[8.24.1]Kiss of Death: A Guide to Ahri
(Last updated on December 7, 2018)
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[8.24.1]Kiss of Death: A Guide to Ahri
(Last updated on December 7, 2018)
Views 16.7K
Bookmarks0
Ziggs's abilities are very telegraphed and his 1v1 potential is very weak. Stay away from the wave as it will make it easier for him to land his Q. As long as you can dodge his skillshots, this is an easy matchup.
Ekko can try to match your waveclear, but you have the range advantage and should be able to outpoke him with your spells. Save your Charm for when he tries to go onto you with his E. He will always blink in front of you, and that sets up an easy Charm. Sometimes he will walk out of vision to use his W and look for a surprise stun (you will not see his W casting animation), so make sure to move out of your current position whenever he attempts to do that.
When he is getting low in an all-in, use Ignite in order to reduce his healing from his ultimate.
You could build MR if you don't feel comfortable with this matchup.
Lux has the range advantage and can kill you after level 6 if she lands her Q, but you have the mobility to dodge her spells and kill her. Overall this is a skill matchup, slightly in favor of Lux due to her reliable poke.
Orianna's poke is very strong and outranges you, but if you can dodge her ultimate with your ultimate, you can easily burst her down with an all-in. Be careful about her Q as she puts more points into it, as its cooldown is significantly decreased.
Syndra's large hitbox stun and burst damage from her abilities + ultimate can easily 100-0 you. However, you do have the mobility to dodge her spells and force an all in. Her Q's range is greater than yours, but your Q is a more reliable waveclear tool and you can use this to your advantage and make more roams.
This matchup can easily fall into the hard category as well if your reaction times are not the best.
Rush Mercury's Treads. Consider taking Cleanse if you have trouble dealing with her stun.
Annie's burst can be very scary, but you have the range and mobility advantage. If she cannot one shot you, then you have the upper hand in a 1v1. In lane, poke her with your Q to get an HP advantage. Watch out for her stun, and if she is holding onto it, it could indicate that the enemy jungler is nearby.
Rush Mercury's Treads. Consider taking Banshee's Veil if you are behind.
Twisted Fate's W is outranged by your abilities and you should retaliate whenever he tries to get close for a trade. It's also important to dodge his Q in order to stay healthy. After level 6, you need to pressure him in lane and try to look for kills as he is immobile without flash, but he can have a greater influence on the sidelanes with his ultimate. Ping MIAs, put wards in the river to track his movement, and don't stop pressuring him.
Rush Mercury's Treads and take Cleanse as he can use gold card to set up ganks and get you killed.
Yasuo can easily get onto you in lane and block your skillshots with a well-timed Windwall. However, you can try to bait it out with your autoattack, W, or even Q. Punish his Windwall downtime by playing more aggressively. Use your autoattacks to get rid of his shield passive. He is vulnerable to ganks due to the lack of a real escape, so call your jungler to help out.
Rush Seeker's Armguard and Ninja Tabi. If you are not comfortable with this matchup, feel free to take Exhaust.
Zed's burst with his W-E-Q combo is very huge and he can all-in you if your HP is low enough (blinking over with W or using R). He can also choose to farm with his Q and stay out of your ability range, so it is not easy to punish him in lane. While his W is down, you can position yourself in a more aggressive position and look for opportunities to land your Charm.
After level 6, keep your Charm in case he ults you. Zed will always appear behind you, so you know where you should be firing your Charm. It will take some practice, but Ahri can beat Zed if she can land her spells. Rush Zhonya's Hourglass.
If you are not comfortable with this matchup, feel free to take Exhaust.
LeBlanc's early game burst is quite hard to deal with. However, you can seek to land a Charm on her as she starts positioning more aggressively to land her Q W combo. While she is dashing, she can't really dodge your Charm.
Rush Mercury's Treads and Banshee's Veil.
Talon's early game damage and waveclear are very strong and he will outroam you thanks to his E. Avoid dying to him early and try to match his waveclear; he won't have the liberty to roam if you're pushing as fast as him. Back off if he lands both ticks of his W, as he can just Q on you and trigger his passive, potentially killing you. Respect his Level 6 powerspike.
Rush Seeker's Armguard and Ninja Tabi. If you are not comfortable with this matchup, feel free to take Exhaust.
Irelia can easily all-in you even at level 1 if you are not careful with the minion wave. She can also constantly use her E to look for all-ins, and her level 6 spike is as good as yours. Once she gets Tiamat, she will be able to match your waveclear as well. Even if she makes a mistake, her W can bail her out of many situations and turn things around.
Avoid standing near minions with a low amount of health. Track her Conqueror keystone and passive's uptime, as they make audio cues.
Rush Ninja Tabi and Seeker's Armguard.
Hello everyone and welcome to my guide on Ahri!
Ahri has been a dominant and popular champion in solo queue ever since she was introduced to the game. She is often known as a Jack of all trades midlaner, being able to do many of the things that are necessary for success in the midlane. She has waveclear, burst, mobility, hard CC, and even healing. These traits give her the option to play safe while simultaneously being a major threat to the enemy team with her pick potential and damage. She can quickly shove waves and roam to other lanes to make an impact. Currently she is one of the best solo queue champions in the game thanks to her safe early game and strong midgame. In competitive, she has also been very dominant, but nerfs to her reliable burst damage (W and R) have made her a less attractive pick. The recent meta's favoring of reliable mages over assassins also means that she is unlikely to see more professional play.
Her downside is that she does not specialize in anything. She does not have the mobility of many other assassins and needs to be concerned about her ult downtime. Her burst relies on landing skillshots (in particular, charm) and is a lot less reliable compared to other assassins. She is also outranged by many other mages, who at the same time might possess stronger CC (larger hitbox/AoE). And her sustain is in no way comparable to the sustain of champions like Vladimir.
Detailed ability descriptions can be found at http://leagueoflegends.wikia.com/wiki/Ahri . Here I will focus on explaining how to make the most out of your abilities.
Passive: Vastayan Grace
One ability may provide mulitiple ability hits. Ahri's passive is easily triggered by landing both ticks of Q or at least 2 Fox-Fire bolts onto an enemy champion. The movement speed is nice for dodging skillshots and kiting, but most of the time it is difficult to feel its presence.
Ahri's Q is what gives her strong waveclear and harass. From Level 9 onwards, you should be able to consistently one-shot the caster minions by landing both hits of your Q onto them, as long as you are building AP.
I recommend playing with quick cast with indicators to familiarize yourself with her Q's range. You want to hit enemies at the maximum range whenever possible, since Q will then immediately begin returning, giving enemies little to no time to dodge the true damage portion of her ability.
The best time to use her Q is when an enemy is going for a last hit. With careful aiming and positioning, you should be able to land both ticks at the same time.
You can adjust Q's returning path by using flash or your ultimate. Positioning right next to the enemy (with the enemy between your orb and you) will guarantee the true damage hit.
Be careful when using Q to harass, as it may push the wave and put you in a dangerous spot vulnerable to ganks.
Now, onto her Q's passive. You can use your W and Q to generate enough charges, as each ability will help you get 3 charges per cast. Once your passive is up, aim it so that it will hit an entire wave, healing you 12 to 14 times. If you hit the enemy, then it is even better.
When you are trying to stack your passive, be careful with your mana bar as well, as it can be quickly depleted if you aimlessly use your Q and W whenever they are off cooldown. It is most efficient to use your abilities to land harass while trying to generate charges.
In the mid to late game, this passive can often help you regenerate almost your entire HP bar. As you will be having more mana to use, feel free to spam your abilities to stack up your charges as quickly as possible. In addition to minion waves, you can also use Q on the raptor camp to heal up to 12 times.
Your R should be able to generate 3 charges per cast, up to 9 times over 3 casts. Be sure to use this to your advantage while in the middle of a teamfight. It is preferable to save your Q for when you have 9 stacks.
W has received a mini rework a while ago and now it is much easier to land all 3 Fox-Fire bolts onto an enemy champion in lane. Before, you would have to stand very close to an enemy champion in order to land all 3 bolts, but now you can reliably land all 3 as long as you land an auto-attack beforehand.
The bolts will all fire onto a target within 725 range of Ahri (not the bolts themselves) as long as it has been autoattacked or charmed by her less than 3 seconds ago. If there are no appropriate targets in range, then each bolt will fly to the nearest target within 550 units of itself, prioritizing champions and then targets autoattacked by Ahri. If your goal is to land all 3 bolts onto something, then the effective range (with Ahri as the center) is far less than 550.
Since W has no cast time, you can use it as you are auto-attacking and then immediately back off to avoid minion aggro. Your W will fire at the enemy even if you back off, as your auto-attack range is 550 while your W range is 725.
Ahri's most iconic ability, Charm, is what makes her so threatening at times. Because of how iconic it is, all of her skins must retain the pink color on it. Your charm sets up your Q and W and allows you to deal a lot of burst damage with your other abilities. The CC duration at even rank 1 will guarantee both hits of your Q as long as you are standing sufficiently far away from an enemy (around 400 units). It is best to use the ability first in order to maximize your burst potential, and you should use E first if you only have a small window to one-shot an enemy carry, but sometimes it can be a better idea to hold on to it and use your other abilities first. By holding onto charm in a fight, you can make enemies more nervous and your other abilities will come off cooldown soon enough for you to land that charm and take advantage of the damage amplification from charm.
Don't be afraid to make attempts to land this ability in lane, even if you are uncertain about whether you can land it or not. Because of its lowered mana cost, it's no longer as punishing to miss it as it used to be. Simply play safer for the next 12 seconds if you do indeed miss it. However, if you are aware that the enemy jungler is nearby, then save it. If you know that the enemy has reliable engage and will immediately punish you for a missed charm, then save it.
Spirit Rush is what allows Ahri to be able to play safe and make plays. Having three dashes for a duel, skirmish, or teamfight allows her to dodge enemy skillshots while putting herself into a position to land her Charm and other abilities. You can use the ability to chase down immobile enemies who foolishly try to flee from you with only their flash. You can dash over walls and flank from unexpected locations to kill an enemy. The fact that you have 10 seconds to recast the ability up to two more times allows you to ult away from a gank and re-engage when the enemy doesn't expect you to do so. There are many ways to use her ult effectively, and it is up to you to be creative!
Her ult is what gives a lot of reliability to her roams. In addition to its strong mobility, it is also a source of reliable damage. The bolts will always prioritize enemy champions in its range. However, don't use up all three charges at once, unless the damage from the ability is sufficient to kill your target. It is best to hold onto your charges and use them to stay in range and set up your other abilities. Early on, the ability does not do a lot of damage, so do not overestimate your burst with your ultimate. Focus more on its utility. If, however, you are absolutely confident that one cast of your ultimate will kill your target, you can cast it right on top of your current location and the bolts will come out faster.
Without your ultimate, you are very vulnerable to ganks and all-ins and your playmaking ability is very limited. In lane, while your ultimate is on cooldown, you must be very careful about certain abilities that can cost you your life, such as Fizz's ult
In some situations, while you have both flash and your ultimate up, it may be better to flash away from something than using your ultimate. Your ultimate has a shorter cooldown, but it also includes three dashes (compared to flash's one blink).
Recommended
Flash - The best summoner spell in the game. Helps you dodge skillshots, escape, chase, make picks... The possibilities are endless. Mandatory for every single game.
Ignite - Great for securing kills early on and starting your snowball. Recommended in most matchups.
Other Viable Choices
Cleanse - Take this versus champions with hard CC that are difficult to dodge (eg. Veigar), or versus champions that will delete you if you get hit by their hard CC (eg. Zoe).
Exhaust - Useful against assassins such as Zed and Katarina. However, you can still take Ignite if you are confident enough.
Teleport - Inferior to Ignite for solo queue. Teleport gives you the option to recall and return to lane immediately and lets you have more impact on the map, but Ignite is better for all-ins.
Avoid
Ghost - You don't need it. You are already mobile enough, and ghost just is not in a good state due to the time it needs to ramp up.
Heal - Ahri has more than enough safety in her kit. Heal might be nice in 2v2 skirmishes, but Ahri needs to snowball to win, and Ignite does a better job at that.
Barrier - Same as above.
Smite - Ahri is not a jungler.
Mark: Unfortunately unavailable for Summoner's Rift. You can consider it for ARAM. Good gapcloser.
Clarity: No longer an option in champion select. XD
The standard page for Ahri gives her plenty of damage and cooldown reduction, things she need to have a large impact on the game. There is, however, room to change these runes around, and it largely depends on your personal preference. Many different runes in the domination and sorcery tree are very good on her, so don't feel obligated to stick to one page for all games!
Standard Runes
Primary Path
Domination: Recommended
Sudden Impact - Extra magic penetration when you use your ult for an all-in. It increases your burst damage, but you essentially have no rune in this slot until Level 6.
Eyeball Collection - The three runes in this slot are all very decent in my opinion. while Eyeball Collection provides consistent AP. Eyeball Collection is recommended for its consistency.
Ultimate Hunter - Allows you to make more plays with your ult. Because Ahri's ult is so important to her success, we take Ultimate Hunter.
Domination: Other Viable Choices
Dark Harvest - It helps improve Ahri's teamfighting and mid-to-late game, but you will sacrifice a lot of lane presence for it. You will not do a lot of damage with this rune from the early to mid game (usually a few hundred damage), but once you get some stacks, you will do a lot of burst, and the resets also help the keystone do even more damage. In a good game, you can end up with several thousand damage from Dark Harvest alone. The nerfs to Dark Harvest's base damage, however, have made Electrocute once again become the best keystone on Ahri. Before the nerfs, Dark Harvest's early game power was not great but passable, but now it's barely existent.
Taste of Blood is a great option if you want to have more HP in lane. It, however, starts losing value later on as your Q healing passive gets stronger. Cheap Shot is not a viable option, as you can only use it once within a burst combo and you will need to land your charm to have access to it. However, it is a crucial rune for the Glacial Augment build.
Zombie Ward and Ghost Poro provide more utility along with some damage, but their damage output is not as consistent as Eyeball Collection. However, with enemy invades becoming a lot more common, you may need to take Ghost Poro to cover the river bush for the side where your jungler is not at (before camps spawn). That way, you can track the enemy jungler if they happen to do the Scuttle Crab on that side. Your jungler can choose to invade the enemy jungle based on this information and prevent the enemy jungler from ending up with 3 buffs (in case they do invade).
Ravenous Hunter is the best combat rune in the final Domination slot, but its effects are not as significant on Ahri as it could be on other champions due to how Ahri has access to plenty of healing already. Ingenious Hunter is only used when you have a lot of item actives (Glacial Augment build). Finally, Relentless Hunter gives you plenty of roaming power, but Ultimate Hunter is what allows you to make plays more frequently.
Secondary Path
While there is a clear consensus on what runes Ahri should take for her primary path runes, people have varying preferences for her secondary path runes.
Sorcery: Recommended
Transcendence helps Ahri hit the 40% CDR cap with a mana item + defensive AP item, giving Ahri more chances to make picks. Celerity is also a good option with its extra movement speed and damage, which will (slightly) improve her burst and allow her to dodge more skillshots. It has been nerfed quited a bit due to its strength, but you can still take it over Transcendence if you prefer extra movespeed over cooldown reduction.
After the nerf that cut Scorch's damage by half but also reduced its CD by half, it's not as good as it used to be. However, if you are consistent with your skillshots, you can deal plenty of damage with it in lane. Gathering Storm does improves your late game by quite a bit, and the nerfs to Scorch certainly made it a more attractive choice.
Sorcery: Other Viable Choices
Manaflow Band is not as good as it used to be, and Ahri doesn't have a lot of mana issues. Finally, Nimbus Cloak gives you more speed to reposition after you use your ultimate.
Absolute Focus - Shines when you dive onto a carry while being at full HP and may prove to be useful in some situations.
Inspiration: Recommended
Great rune if you plan to start Corrupting Potion. Because of the nerfs to Doran's Ring, Corrupting Potion is a strong start on mages because of its strong healing, mana regeneration, and early game damage. Combine this rune and Corrupting Potion with a Dark Seal to get more value. If you plant to take Inspiration secondary, Time Warp Tonic > Other runes in this slot. Not even Cosmic Insight's CDR is more valuable than TWT's sustain and movespeed.
The nerfs pretty much rendered Time Warp Tonic into a poor choice for most situations (except when you need that extra bit of healing against that Ignite).
Biscuit Delivery - Even more sustain in lane. Recommended second rune if you take Inspiration Secondary.
Cosmic Insight - Despite being a strong rune, it unfortunately shares the same slot with Time Warp Tonic. It really shines when you have 45% CDR, but Time Warp Tonic's value is just much greater than 5% CDR.
After Time Warp Tonic's nerfs, Cosmic Insight once again resurfaces as a strong choice. You
Inspiration: Other Viable Choices
Perfect Timing comes in only at 10 minutes into the game, but you get a 600 g item for free and it saves you 300 g in your Zhonya's Hourglass purchase. The plays you can make with Stopwatch can be well worth what you sacrifice for this rune. Consider this rune if you think you need an early Zhonya's Hourglass.
I like having access to boots earlier on in the game, so I would not take Magical Footwear over Biscuit Delivery, but free movement speed + 300 gold is definitely nice.Minion Dematerializer can help you push the lane faster, but Ahri usually does not have issues clearing Caster Minions. If you take this rune, I recommend using them on the melee minions.
Great rune if you plan to start Corrupting Potion. Because of the nerfs to Doran's Ring, Corrupting Potion is a strong start on mages because of its strong healing, mana regeneration, and early game damage. Combine this rune and Corrupting Potion with a Dark Seal to get more value. If you plant to take Inspiration secondary, Time Warp Tonic > Other runes in this slot. Not even Cosmic Insight's CDR is more valuable than TWT's sustain and movespeed.
The nerfs pretty much rendered Time Warp Tonic into a mediocre choice for most situations (except when you need that extra bit of healing against that Ignite).
Inspiration: Avoid
Glacial Augment Build:
The Glacial Augment build has become quite popular on Ahri due to its playmaking potential, cheap itemization, and reliability for landing skillshots.
With the nerfs to Time Warp Tonic, however, the build has started falling out of favor.
Primary Path
Inspiration: Possible Choices
Cosmic Insight - With the nerfs to Time Warp Tonic, Cosmic Insight is the best choice in the third row.
Starting Items
There is no particular order in which you should build your items, and everything depends on the situation of the game. That being said, the following information presents and itemization order that you will frequently use.
In your first few backs, you should at least have your
If you choose to get Blasting Wand, you will have to think about this question again as you decide between completing your boots or your mana item. You should, however, upgrade your boots before you start working on your second item.
Now, let's get into the items:
Triggering Electrocute
There are many ways to do so in lane, and I will list some of the most commonly used methods.
Level 1:
AA +
Here is a sample combo you can perform:
Hiding Your Projectiles/Animation Cancels
You can also use
Generally speaking, you want to control the wave so that it is just outside your tower's range. That way, you can keep yourself safe from ganks, force the enemy to walk into an uncomfortable position to last hit, and make it harder for many assassins to all-in. However, for matchups like Talon and Aurelion Sol, you want to push as hard as possible, as they have a lot of pushing power and want to roam even before level 6.
Level 1
Ahri's pushing power is decent and you should try to hit level 2 as quickly as possible. Against enemies with weak waveclear, it's ok to shove the lane as fast you can (while harassing the enemy) so that the minion wave can bounce back and be closer to your side by the time the junglers hit level 3 and are ready to gank your lane. Beware of level 2 jungle ganks if you intend to use this strategy. Beware of level 2 jungle ganks if you intend to use this strategy.
You should be pushing primarily with autoattacks in order to conserve mana. While trying to harass the enemy, you should p
ap when the laning phase begins and see whether the enemy top or bot came to lane late. Whoever came late should have leashed for the enemy jungler, so you know which buff the enemy jungler started.
After getting your W, triggering Electrocute becomes much easier. AA +
Now that you have all your basic abilities, you should be conscious about managing your passive. I don't advise casting spells purely to stack up your passive, unless your mana bar is very healthy and you want to heal as soon as possible. There should always be a purpose for pressing Q or W (to push the wave, to land harass, to secure a last hit).
This is the time when the enemy jungler is ready to gank. Since we know where the enemy jungler started, we want to ward the opposite side of the lane. If you can gain lane priority through pushing at level 3, you can conveniently walk into the river on that side and place a ward there. Don't ward the side bush at this time; the ward won't provide enough of an advanced warning if the enemy jungler ganks and it doesn't cover up the other positions where the enemy jungler can gank your lane from.
Look to harass on enemy last hits, aim to control the wave on your side, and try to land Charms whenever you expect the enemy to put themselves into a vulnerable position (eg. moving away from the minion wave in order to land a skillshot on you).
Don't be afraid to commit to an all-in, as long as you are certain that the enemy jungler is not nearby. Although Ahri's laning phase isn't exactly the strongest, you can still threaten to kill the enemy if you have landed enough harass. Don't be afraid to attempt a Charm Flash. It's absolutely worth it if you secure the kill, and you have the option to play safe if it fails.
When you are close to Level 6, start tracking your own experience while paying attention to the wave. You may want to commit to an all-in if you can hit level 6 before your opponent, but you want to make sure that the wave is in a position where the enemy has to stand away from their tower in order to last hit.
Level 6
You now have your ultimate. Now you can play a lot more aggressively, knowing that you have an escape in case anything goes wrong. Although your ultimate is crucial for success in roaming, don't hesitate to use it to secure a kill in lane.
Now you want to shove the lane as quickly as you can and disappear from enemy vision when there are no minions for you to farm. I recommend putting a control ward in the side bush on the bot side so that you have a path for yourself to roam to bot without being spotted to early.
Ganks are still likely to occur, so you want to continue your task of tracking the enemy jungler by warding the lane's entrances and possibly the enemy jungle.
Sometimes you might be holding onto your ultimate in lane but get hit by an enemy CC skillshot, dying quickly afterwards to their burst damage or to a well-timed enemy jungle gank. Whether you use your ult to dodge it or not should depend on several factors, including but not limited to:
-Do I have enough HP?
-Is the enemy jungler ganking mid?
-Can I sustain back or recall after getting chunked without losing too much gold, xp, and lane pressure?
In general:
If you know the enemy jungler is ganking and you are not confident about dodging that CC skillshot from either the jungler or the midlaner, eg. Anivia Q
Always use your ult to dodge Fizz R
In terms of laning, you should focus on the same things you have been focusing on from level 1-5: harassing on last hits, triggering Electrocute whenever it goes off cooldown, looking for enemy mistakes to commit to an all-in, warding and tracking the enemy jungler. However, you seriously want to start looking for opportunities elsewhere on the map now.
Generally, it's best to start roaming once you hit level 6. You want to shove the wave as fast as you can in order to gain lane priority and roam without losing too much gold and XP.
One Shotting Caster Minions
Your Q will start one shotting caster minions once you hit level 9 and are building a good amount of AP. Sometimes, you may be stuck between choosing Sorcerer's Shoes or a Blasting Wand, and both choices have upsides and downsides. While Sorcerer's Shoes provides more burst against enemy champions and allows you to walk faster to another lane, Blasting Wand might provide you with enough AP to one shot caster minions and start roaming much earlier. You have to use your own judgment for these situations.
With the changes to minion HP in preseason 9, caster minions will only stop gaining HP later on the game, meaning you have to keep building AP throughout the game to ensure that your Q one shots caster minions. Just keep building your core items and make sure to farm well to avoid being behind.
Pay attention to the minimap and look at what is going on in other lanes.
Looking for Opportunities
As mentioned in the previous section, putting a control ward in the side bush on mid lane's bot side allows you to begin roaming and give enemies less time to prepare. Even if the enemy mid pings MIA, they will not know exactly where you are, and the enemy top and bot might continue to overextend.
Once you see an opportunity to get a kill in another lane, start heading off towards the other lane. Use your "on my way" ping to alert your allies that you are coming, and pay attention to the enemy movement. If they immediately start backing off while you are en route, it could mean that you have been spotted by a ward. I recommend getting a sweeper once you are prepared to roam, since it will help you clear vision and find gank routes while stacking up your Eyeball Collection.
Don't be afraid to towerdive as Ahri, as you have the mobility to disengage should things go wrong. Just make sure that your team is following up properly. If you are not sure on whether to towerdive or not but your laners decide to commit, then follow up.
What if I can't roam freely?
Sometimes you will not necessarily have the lane priority in a bad matchup where the enemy has waveclear as good as yours (or even stronger) and going too close to the enemy in order to push the wave might prompt the enemy mid to commit to an all-in (eg. Talon, Fizz, Diana). They will be roaming much faster than you, so you need to ping MIAs. In such matchups, it may be better to hold onto your yellow trinket and ward key points in the rivers to track the enemy mid. You may choose to follow once you clear the wave, but beware that the enemy might be setting up an ambush on your way. Unless you have vision of the enemy, it's better to take a safer route. If you choose not to follow because of insufficient vision and the high risk of getting ambushed, shove the wave as fast as you can and start doing damage to the tower. Be prepared to disengage with your ult if enemies start showing up and are ready to fight you.
Ahri usually can take one out of these two roles in teamfights:
The assassin: Flank from an unexpected location and assassinate the backline.
The damage dealer/peeler: Stay with your ADC and do damage to the frontline while charming anyone who tries to harm your carry.
Assassination
I would take on this role if I am very fed and need to deal with one or two major threats from the enemy team. A fed Ahri can easily 100-0 a carry as long as she could land Charm, and even if she misses her CC skillshot, she could cause enough disturbance to create opportunities for your team. If you successfully distract their supports and tanks, your team might be able to kill the enemy diver who fully committed to the teamfight.
This approach, however, is very risky as you could easily be chain CCed and killed before you can dash away to safety. Therefore, you want to find an ideal timing to go in before fully committing yourself to the assassination.
Here are some tips:
You want to help out your ADC if you are not ahead enough to one shot their carry (or if the enemy carry has so much peel that it's unrealistic to attempt an assassination), or if your ADC is extremely fed and can solo carry this game for you. This teamfighting approach is much safer, but you are going to be much more dependent on the rest of your team.
Patch 8.20
Ahri's ult cooldown was increased by 20 seconds at rank 1 and 10 seconds at rank 2.
From 110/95/80 to 130/105/80.
The nerf significantly lowers her playmaking potential during the midgame and also increases the window for enemies to punish her after she uses her ultimate. Matchups against champions who rely on long-cooldown ultimates to pose a kill threat to Ahri have become significantly worse for her. Against Fizz, Ahri would usually have her ultimate up to dodge his shark. After this nerf, if Ahri uses her ult to dodge Fizz's shark, Fizz's shark would come back up much earlier than Ahri's ult, giving him a greater window to get a kill on her.
Ahri should hopefully still have enough damage to conduct assassinations, but with her playmaking potential and safety reduced, it's going to be harder for her to get the kills she needs to snowball the game, which in turn will reduce her damage later on as well.
Cooldown reduction is now much more desirable for her as she needs her ultimate to be up as frequently as possible to make plays. Ultimate Hunter's value is much greater now.
StrategyZero has a great review on all of Ahri's skins and I recommend you to check out these reviews before deciding what Ahri skin you would want to purchase: http://www.strategyzero.com/blog/2012/league-of-legends-ahri-skins-review/
I will comment on these skins based on their influence on your gameplay. My opinion on the smoothness of auto-attacks in the skins is personal, and you may find them work differently for you.
Dynasty/Midnight/Academy Ahri
These skins feature model changes but retain the classic particles. The model changes aren't significant enough to influence the gameplay.
Foxfire Ahri
Particle colors are changed to orange, except , which remains pink.
There are also some modifications to the auto-attack particle, which is more fluid than the classic auto-attack particle and may help with last hits.
The glowing orange tails, however, could make you stand out more and get focused more easily by enemies in chaotic teamfights.
Popstar/Challenger Ahri
all feature pink particles, and you can use your
Recommended for competitive purposes.
Recommended for competitive purposes.
The changes in auto-attack particles, sounds, and animations make her auto-attacks feel clunkier. It may be difficult to get used to at first.
Not recommended for competitive purposes.
K/DA Ahri
Her tails change color depending on what ability she is using:
Green for her healing
Blue forThe gameplay advantages/disadvantages that these skins have, however, are not very large, and it is your skill that truly matters.
Thank you very much for reading through my guide and I hope you have success with Ahri in your normal games or ranked climb!
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