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AHRI BUILD GUIDE: How to C'Ahri by Varph

by Varph (last updated 1 week ago)

Featured9,676,419 Views 226 Comments
3
Greater Quintessence of Ability Power(+14.85 ability power)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
9
Greater Seal of Health(+48.15 health)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
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 an opportunistic assassin, she can jump in like a regular assassin and go for a kill but her combo is much more unreliable compared to her competition. However what she can do that other assassins cannot is safely "fish" for a kill opportunity with the long range as she can fire these from range and if one lands on a good target she can all in then for a guaranteed massive chunk of burst. She is also particularly strong against melee champions in lane. Sadly the versatility that Ahri has does come with a pricetag, She lacks the insane laning strength that most assassins have and as a result has a somewhat abusable lane against strong bullies.

Since there are pronunciation differences I guess I have to clarify the guide name, "How to C'Ahri" 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




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

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


Pros


  • A very versatile AP Assassin(not a common trait for an assassin to have)
  • Very safe when is ready for use
  • AoE true damage with
  • Incredible chase and kite potential through use of and +
  • LeBlanc style burst but viable playstyle late game for teamfights.
  • Free sustain
  • Opportunistic, strong when taken advantage of.
  • One of the strongest midlane gankers
  • She is a sexy fox human hybrid
  • With a she has a very respectable engage especially against disengage based teams()
  • A built in with


Cons


  • Despite the official Riot difficulty rating being a rather ridiculous 5/10, she isn't easy and it is difficult to carry with her.
  • Without shes a sitting duck and easy to gank
  • Dashes counter her as they make difficult to land
  • Opportunistic, weak when there is none.
  • Heavily team reliant, specifically the enemy team.
  • Close range on her combo makes her very vulnerable
  • Skillshots on and short range on lead to somewhat unreliable damage sometimes
  • Brush destroys her in 1vs1's
  • Huge reliance on landing
  • Mana issues caused by 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 making 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

Runes

If you are not aware, there is a little tab at the top left of this section linking you to multiple rune pages for different situations.


For mages there really is only 2 choices for quints, Flat ability power or Movement speed quints. I take flat AP the majority of the time only switching to movespeed depending on the match up(basically against people that have very strong but dodgable harass in lane.)


Once again 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



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 Ahri's weakest stage of the game.


Like the seals, these runes are for keeping you alive! Generally I'd prefer to go MR per Level runes as they beat flat by level 9 but Ahri has a tendency to get bullied by stronger laners early on so she needs the early game strength from the flat MR runes and by the time MR per level win it won't make much of a difference.

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 burst mage/assassin, offense is the tree to dedicate the most 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 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.
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It helps you kill people! Fantastic choice.


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An ideal 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.


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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 [imgsnall=champ/zed.png], 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, it will do nothing for you late game and even though Ahri has terrible mana(lowest base mana and scaling of all ranged mages, and amoung the lowest regen scaling) it is still just bad.

- 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.

- Meh, If you really need cleanse, would probably be better as its already a very situational thing to need rather than using a summoner slot.

- I don't know what this even does...

Item Builds

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

NOTE: For the pink ward start, you can't afford them all with the starting gold since it costs 480 gold so you have to wait for the 5 gold as the minions spawn.

Final Build(s)
Standard Final Items
are core on any primary damage dealing mage.

is arguably the best item in the game, its utility and baiting potential is far too valuable to pass up on especially as Ahri who is a close range squishy. In addition it is one of the few 120 AP items to get as high AP as possible.

is the absolute best item to increase Ahri's damage against a single target, its synergy with her charm amplifying damage to 144% of its normal makes her burst against a squishy target once she lands Charm pretty much the end for them.

is an Ahri specific item since she is the only assassin that can actually utilize it and she does so better than most mages. The 100 AP is amazing to get her AP pool as high as possible when she already has the 3 Needlessly Large Rod items, the extra health will help a little bit with stopping her getting killed the moment she gets caught by something but the slow is where it is at. Ahri's Foxfire's are single target spells when applying the slow so during teamfights after her initial combo she offers respectable utility with Rylai's and excellent kiting even without her ultimate.

These 3 share the item slot that Rylai's takes up, but it is the situation that decides which you should get.

Ahri has great synergy with this item as she autoattacks a lot and has her ult and Foxfire to proc it multiple times consistently. She also should get an autoattack off during her combo so the extra 50% AP(amplified to 72% by DFG/Charm) ratio nuke really makes her combo something to fear.

- If the enemy team have an absurd amount of healing or you feel the need to have more sustained damage to take down the enemies after you burst someone(maybe that marksman isn't pulling his weight?) this can take up that last item slot or you don't see the value in the active of Twin Shadows being worth it in the match this is a great choice to finish the build.

is a great all round item to fill in the versatile slot of Ahri's build(since the other 5 slots are taken by mandatory items). 80 AP is a good high number for a last item in her build and the movement speed is welcome but the main parts are the 10% CDR, on top of the Deathfire Grasp and mastery this will put Ahri at 25% CDR on items alone which is really awesome that she can build a second item with CDR on it without suffering in raw damage. The active is also amazing especially for setting up her combo as the slow makes it much easier to land her Charm.
Build Order
This build order is extremely versatile in the order it can be built, literally all the items can be interchanged with each other. This listed build order however is the highest damage(Ok not the highest, Lichbane would replace Rylai's for it to be the highest), most dangerous and least forgiving build path. You will have amazing damage, and if the enemy so much as stare at you too long you will die until you get the items with survivability on them.

- DFG usually comes first as it is the best item in the game to increase a mages damage against 1 target, especially mages who specialize in that sort of thing which Ahri does. As it increases all magic damage the target takes by 20% during the next 4 seconds Ahri deals her burst in a <4 second window, and her charm increases damage dealt to the target by 20% also, this stacks multiplicatively with the DFG amplifying her damage to the target by 44% extra.

- With a big AP item like DFG(120) and whatever runes/masteries/rings, the next item that will increase Ahri's damage by the most is this cap as she will already have a big chunk of AP to boost by 30%

- Even if your enemies haven't built MR this item is still 1 of the best items when it comes to killing people as a mage. The magic penetration on this item is just as effective as the AP amplifier on Dcap but this is much cheaper, once you get this even enemy tanks will be scared of you.

- This item can literally come anywhere in the build, it depends on the situation if you feel you need the active or the armour now or later. Regardless it will still be a fantastic item to get as it is 1 of the 3 120 AP items that Ahri can and should get. The amazing utility it has to offer is just an awesome bonus on top of the damage.

- Along with Hourglass this is another item that can be bought at any stage of the game. It's stats are perfect no matter when you buy it, you can buy it early for extra durability if you are having trouble staying alive.

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 often first can be the safer choice if your laner is going to use level 2 to their advantage ESPECIALLY if they get it first you can just charm them and back off.


This is maxed first due to what it is. It is the SAFE harass tool + most effective farming tool + highest damage. Maxing this gives you a strong poke and with AP it should start clearing ranged minions after level 9.

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


Due to the large difference in damage between this and orb of deception this is generally maxed after it since they are both damage spells but Orb is more damage and more versatile.

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


Although the CC on this scales with rank from 1 to 2 seconds which is really nice, it still is maxed last as Ahri is all about the damage so Foxfire needs those points in it to get its damage up and its cooldown low.

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. 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.
  • 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.
[http://i.imgur.com/IENMv.jpg]
This shows its true range, about an orbs length longer than its indicator, also that blue buff is so ugly.
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 damage, easy to land at close range and cheap mana cost. This is a sort of hyperscaling 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.

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. So the range may be stated as 800, its effective range is ~500.
[http://i.imgur.com/MAZ7k.jpg]

1 last thing. This spell is instant cast, it can be cast while moving BUT Riot decided that Ahri can't have that entirely for free so casting this will lock out from being able to cast until the animation for foxfire is complete(Ahri does a spin for you).
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), dealing a low amount of magic damage and will amplify all Magic damage(and true damage from the orb) that Ahri deals to that target for 6 seconds.

Ahri's most important spell. This built in Deathfire Grasp is vital for Ahri to be able to kill her target. If she misses this she will likely not have the damage to finish someone off unless incredibly fed. It is also not cheap to cast making it a very risky spell to throw out in lane. It is completely vital to land this spell and if you do the target will almost certainly die late game as this really is Ahri's Kiss of Death.
In addition this is the most powerful CC type in the game, 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 increases not only your magic damage by 20%, but the true damage on as well!

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.
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 Ahri's lifeline, if you have to use this to escape, thats not good. When its on cooldown you are a sitting duck and should play like one. 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
  • 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!

The DFG Jump Combo

This is your kill combo, I recommend you do what I do, and find a nice comfortable button to use your , I have it smartcast bound to my mousewheel click, allowing for a very smooth combo without fumbling all over the keyboard with drool.

Open with: at the same time, the travels faster than so it will hit first!

Immediately follow with: then and another

Finally: If they are still alive, either use your final to keep up with them if they are escaping and autoattack them down or if you can, wait for to come off cooldown again for a jump. You will unlikely be able to wait for this at early levels where still has a high cooldown.

The Ideal Combo


Ideally you don't want to have to jump in to get someone. Simply opening with charm from an ambush or from charm fishing will result in the best possible combo. Late game you can kill squishies without the use of if u hit charm first! This will be your most used tactic to get a kill. Due to the reliance on Charm Ahri is an opportunistic champion so you should "fish" for charms and engage IF the charm lands. You can also try the slightly more advanced and aggressive tactic of Charm Flashing, where you cast charm towards the enemy champion, then flash mid cast towards them giving them a much smaller interval to react to it.

Anyway the combo would look like this:

This combo at level 18 will deal 1553(+357% AP)+18% max HP,
as a comparison

1520(+349% AP)+18% max HP, of which 168(+42% AP) will be true damage. Includes all 3 dashes during the 4 seconds of damage amp.
1722(+444% AP)+15% max HP, 1428(+360%) without her W
1296(+336% AP +80% of the targets AP )+15% max HP
1140(354% AP)+15% max HP
1894(+326% AP)+15% max HP, 5 ball combo

As you can see Ahri is right in there with all the big bursters, it is worth remembering that 42% of the AP(out of the 349%) is true damage.
Things to note
  • BEFORE for 2 reasons. 1, deals more damage than so you want it to have the 20% amplification and 2, you don't want to waste a 90 second cooldown item on a target if your charm didn't land.
  • is not necessary and can be put pretty much anywhere in the combo. If the target is still charmed you can jump on yourself so you don't move anywhere and potentially cause the true damage portion of to miss.
  • Try wait until the charm is 100% landed as you don't want to blow everything on a target without the CC+amplification unless you are confident in that Charm landing.
  • Late game if you are ahead you may not even need to use your ultimate in your combo against squishies.

[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

Items

General Build



Situational Items


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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. 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. 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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Standard starting items if you intend to do a lot of running against specific match ups()


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+//


The ultimate sustain choice, a flask with any combination of the other consumables is the stay in lane forever start, I'd recommend you run this kind of start against people who you are not confident against or want a safe long lane before you back.
I'd Recommend you put your pink ward in the bush shown in the picture below. No one ever seems to check that bush during laning phase so what you get is a near permanent ward for only 100 gold!


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This is Ahri's bread and butter, it should almost always be the first major item to be completed as its stats are just insane. A huge amount of AP and her most sensible source of CDR, and then, the active, allowing her to burst any soft champion from 100-0 in 1 jump. This stacks with to give you a 44% bonus magic damage buff so this item should be purchased before most of the time. You should however look at your enemy team, sometimes being an assassin isn't going to be easy or possible so you might have to go for a more mage like build and focus on being a reactionary kiting mage in teamfights rather than an assassin.

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Simply not optional but mandatory. Your job is to deal damage and the 30% amplified ability power from this item makes it one of the top 3 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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If you 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, getting this along with DFG/Deathcap gives you the 3 Needlessly Large Rod items giving you a massive amount of AP, considerably more late game than traditional mage builds run(Those with items like Athene's or Liandry's)

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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This item is in the same boat as Deathcap, it is mandatory. It may be a lowly 2300 gold item but it 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.



Standard best choice for any mage or AP assassin as magic penetration is a very rare and hard to get stat, yet it is extremely powerful as it offers a significant damage boost at all stages of the game, more so in the early and mid game however when people have less overall MR.

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What tier 3?


Boot enchantments are very situational as you would expect but some are more fitting than others.

- 20 movement speed, it's quite simple but it is also quite good. This is the most reliable and worthwhile enchant for you to get since movement speed is a very powerful stat to get your paws on.

- 20% less cooldown on Flash is nice, having Flash up as much as possible late game is extremely valuable since it is a major playmaking summoner that can allow you to make game winning(or losing:P) plays. The movement speed bonus after flashing is just an added benefit to appreciate.

- This is the enchantment you get in desperate situations, the enemy are at your gates and you need to be on the front line. This isn't a champion based enchantment but just an act of desperation to keep your team in the game.

- This has decent synergy with Ahri's Foxfire as they will proc the movement speed buff but overall this is more of an autoattackers enchantment and is beaten by Alacrity.

- This is a team oriented enchantment which does nothing for you. As your teams AP assassin/mage/damage dealer you shouldn't be taking a team helping attitude with your gold. Your gold is for you to make you do your job best! This is a support or tanks enchantment and anyway, most of the time you will be behind your team so they won't benefit from this much anyway.




I'd recommend you get this trinket for mid game, maybe after your third back so that you can use it for setting up picks. Ahri is probably the best assassin(maybe tied with LeBlanc) in the game for a brush ambush since it makes her Charm a free hit and not many have the tools to escape Ahri once they have been Charmed freely. Being able to set up those ambushes and knowing the enemy team don't have vision on you when you are in the bush is just invaluable, additionally any time you catch a ward it is free gold!

It is still preference based though since a warding totem can be just as valuable when trying to set up a pick since it gives you vision on the area you might want to make a pick from(like over a wall)

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Optional Items




Rylai's is pretty awesome for Ahri, and it is quite unique for her since she is the only assassin that really benefits from using it.
  • 100 AP is amazing since Ahri will already have the 3 needlessly large rod items making this the next highest AP item to get, combining them all gets her AP crazy high late game.
  • It gives 400HP, pretty helpful at making Ahri slightly more resistant to getting instagibbed if she gets caught.
  • has a low cooldown and procs the full 35% slow, making Ahri a very good kiter/chaser, and even if she isn't doing either in a teamfight, those random foxfires are crippling whoever they hit, potentially securing kills or saving teammates without effort.

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This item actually competes for that slot in my build that Lichbane takes up which item I get is highly dependent on how the game is playing out, If I feel I really need extra damage outside of combo-ing I may get a LichBane over this but most often I will get Twin Shadows. This item is really great for Ahri, 80 AP is a very respectable number, 6% movement speed will go a long way which you will certainly appreciate and then there is the 10% CDR, another item that offers CDR is amazing especially late game. That and it has really nice utility with its shadows whether they be used to scout the jungle for traps, slow your enemies to make Charm easier to land or just to kite some one that is on your tail(s), a very handy use for this is due to the popularity of people buying Banshee's which makes comboing them considerably harder, the active from this can be used to pop those bubbles before you go in!

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An extra single target 50%(Amplified to 72% when used on a Charmed/DFG'd target) AP spell is awesome! + Ahri is very good at getting spellblade charges with her ult. This item has great synergy with Ahri's charm fishing playstyle and significantly adds to her burst and gives her significant tower pushing power.

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Morellonomnomnomicon is actually the third item I consider often for that versatile item spot as a last or second last item to buy(shared with LichBane and Twin Shadows. The reason I would get this over them is if I fully intend to make use of the grievous wounds passive on it if the enemy team has an absurd amount of healing. The passive isn't the only reason however since the item is still great for Ahri, 80 AP is a respectable number although the mana regen is not going to make much of a difference at the stage of the game that it is bought unless you get it earlier but the biggest bit is the 20% CDR. Getting a Morellos late game will put Ahri at 35% CDR permanently, this will be most noticable in teamfights where she will be firing out Foxfires roughly every 4 seconds.

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This little item is great, it is a cheap source of movement speed that even brings some damage in the form of 30 AP. If you ever find yourself in need of movement speed whether it is for dodging someones harass or running away you can buy this item as a remedy for that since it leads into both LichBane and Twin Shadows whichever you get is your choice!

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Generally Liandry's is not an optimal item choice for burst mages, but since after Ahri's initial burst she still has decent sustained damage unlike other bursters, it actually is perfectly reasonable to get for Ahri and will have a significant affect on her over all teamfight damage with 0 input since it is just added damage to whatever she hits.

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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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Can't say its a bad item on Ahri since it will always fulfill its purpose. A good standard defense item to finish up a build just less ideal than a Banshee's since you can't rely on being able to survive once you get back up without your ultimate.


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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.

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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.
20% Spellvamp, Ahri is 1 of the best assassins to actually benefit from spell vamp since she has a kitey sustained damage nature once she has done a burst combo, 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.

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This is an item you get a first item if you are not confident you can kill your laner by bursting them down after a little bit of poke. Instead the playstyle from using this is to simply play a farm war whilst trying to poke your enemy as often as possible so that they are low enough for you to kill without needing a DFG. The massive mana regen and 20% CDR is what makes this item work in lane but it may lead to a deficit in damage if you buy this then fall behind later on. I can't stop you from buying this but I would say that ever since Ahri got a mana buff on her Q, this item is inferior on her as Morellonomicon is just so much better for her since it gives enough mana regen and it offers more damage at a lower price.
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If you have no intention of buying more than 1 CDR item() Then your CDR will hover around 15-25%, it can often be better to get Lucidity boots over Sorcs if that is the case since they bring you up to 30-40% allowing you to have considerably more teamfight presence with more Charms and Orbs, when to get them however is the thing. Either get them later on in the game by selling your sorcs, or you get them earlier if you just so happen to have ~675 gold, and not enough to buy Sorcs.

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Not so good items




Ahri is a poor stacker, she is a combo mage, not a consistant damage mage, 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 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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A good item on the people that buy it, but on burst mages this item is bad. It is too expensive for so little offensive power early game, not only that but its getting in the way of which is unacceptable.


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

By Artgerm

You can't always be an assassin!

Sometimes going full assassin isn't going to work, this is when the enemy team has champions that are only there to cock block you from making plays(). When a team has too many of these champions, trying to base your play style around assassinating someone can be very unrealistic since the end result is rather than your target dying, more likely you getting CC'd, interrupted or the target suddenly getting saved by any number of intervening abilities. When this is the case it can be better to switch to a more mage Ahri playstyle where your focus is simply on laying out AoE damage on whoever is closest, and reacting to any plays with your ultimate for kiting or for the raw damage it offers.

If the enemy team is one of those teams, DFG first is no longer the most ideal build path but you should focus your gold more on the items that increase your overall damage rather than just on 1 target. The mage Ahri build is a lot more versatile than assassin as it can be built in really any order, here are some examples

> > > / /

Standard build as usual with assassinations in mind, but delaying the DFG and playing mage style until late game due to how hard certain champions can carry mid game/screw you over.

OR > > / /

Full blown mage mode, going for that maximum AoE and kiting with high sustained output, this is the kind of build where you can sell Sorc boots for Lucidity to get more CDR and go mad with the true damage. Lichbane deserves an mention here as you can substitute it in the build for even more sustained damage if you are willing to part with Hourglass or Rylai's, sacrificing the survivability for a bit more damage.

/ > / >

This is a high defense beginning to a mage build, it is super old school from the season 2 Ahri days but it still works! This is specifically a high survivability build that allows you to stay in fights for longer as it builds up its damage with the higher AP items later on.


This is "THE VARPH IS SMURFING BUILD", I've found at lower elo's on my smurf it is a lot more difficult to carry as an assassin due to its downtime with the reliance on its ultimate and DFG cooldowns, so rather I do a much more sustained damage build with very little downtime with the Lichbane damage effectively replacing the DFG damage.

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 it makes her combo free to land and is pretty much a 100% kill. Amumu may not single out 1 champion like the others but his ult keeps them all still preventing anyone from crowding Ahri or her target.




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 diving in as a soft assassin 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.

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 the marksman killer, she that they fear so much these 2 are the best to pick on a team against her. Sivir is troublesome for the obvious reason of her spellshield, makes it difficult to pull off the entire combo on 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




has an invincibility shield that she can put on whoever she wants, makes killing a priority target in a teamfight pretty much impossible since her shield has a very low cooldown and a long range.
is here simply because shes really hard to lane against.
has a targetted hard hitting stun making it extremely dangerous for Ahri to be near her during teamfights.
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 combo 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, Fiddle sticks 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 assassinate 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



These are the people that can ruin Ahri even if she is doing well, since if they are doing well midgame they can just run at her and make life hell as they all become pretty much invincible midgame, the softest of these guys() make up for it by doing insane damage ... and they ain't even that soft anyway. Ever had a Renekton or Volibear who is fed dedicate their game to running at you? ends up being used to get away 100% of the time, they will zone you to the ends of Runetera.

Strength Levels

Early Game: Weak-Average

Ahri's early game is entirely dependent on her lane match up, she is quite vulnerable to strong lane bullies but on the other hand she can be quite the bully herself against weaker laners. She has decent waveclear and poke and depending on how many Q's she lands she can have kill potential at level 2 and 3 although if she fails to get a kill then the kill potential falls dramatically until level 6. Ahri is also an easy gank pre-6 and a successful gank can really screw her entire lane over since she doesn't do well against most when behind due to her short range/squishiness during fights.


Mid Game: Strong

Mid game is where Ahri starts becoming a real threat especially if she has her hands on . With her ult up she emanates an aura where the enemies will feel extremely uneasy near her if they are missing health due to the distance Ahri's kill zone covers. She is also one of the stronger roaming mids again due to her ult killzone and especially skirmishing due to her slipperyness making it hard for the opponents to focus her in a 2vs2/3vs3.


Late Game: Very strong

Late is where Ahri is strongest. Despite this myth that "All AP casters fall off late game" thats really not the case for Ahri(or most mages for that matter). Late game is where Ahri is the most threatening. Simply landing a can be the end of someone and whoever gets hit by it is in for a world of trouble. She can kill squishies with a basic combo late. Basically the ability to amplify her own damage by 120-144% makes her a total monster late game when she lands her spells. Not only that but there isn't a bruiser out there that has an easy time killing a champion who can dash away 3 times.

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

Depending on your first back, whether it was early or ideally just after you hit 6 you should be returning to lane with some of these items, , personally the most common items I end up with after an average gold back(~1400G) is +.

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).

You have to make the choice of whether or not you want to 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://www.ggwallpaper.com/file/5086/600x338/16:9/sleeping-ahri_502780663.jpg]

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

Late Game and Teamfights.



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.
Although if you are not the one in your team to engage you will have to perform your primary role, looking for the ideal squishy for you to combo using Spirit Rush to get close enough to them and going in for the kill, whether you land your combo is what decides how well you contribute to the fight. The importance is choosing the right target and then approaching it correctly avoiding things like, well everyone else on the enemy team especially the supports(unless it is the support you have chosen to go for).

Not always is this how teamfights happen though, often the enemy team will either have an amazing and untouchable back line, or a front line completely in your face. In these situations playing the teamfight as an assassin to take out a carry role can be pretty much impossible and you will have to retreat to a kiting reactionary mage playstyle in the fights. By this I mean hanging back like you would a mage/marksman and waiting for the targets to come to you, EQW+DFG combo'ing whoever is first to take it and then kiting while laying down sustained damage with Spirit Rush and Q/W whenever you can, often it is best to kite with your marksman to aid in peeling for him since the enemy will almost certainly go for the marksman over the Ahri dashing all over the place. This paragraph here is what makes Ahri the best late game assassin, the fact that she has options when assassinations aren't a realistic goal to achieve, try imagine a LeBlanc or Fizz in that situation and see how they do, it isn't great.

Champion Matchups

Brand
Difficulty
Favors You
Really straight forward match up, dodge his shit(especially ), engage on him if he puts ANY of his abilities on cooldown, he is quite soft so should fall over quite easily.

Wait for him to use either or before you engage for a relatively easy kill. DO NOT CROWD HIM DURING A JUNGLE GANK! Giving his ult something to bounce off of is a quick way to give him a double kill!
Cassiopeia
Difficulty
Favors You
Very much the same as brand except, once you engage on her, be sure to face away and perpendicular to her to avoid being stunned by her ult, she is an easy match up but she will make short work of you if she stuns you.
She will destroy you pre-6 if you get in a fight with her so be careful. I should note that the higher you get in level the harder this match up gets, I'd say at Diamond this is a solid 8/10 but this guide isn't aimmed at Diamond!

After landing a abuse the fact you don't need to face her to deal damage with and
Ezreal
Difficulty
Favors You
AP ez is not to be underestimated, his in lane poke and damage is quite terrifying and if he gets you low enough he can kill you but again, he is too soft and has no CC to stop you from just killing him, Play it safe before you get your .

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.
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, thats 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.

Consider getting a and keeping it in your inventory, then use it during karthus as a mini heal. For late game get a to negate anymore ults.
Kennen
Difficulty
Favors You
One of the most irritating champions in the game, This filthy hamster is luckily not all that bad to lane against as Ahri, Kennen has a major weakness to bursty mages like and ofcourse with the way you will be playing , just blow him up after he uses his cocaine ball but do remember, Kennen has alot of damage on his ult, he can just as easily kill you if he pokes you low with . Beware of his early laning trading capabilities! He can easily beat you up in a trade with his stun.

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.[/center]
Soraka
Difficulty
Favors You
Another one of those gimicky champions although she is alot stronger than Janna, you have got the range to farm safely against her until you are ready to fight, try poke her down to bait her heal before you fully commit.

Don't underestimate s damage, it builds up alot faster than you would expect. Also has a 20 second cooldown, thats your engage window.
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. Consider running to counter gank as TF will win games by ganking bot lane, not by beating you.
Xerath
Difficulty
Favors You
Xerath is a back and forth lane against Ahri. When she doesn't have her ult she can't safely get close enough to hurt him and he will attempt to poke you relentlessly with his high range spammable abilties. But when Ahri has her ult Xerath is terrified since he has a 4 skillshot kit, everything can miss and in a duel, 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.
Zyra
Difficulty
Favors You
Zyra just can't touch Ahri, don't let her kill you pre-5(she can do it with her root and ), as soon as you both are level 6, let her fire her or put 2 plants down and engage on her out of range of her plants, its a very easy kill. NEVER engage when her isn't off cooldown.

makes short work of plants used for harass on you, use to fight her away from her own plants, shes easy to deal with if she missed
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 basicly 0 CC, hes also very soft, 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.
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 ofcourse 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. Do what you can to avoid her ball as she will easily chunk 40% of your hp off in 1 combo.

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[/center]


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 decides 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.
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 wil have to spam alot 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.
Mordekaiser
Difficulty
Favors Enemy
Stay away from him and max and try to do as much long range harass when his shield is down, always make it a big harass, do as much damage as you can to get through the shield as early game Morde is actually quite soft, exploit the weakness that is his lack of escape and get easy kills with the aid of your jungler, I wouldn't recommend engaging on him unless his shield is at 0.

WARNING: Don't get baited by his low HP as is basically a heal for morde making him seem weaker than he is at low health.

How to win: When mordes shield is down, hes alot softer than he looks, be sure to get any harass you can when he has no shield up and push the lane hard to punish him for farming wraiths/wolves/golems/buffs/dragons(he farms alot is what I'm saying)
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.

Quite difficult as she outfarms and harasses you, best hope is to land some good 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 alot of Panths power is in his roaming potential.
Rumble
Difficulty
Favors You
Rumble mid happens, and it works, its quite powerful, luckily he won't faceroll stomp Ahri as hard as he does some of the other mages due to him being big and easy to hit while he fumbles through minions, max against him and try land as many s as possible. Engage on him if he overheats as he can't make the most of his AA's against you due to you being ranged.

Take advantage of how he will struggle to get by the minions due to the size of his character model, this allows for alot of easy harass on him, and take note of his heat bar, if its nearly full that is a great time to engage as he will overheat, and he can't make use of his extra magic damage on hit against a mobile ranged champ such as yourself.
Ryze
Difficulty
Favors Enemy
The only time Ahri beats Ryze, is early game(About levels 2-8), you should try abuse this as much as possible, a full combo will out damage anything he has to offer and once hes lower than 60% hp, can be used to finish him off, but the later the game goes, the more he starts to outtrade you, even if you beat him in lane, he will eventually become too tanky and have too much damage for you to trade with him(unless you are really fed).

The reason Ryze outtrades you so hard is down to 3 reasons
  • His shuts you down, you can't during it pretty much stopping your damage and it allows him to dodge the return part of if he isnt charmed.
  • Ahri in a duel, is a close range mage, and Ryze is pretty much the number 1 close range trading mage in the game, often you will be close enough for his to bounce on you multiple times.
  • He builds tanky, tanky enough that you can't burst him down, and Ryze can burst you down as his 'burst' doesn't end, he has sustained burst if there is such a thing.
Zilean
Difficulty
Favors You
Avoid his bombs(or try to) + , your is a shorter cooldown than his so treat him like , kill him, THEN KILL HIM AGAIN!

Go balls deep against him if he tries to bomb you as you will outtrade him, if he puts on himself, try wait it out if you can afford to rather than healing him for half his hp.
Kayle
Difficulty
Favors Enemy
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. When she initiates on you with , just her face and run away to get out of her range, be sure to give her a though.
Jayce
Difficulty
Favors You
As far as unconventional mid picks go, Jayce seems pretty weak, weird since you expect the unconventional picks to stomp traditional mids, thats the reason they are picked. But Jayce isn't all that scary. Outside of AA's he doesn't have that much to bother you since when he goes into melee form he will suffer the wrath of and get out traded. His damage is quite high and his ball will hurt a ton if you let it hit.
Fiora
Difficulty
Favors Enemy
A very simple and repetitive lane. Fiora will onto you, you will while running, she will again and get 1 more autoattack before backing off and you will hit her with a and auto. Thats literally it until one of you has the other low enough to ult the other. If Fiora s onto you when you are relatively high health(enough to survive) give her the maokai treatment and and drop her off under the tower.
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. I run movespeed quints and rush boots against Syndra to make dodging her orbs as easy as possible. This lane should be played defensively unless she puts her stun combo on cooldown. This is a hard lane to rate for me in a guide since at silver I'd imagine Syndra would be considerably less of a threat but at diamond -.- this is a horrible lane to be part of...

Do not underestimate her damage, she can burst you very easily if she lands her stun combo, so if she uses on an attempt to stun you, thats your queue to engage on her as she will have alot of trouble landing anything outside of her ult on you while you dash around
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. Go full manmode in your item choice going for pure AP and dueling power(]) and 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 You
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) and shes soft making her quite a weak laner. 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 a 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.
Annie
Difficulty
Favors Enemy
Depending on the Annie player, you can either still rush if they are not playing to their full potential, or get an early . Annie trades when she wants to, and when she trades, you don't. If you stay to trade you get stunned and come off a lot worse than her, if you back off, shes zoning you just by walking towards you, Annie can quite easily 100-0 you with her combo, shes a terror to lane against, she is by no means invincible, but don't fight her when she has up, and if you don't kill her in one rotation of your spells you should probably back off as her gives her more sustained damage than your does.

Getting early health is the best way to deal with Annie, if she tries to kill you with tibbers, try get your health back up as your best chance of killing her is when she doesn't have her ult ready.
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. 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 atleast a as he runs off, Talon has no sustain early game!
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
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. Be wary of his starting items(especially looking out for ). 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.

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.
Khazix
Difficulty
Favors Enemy
Alien is problematic, his damage is utterly insane especially when you are isolated(you have no allied units within melee range). He isn't undefeatable but he is certainly very hard just because of that damage potential, you need to play really carefully and make sure he can't get close to you. He always initiates with , during that jump you have time to and run away, don't ever stay in melee range. As long as you play carefully you can poke him down with until hes low enough to kill.
Diana
Difficulty
Favors Enemy
very difficult match up without aid from your jungler, she 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 and then run, don't take the time to Q her until you are at a safe range outside of her hoover.

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 early into a if you are not winning lane, it's your objective to stay alive in this lane.
Akali
Difficulty
Favors Enemy
3 Flashes to escape? no problem, sideboob here has 3 longer ranged higher damage flashes to catch you, this is not a matchup you should do, dodge the game or feed(Assuming the Akali player is good). If Akali isn't good, well it shouldn't be too hard, Akali's are either really bad or really good, you don't get an inbetween. Don't feed her and outscale her as her teamfight presence is null, she dies to passive AoE and mild breezes of cold air.

Assuming you are able to trade with her a in the middle of your lane is great for countering her , this isn't really an option, you need one else she will zone you just by putting the shroud near you. Also be prepared to counter her jumping on you with with an instant to the face, if u you hid her mid jump you will have time to , if not just run back with .
Note her will cause your to miss her if you don't have vision, wasting the spells.
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, max first and abuse the true damage on his ridiculous MR and counter push the lane, to deal with any s you collect and should keep you safe in lane, do what you can to roam bot and pick up the gold there instead.

Dodge and don't be afraid to do damage to him, he may have alot of MR but that does not make him invincible, an early followed by many s can take the beast down.
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(though all LeBlancs are hot, ooft.) Don't let LeBlanc force you into only building defence. will serve you well, engage on her if she uses on anything, try to avoid her chains(don't be afraid to flash them if they hit you). by level 9 one of you will be one shotting the other, and in an equal skill set up, LeBlanc wins this match up(unless they are both equally UNskilled, LeBlanc is a harsh champion to people who suck at her).

IMPORTANT: LeBlanc can get the Kassadin treatment, try catch her with when she s to you for a very favourable trade but you have to be very quick as a fast LeBlanc is incredibly hard to land this on when she harasses. If you catch her with this post 6, engage on her for the kill.

Don't stay in lane with less than 70% health, thats kill health for LeBlanc, try push as hard as you can and spend as little time near her in lane unless you are winning.
Malzahar
Difficulty
Favors Enemy
As weak a champion this guy is, his 1vs1 potential against other mages is scary, if you don't kill him with your initial combo, he will at the very least, kill you along with him or just straight up kill you with his damage. stay away from minions with his DoT on them and max first to counter push the wave. I recommend buying and an (use this as a mini heal during the fight should he get his off on you, you should survive the ult in time to use it for that extra health)

Let him use or on minions(prefrebly both) and engage with speed, the element of surprise is vital for you to either avoid or only take damage from it, as he won't have time to combo up his spells. Also kill his voidlings, they are worth gold and it will demoralize him to see them die!
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.

The only time you can get an advantage on him is if you land pretty much every (max this) early game, and even then, an Ahri with 2 kills up on Swain can still lose a post 6 duel. Strongly recommend you run MS Quints against this guy.[/center]

Things to do.
  • Dodge the root as much as possible
  • Don't focus too much into defence, he doesn't give a damn about your MR, hes going to kill you and if you build too much defence you won't have the damage to fight him when your jungler comes after your constant pleas for help and he will quite easily 2vs1 you.
  • Push the wave like there is no tomorrow, Swain struggles to farm undertower since he lacks reliable waveclear.

Try poking him down with so that he heals up with , once he turns it off that is your chance to kill him, and your only chance as hes not much tougher than a normal mage without crowform, also look at his mana, hes very mana hungry and if he has 1/3 or less you should be able to engage on him.
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 should be enough for you to survive his burst and start killing him but this lane is very unstable, 1 kill either way and its a snowball, a violent one. Won't help you late game, Veigar won't need to you to kill you at that point, I recommend getting against him.

Take note that you cannot through veigar's without getting stunned

In lane its not hard atall, late game though, keep your distance from Veigar and thats all there really is to it.

Consider if you feel Veigars stun is what is screwing you.[
Viktor
Difficulty
Favors Enemy
Viktor is basicly , they are the same champion pretty much except viktors CC for you is a bit weaker thus making him slightly easier than Annie, hes still gonna trade with you like a baus and be obnoxious about it, his ult is Tibbers. Max , you don't want to be close to this guy.

Don't let him get close to you during lane as he will outtrade you, treat him like Annie, an early should keep you alive, Viktor is alot softer than Annie so duels shouldn't be too bad.
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, Hes a real terror to play against, Request aid against him as he will most likely be pushing. Once he gets a hextech he will be chunking you for a quarter your hp every . Just hope you don't play against one of those manly Edwards as they are quite rare thankfully.

Don't let him you for free, punish him hard with as much and AA's as possible, fight often if you want to win, you can't let him heal up for free so drink those pots and fight more!
Chogath
Difficulty
Favors Enemy
Don't even bother trying to harass him, he won't feel it atall, 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 alot 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 doesnt 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 fufil 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.
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 especially early on due to her weak wave clear without items.
  • Morg has built in sustain, this means Ahri can't poke morg to kill health since she will simply heal it back up and you don't have the mana to fight 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.
Yasuo
Difficulty
Favors Enemy
Yeah, good luck hitting this guy with anything. If the Yasuo is bad he may screw up and be easy for you, in that case there isn't really any tips against him except always throw and autoattack at him when his shield is charged up to proc/waste it, you can see its charged as it's his resource bar. But if the Yasuo is good you really can't do much. His infinite dashes with next to no cooldown mean you probably won't land any skillshots on him and even if they were to land he can just pop them with his windwall. Ahri being a champion who doesn't kill people without landing charm and Yasuo will quite easily avoid it. I dunno what can I say I hate this champion already and just thinking about the match up makes me mad.
Maokai
Difficulty
Favors Enemy
AP Maokai is NOT to be underestimated, his damage when building AP is really high burst, not only that but your spamming on him gives him a lot of sustain, make sure you dodge the saplings as they hurt(its not hard)

When on low health, bait him to using on you when you are close enough to your tower so that you can into tower range and him as he comes out.
[http://stream1.gifsoup.com/view3/4665207/mao-bait-o.gif]
Katarina
Difficulty
Favors You
Shes scary. Her manaless harass and the impressive base damage she whips out allows her to bully you really hard, is nearly useless against her as a good kat will avoid everyone you fire, she doesn't even need to to dodge it as her base MS is already incredibly high. This is going to be a really difficult lane if the Kat is good + she pushes and roams like a boss.

If she uses on anything, go in for a trade and always save for when she attacks you(its near impossible to open a fight against her with this)
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 and damaged 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

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

Bai!

Comments

November 2, 2014 - 07:22 PM #1

Unfortunately I only do guides for champions I can actually play so for junglers it is only the tanks and Sona just isn't something I can do, I've played her like 5 times and fed horribly every time.

November 2, 2014 - 01:52 PM #2

Thank you soo much for all these tips and build suggestions. It's soo hard to find a good guide. Could you do a Vi and/or Sona guide, please??

October 16, 2014 - 12:45 AM #3

You've changed the way I play Ahri... Thank you, thank you so much :D

October 14, 2014 - 10:18 PM #4

Im not big on AD mids

October 14, 2014 - 02:26 PM #5

do u play jayce? ever thought about doing a Jayce guide?

October 14, 2014 - 12:32 PM #6

sure knock yourself out

October 14, 2014 - 06:45 AM #7

Hi Varph,

I'm a summoner from Viet Nam, today i just saw your guide and... it's crazy.... so can i translation your guide to Vietnamese??

October 8, 2014 - 12:31 PM #8

I don't think I'm the right person for a Kassadin guide as I never play him nor do I like anything about him.

October 8, 2014 - 03:21 AM #9

Make a Kassadin guide plz.

September 27, 2014 - 03:43 AM #10

Varph you are an inspiration to us Ahri mains around the world... great guide!

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