
Ahri guide: build, runes, matchups and mistakes to avoid
Ahri is a mobile mage who picks off isolated targets: her orb hits on the way out and on the way back, her fox-fires seek out nearby enemies, and her charm makes the first enemy it hits walk towards her. Her ultimate gives her several dashes in a row, to go in or to get out. In our sample: picked in ≈ 11.3% of 378,251 ranked games, 51.6% won over 40,721 games in mid lane.
· 6 min read · By Gankademy · 378,251 ranked games, patches 16.18–16.21
At a glance











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EAhri in figures
- Games in mid lane
- 40,72195.5% of its games
- Win rate
- 51.6%
- Pick rate
- ≈ 11.3%
- Ban rate
- ≈ 4.0%
The figures come from 378,251 ranked solo games on EUW (patches 16.18 to 16.21, Riot’s official API, up to 24 October 2026): the same sample as Gankademy’s champion pages. “≈”: a figure the app gives as indicative.
Strengths and weaknesses
Strengths
- Her ultimate gives her several dashes: into a fight and out of it.
- Her charm sets up the kill, for her and for her jungler.
- Her orb clears waves fast: she pushes, then roams.
Weaknesses
- Before her ultimate, Flash is her only escape.
- Her charm stops on the first minion in its way.
- Kassadin and Yasuo are her hardest lanes.
When Ahri is strongest
| Minutes | < 20 | 20–25 | 25–30 | 30–35 | 35 + |
|---|---|---|---|---|---|
| Win rate | 47.1% | 51.1% | 53.1% | 52.0% | 50.4% |
The build that wins most
A build, here, is the order of the first three finished items. Out of the 6,635 Ahri games in mid lane where they are known, the three most-played paths:
| Build | Items | Played | Win rate |
|---|---|---|---|
| Survival | › ›![]() | 13% | ≈ 53.3% |
| Burst | › ›![]() | 10% | ≈ 53.7% |
| Lich Bane | › ›![]() | 7% | ≈ 54.6% |
Malignance opens all three of Ahri’s most-played builds, then
Shadowflame, with
Zhonya’s Hourglass or
Rabadon’s Deathcap third: the two win almost the same. Taking
Lich Bane second instead wins a little more often, on fewer games.
With build 1, the game most often starts with
Doran’s Ring + 2 ×
Health Potion, and the boots are
Sorcerer’s Shoes (79% of games).
Depending on the game
What build 1’s players buy next (5% of its games or more):
| Item | Bought | Why |
|---|---|---|
Rabadon’s Deathcap | 29% | damage |
Skill order
Level by level, the most-played order in mid lane: 63% of the 2,586 games where Ahri reaches level 18.
Q | 2 | 4 | 5 | 7 | 9 | |||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
W | 1 | 8 | 10 | 12 | 13 | |||||||||||||
E | 3 | 14 | 15 | 17 | 18 | |||||||||||||
R | 6 | 11 | 16 |
Runes and summoner spells
The most-played rune pages of Ahri in mid lane, by keystone and trees:
| Page | Games | Win rate |
|---|---|---|
Electrocute Domination + Sorcery | 31,704 | 51.4% |
Deathfire Touch Sorcery + Domination | 4,368 | 53.1% |
Electrocute Domination + Inspiration | 1,912 | 51.4% |
Electrocute Domination + Resolve | 1,297 | 51.0% |
Electrocute with Sorcery is Ahri’s page in more than three games out of four. Yet
Deathfire Touch, with Domination behind it, wins more often: 53.1% against 51.4%, on 4,368 games.







Electrocute, Taste of Blood, Grisly Mementos, Ultimate Hunter, Manaflow Band, TranscendenceSummoner spells: 
Flash + Ignite in 74% of games.
Matchups: the easiest and the hardest
Ahri’s win rate against each opponent in the same role, against the usual 51.6%: the gap in points, from 200 games.
Easiest against
| Opponent | Games | Win rate | Gap |
|---|---|---|---|
Azir | 282 | 62.1% | +10.5 |
Orianna | 664 | 56.8% | +5.2 |
Ryze | 368 | ≈ 56.2% | +4.7 |
Locke | 1,291 | 55.8% | +4.2 |
Hardest against
| Opponent | Games | Win rate | Gap |
|---|---|---|---|
Kassadin | 527 | ≈ 45.9% | −5.7 |
Yasuo | 2,079 | 47.4% | −4.2 |
Akshan | 597 | ≈ 47.9% | −3.7 |
Ekko | 1,250 | ≈ 48.1% | −3.5 |
Ahri’s hardest lanes: Kassadin, Yasuo, Akshan and Ekko. Kassadin’s passive cuts the magic damage he takes, and his ultimate makes him far more dangerous: trade and push before he has it. Yasuo’s wind wall stops your orb and your charm: charm him once the wall is down. Ekko’s ultimate takes him a few seconds back in time, healed: keep your charm for after it. Against Azir, Orianna or Ryze, your dashes take away the range they want to fight at.
Matchup sheet
The 12 most frequent opponents in mid lane. The difficulty is the app’s: the gap with the usual 51.6%, and whether it holds.
| Opponent | Games | Win rate | Difficulty |
|---|---|---|---|
Yasuo | 2,079 | 47.4% | Hard |
Yone | 1,993 | 50.8% | Even |
Syndra | 1,685 | 51.3% | Even |
Katarina | 1,599 | 51.9% | Even |
Zed | 1,597 | 50.2% | Even |
Malzahar | 1,509 | 51.6% | Even |
Viktor | 1,477 | 49.9% | Even |
Sylas | 1,355 | ≈ 54.8% | Easy |
Fizz | 1,331 | 49.7% | Even |
Locke | 1,291 | 55.8% | Easy |
Akali | 1,279 | 51.6% | Even |
Ekko | 1,250 | ≈ 48.1% | Hard |
Bans to consider
The opponents Ahri beats least often in mid lane, among those met at least 300 times:
| Opponent | Win rate | Games |
|---|---|---|
Kassadin | ≈ 45.9% | 527 |
Yasuo | 47.4% | 2,079 |
Akshan | ≈ 47.9% | 597 |
What the specialists do
23 players of the sample play Ahri in at least 40% of their games, and at least 30 times. Their 872 games in mid lane, against all its players:
| Specialists | All players | |
|---|---|---|
| Win rate | ≈ 50.9% | 51.6% |
| Build | › › | › › |
| Rune page | Same | ![]() ![]() |
| Skills maxed | Same | Q› W› E |
What changes with them: the build. Their win rate: 0.7 points lower.
The most frequent mistakes
Two habits measured on the 10,238 games with a timeline, then the champion’s own mistakes. These gaps go with losing without proving the cause.
- Dying before 15 minutes. 40% of games have three or more deaths before the 15th minute; they win only 41.8%, against 62.6% when Ahri dies once or less (36% of games). Instead: before your ultimate, Flash is your only escape — trade with your orb from the edge of its range. Once you have your ultimate, always keep a dash to get out.
- Falling behind on farm. At 10 minutes, games with 65 minions or fewer (26%) win 44.8%; those with 81 or more (25%), 59.2%. Instead: clear the wave with your orb, which hits the minions twice, and last-hit the rest by hand. Roam only once the wave is pushed, never while it is crashing on your tower.
- Teleport in mid. Flash + Teleport is taken in 25% of Ahri’s games and wins 50.5%, against 52.0% with Flash + Ignite. Instead: Flash + Ignite, which wins the fights your charm starts.
- Throwing the charm into the minions. Your charm stops on the first enemy it hits: with a minion in the way, the minion is charmed. Instead: throw it when the path is clear — when your target steps up for a last hit or walks at you.
- Spending every dash to go in. Your ultimate’s dashes are your way in and your way out: using them all to reach a target leaves you stranded. Instead: go in with one dash, and keep the others until their crowd control is spent.
With Gankademy
These are the figures of Gankademy’s Ahri page: the draft compares your options against your lane opponent and imports your rune page in one click. The draft · The coaches · What it reads.
Questions
What is the best Ahri build?
The most-played build in mid lane is Malignance → Shadowflame → Zhonya’s Hourglass (13% of games with three items finished, ≈ 53.3% won). Of the three most-played, the one that wins most often is Malignance → Lich Bane → Rabadon’s Deathcap (≈ 54.6%). These win rates only count those games: compare them with each other, not with 50%.
Which runes should Ahri take?
Electrocute · Domination + Sorcery is the most-played page (31,704 games, 51.4% won). Among the pages played at least 1,000 times, the one that wins most is Deathfire Touch · Sorcery + Domination (53.1%).
Is Ahri a good pick in solo queue?
A safe one: Ahri wins 51.6% of her 40,721 mid games and is rarely banned (≈ 4.0%). Her ultimate gives her ways out that most mages don’t have.
R
Inspiration
Resolve
Azir
Orianna
Ryze
Locke
Kassadin
Yasuo
Akshan
Ekko
Yone
Syndra
Katarina
Zed
Malzahar
Viktor
Sylas
Fizz
Akali