This meta overview presents AHRI’s ranked performance across different roles and skill tiers. The data includes tier placement, win rate, pick rate, ban rate, and short-term trends, allowing you to evaluate her current strength and draft priority. Statistics are synced with rank buckets and role selection, helping you understand where AHRI performs best and how her impact changes in the evolving Wild Rift meta.
The information below will help you get familiar with the game on the Mid Line AHRI. We have prepared a items builds, runes, summoner spells and ability order for a comfortable game. Situational options for replacing items and runes are also available to you.
Amplifying Tome. Next, you should pay attention to whether your mobility champion is enough, our further actions will depend on this. If it is hard for you to dodge the enemy's skills or you want to roam on neighboring lines, then it is better to buy
Boots of Speed at an early stage.
Amplifying Tome
+20 Ability Power
500
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Lich Bane
Attacks deal bonus damage aster ability casts
+100 Ability Power
+10 Ability Haste
+5% Move Speed
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD
+ 45% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2800
Lich Bane TIPS: This item is perfect for champions who weave abilities between their basic attacks. After casting a spell, your next attack is empowered with a powerful burst of bonus magic damage, greatly increasing your combo potential. The bonus movement speed also improves your mobility, making it easier to reposition and chase targets. An excellent choice for mobile mages, AP assassins, and hybrid champions who rely on short, high-damage ability rotations.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Spellslinger's Shoes
Deal bonus damage to minions
+40 Ability Power
+18 Magic Penetration
+8% Magic Penetration
+100% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% base Health Regen.
Big Bully: Attacks and active abilities deal 22 bonus true damage to minions.
2200
Spellslinger's Shoes TIPS: These boots greatly increase your magic damage through a combination of Ability Power and both flat and percentage magic penetration. The high mana regeneration allows for frequent spell casting, while the bonus true damage to minions significantly improves wave clear. Champions without Mana instead gain increased health regeneration. They are an excellent choice for mages and AP supports who value strong damage, constant lane pressure, and efficient farming.
Blackfire Torch (Deal burn damage) as your first item, followed by
Boots of Mana (Grants Ability Power, Magic Penetration and Mana Regeneration) (sometimes it will still be better to build a boot as the first item, which significantly increases the mobility of your champion) the third key element in our build is
Lich Bane (Attacks deal bonus damage aster ability casts).
Spellslinger's Shoes (Deal bonus damage to minions).
Blackfire Torch
Deal burn damage
+80 Ability Power
+500 Maximum Mana
+20 Ability Haste
Baleful Blaze: Dealing damage with abilities causes enemies to burn for 20 + 2%
magic damage per second for 3 seconds.
Deal 40 plus 2%
magic damage every second to monsters.
Blackfire: For each enemy champion or monster affected by your Baleful Blaze, gain 4% Ability Power.
2800
Blackfire Torch TIPS: This item is perfect for mages who specialize in sustained spell damage. Your abilities ignite enemies, burning them over time, and the more enemies affected by the burn, the more Ability Power you gain. It excels on champions with area-of-effect and damage-over-time abilities, boosting both your overall damage and your ability to clear waves and jungle camps efficiently.
Boots of Mana
Ability Power, Magic Pen, Mana Regeneration
+25 Ability Power
+8 Magic Penetration
+75% Mana Regeneration
+45 Move Speed
Equilibrium: Champions without Mana gain 50% bonus health Regen.
Big Bully: Attacks and active abilities deal 18 bonus true damage to minions.
1200
Boots of Mana TIPS: These boots greatly enhance your early magic damage by providing Ability Power, magic penetration, and increased mana regeneration. They also improve wave clear by dealing bonus true damage to minions, while champions without Mana instead gain additional health regeneration. They are an excellent choice for mages and AP supports who value strong laning, frequent spell casting, and efficient wave clearing.
Lich Bane
Attacks deal bonus damage aster ability casts
+100 Ability Power
+10 Ability Haste
+5% Move Speed
Spellblade: Using an ability causes the next attack used within 10 seconds to deal bonus magic damage equal to 75% base AD
+ 45% AP
. (1.5s Cooldown) Damage is reduced vs structures.
2800
Lich Bane TIPS: This item is perfect for champions who weave abilities between their basic attacks. After casting a spell, your next attack is empowered with a powerful burst of bonus magic damage, greatly increasing your combo potential. The bonus movement speed also improves your mobility, making it easier to reposition and chase targets. An excellent choice for mobile mages, AP assassins, and hybrid champions who rely on short, high-damage ability rotations.
Rabadon's Deathcap
Boosts Ability Power
+130 Ability Power
Overkill: Increases Ability Power by 30%.
3400
Rabadon's Deathcap TIPS: This item is the ultimate Ability Power amplifier for any mage. It not only provides a massive amount of AP but also increases your total Ability Power, dramatically boosting your spell damage, healing, and all other AP scaling effects. An essential late-game purchase for champions looking to maximize their spellcasting potential and unleash devastating burst damage.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Cryptbloom
Restore health on champion kill
+75 Ability Power
+30% Magic Penetration
+20 Ability Haste
Life from Death: When a champion that you damaged within 3s dies, a nova spreads from their corpse that restores 100 plus 20%
Health to allies. (60s Cooldown)
3000
Cryptbloom TIPS: This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Cryptbloom — This item combines powerful magic penetration with valuable team utility. In addition to boosting your spell damage, champions you recently damaged release a healing nova upon death, restoring health to nearby allies. It is an excellent choice for mages who want to deal heavy damage while providing extra sustain for their team during extended teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Cosmic Drive
Dealing ability damage grants movement speed
+300 Max Health
+70 Ability Power
+25 Ability Haste
+5% Move Speed
Spelldance: Dealing magic or true damage to champions grants 30 Movement Speed for 4 second(s).
3000
Cosmic Drive TIPS: This item combines Ability Power, durability, and exceptional mobility. Dealing damage with your abilities grants a burst of movement speed, making it easier to kite enemies, chase fleeing targets, or reposition safely during fights. It is an excellent choice for mobile mages, AP bruisers, and champions who thrive in extended skirmishes while constantly staying on the move.
Cosmic Drive — This item combines Ability Power, durability, and exceptional mobility. Dealing damage with your abilities grants a burst of movement speed, making it easier to kite enemies, chase fleeing targets, or reposition safely during fights. It is an excellent choice for mobile mages, AP bruisers, and champions who thrive in extended skirmishes while constantly staying on the move.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Hextech Roketbelt
Small dash
+250 Max Health
+70 Ability Power
+20 Ability Haste
Protobelt (Active): Dash forward and unleash a cone of missiles, dealing 100 plus 10%
magic damage. (30s Cooldown)
If champions or monsters are hit by more than one missile, missiles after the first will deal only 10% damage.
2700
Hextech Roketbelt TIPS: This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Hextech Roketbelt — This item combines Ability Power with extra mobility, allowing you to quickly close the gap or reposition during combat. Its active grants a short dash while firing a cone of rockets that deal area magic damage. It is an excellent choice for AP assassins, mobile mages, and engage-oriented champions who need to dive in, secure kills, or dodge key enemy abilities.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Banshee's Veil — This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Morellonomicon
Magic damage reduces enemy healing
+300 Max Health
+75 Ability Power
+15 Ability Haste
Affliction: Dealing magic damage to enemy champions inflicts 50% Grievous Wounds for 3 seconds.
Grievous Wounds reduces the effectiveness of Healing and Regeneration effects.
2650
Morellonomicon TIPS: This item is designed to counter champions with strong healing and sustain. Any magic damage you deal applies Grievous Wounds, greatly reducing the effectiveness of enemy healing and regeneration. It is an excellent choice for mages and AP supports against teams that rely heavily on healing, lifesteal, or regeneration.
Void Staff
Magic Penetration (%)
+95 Ability Power
+40% Magic Penetration
3000
Void Staff TIPS: This item is the premier choice against enemies stacking magic resistance. It greatly increases the effectiveness of your spells through powerful magic penetration, allowing you to deal consistent damage even to the toughest targets. An excellent pickup for any mage once the enemy team starts investing in magic resistance.
Malignance
An item made for Ultimate-centric playstyles
+90 Ability Power
+500 Max Mana
+15 Ability Haste
Scorn: Your Ultimate abilities gain 20 Ability Haste.
Hatefog: Damaging a champion with your Ultimate burns the ground beneath them for 3 second(s), dealing magic damage equal to 60 plus 5% AP
per second and reducing their Magic Resist by 10. Burn radius increases with damage, reaching maximum radius at 800 damage.
2700
Malignance TIPS: This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.
Malignance — This item is perfect for champions who focus on their ultimate abilities and want to maximize their effectiveness in fights. It provides bonuses to ability power, magic penetration, maximum mana, and ability haste. The "Scorn" effect reduces the cooldown of your ultimate ability, enhancing its efficiency and uptime. The "Hatefog" effect deals magic damage to enemies in the area after using your ultimate, creating a scorched earth effect. Enemies within this area take damage and have their magic resistance reduced, making this item ideal for champions who want to weaken their opponents and increase their damage. It’s especially useful against enemies with high magic resistance.
Flash (Teleport a short distance) and
Ignite (Ignites target enemy champion, dealing true damageand applying Grievous Wounds for the duration. Grievous Wound reduces the effectiveness of Healing) as your Summoner Spells.
Flash
Teleport a short distance forward or towards the aimed direction.
Cooldown: 150s
Ignite
Ignites target enemy champion, dealing 72 true damage (72–380
) over 5 and applying 60% Grievous Wounds for the duration.
Grievous Wound reduces the effectiveness of Healing and Regeneration effects.
Cooldown: 100s
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Electrocute (Hitting a champion with successive attacks or abilities deals bonus adaptive damage.) as your keystone, followed by
Manaflow Band (Increases max Mana when an ability hits an enemy champions.),
Transcendence (Grants more Ability Haste the higher your level is and also returns ability cooldown duration.) and
Scorch (Deals bonus damage to champions on ability hit.) in the primary tree, as well as
Coup de Grace (Increases damage dealt to enemy champions with low Health.) in the secondary tree. Below you can see possible options for replacing runes.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-210 (
) + 10% extra
+ 5% ![]()
Cooldown: 20-13s (
)
Manaflow Band
Increase Mana
Hitting an enemy champion with and ability or empowered attack permanently increases your max mana
by 30, up to 300 mana.
Transcendence
Reduces ability cooldowns
Gain a bonus when reaching the following levels:
At level 1, gain 5 Ability Haste;
at level 5, gain bonus 5 Ability Haste;
at level 9, after Basic Ability hit the target, reduce 8% the ability's cooldown time.
Cooldown: 8s
Scorch
Abilities deal bonus damage
Damaging an enemy champion with an ability burns them, dealing 21-49 bonus magic damage (
) after 1 seconds.
Cooldown: 8s
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Electrocute
Burst Damage
Within 3 seconds, hit the same enemy champion with 3 basick attacks or abilities to cause additional adaptive damage to the target.
Damage value: 40-210 (
) + 10% extra
+ 5% ![]()
Cooldown: 20-13s (
)
Dark Harvest
Bonus Damage, Stack Amplification
Damaging a champion below 50% health deals adaptive damage and harvests their soul, permanently increasing Dark Harvest's damage by 11.
Dark Harvest damage: 35+ 11 per soul + 10% bonus
+ 5% ![]()
Cooldown: 20s (Resets to 1s on takedown)
Dark Harvest — This keystone deals bonus damage to weakened enemies and harvests their souls — each soul permanently increases its damage, turning you into a stronger finisher. Great for assassins and snowball-heavy playstyles that rely on takedowns to snowball fights.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Bone Plating
Anti-Burst Damage
When taking damage from a champion, the current and next 3 champion abilities or attacks against you and within 1.5s deal 30-60 (
) less damage.
Cooldown: 40s
Bone Plating — The rune reduces damage from enemy attacks and abilities when you take damage from an enemy champion. It lowers damage from the next few attacks or abilities for a short period, making it useful for most champions, including tanks, fighters, and even some mages. The rune helps improve survivability by mitigating damage in critical moments of the fight, making it suitable for heroes who find themselves in the heart of battles.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Sudden Impact
Triggers when in stealth or dashing
Damaging an enemy champion deals a bonus 15-65 true damage after using a dash, leap, blink, teleport, or when exiting stealth for 4s.
The damaging attack/ability gains bonuses at higher levels:
Level 5: Deal an additional 5 true damage.
Level 9: Deal an additional 5 true damage and gain 10% Movement Speed for 1.5s after dealing the damage.
Cooldown: 10s
Sudden Impact — The rune that activates after using dashes, teleports, leaps, or exiting stealth deals bonus true damage to the enemy. This mechanic enhances aggressive play by allowing fast movement across the map and delivering powerful strikes. At higher levels, it provides additional damage and movement speed bonuses, increasing mobility and effectiveness in fights. This makes it a great choice for champions who rely on mobility and want to enhance their attacks after quick movements or stealth.
Coup de Grace
Increase damage to low Health enemies
Your attacks deal 8% bonus adaptive damage to enemy champions with less than 40% Health.
Cut Down
Deal more damage to high Health enemies
Your attacks deal 6.57% bonus adaptive damage to enemy champions with more than 60% Health.
Cut Down — This rune increases damage against high-health targets, helping you deal with tanky enemies more effectively. It is ideal for champions who rely on consistent damage output, especially against tanks and durable fighters. It works best on marksmen and some fighters where efficiently shredding high-health targets is important.
(Q) ORB OF DECEPTION
7s
65/70/75/80
Launches an orb that deals 40 magic damage (40/75/110/145 + 45%
) on the way out, and 40 true damage (40/75/110/145 + 45%
) on the way back.
(W) FOX-FIRE
8/7/6/5s
50
Releases 3 fox-fires that seek nearby enemies and deal 40 magic damage (40/75/110/145 + 35%
). Ahri gains 45% Movement Speed that decays over 1.5 seconds.
Enemies hit by multiple fox-fires take 30% damage for each fox-fire beyond the first.
Fox-fires prioritize champions hit by Charm, followed by recently attacked enemies.
(E) CHARM
12s
85
Ahri blows a kiss, dealing 60 magic damage (60/100/140/180 + 50%
) and charming the first enemy hit, causing them to walk towards Ahri for 1.4/1.6/1.8/2 second(s).
(R) SPIRIT RUSH
75/65/55s
100
Ahri dashes forward, firing essence bolts, dealing 60 magic damage to 3 nearby enemies (60/90/120 + 35%
).
During Spirit Rush, if Ahri devours a champion's essence with Essence Theft, Ahri will extend Spirit Rush's recast duration up to 10 seconds, and she gains an extra charge of Spirit Rush (Can store up to 3 charges).
Dash range increases while leveling up. Essence bolts attack champions first.
We have prepared lists of champions that can really annoy you during a match with the game on the Mid AHRI. We have also prepared a list of champions with whom you will be comfortable being on the same team. These lists are relative and depend greatly on your level of play, the skills of your allies and opponents. Do not forget that each situation is individual!
We have prepared a list of items and spells that will help counter Mid AHRI in a given situation. Buy items wisely, only if it is really necessary for a specific situation!
Mercury's Treads
Increases Magic resist
+150 Max Health
+25 Magic Resistance
+15 Tenacity
+45 Move Speed
1200
Mercury's Treads TIPS: These boots increase your Magic Resistance while making you more resilient to crowd control through Tenacity. The bonus Health and movement speed improve both survivability and mobility, allowing you to perform more effectively against magic damage and heavy-CC team compositions. They are an excellent choice for tanks, fighters, and any champion who needs to stay in the fight longer.
Force of Nature
Stacking Magic Resist and Move Speed
+350 Max Health
+60 Magic Resistance
+5% Move Speed
Absorb: Taking ability damage from enemy champions grants 1 stack(s) of Steadfast for 7 seconds, max 4 stacks. Receiving damage from an enemy Champion will refresh the duration of the stacks. At maximum stacks, gain 10% Movement Speed and reduce all incoming magic damage by 20%.
2750
Force of Nature TIPS: This item provides a substantial boost to health and magic resistance, and its “Absorb” passive stacks up when you take ability damage from enemy champions, reducing all incoming magic damage and granting bonus movement speed at max stacks. It’s perfect for tanks who need to withstand teams heavy in magic damage and maintain mobility to be in the right position during fights. Pick this up when the enemy team builds magic damage (e.g., Syndra, Brand) and you need extra movement speed to initiate effectively or escape dangerous situations.
Maw of Malmortius
Converts damage from attacks into a magic shield
+55 Attack Damage
+45 Magic Resistance
+10 Ability Haste
Lifeline: Upon taking Magic Damage that would reduce your Health to below 35%, gain
+10% Omni Vamp. until the end of combat and a magic shield that absorbs 220-530 Magic Damage for 3s. (70s Cooldown)
3000
Maw of Malmortius TIPS: This item provides a mix of damage, magic resistance and ability haste, but its core value is the anti-burst passive: when hit by a dangerous burst of magic damage, you instantly gain a strong protective shield and a temporary lifesteal/omnivamp effect that lasts through the fight. It lets you survive big AP detonations and re-enter skirmishes quickly. Best for assassins, bruisers and AD champions who need to survive enemy magic burst and power through fights.
Kaenic Rookern
Gains a magic shield when out of combat
+350 Max Health
+100% Health Regen
+75 Magic Resistance
Magebane: After not taking magic damage for 12 seconds, gain a magic shield that absorbs damage equal to 70-180 + 10% of max Health
.
2800
Kaenic Rookern TIPS: This item is perfect for champions who need extra protection against magic damage, particularly when spending some time out of combat. It provides significant bonuses to health, regeneration, and magic resistance. The “Magebane” passive activates after 12 seconds without taking magic damage, granting you a magic shield that absorbs damage based on your maximum health. This allows you to safely recover between fights and confidently re-enter combat. It’s especially effective against teams heavy in AP damage.
Quicksilver Sash
Dispels crowd control
Quicksilver (Active): Removes all crowd control effects currently affecting you, and become immune to crowd control effects for 0.25 seconds.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
1100
Quicksilver Sash TIPS: This enchant instantly removes most crowd control effects and briefly grants immunity to further disables. Once the effect ends, it provides increased resistance to crowd control and slows, helping you escape dangerous situations or continue fighting without interruption. It is an excellent choice against teams with heavy crowd control, allowing you to stay mobile and effective in crucial moments.
Seeker's Armguard
Turn invulnerable
+20 Armor
+35 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (120s Cooldown)
1200
Seeker's Armguard TIPS: This item combines Ability Power with extra defense, but its defining feature is the ability to become temporarily invulnerable. Its active effect lets you completely avoid lethal damage, dodge crucial enemy abilities, or buy time for your cooldowns to return. It is an excellent choice for mages and AP assassins who need to survive burst damage and outplay opponents in critical teamfights.
Zhonya's Hourglass
Turn invulnerable
+40 Armor
+110 Ability Power
Stasis (Active): Become invulnerable and untargetable for 2.5 seconds, but unable to move, attack, cast abilities or use items. (90s Cooldown)
3300
Zhonya's Hourglass TIPS: This item combines high Ability Power with extra armor, while its defining feature is the ability to become completely invulnerable for a short time. Its active effect allows you to survive lethal damage, avoid crucial enemy abilities, or buy time for your cooldowns to recover. It is an excellent choice for mages and AP assassins who need to outlive enemy focus and turn the tide of a teamfight.
Mercurial Scimitar
Dispels crowd control
+45 Attack Damage
+10% Physical Vamp
+40 Magic Resistance
Quicksilver Sash (Active): Removes all crowd control debuffs from you and grants immunity to crowd control for 0.25s.
Perseverance (Passive): When the Quicksilver effects ends, grant 30% Tenacity and 30% Slow Resist for 1.5 seconds. (60s Cooldown)
Cannot be used during knock up or knock back effects.
3100
Mercurial Scimitar TIPS: This item is designed to counter crowd control. Its active removes most disabling effects and briefly grants immunity to follow-up control, while the passive provides additional resistance to crowd control and slows once the effect ends. It is an excellent choice for marksmen, fighters, and assassins who need to maintain their mobility and keep dealing damage against heavy-CC team compositions.
Edge of Night
Blocks an enemy ability
+250 Max Health
+50 Attack Damage
Gouge:
+8 Armor Penetration.
Annul: Grants a spell shield that blocks the next hostile ability. This spell shield refreshes upon leaving combat with enemy champions. (35 second cooldown)
3000
Edge of Night TIPS: This item is perfect for champions who need a mix of offense and defense. It provides bonuses to maximum health and attack damage, along with increased armor penetration to help you shred through enemy defenses. The "Annul" effect grants you a spell shield, blocking the next enemy ability. This spell shield refreshes when leaving combat with enemy champions, making the item a great choice for champions who need protection from crowd control and to engage in fights, such as Ashe, Lux, or Morgana.
Banshee's Veil
Blocks an enemy ability
+105 Ability Power
+40 Magic Resistance
Annul: Grants a spell shield that blocks the next hostile ability. (30s Cooldown)
3000
Banshee's Veil TIPS: This item provides strong protection against magic damage while granting a spell shield that blocks the next hostile ability. It is especially effective against champions who rely on landing a single key spell to start their combo or burst you down. A great choice for mages and AP fighters who need to maintain safe positioning and deny enemy engage or pick potential.
Cleanse
Removes disables (including spell debuffs) affecting your champion and grants immunity to disables for 0.25 seconds.
Cooldown: 110s
Exhaust
Exhausts target enemy champion, reducing their Movement Speed by 35% and their damage dealt by 40% for 2.5 seconds.
Cooldown: 100s
Serylda’s Grudge
Armor Penetration (%) and apply slows
+40 Attack Damage
+15 Ability Haste
Last Whisper: Gain
+33% Armor Penetration.
Icy: Damaging active abilities and empowered attacks slow enemies by 30% for 1 second.
Frostbite: Apply Frostbite to enemies slowed by Icy for 6s. At 3 Frostbite stacks, all stacks are consumed to apply bleed, dealing (5 + 1-15 (
) + 15% bonus
) physical damage over 2s. Also applies 50% Grievous Wounds for 3s. (5s cooldown per target)
3300
Serylda’s Grudge TIPS: This item blends heavy armor penetration with crowd control: your active abilities and empowered hits slow targets, and repeated slows trigger a bleed that also applies grievous wounds. Perfect for champions who need to kite, execute priority targets, and curb their healing.
Rylai's Crystal Scepter
Abilities apply slows
+350 Max Health
+65 Ability Power
Icy: Damaging abilities and empowered attacks slow enemies by 30% for 0.75 second.
2700
Rylai's Crystal Scepter TIPS: This item enhances your crowd control by causing your abilities and empowered attacks to slow enemies with every hit. The bonus health improves your durability, while the consistent slow makes it much easier to land follow-up abilities, chase fleeing targets, and support your teammates. It is an excellent choice for damage-over-time mages and champions who rely on keeping enemies within the range of their abilities.
Iceborn Gauntlet
Attacks create a slowing field
+250 Max Health
+50 Armor
+250 Max Mana
+30 Ability Haste
Spellblade: Using an ability causes your next attack within 10 seconds to deal bonus physical damage equal to (100% base AD
+ 25% Bonus Armor
) in an area and creates an icy field for 2 seconds that slows by 30%. Armor increases the size of the icy field. (1.5s Cooldown)
Damage is reduced vs structures.
3100
Iceborn Gauntlet TIPS: This item greatly boosts your health, armor, mana, and ability haste, making you much tankier. After casting an ability, your next attack in an area deals bonus physical damage and creates an icy field that slows enemies inside by 30%. The field’s size scales with your armor. This makes the item a great choice for champions who want to combine high survivability with crowd control and extra AOE damage.
Stridebreaker
Slows enemies nearby after a short dash
+400 Max Health
+40 Attack Damage
+15% Attack Speed
Breaking Shockwave (Active): Activate to dash a short distance, dealing 100% AD
as Physical Damage to nearby enemies and slowing them by 40% for 3s (25s cooldown)
Stride (Passive): Gain 20 Movement Speed for 2 second(s) when you deal physical damage.
3100
Stridebreaker TIPS: This item combines mobility, damage, and crowd control, making it easier to stick to your targets. Its active lets you dash a short distance, damage nearby enemies, and heavily slow them, while the passive grants bonus movement speed whenever you deal physical damage. It is an excellent choice for fighters and bruisers who want to engage quickly, chase down opponents, and keep enemies within melee range.
ESSENCE THEFT
ORB OF DECEPTION
FOX-FIRE
CHARM
SPIRIT RUSH

Gains a stack of Essence Theft if her spell hits a target. At 3 stacks, Ahri's next spell that hits an enemy heals her for 40 (40 (+30 at 4 level) + 20%
).
If an enemy champion that Ahri has damaged within 3 seconds dies, she will consume their essence to heal herself for 80 (80/120/160/200 + 35%
).

8/7/6/5s
50
Releases 3 fox-fires that seek nearby enemies and deal 40 magic damage (40/75/110/145 + 35%
). Ahri gains 45% Movement Speed that decays over 1.5 seconds.
Enemies hit by multiple fox-fires take 30% damage for each fox-fire beyond the first.
Fox-fires prioritize champions hit by Charm, followed by recently attacked enemies.

75/65/55s
100
Ahri dashes forward, firing essence bolts, dealing 60 magic damage to 3 nearby enemies (60/90/120 + 35%
).
During Spirit Rush, if Ahri devours a champion's essence with Essence Theft, Ahri will extend Spirit Rush's recast duration up to 10 seconds, and she gains an extra charge of Spirit Rush (Can store up to 3 charges).
Dash range increases while leveling up. Essence bolts attack champions first.
Use this combo to All-In an enemy in a long fight.
Hit an initial (Q) ORB OF DECEPTION, open an opportunity for an All-In. Use (W) FOX-FIRE and (R1) SPIRIT RUSH to gap close and land your (E) CHARM. AA twice on Charmed target. Follow up with (R2) and AA. Use (R3) to reposition and AA again. Finish off the kill with (Q) when it's off cooldown.
Innately connected to the latent power of Runeterra, Ahri is a vastaya who can reshape magic into orbs of raw energy. She revels in toying with her prey by manipulating their emotions before devouring their life essence. Despite her predatory nature, Ahri retains a sense of empathy as she receives flashes of memory from each soul she consumes.