Introdução
Ahri is a mobile mage who trades in short windows: throw Orb of Deception, look for Charm, and leave before the enemy answers. Her strength is not raw damage but choice — Spirit Rush lets her decide when a fight starts and when it ends. In lane she is safe and clears waves quickly, which frees her to roam from level six. Late in the game she is the champion who catches one target out of position and deletes it before the fight begins. If you miss Charm, your job is to survive and try again, not to force the all-in.
Pontos fortes
- Three dashes on her ultimate: she picks fights and escapes them.
- Safe lane with good wave clear and sustain from Essence Theft.
- Charm turns any mistake by the enemy into a kill.
- Strong roams from level six onwards.
Pontos fracos
- Her damage depends on landing skillshots; a missed Charm means a wasted combo.
- Squishy: if she is caught without her ultimate, she dies.
- She struggles to kill tanks and frontlines in long fights.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Control mage — poke, reposition, pickEquilibradoRecomendadaA starting point rather than a rulebook: safe poke in lane, one big wave-clear item, then the survivability that lets you use all three dashes before you commit. Swap the last two slots for whatever the enemy team is actually doing.
- Assassin — one charm, one killOfensivoAvançadaFor games where the enemy has two or more squishy carries and little crowd control. You give up some safety for burst: Stormsurge and Shadowflame turn a Charm into a kill before the target can react. Do not take it into tank-heavy teams or if you are behind.
Builds
Control mage — poke, reposition, pick
Quando usar
A starting point rather than a rulebook: safe poke in lane, one big wave-clear item, then the survivability that lets you use all three dashes before you commit. Swap the last two slots for whatever the enemy team is actually doing.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

1- MeioPrincipal
Itens iniciais
Itens principais
- 1Eco de LudenThe wave-clear and poke item
- 2Capuz da Morte de RabadonThe power spike
- 3Ampulheta de ZhonyaSurvive your own dive
Botas
Situacionais
Runas
Primária· Dominação












Secundária· Feitiçaria









Fragmentos
Feitiços de invocador
Flash
Incendiar
Ordem de habilidades
Evoluir primeiro:Q›W›E
Assassin — one charm, one kill
Quando usar
For games where the enemy has two or more squishy carries and little crowd control. You give up some safety for burst: Stormsurge and Shadowflame turn a Charm into a kill before the target can react. Do not take it into tank-heavy teams or if you are behind.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

1- MeioPrincipal
Itens iniciais
Itens principais
- 1Ápice da TempestadeBurst and speed to chase the pick
- 2Chama SombriaMore damage on low-health targets
- 3Capuz da Morte de Rabadon
Botas
Situacionais
Runas
Primária· Dominação












Secundária· Feitiçaria









Fragmentos
Feitiços de invocador
Flash
Incendiar
Ordem de habilidades
Evoluir primeiro:Q›W›E
Habilidades
Furto de EssênciaPassivaDepois de abater 9 tropas ou monstros, Ahri se cura. Depois de eliminar um Campeão inimigo, Ahri se cura em uma quantidade ainda maior.Healing on takedowns and minion kills. It is what lets you stay in lane after trading.
QOrbe da Ilusão7s55/65/75/85/95 mpAhri lança e puxa de volta seu orbe, causando Dano Mágico na ida e Dano Verdadeiro na volta.- Tempo de recarga
- 7
- Custo
- 55·65·75·85·95
- Alcance
- 970
WFogo de Raposa9/8/7/6/5s30 mpAhri recebe um breve impulso de Velocidade de Movimento e lança três Fogos de Raposa que perseguem e atacam inimigos próximos.- Tempo de recarga
- 9·8·7·6·5
- Custo
- 30
- Alcance
- 700
EEncanto12s60 mpAhri manda um beijo que causa dano e encanta um inimigo, interrompendo imediatamente qualquer habilidade de movimento em progresso e fazendo com que ele ande inofensivamente em sua direção.- Tempo de recarga
- 12
- Custo
- 60
- Alcance
- 975
RÍmpeto EspiritualSuprema140/120/100s100 mpAhri avança e dispara raios de essência, causando dano a inimigos próximos. Ímpeto Espiritual pode ser conjurada até três vezes antes de entrar em Tempo de Recarga e ganha reconjurações adicionais ao eliminar Campeões inimigos.- Tempo de recarga
- 140·120·100
- Custo
- 100
- Alcance
- 450
Estratégia
1Early game: lane (levels 1–5)
Take Orb of Deception at level one and use it to last-hit the caster minions while poking the enemy laner. Ahri's lane is about attrition: trade with Orb, heal back with Essence Theft and let your opponent spend mana on a wave they cannot clear as fast. Do not look for the all-in before level three, when you have Charm and Fox-Fire together. Ward the side where the enemy jungler is expected and back with the wave pushed in.
- Level 1 Q, level 2 W, level 3 E.
- Trade when the enemy walks up to last-hit, not when their wave is safe.
- Hold Charm if the enemy jungler has not shown: it is also your escape.
2Mid game: roams and picks (levels 6–13)
Spirit Rush changes everything. With it up, a pushed wave in mid is an invitation to walk to a side lane and turn a two-versus-two into a kill. Coordinate with your jungler around dragons: Ahri is the champion who arrives first and cuts off the enemy's escape. Once your first item is done, clear waves quickly and hold vision in the river, because your best fights start with a Charm from where the enemy cannot see you.
- Roam after pushing, never before.
- Use the first dash to get in range, the second for Charm angle, the third to leave.
3Late game: fog and flanks
In the late game you are not the front line and you are not the main damage against tanks. Your value is catching the enemy carry or mage before the fight: stand in the fog on a flank, wait for a target to walk forward and Charm them. If nothing shows up, stay close to your team and use Charm defensively on whoever dives your carry. Dying first with your ultimate unused is the one mistake you cannot afford.
4Teamfights
Enter after the enemy has used their engage, not before. Charm the first target that reaches your backline, burst whoever is in range and use the last dash to reposition. Ahri does not need to hit five people: one dead carry is a won fight.
Dicas
- Throw Orb of Deception so it hits on the way back too: the return deals true damage.
- Charm first, then everything else. If Charm misses, do not use the rest of the combo.
- Keep one Spirit Rush dash in reserve to get out after the kill.
- Push the wave before roaming: a roam that costs you a wave and a plate is not free.
- Charm through minion gaps from fog of war; the enemy cannot dodge what they cannot see.
Confrontos
Forte contra
Charm interrupts Death Lotus. Keep it for when she resets into your team.
An immobile artillery mage: Spirit Rush closes the distance he relies on.
Same story as Xerath: he has no dash, and one Charm after a dash usually kills him.
Fraco contra
Playful / Trickster makes him untargetable and dodges your Charm; he also wins most all-ins.
Wind Wall blocks both Orb of Deception and Charm, which is most of your kit.
Built-in magic resistance and a taunt that punishes your dash-in. He also roams as well as you.
Mudanças
- Guide written for the current patch: lane, roams, two builds.
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