Introduction
So who is Ahri? Ahri is pretty much a "Hish-risk, High-reward" type champion. She is probably by far one of the most active characters I have ever played and extremely fast paced. Now when I say active I mean that if you're used to playing
/
or any other right-click win champions then you might have a hard time transitioning to playing ahri. If you are a skill shot loving type of person then you will find Ahri to be one of the more enjoyable characters you will play, the only initial trouble with her is getting used to the traveling speed of her skill shots, more specifically her
because it's really easy to over shoot your target if your used to catching them mid run. With all that being said Ahri in the hands of a good player can make or break a team. Pros:
- High mobility(great escape artist/chaser)
- Low cd's all around
- Great sustainability
- Good initiator with
![skills/ahri/e.png [skills/ahri/e.png]](guide/skills/ahri/e.png)
- Good Amount of AoE
- Great AoE movement impairing ability with the right item
- Great peel with
similar to
taunt
Cons:
- Skill shot speeds take time to get used to
- Without
her survivabilty is diminished - She needs to soften people up before she can finish them
- Somewhat slow base movement speed
Masteries
I go with the offensive mastery approach with Ahri going 21/0/9 making sure to leave a point out of mental force because I only really need one in summoners wrath.
Runes
- Marks: For reds I go with the typical magic penetration runes that are pretty standard on most AP characters. *Greater Mark of Insight*
- Seals: For yellows I like to go with mana regen per level. why mana regen per level you may ask? Well because in this guide RoA isn't used or necessary, the main reason most people go with RoA is because Ahri can go oom pretty early game but as the game goes on mana issues start to become a thing of the past. I use mana regen yellows to make this transition as smooth as possible. *Greater Seal of Clarity*
- Glyphs: For blues I like to go with flat magic resist. The glyphs for ahri are pretty optional and you could choose whatever suits you best but I typically use magic resist glyphs. My reasoning is because with ahri I will most likely be mid and in most cases my opponent will an AP as well, with this being said i usually like to get the early Magic resist to give me an edge and extra sustain over them.
Optinal Glyphs: *Greater Glyph of Focus*/*Greater Glyph of insight*/*Greater Glyph of Potency* <--(i don't recommend potency but some people use it)
- Quintessence: I go with the standard 5 AP quints *Greater Quintessence of Potency* but I have just started trying out the magic pen quints *Greater Quintessence of insight* although at the moment i'm not sure what is better.
Summoner Spells
![summoners/ignite.png [summoners/ignite.png]](guide/summoners/ignite.png)
![summoners/flash.png [summoners/flash.png]](guide/summoners/flash.png)
Explanation:
These are the standard two spells that i use on Ahri and my other ap assassins. Ignite helps to ensure the kill and give extra damage during your combo while Flash is always good even with the nerf.
Some other spell that you could use is
. Great for tele ganks
Skills
Passive: Soul EaterAhri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell has 35% Spell Vamp.
Explanation:
This is what gives Ahri that
like sustain in lane. try to hit as many minions with your "Q" to get the most out of this massive spell vamp.
Q: Orb of DeceptionAhri throws out and pulls back her orb, dealing 40 / 65 / 90 / 115 / 140 (+33% of ability power) magic damage on the way out and 40 / 65 / 90 / 115 / 140 (+33% of ability power) true damage on the way back.
Cooldown: 7 seconds
Cost: 60/65/70/75/80 mana
Range: 880
Explanation:
This move is what i love using to rack up stacks of souleater and is a very amazing poke early game and throughout the game.
*Tip*: Your ball will come back to where you are standing, so it works like Sivir's boomerang.
W: Fox-FireAhri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizes champions), dealing 40 / 70 / 100 / 130 / 160 (+38% of ability power) magic damage. Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80 / 140 / 200 / 260 / 320 (+75% of ability power).
Cooldown: 9 / 8 / 7 / 6 / 5 Seconds
Cost: 60 mana
Range: 800
Explanation:
Fox fire is a pretty impressive nuke and with it having such a short cooldown and with max cdr it makes it a very impressive kiting/chasing move to have (due to
). The only drawback to this spell is that it will hit the target closest to you and in many cases it gets wasted on the tank or something beefier that's not afraid to stand next to you. I max this last.(The reason I max this out last is because it's uncontrollable, there's no way to effectively target the person you want it to hit unless you stand in their face which usually doesn't prove healthy in team fights)
E: CharmAhri blows a kiss that deals 60 / 90 / 120 / 150 / 180 (+35% of ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1 / 1.25 / 1.5 / 1.75 / 2 seconds.
Cooldown: 12 Seconds
Cost: 50/65/80/951/110 Mana
Range: 975
Explanation:
This is Ahris' most unique move. You couldn't even classify it as a fear or a stun it's made a name of itself, it's a charm. Charm, a.k.a Rage Quitter, a.k.a The Widow Maker is maxed second for me because the CC effect can make a team fight go your way, save your ass and force someone on their team to initiate a fight that they had no intentions of starting.
(My reason for maxing
first is simply because maxing it out first gives it a longer duration meaning they will travel farther. for example bringing them out of turret range to you and your team)*Tip*: If you cast charm around the same time
is ulting or about to ult for maybe half a second his ult will go off and then your
will travel and cancel his ult. Works sometimes but he may get a proc creating a minion that may stop your skill shot
R: Spirit RushAhri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times before going on cooldown.
Explanation:
This is what makes Ahri, Ahri. The dash can be used both offensively and defensively but is best used towards the mid-ending of a teamfight because by that time you can get a proper assessment of whether furtehr involment in the fight would lead to them being aced or you guys being aced because you went in. Ahris' dash can do quit a copious amount of damage and especially in a mid game fight it can easily land ahri an easy double or triple kill along with the combination of her other AoE type spells without her dying due to her
.*You cannot Dash over or through walls, so thats what your
is for, but you can however dash across ledges.*
Item Builds
Here is where I go into the whats and whys of the guides item build.Rylais > Rod of Ages?
![items/rylais-crystal-scepter.png [items/rylais-crystal-scepter.png]](guide/items/rylais-crystal-scepter.png)
I feel that Rylais on ahri is a must especially over RoA (rod of ages). Rylais gives Ahri the added utility that makes her go from good to great. For one Rylais turns all of Ahris moves into a slow making it that much easier for you to catch them. Granted some people may say "But Ahri already has gap closer why would she need movement impairment?" I first of say why not? Just because you are able to stay with the target doesn't necessarily mean your team can keep up with that being said that also doesn't mean your ult is always going to be off cool down. I suppose the only downside is that you don't get the extra mana you would get from RoA and RoA gives an extra 200 more health than Rylais.
Pro's:
- Extra utility from Slows meaning your a mobile AoE slower (greater chase ability)
- Allows you to escape even if your
is on CD in most cases
![items/rod-of-ages.png [items/rod-of-ages.png]](guide/items/rod-of-ages.png)
I have tried Rod of Ages and found that it does in a few ways have it's uses. if you do not use mp5 runes you would find building RoA early would prove very beneficial to you because it gives quite a large amount of mana and health that you will find yourself needing. It's also a little bit cheaper. The only downside is that you just dont get that slowing affect that Ryjals would give you.
Pro's:
- Gives more health and mana compared to Rylais
- It's cheaper than Rylais
Why do you build WoTA/Hextech so early?
![items/will-of-the-ancients.png [items/will-of-the-ancients.png]](guide/items/will-of-the-ancients.png)
After a number of games i found that although Ahris passive is very nice to have it feels like it just doesnt give me that sustain i like to have during teamfights. I guess to counter that question i could ask you why would you go for
early on
. It just works and this is especially true for Ahri because she puts out so much AoE damage, with this equipped it would be quite common for you to walk out of a team fight with as much health , if not more than you walked in with. Disregarding the spell vamp it also gives a good amount of AP to yourself and gives a very nice buff to your teammates so building one early could help with those early skirmishes that take place in side lanes or towers.
OR ![items/deathfire-grasp.png [items/deathfire-grasp.png]](guide/items/deathfire-grasp.png)
I feel that these items are a combination of both situation and preference. I usually go with morellos on a normal balanced team because i like the little bit of extra AP that it gives and the 20% cdr. I normally don't incorporate D.F.G into my build unless there is one or more person that starts to try and build atmogs/warmogs or stack HP. With that being said I feel that if you can live with 5% less cdr and 15 less AP then by all means use D.F.G otherwise go with Morellos.
VS. ![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
These two items are miraculous together but in many cases you will be pit to choose between one or the other. The typical mage would normally go for more AP plain and simple because more AP usually translates into more damage. Although this is true I feel that due to Ahri having such an extremely small ap ratios the extra AP from Deathcap, although it would grant a good boost, is not what you will need or be looking towaard. In fact I belive you will want to go with more utility from lichbane making you that much harder to kill and in turn as well boosting all your damage by 400+ if you do it right. Why lichbane? Lichbane gives for one a nice amount of MR that would undoubtedly help your survivability in teamfights coupled with an
if you built one. Also Lichbane also gives you a good amount of movement speed making you an even better chaser/escape artist. Lastly but most importantly it increases your next auto attack by the amount of AP you have. So if you get to this item you should have roughly about 480-500 AP and if you happen to be very good at spreading out your moves between auto attacks this would make you have an even greater threat than you were before.*In short
> ![items/rabadons-deathcap.png [items/rabadons-deathcap.png]](guide/items/rabadons-deathcap.png)
Early Game
Ahris' early game is spent mostly poking and farming. You should typically focus on last hitting creeps and using
to poke or hit creeps that would otherwise be out of reach. I generally have no problem farming in a lane that I have pushed because being able to land
on a jungle gank attempt can usually keep you from getting killed, but that isnt recommended if your newer to Ahri because missing, well it wont end well.
Mid Game
At this stage of the game you should have no problem with being ganked because
and
should be way more than enough for you to escape any hostile situation. The key is all about landing those skill shots. comboing your
to a
+
is an exchange that will almost always have a favorable outcome your way. During this phase you'll find yourself composing a gank here or there on the side lanes and in some cases dominating in small skirmishes that may take place between you and your jungle (typically) vs other people. *WILL ADD VIDEO OF TYPICAL PLAY STYLE SOON*
Team Fights/Late Game
At this stage the term "Mexican-Stand off" really shines. Late Game Ahris damage doesnt really fall of persay it more of becomes that they (AD carry) could probably kill you as fast as your killing him. I typically find that Ahri has an advanatge against other skill shotters in teamfights i.e.
. Your goal in the late game/teamfighting portion of the game isnt necessarily to run in 1st or 2nd thinking everybodies faces are going to melt as if you were an Akali. You're going to want to be poking and and scraping them outside of the fight for some time, especially if they are a heavy CC team. Meaning if they have a
or
chances are that if you enter the fight your hopes of
out will quickly dwindle as i've found out the hard way. Rather, you should focus mainly on disrupting the fights by dishing out some nice poke damage from
and peeling for your teammate with
and trying to land
on the target you peeled because it will give them that extra slow making it a lot harder for them to re-position themselves in a fight. The only time I
is when the fight is coming to a close and they have used all/most of their CC's that will mess me up or if the fight quickly doesn't go in our favor and we (the survivors) have to get away to avoid an ace.*WILL ADD A VIDEO OF TYPICAL TEAM FIGHTS SOON*
Final Comments
In all Ahri is a champ that would have 0 problem being placed in most, if any team composition. With her
type taunt she can prove to be a very disruptive character by forcing people out of position or saving her carries from certain death. Ahri can be a very difficult champion to master and can at times prove frustrating when plagued with multiple misses on your skill shots but when played right and to near perfection Ahri can hands down be one of the most deadly assassins (utility wise) at the moment.
Thank you
- Special thanks to WuTangLLC for helping me with this guide and telling me that it's Rylais not Ryjals :P
Also let me know what you thought of the guide, if you don't like it and thumbs down let me know why so i can take that into consideration.
ProBuilds
Champion Select
LoLCounter























































(Best start)/

/




but if a team is really tanky health wise dont neglect to go for 



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1 year ago
I'd recommend leaving your items section at the top to simple images so the reader can see at a quick glance what you recommend, you should move your more in-depth information to your 'item builds' section.
You need expand on your 'masteries' section and possibly offer alternatives.
You could expand on your 'runes' section, you already added in optional Glyphs, explain why these can be a good choice on Ahri and under what situations, also you could add in additional options for the other rune types.
You should expand on your 'summoner spells' section and offer additional options and explain a bit about how Ahri can use them.
You should expand on your early and mid game sections.
You need to update your 'skills' section with the new mana costs on Ahri's Q after the nerf in the Sejuani patch, you also need to add in Ahri's ultimate cooldown time.
Also Ahri's ultimate can dash through walls.
You should also include a 'skill order' section and explain your reasonings behind taking a certain route.
You should create a matchup section and go in to detail on some of the popular matchups you are likely to face as Ahri and how you should go about playing against these matchups.
You could also go in to detail about patches which contain changes affecting Ahri both directly and indirectly, such as her nerfs in the Sejuani patch and explain how these changes affect her.
Those are just some recommendations for improvement.
1 year ago
1 year ago