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In V4.20, the base statistics of all champions changed. Please be wary that the information displayed below may be out-dated.
|Champion||Background||Strategy||Skins & Trivia|
- Ahri is an extremely powerful, extremely squishy, extremely high-skill-requirement mage who has been a popular pick by top players at Worlds in at least two seasons! Many mages are easily slain if caught by fighters at too short a distance, but Charm and Spirit Rush make Ahri dangerous to any champion she catches off guard, as well as easily able to escape danger. She plays akin to a teamfighting, mage version of Akali, with both having high mobility and burst.
- Orb of Deception is almost always a first pick on Ahri, as its low cooldown makes it almost an extension of her basic attack.
- Orb of Deception is a boomerang skillshot, meaning you can move after casting and it will change the path of the orb as it comes back. Spirit Rush can be used to help you to lead the orb's return in hectic teamfights; but don't waste the ultimate simply for this purpose unless it's absolutely necessary, as the damage from any single strike of the orb is low.
- Do not be deceived by the low damage quoted for Orb of Deception - over repeated applications, the orb deals surprisingly high damage because half of it deals true damage. It is best used when your opponent is walking directly towards or away from you, is standing still, or is at the maximum range of the spell.
- Orb of Deception grants exceptional waveclear - the ability to weaken or destroy large waves of minions in a single spell - if you learn to hit almost every minion in a wave with it, which can be done fairly easily with practice. Ahri can beat many champions that she can't in spell matchups alone by pushing large groups of minions at them.
- Don't neglect Fox-Fire! At higher levels it becomes more damaging, and it is a crucial part of her single-target kill combo.
- You can aim Ahri's Orb of Deception and Charm and activate Fox-Fire while in the air after using Spirit Rush; she will cast the spell after the dash.
- Use Spirit Rush and then activate Fox-Fire immediately to ensure that all three bolts hit the intended target, or position yourself further away with the rush if targeting multiple champions.
- Consider leveling Orb of Deception and Fox-Fire over Charm against single targets; this will make you a primary source of damage mid-game, although the lower CC time is a noticeable loss. (Versus teamfights this is less viable; you need Charm to take the ADC or carry out of the fight for a few seconds.)
- Charm, of all Ahri's abilities, is the most versatile, useful, and able to turn the tide of the game in a single play. It is one of the most devastating stuns in the game to be hit with, for it forces a champion not just to be stunned but to walk forward out of safety or cover as well. However, it is a difficult skillshot to connect with.
- Initiating with Charm will allow you to maximize your damage, as the target will be unable to dodge Orb of Deception and they will take the brunt of Fox-Fire's damage, all of which is amplified by 20%.
- In teamfights, use Charm to divide up the enemy team. Outflank the enemy and pull a member of the team to the side, or use it to pull a powerful enemy champion off a squishy teammate.
- Charm can slow enemy champions who are chasing you. Ahri is notorious as a champion who punishes chasing opponents, hitting them with Orb of Deception Fox-Fire repeatedly while they are charmed, charming them into turrets and team ganks, et cetera. It's also just as useful for enemies who are trying to flee!
- Charm is also exceptional at checking bushes for ganks. Cast Charm at a brush and listen for the hit / watch if it stops early. It is better to waste mana and no-one be there rather than to save the cost of the spell and be ganked.
- If you hit an enemy with Charm and then leave its area of vision, for example, by walking into a brush, it will no longer follow you until you get into its sight again. The slow persists in any case.
- Due to the relatively slow projectile speed of Charm it can easily be dodged if the enemy champion is expecting it. To regain the element of surprise, get into range but lead with a Spirit Rush or Flash and immediately follow with your combo. This both catches them off-guard, and reduces the distance your skillshots have to travel, thus reducing the time they have to react.
- Using Spirit Rush all at once may not be the smartest choice in a fight. Try saving them using them to position yourself for your skillshots, chase down stragglers, run away, or to turn the fight with another quick burst to the right champions.
- In the early game, Spirit Rush is great for finishing off running champions as you can usually turret dive safely since the skill can be used three times before going on cooldown. However, it is best to save the last Spirit Rush for escaping from turret range if it is used for turret diving. If you've only just gotten your ultimate, this is essential, as turrets will generally kill you in two to three shots at level 6.
- Many players see only the offensive potential of Spirit Rush, but it is even better as an escape tool. Don't be afraid to use it to save yourself.
- In particular, learn how to Spirit Rush through thin walls - ranked play requires the ability to escape through several walls, or chase a badly wounded enemy through several walls, and never miss a gap closer.
- Though Spirit Rush itself is only one spell, each dash will reset the cap of Essence Theft, making it possible to gain up to 9 charges with it when used in teamfights or against minions.
- Spirit Rush's cooldown is fairly reasonable, and will be available in most team fights. When in doubt, use it, and if you've made a mistake, use the other dashes to retreat backwards.
- Ahri's Essence Theft - her passive - heals her on the next spell cast with Spell vamp after nine targets are hit by other spells. It grants Ahri high sustain relative to other mages, but is infrequent. Make sure you know when Essence Theft is up so you can use it on a full minion wave or bunched-up group of champions to heal yourself.
- The healing potential granted by Essence Theft is at its best when used with Orb of Deception, as it can hit the largest number of targets. Use Fox-Fire and Charm to reach the nine-target count against minions if you have to when low on health to maximize the chance of using Orb of Deception and Essence Theft against a minion wave successfully. ( Fox-Fire will not proc Essence Theft if it goes over the nine-target count, so you can use it to gain up to three charges with no risk.)
- Ahri can use Essence Theft to check bushes and fog of war, when she casts a spell, if it hits, it will grant a stack on her passive or heal her if it is fully stacked, keep this in mind when playing.
- Orb of Deception, Charm and especially Fox-Fire are really good at kiting enemies and whittling away at their health; this is the basic nature of play with Ahri.
- Ahri's damage is benefited greatly by her getting close to her enemies. This is why it is recommended that you build items that give a mix of both ability power damage (her core stat) and survivability.
- Ahri's best defense is a good offense, especially after her rebalancing. You must have ability power to be dangerous.
- If you need tankiness, Health, Movement speed, and Spell vamp are often her best ways to survive - she is not especially tanky even with high armor.
- Ahri also burns mana at incredible rates thanks to her damaging and low-cooldown spells, so Mana regeneration is another important stat for her early in the game, and even late-game for long teamfights.
- Finally, cooldown reduction is crucial by late game to keep her dangerous in teamfights.
- Good initial purchases include , , , an or a ; depending on the champion makeup you face or are laning with. Top players often take a to mitigate her early squishiness and provide sustainable health and mana. is a relatively new addition to the items list that can help a great deal early in getting the gold needed for her expensive build - don't forget her auto-attack, especially early game!
- One way or another, Ahri is mana-intensive; so try to take either , several , , or a with you to the early lane.
- Boots help early with Ahri because her default movement speed is slow. You won't get your ultimate until level 6, and even after you have it, you won't always want to waste it chasing down enemies. , , , , or are all viable boot choices depending on the game.
- Ahri has a tough midgame in Season 4 and 5 and beyond; a 1600 gold is a requirement to be truly dangerous to any non-squishy champion, and is a required combination item as well for every late-game build. Focus hard on your CS/gold until you have it.
- If you can't get the 1600 or simply enjoy playing a hard sustain lane, is a good early choice for Ahri as Spell vamp is helpful on her, increasing her already high sustainability and making it possible to better survive a long lane. It won't do much for you later on in the game, but can built into . is a great Spell vamp choice, granting 10% CDR more and 80 AP at the reasonable cost of 2500 gold.
- For games where your Spirit Rush isn't enough to keep you safe, the – build path grants good magic resist against poke abilities even longer than your own, as well as cooldown reduction and lots of help with health. However, don't build this instead of more AP unless you really have to.
- Prior to the end of Season 3 and her dominance at Worlds there, Ahri's scalings were much more powerful. Now more ability power is required to have the same effect. Generally there are two main core late game items on modern Ahri - either or (or both), plus more AP items to personal taste.
- is more common on assassin-style players who prefer single-target rushes and turret dives, for quick kill power. This is a common buy on Ahri because the percent damage nuke and increased spell damage lets her destroy one target incredibly quickly; make sure to use the active as soon as you know you have a chance to combo. Be aware does not boost the damage on Orb of Deception's true damage however. (This style of play was popularized by Faker.)
- is more favored on teamfight Ahri players to increase her overall, sustained damage. Don't be fooled by Ahri's deceptively low ratios. This item will increase your damage output considerably, as Fox-Fire damage can go up to a 1.2 AP ratio if hitting several targets and a 1.05 AP ratio to up to three targets with Spirit Rush, and every AP item you buy afterwards considerably improves her power. (This style of play was popularized by Froggen.)
- As a fragile mage that needs to get close to output her maximum damage, a health-granting AP item such as or may be a good pick-up in games where you need tankiness.
- Risky players and initiators enjoy . Ahri is very often the initiator for teamfights using Spirit Rush and Charm. can protect you from an initiation gone wrong by allowing her to turn to a statue while also giving a great deal of ability power damage.
- helps Ahri greatly against tanky champions; as she will be close to the enemy team in many fights. However, it may be inconsistent at max range since the range on the aura is 700 and most of her spell ranges exceed that. is another potential buy if you're facing heavily tanky champions.
- Since Spirit Rush's Essence Bolt range is the same as Ahri's auto-attack range, she can deal more damage by dashing towards an enemy and immediately auto-attacking. Therefore, may be a possible item buy. It is enjoyed by the rare hybrid Ahri player who makes strong use of AD and autoattacks even in mid and late game.
- All of Ahri's spells can be avoided with proper positioning or juking. Her Orb of Deception and Charm spells are line skill shots that move fairly slowly so you can step to the side to avoid them. Her Fox-Fire and Spirit Rush spells target the 3 closest enemy targets, but do prioritize champions in a smaller range, staying behind minions, tanks, or your team can help you avoid some or all of the damage or make Ahri risk putting herself in a bad position if she wants to damage you with them.
- Don't chase Ahri unless you are a very tanky champion or know her spells are on cooldown. All three of Fox-Fire's attacks will hit you if you're the closest thing to her, and if you're low on health, she'll Charm and kill you. Wait until Ahri is low on mana or vulnerable, or until you know Charm and Spirit Rush are on cooldown, before chasing.
- Always remember to move away from her Orb of Deception path after she uses the spell as the orb will return to her and deals true damage to you.
- Buying health can help you to survive against her true damage.
- Ahri has a hard time dealing full damage through crowds of minions, as Charm, Fox-Fire, and Spirit Rush are all fully or partially blocked by minions.
- Take cover behind minions when engaging her in order to avoid her Charm, which is not a passthrough.
- When Ahri uses her Fox-Fire, take cover behind minions so the spell will only hit you once.
- Her Orb of Deception remains dangerous in any case and is a passthrough; expect her to use it when you're inside minion waves, and the other two spells when you are outside of them, and dodge back and forth in and out for best effect.
- If fed, Ahri has one of the strongest snowballing power levels in the game - and Charm remains dangerous until the end of the game. Avoid giving her kills to snowball; if not fed, she is intensely vulnerable by midgame and may even be a snack in late game.
- Ahri's mobility is one of her greatest strengths, so a combination of crowd control like stuns and slows will lower her utility.
- When laning with a partner against Ahri, be sure to remember not to activate any movement speed boost abilities or item effects if a partner is affected by Charm.
- A strong counter-pick to an Ahri is someone with CC or a snare, such as Ryze, as his Rune Prison is able to lock her out of Spirit Rush without much difficulty, or Veigar's Event Horizon can stop Ahri if she turns up the attack, and his Primordial Burst can instantly decimate her if she has high AP.
- Heavy tanks also counter Ahri since the post-Season 3 nerfs.