery, it works out to be a flat 2.5% increase in damage, generally. 2.5% for 3 points and this is 3% for 1 point, simple maths says it's a good choice especially since you already went 20 points into the tree.

Utility

Utility is the tree I dedicate my last 9 points too. Reason being is the 9 points into utility just offers more use than 9 into defence. The added benefits of lower summoner cooldowns, longer blues and movespeed just outweigh a small amount of extra durability.


Since you will be using trinkets all the time you might as well make it have a bit more range, this is especially useful if you use the ward trinket to scout a bush that you think someone might be in, that extra 15% might be the difference between you getting garen'd or not.
Movement speed is awesome, this is basically a free movespeed quint and basically moves your champion up a tier in base movespeed.
Having Flash and Ignite up as often as possible is important for playmaking and in general having more uptime on them.
A point to make potions better. Only an extra 15 hp on a health pot but you need the points to get to the buff duration mastery and this is probably the best one for 1 point.
I prefer to run Culinary Master on Ahri since I tend to get involved in trades a lot, and I buy a lot of potions so I will get the value out of the extra 20 health/10 mana per potion.

Summoner Sets

Primary Set


Flash is brilliant, it really is, theres a reason everyone takes it. In lane this is what keeps you safe(r) from ganks, but its also great for very fast engages, if the laner is at the otherside of the minions from you, into for a melee engage can take them by surprise its so fast. When getting away before teamfights, use before to escape, simply due to the cooldown difference BUT, late game during teamfights, flash first to escape from a sticky situation as your is worth a whole lot more in a teamfight that could break out in the next minute.

The best bit about flash on Ahri is that she can start casting Charm then Flash and the Charm will come from where she flashed too. This is an extremely huge playmaking move that you should definitely learn to do reliably for pick making. It's really simple, just Cast Charm, then immediately Flash during its cast time towards your target.

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It helps you kill people! Fantastic choice.


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Take this against high reliable CC teams(Laning vs the likes of Lissandra or Annie as an example is the perfect time to take Cleanse.)

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A decent choice if you are willing to part with ignite to focus on destroying bot lane with teleport ganks or counter ganking. This is more a personal based summoner choice over a champion based one, but obviously some champions can perform better with it than others, Ahri is one of the better users of teleport.

Honestly though you are probably better off just getting higher movement speed and walking down, especially with the Teleport toplane meta. 2 Teleports on 1 team is a bit overkill.


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- Both defensive summoners that typically don't interest an Ahri, shes about killing people and surviving with her own tools, not killing people by surviving.

- if you use it correctly, exhaust can be a great aid to you, it makes nigh impossible to miss, and more importantly if timed well, it can save you from the burst of , it's also great for escaping an early gank without using flash.

- Don't do it! this summoner is a complete noob trap regardless of champion!

- Get out you aint no support.

- Who needs to run fast when you can dash fast?

- If you are considering this... why not, just take it.

- You are not

- Take it, it makes last hitting easier.

- Failed to load tool top data

Item Builds

Starting Build(s)
Default Starting Build
2
Flask start
4
Either start is fine, Which ever suits you. Whether it is the sustain you need or just the lane presence.

I typically always start Doran's unless I'm against a melee that runs the Flask start() and want to beat them at their own game(out sustain the opponent with mass potions), do be careful though, the low combat stats from Flask starts means enemy all in's can be much potent(especially Fizz), remember you have to wait on the fountain for 10 gold to get the 4th potion.
Final Build(s)
Standard Final Items
IMPORTANT NOTE: Only Deathcap/Void Staff are truly core items on Ahri, everything else is entirely situational!

Morellonomicon: Cheap early powerspike for that 20% CDR and all the mana regen Ahri needs to stay in lane.

Rylai's: For the utility that Rylai's offes Ahri it is a crime to not get it on her, second item is too early for the major damage items(Deathcap/Void) so ideally it is used for items like Rylai's giving her Q/W/R insane amounts of extra utility and survivability, it's not like it dosen't bring heavy damage either since its a 100 AP item.

Deathcap and Void Staff:
These 2 together amplify your damage output more than any other item can ever hope to achieve, you should aim to buy them both in every game.

Luden's Echo: Luden's is an item that yells Ahri, she loves the movement speed on it and the extra burst from the passive fits well on her kit along with it being charged by moving(shes very mobile with her Q/R) so she gets multiple procs off with it in teamfights.

Boots:
Yeah! All 4 are viable options on Ahri and it is really down to unique situation, preference and gold to decide which you buy.
- More damage?(Standard, reliable.)
- More CDR?(Remember to not stack these with CDR/level runes AND Morello's.)
- Wanna roam like a god?
- Fuck Veigar, Fuck Morgana, Fuck Irelia, Fuck.

Situational Items[:/b]
- Need MR?
- Need a panic button?
- Different damage option opposed to Morello's.
[b]
Build Order
A build order is quite difficult to set in stone on such a versatile build.

FIRST ITEM - Morello's comes first since the CDR/Mana rush is a considerably significant powerspike along with being really cheap(3000 gold powerspikes take too long to rush sometimes)

SECOND ITEM - Boots are a good second choice, cheap and give a fair bit regardless of which you chose to buy.

THIRD ITEM - Rylai's, once you have Morello's, Rylai's is the perfect item for you giving you a massive survivability/utility boost whilst not skimping on damage.

FOURTH/FIFTH ITEM - Deathcap/Void come once you got the 2 core items for the raw damage they offer getting you to that late game.

SIXTH ITEM - Luden's comes last since what it offers compared to Deathcap/Void isn't as valuable by the stage you are getting them. I should point out that I actually get Lichbane most of the time at this point, Luden's is just easier.

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
At level 1 you either take if you want to get some damage out and play aggressively but sometimes first can be the safer choice if your laner is going to use level 2 to their advantage ESPECIALLY if they get it first(first blood XP and aggressive laner) you can just charm them and back off.


Orb comes first and always, it is the most versatile move. When compared to Foxfire, Orb has the range and damage advantage. It is a stronger harass spell and is Ahri's waveclearing tool. The true damage is an added bonus so you want to get that maxed out as soon as possible.

------------------------------------------------


Foxfire comes next as it becomes a low cooldown pure damage spell, but only when maxed. With few points in it the cooldown is high and obviously the damage is low so you want to get it maxed out as soon as you can after Orb.

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Although the CC on this scales with rank from 1 to 2 seconds which is really nice, it still is maxed last it is the only spell on Ahri's kit that still functions and does its job well with only 1 point in it.

Skills

Essence Theft
A really nice sustain in lane passive, once you get 9 stacks just fire a through a wave for a hefty heal. A neat trick to pull off with this, is if you are low on health and really need the heal for the next wave, fire a through to hit the Raptor camp, this will give you 3 easy charges. Due to the heal being based off the amount of targets hit it is always best to use for the heal as it isn't limited to a max of 3 targets hit like Foxfire and Spirit Rush.

This passive has a visible indicator when its ready, Ahri's orb goes from blue to green and makes a rather annoying sound to tell you its ready.
[http://i.imgur.com/M7RO5.jpg]
Orb of Deception
This is Ahri's main damage spell, it will make up the majority of her poke, her wave clearing and even her damage during her combo. It is an average range skillshot that deals its damage in two portions, half of it is magic damage as the orb is fired to its destination and half of it is true damage as the orb turns round and comes back to Ahri. Additionally when the orb is in flight Ahri gains a massive speed boost that decays as the orb flies, this speed boost gives her excellent kite/escape potential mainly due to the orb spending more time in the air if it is cast and Ahri runs away from it(which you do while kiting), this speed boost is also very useful for redirecting the orb as it comes back to make sure you land the true damage portion on someone. To be truly good at Ahri you must learn to consistently land this skill since the amount of them that hit or miss in lane is basically what will decide how Ahri's laning phase goes.

Some Tips
  • The easiest way to land both hits is to aim at your targets at max range so that the moment the orb hits it will immediately turn round and deal the second part of damage almost at the same time.
  • The path of the orb can be manipulated as it comes back since it will return to Ahri, this is especially true when using things like Flash and Spirit Rush.
  • Firing the orb away from where you are running gives you the maximum uptime on the speed boost if you are trying to get somewhere quick.
  • The range indicator for this spell is considerably shorter than its true range, the spells range is 880 units(almost 9 s) but the range indicator cuts off short.

  • Once you have Rylai's, you can open a combo with this rather than Charm to make it easier to land the Charm rather than vice versa.
Fox-Fire
This spell is fairly unique in how it works, it is an instant cast ability so it can be used while moving. When cast it spawns 3 Foxfires around Ahri that orbit her, these Foxfires will fire the moment they acquire a target within their range and will deal magic damage to them when they hit although any additional foxfire that hit the same target will only deal 30% of their original damage.

A simple damage spell. Decent(224+64%), easy to land at close range and cheap mana cost. This is a sort of hyper-scaling ability as the game goes on. early/mid game this spell is a high cooldown(9 seconds) magic damage autoattack, it will hit enemy champions for ~50-80 damage but as the game goes on, this spell gets leveled and with CDR and AP it ends up being as low as a 3 second cooldown and will be dealing 500-700 damage per cast making it very powerful late game although it is very close range and to make full use of this spells damage output you will have to put yourself in harms way.

Each of the foxfires has an individual range, so make sure when fighting enemy champions that all 3 are in range otherwise 1 or 2 of the foxfires will fly off to nearby minions.


Charm
This is a standard line skillshot. When cast, Ahri fires a heart in a straight line with a decent range that will hit the first target it collides with Charming them for 1-2 seconds(Charmed targets cannot control their character and walk slowly towards Ahri). For a utility spell it hits pretty hard with 200+50% AP on it.

This is Ahri's only innate utility spell, although it is a very powerful single target CC in both duration and type.
Charm is the most powerful CC type in the game, it is the in between of a grab/hook and a stun with the added bonus of being able to cancel dashes. Great for catching people out in standoff teamfights or just keeping people still so that u can land an easy . Outside of melee range, this isn't the easiest skill shot to land, it has a noticeable cast time on it coupled with a thin projectile and an average speed.
This spell is a fantastic disengage for any melee that tries to dive on to you.


This spell has a longer than average cast time and animation which does telegraph it against observant and quick players. Luckily that cast time can be used for your advantage since you can start the cast on Charm and then Flash during it, this will cause the Charm to fly towards where you originally aimed but from where you Flashed too. This is a very useful trick for you to learn since it is much faster and harder to avoid than the traditional Flash>Charm. This also works the same with Q if you are trying to catch someone with low health.



NOTE: This skill causes the target to start walking, an incredibly powerful thing to have since it interrupts dashes(It even stops midair and causes his to not land or deal damage). Champions this affects include but are not limited too

Spirit Rush
Ahri's ultimate is kind of why a lot of people hate her as it offers her massive catch/escape potential when used. When cast Ahri dashes towards the cursor, during this dash she will fire out 3 magic damage dealing projectiles at any enemies within range. She then has 10 seconds to use 2 more charges of this. She does not dash a set distance, if your cursor is on top of Ahri she will dash on the spot and won't move.

This is what makes Ahri so hated by many, the infamous triple dash "how do you catch that bitch?" ultimate. Combined with her already above average kiting with Q's speed boost, Foxfire's Rylai's and Charm, this just makes her a living hell for any bruiser to try catch/kill. The synergy this has with Ahri's kit is why shes so good, its fantastic champion design.
Thanks to the triple flash, Ahri can use this to
  • Get an easier or clear shot to land
  • Get her in range to and maintain that range with some safety
  • Allows making the true damage portion of easier to land

[http://imgur.com/isV8e.jpg]

Although the range indicator for is longer than , the spell remains a dash, so make sure you are right beside the wall if you are trying to dash through it but don't be surprised if it fails to clear the thicker walls.

Warning!

[http://images2.wikia.nocookie.net/__cb20101114173706/leagueoflegends/images/b/bc/Brush.png]

Unless you are in one of these, they are not your friend, Ahri's will only fire essence bolts at enemies who are in line of sight at the time of cast, if fighting amoungst the bushes, a smart opponent can use this to their advantage and get you to blow your charges on nothing! be sure to cast from inside the bush!


As you can see, anyone else would be dead here but Ahri is going to R away to safety and troll Darius!

Items in Depth

[http://th02.deviantart.net/fs71/PRE/f/2013/039/1/8/lol___digi_art_contest___king_of_the_treeline_by_riyokusakimori-d5ua97c.jpg]
By RiyokuSakimori


Standard Build



Standard build as covered above, you can substitute different boots in there.


But Varph, I checked your match history and you had an Ahri game without such and such and with herpa derp! Well that's because I build according to the game I'm in, builds and guides are general even when talking about the authors build itself, there have been games where I rushed Abyssal or Rylai's and games where I have bought Will of the Ancients(Ok I was probably winning hard for this one).

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Standard Items




If you feel you need the early game boost or simply don't have enough gold to get anything bigger, a ring can't go wrong. It offers a good amount of lane presence stats with the HP/AP and the mana regen really helps Ahri since she rarely builds any major mana regen items out side of Morello's. It is the best over all item to start with in lane since it is so gold efficient that you get the most power for the gold you spend on it compared to other items.

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+


The ultimate sustain choice, this is typically the start choice for melee mids that use mana which makes them a nightmare to harass out of lane since you end up losing a war of attrition against them just from minion damage and the occasional spell. That is why if you are against one of those melee mids, you should just play the same game as them and outsustain them with their own tricks.

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The best all round CDR item. At 2300 gold it gives a whole bunch of stats that are all relevant to your needs, high CDR, 80 AP on a cheap item and mana regen never hurts to have. There isn't much to say about the item since it is very much a stat stick of an item, the unique passive on it is one of those "hidden powers" that you won't really notice most of the time but you can appreciate that it is there.

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As a mage who is all about kiting while still being relatively close range Rylai's is perfect for Ahri. It is her utility item as it provides her with some bonus health to help survive any blows she might take and the passive helps with the kiting. Applying a slow to all of her spells when 3 of them have no innate CC attached is a massive utility jump especially with all her spells applying 40% slows. The way Q/R work with Rylai's is just perfect since they apply a 40% slow for 1 second on all instances of damage so Q applies it and refreshes it on the way back where as the ult can apply it 3 times consecutively to truly cripple someone. You ever see that Devourer Shyvana that tears anyone she gets close to apart? Yeah good luck even getting an autoattack off on an Ahri.


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Simply not optional but mandatory. Your job is to deal damage and the 35% amplified ability power from this item makes it one of the top damage items Ahri can get, there isn't a build without this item that would do more damage than a build with it.


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This item is in the same boat as Deathcap, it is mandatory. This is the magic damage penetration item and the amount of extra damage it offers you even on squishies is huge. This and Deathcap should be treated as the same mega damage item that you must aim to get in your build every game.

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Ahri is arguably one of the best users of this item in the game thanks to her ult and build versatility. The amount of damage it offers her due to her spammy nature while kiting is massive as her ult will provide 25 stacks per max range jump allowing her to utilize the bonus damage extremely often and an extra 100+10% AP on top of any spell that already hit is a really easy to appreciate bonus. Then there is the 10% Movement speed, most mages that buy this think "oh some movement speed, thats cool." but Ahri being a close range mage that lives by kiting orgasms at the sight of it.

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Boots, but which boots to buy?

Which you buy is dependent on 3 things,
Is the price convenient? If you go back with say, 700g, buy Lucidity boots it is that simple 750? wait for 25g more and get Sorcs. Spend that gold, gold in the pocket does nothing.
Your needs! What do you actually need? If you need damage and you need it now, get Sorcs, if you feel happy with your damage you can opt for the late game investment with Lucidity(Late game with a Void Staff, 15% CDR is more valuable than 15 mpen since you already have enough magic pen(although there is no such thing as too much magic pen)).
Your style as a player, if you are a roam heavy player Mobi's can go a long way whereas if you prefer to stay in lane and dominate your opponent Sorc's are superior.

In the end it comes down to a mix and mash of these points, one thing is for sure, get Alacrity on your boots.




Other Items to Consider







Although in this guide I say you should get Luden's Echo in the build, I don't actually do that. Due to the fact I consider Rylai's/Morello's so important and that Deathcap/Void shouldn't be delayed longer that means the last item is the final item you buy. Luden's and Lichbane are the same price and offer the same thing, damage and movement speed. Luden's is easier to use since you don't actually use it, its just there but Lichbane must be utilized which makes it a more difficult item but it scales much harder than Luden's offering a 50% AP ratio autoattack. Just like Luden's, Ahri is awesome with Lichbane as she can proc it make times with her ult and with Rylai's she has no issue getting those autoattacks off.

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If the enemy team comp is a high health monstrosity but low threat to you, you can consider replacing Morello's with Liandrys in your build. Its a fantastic item when you already have a Rylai's and you can even opt for Lucidity boots if you have Haunting Guise to substitute the missing magic pen. With Ryliandrys Ahri is a tough bitch to take down with 700 extra health on top of her mobility, ideal for burning an enemy teams health bar down over the course of a teamfight.

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This is the best dedicated defence item Ahri can get and it is the only one she should consider, the value of a spellshield on Ahri is huge since getting caught by 1 CC effect can mean the end of her late game. It is also really helpful against poke heavy teams.

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This is a situation item that should be bought if the enemy team has a rather high amount of magic damage sources. It should take up the versatile item spot in the build and it will be well worth it since typically only mages build penetration items, so the other sources of magic damage will be hit by the MR on this item quite heavily. Additionally the -20 MR aura is great for boosting your own damage which Ahri is good at utilizing due to her naturally short range.

This is actually a really powerful item to rush, it is annoying how many items Ahri can rush to with great success but a start you can try against a mage is Abyssal Lucidity, this gives you a lot of damage with the MR reduction and AP, great durability with the high MR against a mage and the lack of a CDR item is covered by your Lucidity boots(and the lack of the Mpen boots early on is covered by the stronger aura from Abyssal!)

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This is a pretty good item for Ahri since she can make good use of all its stats in teamfights.
80 AP is a good amount for any item for Ahri.
10% CDR like with Twin Shadows goes a long way in Ahri's build late game, and it affects the Foxfires the most which also just so happen to be her best spell for spell vamp.
15% True Spellvamp, Ahri is 1 of the best mages to actually benefit from spell vamp since she has a kitey sustained damage nature, the healing from this along with her passive can make her considerably tougher to take out especially if it is only 1 person going after you. Foxfire is a great spell for spell vamp as it procs single target healing and has a very low cooldown. That being said its 2500 gold price tag for what it offers tends to be what holds it back.

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If you are laning versus an AD assassin, find yourself getting focused or are against someone that can be countered by the active(), you can't go wrong with this item, it requires you be quick to react though especially when trying to avoid fast ults such as Malphites . This item allows for some pretty amazing plays late game. That aside the 50 armour is very much appreciated and 120 AP is massive for an item with this kind of defensive use. Due to Ahri's survivability and how useful her core items are I do not consider this a core item, it should only be bought on her when it is needed.

Here I actually activate it BEFORE Malph ults but he still does it anyway, that just goes to show you can abuse peoples reactions and connections.


NOTE: Activating this item will cause Ahri's to fizzle. Meaning if you cast it and then hourglass before it fires it will simply disappear and do nothing.

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Twin Shadows is a very comparable item to Morello's, it is 100 gold more expensive and has 10% less CDR and 0 mana regen on it but what it gains is of high value to Ahri
First off, the items build path is great(just like Morello's), Codex and Aether Wisp are really good small basic items to buy on their own. The movement speed and active combined with Ahri's kit are a very valuable aide to roaming for the extra CC they provide, if someone is hit by a ghost they are probably going to die. Roaming isn't even the only thing the ghosts are good for, they can be used for extra kiting, scouting the jungle blind to find potential traps or even just to be used to pop a Banshee's Veil.

What you lose from Morello's isn't nothing of course, it is a sacrifice to get Twin Shadow's utility. The biggest hit is the 10% CDR, but again I aim to snowball games rather than build for late game. I don't really care for the loss of the mana regen, I don't think Ahri is a mana hungry champion and can easily survive without one. The main reason that it is rarely bought is due to Rylai's offering basically the same thing on the active with its passive... on every spell without a cooldown.

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Not so good items






This is an item people like think, wouldn't it be great? Sadly that isn't the case and buying it is a pretty big trap. I'll cover this item in separate ways, the good and the bad.
Good:
80 AP, 20% spell vamp - These are good stats, Ahri will make good use of them.
The active - This thing does 150+40% AP on use and slows the target for 2 seconds, the best bit about it is that autoattacks and single target spells(Foxfire counts as 3 of them) reduces the 1 minute cooldown by 3 seconds. With Foxfire and autoattacks Ahri can bring this things CD low enough to use 2-3 times in a single teamfight which is really strong.

Bad:
3400 gold - This is the fifth most expensive item in the game, and the most expensive item you would ever consider buying. The stats above(the good points) are not worth 3400 gold, so you are spending a pretty large chunk of gold on stats you won't use, next point.
40 AD, 10% life steal - Total worthless stats, even if you autoattack a lot you are not making use of that 40 AD since you don't have armour pen, attack speed or crit(the things that make AD so good on marksmen). This amount of gold to spend on stats you won't use to get the good points of the item are not even close to worth it but it doesn't end there.
You don't have room to fit this item in, it would have to replace an item and it can't beat its competition. Lichbane offers far more damage for a lower cost and all of its stats are utilized, Rylai's provides better kiting since it has no cooldown and affects all of your spells. The item simply doesn't have a place in an Ahri build, nor should it.

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Ahri is a poor stacker, so it takes too long to stack this fully, additionally you probably won't be buying any items that it synergises with(other mana items) so you can't even make the most out of its passive, too many other better choices.

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This is the Morello's that is made for the most mana hungry of all mages, considering Ahri doesn't even need Morello's to handle her mana she should never be buying this. Complete waste of gold on such a mana investment.

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This item doesn't even exist anymore!


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If your best interest is winning, Mejai's is a bad choice, as soon as you buy it you are literally throwing away gold until you get 7 stacks on the item, the item is too risky(especially with Ahri's range). The gold you spend on this is better spent on building items that are not gambles.

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You shouldn't even be considering this as attack speed is wasted gold for you.


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Ahri doesn't need flat mana, she doesn't care for early health and sustain. She wants damage and CDR and she wants it now.

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ty dfg

Synergy

Synergy


Team composition is, although not always the biggest deal in solo queue, often games are won on champion select alone so its always best to get the team synergy going, what champions go with who and do well on paper. That being said Ahri sort of has synergy with every team, she just fits into every comp, maybe not the best for the role but she will never be a poor choice(although the enemy team comp can make her one). Nevertheless here are some, but not all champions that go particularly well with Ahri.

Junglers



Any champion that singles out a priority target, and keeps them still is a great champion for Ahri as since her mobility and Charm mean she has a very potent follow up to any CC extending the chain and basically sentencing the target to Death. Just imagine Vi and Ahri nak.... roaming together.




Marksmen



Same reasons as the above junglers, these 2 have great ults for picking a target for Ahri and setting her up for the easy kill.




Midlane


There isn't any champions that synergise with Ahri since she should be midlane... duh.




Support



These 4 are good with Ahri for their own reasons. Blitz is good with her since if he grabs a target into the team, Ahri can immediately said target pretty much condemning them to death. Lulu is good because Ahri's have a tendency to get caught, it kind of comes with the job of dancing on the edge of a cliff as a soft mage just asking to be stunned so Lulu proves particularly good for saving Ahri should she get in a sticky position with . Leona works just like the junglers that single a target out and dive on them keeping them still for you, she also comes with the added bonus damage from and Taric has his targeted stun which is just perfect for making Charm a free hit.




Toplane




Since Ahri is a 100% pure damage dealer, the need for a high damage top isn't that big of a deal, rather having a manly beast toplane that dives into the enemy team and takes the attention is something much more useful. Kennen gets an honourable mention since although he isn't tanky, he does dive in like a psycho.

Counters

Some teams just want see to the Fox burn. An example would be if you are last pick and the enemy team have picked mid, jungle and support. Don't pick Ahri into that, they wont let you or any other close range burst champion do anything. This list does not mean you can't win vs these champions, it just means they cause problems from champion select, a bad player can still make them look useless and do nothing to stop you.

Junglers



Any champion that singles out a priority target, and keeps them still is a great champion for ending Ahri as it makes her pretty much a free 100% kill. Basically anyone that can keep Ahri still is a problem for her. Fiddlesticks is the worst as he WILL fear an Ahri and if Fiddle catches Ahri with a fear inside his ult Ahri is dead.




Marksmen



Even though Ahri is a great marksman killer, she that they fear so much these guys are the best to pick on a team against her. Sivir is troublesome for the obvious reason of her spellshield, makes it difficult to catch her out with Charm her. Vayne on the other hand, a good Vaynes reactions on her stealth tumble when Ahri jumps at her is problematic as the Foxfires go off to other targets and the spirit rush charge is wasted, not only that but Vayne can then fight back. Obviously this can be remedied with an Oracles but thats expensive and you cant reliably have an Oracles at all times. Graves and Lucian get mentions due to their dashes being very fast traveling dashes making it very difficult to land a charm on them.




Midlane




is here simply because shes really hard to lane against.
this little guys massive AoE stun is a nightmare for Ahri, plops it down and she can get herself in a horrible situation, her dashes go through it but she will be stunned at the end of it. Not only that but regardless of how Veigar did in lane, Ahri and her items do the job for him, all he needs to do is push R and that will be an easy 1500+ damage late game.
This douche is here for 2 reasons, 1 is that he is a pain in the ass for Ahri in lane and 2 is that he destroys her in late game with 1 well placed wall, Yasuo can pop Ahri's entire kit regardless of who it is targeted at with his Windwall. Of all the champions Windwall affects I'd wager that Ahri is hurt by it more than any other champion due to all of her abilities being easily predicted projectiles.
Her whole kit is there to deny you from making plays, laning vs her isn't the worst that can happen but her being able to ult anyone on her team when you go in can be a massive denier.




Support



These guys are the worst, Fiddlesticks targetted fear strikes again, to be honest I could put this guy in every single role and he would make it. Fiddles fear is the counter to Ahri. Lulu and Soraka are the same, they just rock at saving their team, trying to pick off someone they protect is a nightmare as Lulu will just ult them, knock Ahri up and polymorph her. Soraka will just heal them for half their health and her instant silence zone will make life difficult for Ahri. Thresh is here since the amount of CC he applies and the duration of it, should he land a hook on Ahri that is pretty much the end for her assuming his team act on it. Braum, Braum just walls your entire combo and laughs at you.



Toplane

With Ahri's mobility, unless they are hyper tanky or are Irelia most toplaners(the bruisers) will struggle with Ahri at all stages of the game unless super fed. There are problem champions outside of the bruisers like Lissandra for example as her targeted stun is incredibly dangerous to face against as ahri.

Early Game

[http://wac.7725.edgecastcdn.net/807725/website/wp-content/uploads/2012/07/firefox-ahri-slpash-pbe1.jpg]

Mozilla Ahri best Ahri


In lane Ahri is a soft and vulnerable champion that should do what she can to avoid taking damage. Her harass and wave clear are 90% going to be handled by Q. You should enter lane and from level 1 try to hit your laner with Q whilst hitting your wave as well to push it, you can afford to cast 2-3 Q's before level 2. Along with the Q's get autoattacks in whenever safe to do so(ideally when they are last hitting).
As lane goes on depending on how the trades went you will either have to stick to just Q farming/harass, or if you have managed to come out as the bully you can afford to get closer for autoattacks and using Foxfire as well.

Be careful with Charm, unless they are already missing some health it is often not worth casting Charm even if it leads to a full combo as the 85 mana cost is crippling for your blue bar in lane and can stop you from being able to do any further trades if you are out of mana.

Ahri has kill potential on her laner at level 2 and 3, if you land enough Q's at level 1 you can potentially Charm Flash() them the moment you hit level 2 for a clean first blood. You have another chance to do this at level 3 assuming you land more Q harass. After that if you haven't managed to kill them your mana/their health will likely deny you further kill opportunities until level 6 unless they are just eating every single Q you fire.

Mid Game

With some items you can now afford to start trying to full combo your laner. You won't have the damage to 100-0 anyone so you have to aim for harassing first whether it be consecutive Q's from spamming or you catch them in the open with a full combo. If you get your laner to a killable amount of health(<70%) your ult is ideal to close the gap to get a close range combo on them although always be aware of their summoners, most players won't hesitate to immediately Flash your Charm if you telegraphed your intentions with your ultimate(This is where Charm>Flashing comes in handy as it is very difficult to react to fast enough).
Alternatively, first back as long as you managed to hit level 6 is also a great time to gank a side lane through their lane as your ult allows you to close the gap the moment you are spotted, Ahri ganks at the minimum should expend the targets Flash or more.

You have to make the choice of whether or not you want to try kill your own lane or gank the side lanes. If you are ahead and snowballing it is often a good choice to just keep that pressure up and destroy your laner whilst pushing the tower down(remember that tower is worth 250g to you and 100 to each of your team!) but if you are even or behind ganking sidelanes can be extremely helpful for you. How you are doing however isn't the only factor, you should be looking at your own sidelanes to see whether or not your presence is required to help your laners get back in the game or rather to stop their laner getting out of control.
[http://i.ytimg.com/vi/BzY5RYS5dqg/maxresdefault.jpg]

What? I don't need a reason to include such an awesome art of her!

Late Game and Teamfights.

[http://th06.deviantart.net/fs70/PRE/f/2013/253/5/3/foxy_ahri_by_artgerm-d6lqxo3.jpg]

By Artgerm


Before teamfights begin you should be either looking for a sneaky spot out of site to pop out of to catch a target, or simply be out in the open Charm fishing(but safely, don't get yourself caught, your finger should be on Hourglass/R/Flash and itching to react quick to danger.)

If you catch someone with a Charm obviously the reaction is to combo them, if they are a squishy you should be all-ining and basically engaging by immediately turning the fight into a 4vs5 before it even begins. If you alone don't have the damage to take them out(which is often the case) in a single rotation then the follow up of your team on your CC should be.

During an actual teamfight you should be playing a little bit like a mage ADC, dealing damage to whoever you can but obviously prioritizing enemy damage threats whilst using your tools to keep yourself alive for as long as possible. If you are not going solo in a teamfight often it will be to hang around with your AD to melt anyone that tries to take either of you out, or you back up your frontline providing them with the damage they expect from their backline. Ahri typically will be dancing on the edge of a teamfight but trying to stay as close as possible without getting herself kill to make the most out of her sustained damage from Foxfire/Spirit Rush.

Champion Matchups

Brand
Difficulty
Favors You
Brand is a very strong laner that one small mistake against him can be your end. This is a match up where you have to tread carefully, most of the lane will be his trying to catch you with his W for harass so keep on your toes to quickly avoid it(you should keep your distance from your ranged minions so he can't push and harass at the same time).
Avoid getting close to him, his E is short range and targeted and enables him an easy application of his passive which can allow him to stun you, if he stuns you, you are going to take a seriously unfavourable trade.

  • Focus on dodging the Pillar while using Q to poke him, avoid getting close enough to autoattack since he has more tools at that range than you do.
  • Get upgraded boots ASAP, 2 Doran's + Tier 2 boots should be your build to begin with.
  • During an all in, make sure you dodge his fireball, easiest with an ult charge.
  • Abyssal can be a good item to rush against him if you want to regularly all in him especially if you are ahead.
Cassiopeia
Difficulty
Favors Enemy
This is a very hard match up to rate since Cassi is extremely dependent on the player behind the wheel and their confidence, I'd say it can vary from 1-10/10 in difficulty. She could be basically a free kill for you landing no skillshots and being a coward but a Cassi that knows what she is doing will be extremely annoying to lane against. You need to avoid her poison at all costs, if she lands it she is going to go ham on you and tear you a new one so every time she fires Q move back and be prepared to run, even landing a Charm on her as she chases may not be enough to stop her until you reach you tower.

Once you get boots/items you will start hurting enough to really punish her if she tries to go for you so that should reduce her aggressiveness. One thing is when fighting Cassi, you either quickly EQW and haul ass since you don't want to stick around for a sustained fight or you 100% all in for a kill.
During engagements abuse the fact you don't need to face her to deal damage with and and thus avoiding the stun from her ult

Ezreal
Difficulty
Favors You
AP ez is not to be underestimated, his in lane poke and damage is really significant especially his W, a skillshot that goes through minions and has a very misleading visual, it is the main skill you want to avoid from him.
Hide behind the minions, Ez can't touch you with or (which is an important part of his kill combo). In addition, push hard as he lacks a waveclear and will have a tough time last hitting under tower.

It's a simple lane really, just push hard until you get your ultimate and then you can hard engage on him as he is really soft, has 0 CC ability and relies on skillshots that you can dodge.
Karthus
Difficulty
Favors You
Karthus is in my opinion one of the easiest lanes to destroy, his only strength in lane is that he is very good at farming safely from afar, that's where comes in, you shouldn't be afraid to tower dive this guy constantly, hes free godlike.

Try baiting him into attempting to you by aggressively running towards him, then back off until the slow has ran out and go back in for a hard engage.

I would consider rushing Abyssal against Karthus to get the most potency out of a close range all in engagement against him. For late game get a to negate anymore ults.

Kennen
Difficulty
Favors Enemy
One of the most irritating champions in the game, This filthy hamster is quite threatening in lane with his W based harass and lack of mana meaning he can constantly do it. You can easily Q>W harass him in lane if you do it in the protection of your minions but avoid initiating when his W passive is up, it is visible by the electricity on his Shuriken, you don't want him to be able to apply stacks of his passive since if he stuns you he will trade favourably. Kennen can be problematic for Ahri since his ult shares the same range as her combat range, you will want to avoid it at all costs unless you can kill him immediately since the amount of damage on his kit that is loaded on the ultimate can ruin you especially late game where it alone can kill you.

Let him use to farm minions(if he is reckless) or force him to by engaging without the use of then engage on him during the short downtime of his cocaine ball. If he is ahead early on get an Abyssal

Twistedfate
Difficulty
Favors You
Now I may say 2/5 Favors You, but don't let that fool you. He has no intention to beat you in lane unless his jungler helps him snowball. He is going to kill your botlane over and over and then return to lane fed and then he will beat you. You have to either beat him fast to kill his confidence(TF's seem shy to teleport when they get destroyed) or you have to be ready to countergank yourself.

Look out for his cards, if its yellow hes quite obviously going to try stun you for a trade, if he seems to be trying too hard it probably means the jungler is nearby, play careful at level 2 as junglers love to gank for this guy. You should get Mercury's Treads against TF since he has a ridiculous 2 second stun on a 4 second CD late game.

Laning phase is super simple against him, dodge the cards and move away from him if he has a red/yellow card above his head. Most of the threat of TF comes from the fact he has a targeted stun for ganks or just in general catching you out late game but outside of that there isn't much to him.
Xerath
Difficulty
Favors You
Xerath is a back and forth lane against Ahri. He will attempt to poke you relentlessly with his high range spammable abilties but you can close the gap against him with the speedboost on your Q, get in range to Q him and use the speed boost to dodge anything he tries to retaliate with.
When Ahri has her ult Xerath is terrified since he has a 4 skillshot kit, everything can miss and in a duel and they should so you shouldn't be afraid to just bring the fight to him and make it an extended one since early game his cooldowns are extremely punishing. It is vital to dodge his stun though as it can last up to 2 seconds which is pretty long so if you leave minion safety to try charm him don't be surprised if he tries to stun you.

When dueling him time your Spirit rush charges specifically to dodge his abilities.

Be extremely careful of his lategame, his Q will chunk you massively with just 1 cast and if anyone CC's you he can follow it up and burst you with just his ultimate.
Ziggs
Difficulty
Favors You
His poke is insane, it will make you cry, but if you fight him you will realise all Ziggs actually has is unreliable damage and basically 0 CC, hes also very soft and real easy kill, That being said I cannot state enough how annoying this guys poke is.
Don't try trade with him close range unless he ate a Charm first, the closer you are the easier he can land everything and will get to use his passive which will make trades favour him quite heavily.

Other than dodging bombs there really isn't much to say here. Take note of his summoners, Ziggs with Ignite is easy to take out where as a Barrier or Heal Ziggs will be considerably more difficult. If hes playing too much like a bitch to the point you can't get close to him as he is last hitting from the fog of war you can just roam against him but make it quick since Ziggs can push waves and towers pretty quickly!


Velkoz
Difficulty
Favors You
Pretty standard match up that happens in 2 phases.
1. You have no ult, or it is on cooldown. During this time simply farm the wave and focus on dodging that barrage of purple harass he throws at you pretty much all the time, don't sit in your minion waves as he will Void Rift them constantly, instead sit on the outsides of your minions and be ready to move back to dodge his E or to move through your minions to the other side to dodge his Q
2. You have your ult available. This is when you have a massive natural advantage, you should look for any opportunity to Q harass him, and once he is missing some health go in for a charm initiation. You can use your ult to get into range since Vel'Koz has 0 mobility spells and will be very predictable, he is also very large. After that it is just natural outplay as you dodge all of his abilities with your ult charges. Beware of Barrier though, most Vel'Kozi run Barrier so don't get yourself baited in.

Late game you will be able to reliably instagib Vel'Koz if you get close due to how he will build but don't be surprised if he does the same to you if he catches you with his E.

Anivia
Difficulty
Favors You
Anivia varies from very easy to very hard as Anivia players themselves have quite a large skill gap, Her passive is a nightmare of course as you will not have the damage to take her down and then kill her egg on your own, you will need to egg her then re-engage later before its off cooldown, ideally engage if she fires and misses and try stay out of her R. Her harass is very painful but its close range, so if she comes towards you try lure her out of the minions for a Charm. Do what you can to avoid her ball as she will easily chunk 40% of your hp off in 1 combo(late game it increases to pretty much your whole health pool).

Dodging is key to avoiding any harass pre-6, once she has her ult though she will go for the easier combo, but due to its range it is very obvious and sets her up for easy s



Lux
Difficulty
Favors You
Wow Lux can be annoying! She harasses insanely well with , if she pokes you to <70% she can go for a kill with , and when you engage on her, its all down to whether the Lux can land her binding or whether you can dodge it, that can decide the outcome of the fight. Don't go into this match up thinking Lux is a weak mage, she is anything but.

If she fires and misses, you are pretty much safe to engage her as she won't be able to retaliate, focus on dodging poke in lane, if she tries to follow it up with an AA to proc her passive, punish her with everything you got.

You may want to invest in an early Hourglass(second or third item), without it, one small misstep later on in the game can be your death if you get bound by her.
Leesin
Difficulty
Favors You
Lee mid really isn't all that hard, hiding amoungst your ranged minions means he will never land a and he won't outtrade you with only his , his sustain is a problem though, you will have to spam a lot to deal with him.

How to win: stay in your minions so he can never land and when he does land it be ready to him midair as it will stop the damage and dash as soon as charm hits and allows you for a counter attack.

Orianna
Difficulty
Favors You
Her harass is annoying as hell and if she catches you with her ult you are in trouble, do what you can to avoid her Ball harass, if you want to engage make sure it is immediately after she moves the ball, it may be a low cooldown but those 3 seconds are 3 seconds of her being able to do nothing but shield herself.

Early on you can win trades with Q+AA and backing off, don't stick around any longer than that since it gives her a chance to retaliate especially with her harder hitting autoattacks. Quick stab and run, rinse and repeat.
Quite difficult as she outfarms and harasses you, best hope is to land some good s to get her low, dodging with would be an ideal way to start a fight.

Pantheon
Difficulty
Favors Enemy
This lane is decided in the first 6 levels, do all in your power to survive his harass, Pantheon isn't as tough as he looks, you can still kill him, but his early harass and gank potential is really quite scary, You may need to request aid from your jungler to get the first kill on him but once you get the kill, you can snowball off him quite easily. Be very careful of the jungler as Pantheons stun is a fantastic gank initiate tool.

Don't ever let him trade for free, unless he jumps on you you should be able to do more damage to him than him to you especially with autoattacks. Make sure you tell your team if he is missing as a lot of Panths power is in his roaming potential.

Obviously you want to rush Seeker's, I'd suggest you start with Flask to sustain his poke but be careful, you don't want to fight him before your first back at any point! Poke and back off.
Kayle
Difficulty
Favors You
Kayle mid is a frustrating thing. She clears crazy fast, she deals crazy damage and she carries crazy hard. You really have to respect her power, She is an incredibly simple champion with 1 "combo", She s you which slows you and amplifies her damage(and its a hard hitting nuke) and then she just s up and autoattacks you for very heavy damage. Her is very anti-fox as it's ideal to soak up burst damage so be sure to try avoid that either by taking her by surprise or by staggering your abilities until shes pops it.

Before she gets any CDR her has a 16 second cooldown with a 10 second uptime, so whenever she uses it to last hit, be sure to AA and harass her as much as possible when it is down.
Her attack pattern is very simple, she will heal herself for a speed boost to close the gap so she can Q+AA you, this is a very telegraphed action of her so it is quite easy for you to just Q and retreat with the movement speed from your Q. Be cautious about engaging a full fight with her since she can't miss, your mobility means nothing to her outside of you being able to catch/escape with it, so if you don't land your Charm for the CC you may not win a sustained fight with her.


Jayce
Difficulty
Favors You
Jayce isn't too difficult to lane against since he only has 2 patterns to watch out for and as a champion he isn't all that easy to play.

The first bit of Jayce to look out for his is poke, the spell doesn't go through minions and it is his only source of poke outside of his 500 range autoattack so all you need to do is keep minions between the 2 of you but beware he often aims it at the ranged minions to try hit you with it so keep the minions to your side, don't sit beside them.

The second part is his all in with melee form, it is pretty obvious and doesn't apply any CC until the knockaway so all you need to do is Charm/Orb him and back off with a Foxfire/AA, should win the trade that he starts.
Outside of that if you land maybe 2 good Q's on him he will be low enough to all in with your ultimate since he is a squishy himself.

Depending on the aggression of the Jayce player you can go Seeker's(against the aggressive ones) or buy whatever you want against the pussy ones.
Syndra
Difficulty
Favors Enemy
Syndra is a MASSIVE lane bully. She will be throwing so many orbs at you you will wonder why you can't do the same thing. Most of your attention in lane will be focused on dodging her Q as it is a very low cooldown and she will be trying to hit you with it every chance she gets.

Pre-6 you likely won't get a chance to kill her so it is more about surviving at that point, post-6 however kill potential for both champions skyrockets.
For you to kill her you just need to land enough Q's(2 full Q's at least) to get her low enough for all in potential, you will probably need to land Charm if you want to live your engage as well since Syndra's ult is ridiculous damage, alone it tends to be 50% of your HP if not more.
For Syndra to kill you, she just needs to land her stun and can 100-0 you with Ignite, it is kind of frustrating to face that power.
Your best bet against her is to rush tier 2 boots to help with dodging, and Abyssal Scepter for survivability against her while dueling, personally I like to avoid fighting her unless my jungler is ganking and just focus on roaming.
Ahri
Difficulty
Favors You
It's no surprise to find the Fox in this section as the differences here are literally the players alone. That being said coming up against another Ahri is no different from anyone else, shes just a mage you want to kill! Hide behind your minions to prevent her from getting a on you, in addition if she wants to harass you she will need to which will hit your minion wave causing the wave to push towards you potentially opening up the chance for ganks on her. Post-6, since you are the same champion whoever attacks first assuming skillshots land will be the victor. Abyssal first item is the perfect item to deal with her since it makes you considerably tougher for a lot of damage, an Abyssal Ahri will beat any other kindo f Ahri in a duel 100% of the time unless outplayed. Make sure when you jump to attack her that she isn't right beside her tower, like you she has 3 jumps and if you make the first move the basic instinct is to run from a fight you didn't start so shes gonna head back to her tower.

Lissandra
Difficulty
Favors Enemy
Lissandra can be quite the pain with 2 abilities that stop you from dashing(), later on in the game these will cause major problems for you but in lane her damage is below average(you are soft so its nothing to be scoffed at). All you gotta do is make sure you avoid her harass by never keeping the minions directly between you and her and watching out for ganks as her is quite potent. When engaged in 1vs1's with her try to stay out of her range(its a bit less than autoattack range around her) and keep that range maintained as you can sustained dps beat her due to her range(Yes a mage that Ahri can play the ranged war with). There isn't much you can do to avoid her but thats just damage you got to man up and take, I'd recommend an Abyssal to keep you alive to her combos. If she doesn't you but herself in a fight you can avoid it with your dash as it radiates quite slow, TBH this shouldn't happen since in a 1vs1 fight as Lissandra it doesn't make sense to ult herself over the enemy unless its Zed.

You have the ranged advantage for once, try maintain that range whether it be for harass or in an engagement. Lissandra's main threat in lane is her ability to aid ganks as she struggles to kill people on her own unless she is snowballing.

Annie
Difficulty
Favors Enemy
This braindead champion is one of the best picks to deal with Ahri.

This is how it works, both of you are short ranged damage dealers,
Ahri deals unreliable and mediocre damage(skillshots) as a trade off for high mobility allowing her to dodge enemy skills.
Annie deals insanely high and reliable damage(targeted/instant AoE) since she doesn't have anything to trade off for.

When you are a squishy that relies on dodging at close range and are against one of the highest damage close range mages that can't miss their abilities you are going to have a bad time.

You shouldn't let Annie get close in laning phase since she wins trades with her abilities, this means the lane will be decided by trades with your Q, and her 625 range autoattacks. If you land your Q's consistently you can win and hold her back.
Post-6 however things change, her Flash Tibbers combo is brutal, if you are not on 100% HP she can and will 100-0 you with Ignite and there is very little you can do to avoid it except for instantly Flashing as well yourself. She is also amazingly easy to gank for and this is what makes Annie such a hard lane.

Luckily the bright side is you can still win with good Q poke since if you start winning in lane you can begin to just brute force her down and beat her if she is behind, I would highly recommend you rush Abyssal or Rylai's against her for survivability to her combo.
Talon
Difficulty
Favors Enemy
This guy hurts a lot! you gotta play really careful against him as he can easily 100-0 you once he gets some items rolling, the only time you can get an advantage is early on, the later it goes on the more likely he will kill you easier. Take care at levels 4 and 6 ESPECIALLY if he gets it first, Talon has a very real potential to 100-0 you if he engages at level 4/6 with his combo + Ignite, if he got the level before you and engages you when you are down a level you will die, not even Flash saves you at that point. Talon is a champion you have to keep your Charm up for in case he jumps on you, do not waste it or try to catch him with it unless you know his gapcloser is on CD since it is long range and instant, if you fire it he can immediately dodge it and engage on you at the same time.

Don't let him get away with harassing on you without hitting him with a few autoattacks and at least a as he runs off.

Fizz
Difficulty
Favors Enemy
Bait shark with and then engage, after that its up to how you use and how he uses his jumpystick. Try abuse AA harass in lane but be careful as Fizz can easily combo you if you piss him off and that will do alot more than some pansy AA's would.

It is vital you let him engage with so that you can dodge it with , once in a duel don't just throw away your , he has to sooner or later and you should be patient with him

I'd recommend you start with a Flask and make the most of harassing but avoiding full out fights. If Fizz starts with a Doran's Ring for whatever reason make sure to be relentless with the harass but again be careful of him engaging on you.
Jarvaniv
Difficulty
Favors Enemy
Jarman is scary as hell, he has arguably the highest kill potential on you in lane out of every champion, and that's not even with jungler aid. Jman wants to kill you at level 2, his is literally half your health just in his gap closer, he will have no problem getting flash out of you if he lands it and you have to be incredibly careful pre-6, once you get your it will feel a bit safer thankfully. Unlike all the other AD Caster champions in lane, Yarvin doesn't just deliver himself into a free like the rest, he generally lands right on top of you making it very difficult to land so try move away from him before you fire it although it is possible to Charm him as he dashes to cancel it entirely.

Dodge his and punish him with . Obviously you ain't a super computer and won't be able to dodge every combo, so when he does, if he isn't going all in for a kill don't let him get away jack free! throw everything you have at him and autoattack as much as you can as he backs off. AND BE CAREFUL! This is a scary lane.

Diana
Difficulty
Favors Enemy
This moonlady has too much damage and durability(without even building for it). You should try poke her as much as possible pre-6 as she lacks anything to fight back properly unless you get too close(don't) but as soon as 6 comes it is a very hard match up. If she lands her Banana strike on you be prepared to charm her if she dashes on you.

Always run to your champions right to avoid Diana's , her whole kit revolves round landing this, and it comes from her right and your left(assuming you are facing each other)

Consider an if shes aggressive against you.

Akali
Difficulty
Favors Enemy
3 dashes to escape? no problem, sideboob here has 3 longer ranged higher damage dashes to catch you.

Pre-6 Akali is not a threat to you, she has nothing but her Q to trade and she shouldn't ever be allowed to proc it so you shouldn't be taking too much damage yourself, this means you are free to go all out on her and focus primarily on harassing her in an attempt to get her low. Due to her lack of options it is really simple, just harass her without getting close and you will be dominant to begin with.

Post-6 however things change drastically, once Akali has 3 charges of her ult she can just jump on you from 100% and genuinely will try kill you without any poke whatsoever, you have to be prepared for this. Don't use your Charm for trading, you need to save it for when she jumps on you and I would suggest you don't push either so you can retreat to your tower if she does attack without being forced to use your ultimate.

Rush an Abyssal against her for your own good.
Galio
Difficulty
Favors Enemy
Galio himself isn't actually that bad, just dodge his for the most part, he shouldn't be able to kill you BUT, his ultimate is a terror, it pretty much is a free kill on you when he has the jungler on his side. to deal with any s you collect. Galio may have a lot of MR but he's no more durable to autoattacks than any other champion so try to abuse them while you can, but post 6 you are probably better off focusing on roaming rather than trying to kill him as he becomes a bit of an immovable object in lane.

Leblanc
Difficulty
Favors Enemy
LeBlanc should probably be at both ends of the spectrum, some LeBlanc's are REALLY bad, they will be easy to kill and will fall off at 15minutes, but some LeBlanc's are really good and will make your life a living hell.
LeBlanc early in lane is going to want to QW you for some serious damage, don't get into autoattack range of her unless you know her W is on CD, stick to farming and trying to poke her with Q, if she gets to Q you back off until the mark runs out so she can't proc it for extra damage.
You will want to stay behind minions at all times so she can't land her E since if she does land it she can go for a kill, it is extremely important you don't let her do this.

Ahri's best chance against LeBlanc to outtrade her is to interrupt LeBlanc's W mid-dash with Charm, this cancels the W and prevents you taking any damage from it which will lead to a favourable trade. If LeBlanc jumps in deep really aggressively into your face, run into your minions so she can't land her E during the duel and stay there while fighting her.

You are almost certainly going to want to rush Abyssal against her.
Malzahar
Difficulty
Favors Enemy
Malzahar is a difficult one to lane against, he pushes extremely hard with his E so you will need to spend a lot of time counter pushing whilst avoiding the occasional Q or bug he sends your way.

When he has his ult he becomes a massive threat since he can very realistically 100-0 you if he lands his combo and any jungler can gank for him thanks to he CC he possesses. When poking him down you are going to want to wait until he uses Q and ideally E on minions so that he can't just combo you down in a duel, your mobility doesn't help if he can just stare at you and keep you still for his bugs to tear at you for 2.5 seconds + Ignite.

You will definitely want to rush Abyssal against him to help survive his high damage combo.
Swain
Difficulty
Favors Enemy
A good swain will annihilate you and then some. Do everything you can to dodge his AoE root, if he catches you he is then going to you from his minions and walk away, once he gets his ult every time he catches you with his he will go for a kill, dodge his with if you have too as you will die if you don't.

Pre-6 is when Swain is at his most vulnerable, his EQ is still fantastic damage but it is short range and he is soft. You can push hard while trying to poke him and if you get him low enough there is real kill potential but after 6 that drops massively and he becomes a huge threat if you didn't get a lead. Swain just builds too tanky for you to burst so he can sustain after your initial combo, he also doesn't give a damn about your mobility since most of his damage is reliable.
Thats the bad part about it, the good part about it is that Swain is extremely simple and his plan is obvious at all times.
He is going to fire his W, if that lands he will close the gap and engage with . It won't differ from that so you have a fairly simple method of play, push hard and avoid the root, it is pretty easy to avoid. This way he likely won't ever be able to kill you and you can stay safe and maybe roam or wait for ganks.

Although an Abyssal would be a nice item to start with against Swain, you really need the passive from Morellos if you want to fight him and keep up a hard push so you have to sacrifice the durability for the kill potential. Additionally since dodging his root is of maximum importance make sure you get tier 2 boots ASAP.
Veigar
Difficulty
Favors Enemy
Veigar himself won't be too hard for Ahri until he gets some AP, infact the match up is in your favour except for one thing, Veigars is such a strong ganking tool on someone like Ahri pre and post 6, its worth being scared of, play like a bitch if you dont have any wards up. An early Abyssal is the ideal item to get against him since for a full item its relatively low AP(70) so he doesn't get the biggest benefit from it with his ult and the MR it provides should keep you durable enough to survive his burst.

Pre-6 you can bully him, his only form of harass is his Q which is blocked by(aleast 2) minions so you can harass from behind your own minions with Q and autoattack him. Do what you can to bully him during this vulnerable period and keep an eye out on your minions HP as he might try to line up 2 of them at a time to last hit with his Q, this will telegraph where he intends to go to do that.
Post-6 his burst is incredible if he can stun you, go ham! Engage on him with your ult and you can outsustained damage him in a duel as long as you survive his burst and focus on dodging his Q/W. His stun has a delay when it appears which makes it easy enough for you to ult away from the edges of it, don't try ult through it once it is deployed as it will stun and stop you mid-dash.
Viktor
Difficulty
Favors Enemy
Early on Viktor's cooldowns are long, at level 1-2 both his damage abilities are over 9 seconds, this makes it quite abusable and you can play very aggressively with your Q and AA's.

Viktor's E will be his main poke due to its range, focus on dodging it and if you do dodge it get a bit closer for a trade with him as it is a long cooldown. His Q is his other form of damage and it is reliable as it is targeted/autoattack based, you just have to take it if you want to trade with him but if he is playing aggressively don't let him get the autoattack off on you.
Post 6, Viktor has access to Tibbers and his burst is insanely high, you won't want to engage a fight on him if he has all his cooldowns up, unless you land a Charm you should wait for him to use his Laser before picking a fight with him.

This lane is in favour of a good Viktor to begin with, he has superior poke and faster and higher burst than you so he will usually do most of the bullying unless you land a lot of Q's to keep him at bay but despite having the advantage to begin with he is as soft as you and just catching him with a Charm can be the end for him and once you get ahead you can really snowball hard on him, just never ever underestimate his damage since he will have the damage to kill you even if he is behind.
Vladimir
Difficulty
Favors Enemy
There are 2 kinds of edward players, the ones that don't know their power midlane and will play like that, they are easy, won't cause you any trouble. Then there is the Edwards that know how well they trade with Ahri, Edward can zone you to the fountain with his harass while he shrugs off your feeble attempts to hurt him with your fragile blue bar.
Luckily he is short ranged so you can abuse that with your Q before he even gets close but avoid trying to autoattack him since that lets him get his Q in on you, if he does however then feel free to auto him as much as you can.

You're going to want a Morello's as soon as possible to allow heavy pushing/poke with the sustain + the grievous wounds passive will help a lot in duels vs him when he is low. Vlads natural sustain isn't unstoppable at least in the early game so you can poke him hard enough with Q you just have to make sure you land them.
When all in'ing him, hold on to your Charm until after he pools since that is what he will be saving it for to avoid the CC, you should be able to force it out of him unless he is winning the duel. Remember your mobility means very little to him as far as his damage is concerned since he can't miss it.
Chogath
Difficulty
Favors Enemy
Don't even bother trying to harass him, he won't feel it. You cannot touch this dinosaur, you won't get close to killing him, if you do he is doing something wrong BUT he will have a lot of difficulty hitting you with his just because its predictable, This lane is 100% decided by your jungler, without your junglers utmost attention, Dinosaur will outfarm you hard and make your life difficult, junglers focus can allow you to kill him, and once you start killing him you can start doing it alone with a lead on him, if your jungler doesn't do all he can to help, just try gank other lanes as often as possible.

Dodge and farm as hard as you can, you outscale him, as do many mages, Cho mid cannot fulfill the role of AP carry, late game he either builds like a normal Cho and their team lacks the strong magic damage source, or he builds a much stronger AP build and gets shredded by your AD carry.

Zed
Difficulty
Favors You
Zed is kind of scary, as one of the AD mids he has an annoying amount of poke with , especially since it costs energy he can just spam it forever so your main job is dodging harass. He is fairly soft early so harassing him is easy enough. When it comes to post-6 duels, it is incredibly easy for an Ahri to outplay Zed. Assuming you are on full health or close to it, when zed uses his jump on you, you have to time it so that you fire your Charm behind you the moment Zed appears(this takes practice!) and fire your whole combo and ulting away from him and directly through the shadow that he left as he ulted you, this will make it so that regardless if he teleports to the shadow he will eat the whole combo you fired, you then have 2 more dashes to use to keep your distance from him, and summoners aside he only has 1 more gapcloser so it shouldn't be hard to keep him away.

Wait for him to use his energy, Zed is very energy hungry so if he uses his energy to clear a wave you have a chance to engage on him. Get asap, Zeds all over the world hate the existance of this item and rightfully so, when he jumps on you with his ult, DON'T activate it immediatly, wait about a second first otherwise the mark will detonate after the hourglass.

Thing about this lane is that if the Zed is really good(at a Master tier level and mains him) the lane becomes really hard since Zed has the tools to play extremely aggressively and win this lane before first back, thankfully those Zeds are a very rare thing so most of them shouldn't be too hard to face as long as you have that Charm timing on his ult down.
Remember to rush an Hourglass against him.
Morgana
Difficulty
Favors Enemy
Morg used to be a standard lane for Ahri, but changes in 3.13 to the both of them really changed things. Now Morg has a natural advantage in lane for a few reasons.
  • She pushes extremely hard early on, Ahri just cannot keep up a counter push due to her Q CD being too long against Morg's W, additionally due to how Ahri must position to hit the whole wave she basically has to stand inside the Morg W if she wants to clear.
  • Morg has built in sustain, this means Ahri can't poke morg to kill health since she will simply heal it back up unless you land multiple consistent Q's on her.
  • stops your from applying its CC. And due to the above section you can't poke her to lower health easily either. The shield has to be baited out before fights are engaged.
  • is one of the scariest spells in the game to be hit by. If you get hit by this late game and don't have a you are dead, simple as that. 3 second CC :/

Try bait her into attempting to you by giving her an easy shot away from your minions(that obviously you will dodge). Once in a duel wait for her to and remove it before you fire . is great for breaking her off of you. BUY A , it is a must to counter any bindings Morg lands on you. Also, blue buff is when you can fight back since you can throw out as many as you like! you can also counter push with it.
Start your build off with Morello's, you need the CDR/Mana regen to counter Morgana's never ending push.

Yasuo
Difficulty
Favors Enemy
Yasuo is quite tricky for Ahri since he is very good at constantly fighting during laning phase and will outtrade her if he gets close. If he is a good Yasuo and starts E at level one you should avoid him and stay away from your minions since he can just dash onto them and then on to you.

Whenever you can, try autoattack him to knock off his passive shield but don't stick around for another auto since you are wasting damage on the shield when it is up and giving him the chance to go aggressive on you. Most of this lane will be you sitting away from your ranged minions towards the side(so make sure to ward that side) and trying to Q him when hes in the wave and then running away when he tries to fight you. Not only does Yasuo have incredible mobility to make your skillshots a nightmare to land but his Windwall blocks literally everything to have but most of the time he is gonna save that for your Charm so unless you are in point blank melee range, don't Charm him unless you know the wall is on CD.

As always with AD midlaners, rush Hourglass against him.
Katarina
Difficulty
Favors Enemy
  • Do NOT cast Charm against Kat unless you know for certain her Shunpo is not available otherwise she will dodge it with ease and potentially engage on you leaving you open to her ult with no means to interrupt it.
  • Kat wins a war of attrition due to her manaless targeted blade spam, when harassing her you need to go hard and keep it up. Autoattack her whenever you possibly can but avoid the ranged minions when you do it so stick to the side of the lane when chasing her.

This match up really depends on the Kat player, I find bad Kats just get autoattacked and bullied so easily in lane and you can often just kill them before even recalling but good Kats are really difficult to lane against since they are great at punishing your mistakes or missed spells(if you miss Q and are in range she can easily out trade you by jumping on you). One thing about this match up is Kat has one of the highest winrates when she is matched against Ahri so statistically she wins this match up which is probably due to later on in the game she is fantastic at clearing up and if she is ahead she can kill an Ahri before she reacts with Charm or dashes away.
Azir
Difficulty
Favors You
Ahri does not have issues with Azir, his early laning is weaker than hers and he lacks damage so you can really abuse getting easy Q's off on him for poke without worrying too much about his retaliation. When it comes to dueling your ultimate completely counters his playstyle as you can ult away from his soldiers every time he tries to get them on you.

  • Stay away from his soldiers, once he moves them he will have ~7-8 seconds of downtime early on in lane before he can do it again so you can avoid them and get some damage on him.
  • You don't need to Charm engage and 100-0 him, you can engage with your ultimate and win an extended duel as you can use each charge of your ultimate to avoid his soldiers each time he moves them or places new ones.
  • His ultimate blocks your ultimate and if you try dash though it you will get knocked back so avoid dashing near his wall.

Final Comments

Take everything I say with a grain of salt, Don't follow each and every build to the letter, adapt, your opponent and things like how hard you get camped by a jungler changes things a lot!

So, few years down the line since I first made this guide(September 2012, I was one of the first pioneers of the DFG Ahri build!) and now I seem to have the most viewed Ahri guide in the western world!(Can't speak for China/Korea), gotta say I'm flattered!



[http://th02.deviantart.net/fs71/PRE/f/2012/155/6/a/6a12faa9657371b1f563e9cd225ed555-d52aq8p.jpg]
Please Riot hire Artnothearts and make this skin a reality.


Check out my other guides!

Zyra - http://www.solomid.net/guide/view/64057
Brand - http://www.solomid.net/guide/view/64059
Syndra - http://www.solomid.net/guide/view/43301
Lissandra - http://www.solomid.net/guide/view/120925
Veigar - http://www.solomid.net/guide/view/121986-veigar-build-guide-apc-by-barph
Morgana - http://www.solomid.net/guide/view/120786-morgana-build-guide-by-barph
Anivia - http://www.solomid.net/guide/view/122383-anivia-build-guide-apc-by-barph
Xerath - http://www.solomid.net/guide/view/122384-xerath-build-guide-apc-by-varph
Vel'Koz - http://www.solomid.net/guide/view/123802-velkoz-build-guide-apc-by-varph
Ziggs - http://www.solomid.net/guide/view/124195-ziggs-build-guide-apc-by-varph
Azir - http://www.solomid.net/guide/view/130092?k=933521410893311
Viktor - http://www.solomid.net/guide/view/130949-viktor-build-guide-apc-by-varph
LeBlanc - http://www.solomid.net/guide/view/130580-leblanc-build-guide-apc-by-varph

Gragas SUPPORT - http://www.solomid.net/guide/view/126095-gragas-build-guide-support-by-varph
Janna SUPPORT - http://www.solomid.net/guide/view/124973-janna-build-guide-support-by-varph
Amumu Jungle - http://www.solomid.net/guide/view/127310-amumu-build-guide-jungle-by-varph
Maokai Top - http://www.solomid.net/guide/view/128362-maokai-build-guide-fighter-by-varph
Nautilus Jungle - http://www.solomid.net/guide/view/128847-nautilus-build-guide-jungle-by-varph
Sion Jungle - http://www.solomid.net/guide/view/130673-sion-build-guide-jungle-by-varph
Bard Support - http://www.solomid.net/guide/view/133672-bard-build-guide-support-by-varph


Comments

August 9, 2015 - 09:30 AM #1

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July 21, 2015 - 01:42 PM #2

This is the best guide www.youtube.com/watch?v=hzjjVopNP0c

July 12, 2015 - 02:34 PM #3

I rarely cast W / E in lane unless I feel I can really make use of them and whenever I fall below half mana I hold back on how much I use spells/avoid waveclearing until the dorans brings the mana bar back up to an acceptable level.

July 11, 2015 - 11:22 AM #4

Varph, how do you keep control of your mana? I feel like if I am not rushing Athene's, I am useless, because If i try to make the enemy laner low enough to be killed, my mana ends. At best, I don't have mana for full combo birst. Also if I don't use my spells, I get punished by the enemy and lose trades. This is the same reason why I am not roaming with Ahri. I almost never use my charm. Any advise?

July 11, 2015 - 11:21 AM #5

Varph, how do you keep control of your mana? I feel like if I am not rushing Athene's, I am useless, because If i try to make the enemy laner low enough to be killed, my mana ends. At best, I don't have mana for full combo birst. Also if I don't use my spells, I get punished by the enemy and lose trades. This is the same reason why I am not roaming with Ahri. I almost never use my charm. Any advise?

July 11, 2015 - 08:05 AM #6

Varph, how do you keep control of your mana? I feel like if I am not rushing Athene's, I am useless, because If i try to make the enemy laner low enough to be killed, my mana ends. At best, I don't have mana for full combo birst. Also if I don't use my spells, I get punished by the enemy and lose trades. This is the same reason why I am not roaming with Ahri. I almost never use my charm. Any advise?

June 30, 2015 - 01:36 AM #7

Ludens will still be amazing, Rylais will become 100% core and I'd honestly consider putting Liandrys in there as a last item with no Hourglass/CDR.

June 29, 2015 - 11:30 PM #8

Hay Varph,

do u think that the current changes on the PBE to the AP-Items have a big influence to Ahri? Is Luden's still worth to buy or will be Liandry's more important then?
And i'm wondering if there's any chance to see you streaming :)

May 17, 2015 - 02:02 PM #9

I'm not a Talon player so I would recommend you this guide in place of me making one, http://www.lolking.net/guides/311642

May 17, 2015 - 10:07 AM #10

Varph can i ask some guide about TALON pls thanks your guide are awesome

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