Ahri Middle guide

/!\ Due to the latest patch this article is now outdated and needs a rework /!\

This is a guide for a character in League of Legends.

Ahri the Nine-Tailed fox.

Ahri is an AP middle.



  • Mobility.
  • Consistent DPS while moving.


  • Squishy.
  • No escape mechanism.
  • Short Range on 2 spells.

Summoner spells

  • Flash: Flash is needed when the cooldown on your ulti is off. Otherwise Ahris has a very good mobility.
  • Ignite: It will help you to pick more kills mostly as some times the enemy will die out of reach from the damage over time.


  • Essence Theft (Passive): Everytime Ahri hit an enemy with a spell she gains a charge of Essence Theft. Upon 9 charges Ahris will heal herself on her next spell as follows: (2+lvl +9%AP per hit). There is a cap of 3 charges per spell.

I think it's meh but it works. I don't really like having sustain on my APs. Plan to hit 3 targets when it is active.

  • Orb of Deception (Q): Ahri fires a ball on energy then it come back dealing magic when you cast it and true damages when it comes back at you on its path as follows: (40/65/90/115/140 +32.5% AP has magic damage/true damage).A signle target can be hit by both components of this skill. Range: 880. Cooldown: 7. Cost: (70/75/80/85/90) mana.

This is your main skill. It works like Sivir Q. The true damage component is impressive. With this skill you try to reach you target at max range so the enemy will the magic damages and the true damages.

  • Fox-Fire (W): Ahri cast 3 fox-fires around herself up to 5 seconds. Within this duration they will attack the enemy by themselves dealing magic damages as follows: (40/65/90/115/140 +40% AP). Fox fire prioritizes heroes. Any subsequent hit on the same target deal 30% the damages. Range 800 .Cooldown: (9/8/7/6/5). Cost: 50 mana.
  • Charm (E): Ahri tries to taunt a target in a lane in front of her dealing magic damage on hit as follows: (60/90/120/150/180 +35% AP). On hit the enemy is slowed by 50% and pulled to Ahri for duration as follows: (1/1.25/1.5/1.75/2 seconds). It also apllie a 20% magic resistance reduction for 6 seconds. Range:975 Cooldown: 12. Cost: 85 mana.

Your utility skill. Ahri blows a kiss in a lane in front of her hiting the first enemy it encounters. It's a long distance taunt with a debuff. If I remember well the true damage of your Q is also empowered within the 6 seconds after you land.

  • Spirit Rush (R) (Ultimate): Ahri dash up to 3 times within 10 seconds landing essence bolts at the end of each dash to the nearest enemy prioritizing heroes, dealing magic damages as follows: (70/110/150 +30% AP). Range: 550. Cooldown: (110/95/80). Cost: 100 mana.

As many dashes you can cast it to go through thin lanes of trees, cliffs and walls. on each dash Ahri will fire an autoguided bolt. It's a bit like Ezreal's E you don't control it. It will prioritize the hero your are fighting if there is creeps around. It also can hit creeps anyway.

Skill Sequence

01 02 03 04 05 06 07 08 09 10 11 12 13 14 15 16 17 18
Q x x x x x
W x x x x x
E x x x x x
R x x x

You max Q first then W for the burst. E in last.


  • On the offensive tree you pick everything AP related, the spirit blade
  • On the utility tree you are looking for Runic affinity as usual. There is also another build that I need to try on utility tree.


  • 9X Magic penetration (marks).
  • 9X mana regen per level (seals). You can even take more AP.
  • 9X Flat AP (glyphs). More AP. You can tweak with AP per level or resist magic per level.
  • 3X Flat AP (Quintessences). Flat Ap is pretty good on ahris because of the true damage on Q.


There are many starts able: Doran's Ring + pot, boots + 5 mixed pot's. And super sustain start: Crystaline flasks + 3 pots. Then you can actually rush for an early Rabadon's Deathcap, followed by an Abyssal Scepter as you will do some multi targets short range damages. With the same idea a Deathfire Grasp is good too. Your core build will be : Sorcerer's shoe + Rabadon Deathcap + Abyssal Scepter/ Rylai's Crystal Scepter. A late game item is a void staff, while Zhonya's Hourglass is a luxury one.

Gameplay mid

It's pretty easy to harass the enemy while last hitting with Q from the start. Position yourself to last hit with the ball then try to reach the hero behind. You have no escape till level 6 so be cautious about you are doing. I always double ward here. As a general type you must buy more wards to win more mids. Use your passive on Q or E. After level 6 you will have many kill opportunities thanks to your ultimate. It's pretty charge W taunt with E then you have 6 seconds to burst. If you enemy is competent enough to avoid W just land a Q first then 1 instance of R tight into him. Then same land a unavoidable E charge W+AA+R+AA+R+AA+Q usually the guys is dead or he won a trip back to his fountain. Later during team fights you will have the possibility to stay at middle range right behind the tank while inflicting the most dps. If you think like you will be focus, save the last instance of your ultimate to run away from the hot spot.

Games | Strategy Game | Multiplayer Online Battle Arena | League of Legends

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