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Ahri Guide

You've come to the right place.

At a Glance:

Best Overall Runes


Spells

Skill Priority

Best Overall Build



Who am I?

My name is Cocho. I've been playing League since Season 6. I play on NA and my peak rank is Master in S11 (Top 0.2% of Ranked Players). I main mid and have good understanding of all midlane champs, since I have played against each one 100s of times.

Journey from Bronze to Master

Video Guide

For those who want to understand

Ahri
quickly without reading.

This video covers mostly everything in this guide!

Why Ahri?



Ahri
is a great blind pick champion. She can play for roaming or setting up ganks. She doesn't really have hard counters. She is weak against mages who outrange her and beat her waveclear. These champs are usually immobile and susceptible to getting picked off. Ahri's entire identity is being a mobile mage that is great at getting picks. Use vision and mobility to your advantage to help your team burst opponents. Ahri has more damage after her rework on Patch 12.3 but she still isn't a 1v9 high damage champion. She can struggle against tankier team comps. Usually your role will be to pick off squishy opponents before a fight. But sometimes you will need to play front to back to peel your carries.

Ahri Gameplan

if I had to sum it up as quickly and general as possible:

Early game: Slow pushing waves then deciding to hold the wave on your side, roam, recall, or continue pushing/poking. Then transitioning to shove and roam as you get more items. I have a video for laning against melee or ranged opponents below.

Mid Game: More shove and roam and looking for picks. Be sure to pick up

Control Ward
and
Oracle Lens
to clear vision.

Look at where everyone's wave is at and their HP. You want to gank people who are low or pushing. If your jungler is also on that side, great! He could back us up.

When objectives are spawning, be sure to get there early and hide in a bush (with it's vision cleared) to pick off opponents.

Once your botlane comes mid, you usually don't want to split push. Just clear side lane wave and come back mid before a fight breaks out. You can use

Oracle Lens
as you are coming back to mid and try to catch someone else who is rotating.

Late Game: It is similar to mid game, but I would be very hesitant to clear a sidewave if my team has shown me that they WILL fight while I'm not there. League is a very feel-oriented game. If you don't trust that your team won't just die, then don't go too far away.

Laning Phase VS Melee/Ranged

Lane VS Melee Opponents

In lane against a melee opponent, the easy solution is to let them push, then you can try to hold a few minions in front of your tower. You can continue holding minions deep on your side of the lane as long as you have more minions than the opponent. They'll have to walk up to push the minion and you have plenty of room + safety to harass them. The minions on your side of the lane also means you're safe from Jungle ganks while they are not.

If the melee opponent is not pushing, you can still setup the scenario where the wave is on your side, but it is much harder.

You want to slow push 3 waves into his tower, crashing it onto the tower on the 3rd wave. You do this by keeping a slight minion advantage and poking the opponent when they walk up (to prevent them from pushing). Having a larger wave than the opponent also discourages them from engaging on you. Minions do a lot of damage in the early game.

Once you crash a wave onto the opponent's tower, decide if:

1. You want to continue pushing and poking them under tower.

2. You want to hold the wave on your side on the lane.

3. Get vision/roam/recall

If you choose option 2, the wave will push back into you naturally because their tower is killing the minions. Slow pushing multiple waves then crashing it into the enemy tower is called bouncing the wave.

Once your bounce the wave, the opponent will have a minion advantage. Don't let their wave get too big, you just want a few minions more than the opponent. If you are stuck under tower clearing minions, then they will have time to roam.

You pretty much continue slow pushing and crashing waves then deciding what to do. Later on when you have items, you should switch to playing for shove and roam. This just means you push the wave quickly then look for a play to make. Best time to hard shove a wave is before a cannon minion wave is coming. Those waves take longer to die, which means you have more time to do whatever you want. A cannon minion comes every 3 waves (in the early game).

Lane VS Ranged Opponents

In lane against a ranged opponent, you generally want to keep the wave in the middle and match the opponent's waveclear. This gives us a good shot at trading or shoving the wave to their tower on our terms. Against opponents who can push faster than you, be sure to pre-emptively use

Orb of Deception
on the wave (try to hit the whole minion wave) and auto attack as much as you can to keep the wave in the middle or shove into the opponent's tower. Hitting the opponent and wave with one
Orb of Deception
is very high value. When the wave is gone, look for roams or fights to join. Hover to one side of the map just in case something happens. You don't need to play aggressive and look for solo kills. Just farm up, clear waves, stay high HP, look for fights, and get good recalls for your items (such as
Lost Chapter
or your Mythic item).

Runes

Here are a few rune pages for

Ahri
. You can copy these and change health to armor or magic resist based on matchup. I will explain different choices below. I recommend taking an
Electrocute
rune page. That rune has a ~97% pick rate!

  • Electrocute + Inspiration
  • Electrocute + Sorcery
  • Aery


Runes Explained



Ahri
has many different options for runes.



In-Depth Item/Runes Video Based on this Guide!

Open each tab for an explanation or check out the video above!

  • Keystone
  • Domination
  • Sorcery
  • Inspiration

Summoner Spells

Against melee champs, you should always take

Ignite
. Your offense is your defense. You are slow pushing waves aggressively. Having more minions than your opponent discourages them from fighting because they'll take a negative trade or die. If they have an
Ignite
advantage over you, then we can throw this out the window, you'll just lose in spots you should win.

Against ranged champs, you should still usually take

Ignite
. The added kill pressure when you find an opening is great. It might not be too useful in lane at times but it's great for roams and in the later stages of the game.



Teleport
was nerfed on Patch 12.1 but it didn't effect
Ahri
as much as others. Champions like
Katarina
,
Akali
, and
Camille
used
Teleport
to impact the map and join fights by
Teleport
ing onto minions. You can no longer do that until 14:00 but that is fine. On
Ahri
, you take
Teleport
for a free recall.

Whenever you want to recall, let your opponent hit you, then use your abilities on the wave to shove it into their tower.

Teleport
back and now your opponent has 2 options.

1. Miss a wave and take a bad recall (unless they also have

Teleport
).

2. Stay with lower resources than you.

These are both fine. For option 1, you used

Teleport
first, so shove in the wave and look for something to do.

For option 2, their goal will be to shove the minion wave onto your tower. You want to freeze in front of your tower in this scenario. If they are too low, they'll die trying to break the freeze.

Against teams with a lot of dive, you could take

Exhaust
. Your
Spirit Rush
should be enough though. I'd recommend taking
Ignite
instead.

I don't recommend taking

Cleanse
either. Even against something like
Twisted Fate
with
Elise
, it's better to play for your own gameplan. The random guys you run into on ranked won't synergize enough to force you to take
Cleanse
.

Skill Path

You usually want to max in this order:

Orb of Deception
>
Fox-Fire
>
Charm


Level 1 against most ranged opponents, start

Orb of Deception
. This will help you wave clear. If the ranged opponent has a weak level 1 push, then you could start
Fox-Fire
.

Level 1 against melee opponents, start

Fox-Fire
. This will help you poke the enemy off of minions and take control of the wave.

Always max

Orb of Deception
first. It's our best wave clearing tool.

Sometimes you can max

Charm
before
Fox-Fire
if you want a longer charm duration but you get less value from this.

Maxing

Fox-Fire
:

Increases it's single target base damage from 96 to 240.

Lowers it's cooldown from 9s to 5s.

While maxing

Charm
:

Increases it's base damage from 80 to 200.

Increases the

Charm
duration from 1.4s to 2s.

0.6s increase is something, but once you factor in items/runes that give Tenacity, then the increase will be closer to 0.4 seconds. You get more value from being able to spam

Fox-Fire
.

  • Ahri

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Item Builds

Here's

Ahri
's best items. I will explain the item choices in-depth below.

  • Suggested

Open the tabs for more info on each item and when to build!

  • Starting Items
  • Early Recall
  • Situational
  • Mythics
  • Boots
  • Core Items
  • After Core

Tips & Tricks + Combos

Here's some Tips/Tricks for Ahri

Common Matchups

  • Matchups

Recent Patch History

Patch 12.5:

Will still be a great pick. Her mana costs were reduced with the mini rework and these numbers are pretty small.





MidLeague-Of-LegendsAhri

ABOUT

Main Channel : https://www.youtube.com/c/katarinaguides 2nd Channel: https://www.youtube.com/channel/UCeIib5PcaH504XoAGcKg3fw


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