Guide Ahri League of Legends S6

Essence Theft

Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.

Tips :


Ahri's ball changes colour and becomes green once her passive is ready.

The offensive and defensive mobility spell

   The multi target spell used to create pressure.
This is a very useful passive for the lane phase because it gives the champion sustain, something which is rare for an AP carry. Therefore you must watch for when it becomes active in order to heal as much as possible while maximising the damage done by your next spell.

The number of passive stacks should also be taken into consideration; basically you gain 1 stack for each unit or opponant champion touched or for each monster. Maximum of 3 stacks. You should therefore attempt to hit 3 units to gain as many stacks as possible.


A green aura means that Ahri is healing herself thanks to her passive.


Orb of Deception (Q)

(Active): Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.

  • Cooldown: 7 seconds
  • Range: 880
Tips :


Ahri sends out her orb in the chosen direction.

Ahri's multi target spell.

   This spell allows you to benefit from Ahri's ability
This multi target spell requires practice when sending it out and when it returns back to you; knowing the maximum range of the spell is essential.

It is mainly a harass spell to be used against champions who are far away, make the most of your opponant's advances by using last hit (especially minions where distances require them to advance further) to help your skillshot.

If you cast this spell at short range there is a strong chance that your opponant will move to avoid the return which inflicts true damage. In this case you can also move so that he will be hit, or even by casting the spell while controlled or at a maximum distance, although this requires a little practice. Using your ultimate is another trick that allows you to reposition yourself so that the return hits its target.

This spell also allows you to heal, thanks to the passive and can quickly push the lane, particularly by hitting the wave of sbires while they are calmly advancing.

This can also be used for scout; basically if the spell hits enemies in the tall grass or elsewhere then you will gain passive stacks. So you know that there are enemies!

The spell has incantation time.


    Cost: 70 / 75 / 80 / 85 / 90 mana

    Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)

    True Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)

    Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.66 per ability power)

Fox-Fire (W)

(Active): Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.

  • Cooldown: 12 seconds
  • Range: 975
Tips :


Ahri sends out a heart towards her target.

The control that makes the difference

   Ahri's kiss
This is Ahri's control spell, if you manage to hit your target they will be unable to either attack or cast a spell during the duration of the charm.

Be careful not to hit the sbires and if your target has been hit then you can easily use your A and quickly continue with the rest of your burst, if you think you will be able to kill your target.

The charm also gives you the opportunity to kill or engage with other weak targets.

Make the most of the fog of war

You can make use of the fog of war in the mid by casting a spell before your burst to suprise opponants, but don't forget that sbires have vision.

The idea is also to give your enemy the impression that you can gank/back etc.. with the goal of provoking them to push. But don't miss the minions for that, be on your guard to make use of them at the right moment.


We can see that in the mid you don't have vision in this zone, so the fog of war is very useful.


This is a good position because you are not visible through the little wall.


    Cost: 50 / 65 / 80 / 95 / 110 mana

    Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)

    Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds

Charm (E)

(Active): Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.

  • Cost: 60 mana
  • Range: 800
Tips :


Ahri sends fox-fires at nearby minions.

Close range damage

   Being able to push and deal damage
This spell deals a good amount of damage and is easier to use than Ahri's other spells because if you are close enough the fox-fires automatically head towards the champions first.

However focusing on a precise target in teamfight isn't easy if there are a lot of opponants around you.


    Cooldown: 9 / 8 / 7 / 6 / 5 seconds

    Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+0.4 per ability power)

    Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power)

Spirit Rush (R)


    Pros

    A very good assassin.

    A lot of mobility and the ability to push quickly.

    Gains a lot of mid AP in level 6 duels, thanks to her ability to chase her target and reposition herself. 

    Puts a lot of pressure on enemies with her charm.

    The ability to bait your opponent.

     

    Cons

    Few controls for an AP carry.

    At risk from controls.

    9 tails is a bit much.


    
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