Normal Skill Order: R > Q > W > E
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
N/Aitem
- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
51.00%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
50.93%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
50.73%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
50.67%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
52.53%- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
50.83%- Harga total
- 3,250
- Harga
- 450
+105 Ability Power +50 Armor Time Stop: Enter Stasis for 2.5 seconds.
49.17%- Harga total
- 3,000
- Harga
- 1,050
+95 Ability Power +40% Magic Penetration
47.38%- Harga total
- 3,000
- Harga
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
50.34%- Harga total
- 3,000
- Harga
- 200
+105 Ability Power +40 Magic Resist Annul Grants a Spell Shield that blocks the next enemy Ability.
51.85%- Harga total
- 2,850
- Harga
- 400
+75 Ability Power +350 Health +15 Ability Haste Grievous Wounds: Dealing magic damage to champions applies 40% Wounds for 3 seconds.
45.90%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
52.37%N/A
- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
51.69%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
51.69%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
52.28%- Harga total
- 1,100
- Harga
- 300
+45 Ability Power Revved Damaging a champion deals bonus magic damage.
50.31%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Quest: Wooglet's Witchcap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 57.47% | 5.18% | 1,312 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 57.02% | 7.15% | 1,810 |
Pilih Void Rift saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.48% | 7.37% | 1,866 |
Pilih Big Brain saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.84% | 5.34% | 1,352 |
Pilih Slap Around saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.61% | 5.14% | 1,302 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.45% | 6.16% | 1,560 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.91% | 5.75% | 1,457 |
Pilih Firefox saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.78% | 8.51% | 2,156 |
Pilih Eureka saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.73% | 10.11% | 2,560 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.43% | 4.19% | 1,060 |
Pilih Witchful Thinking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.25% | 9.02% | 2,284 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.05% | 11.49% | 2,910 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.02% | 4.71% | 1,194 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.84% | 4.88% | 1,237 |
Pilih Phenomenal Evil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.45% | 14.01% | 3,547 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.44% | 6.14% | 1,555 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.36% | 7.11% | 1,801 |
Pilih Grandma's Chili Oil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 53.07% | 10.87% | 2,753 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.84% | 5.00% | 1,266 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.77% | 5.77% | 1,461 |
Pilih ADAPt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 52.19% | 6.13% | 1,552 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.90% | 12.86% | 3,256 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.89% | 5.63% | 1,426 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.65% | 6.23% | 1,578 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.50% | 4.49% | 1,136 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.07% | 6.12% | 1,549 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.68% | 17.34% | 4,392 |
Pilih Hat on a Hat saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 50.68% | 4.92% | 1,245 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 50.21% | 6.69% | 1,693 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 50.18% | 4.35% | 1,102 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.18% | 9.17% | 2,322 |
Pilih Dashing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 49.14% | 5.05% | 1,280 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 60.59% | 1.75% | 444 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 59.64% | 3.48% | 882 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 58.22% | 2.26% | 572 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 58.03% | 3.29% | 834 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 58.02% | 2.59% | 655 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.37% | 3.24% | 821 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 55.32% | 2.26% | 573 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.38% | 2.21% | 559 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.30% | 1.88% | 477 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.08% | 1.69% | 429 |
Pilih Upgrade Zhonya saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.89% | 3.55% | 900 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.78% | 1.83% | 463 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 53.73% | 2.28% | 577 |
Pilih Soul Eater saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.54% | 2.51% | 635 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.27% | 2.65% | 672 |
Pilih Bread And Cheese saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 53.09% | 3.64% | 921 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.95% | 1.87% | 474 |
Pilih Bread And Butter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.63% | 3.98% | 1,007 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.59% | 2.82% | 713 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.33% | 3.14% | 795 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 52.21% | 1.61% | 408 |
Pilih Ominous Pact saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 52.16% | 1.83% | 464 |
Pilih Swift and Safe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.83% | 2.91% | 737 |
Pilih Outlaw's Grit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.22% | 1.93% | 490 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.14% | 3.13% | 792 |
Pilih Wind Beneath Blade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.87% | 2.72% | 688 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.69% | 3.71% | 939 |
Pilih Shadow Runner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.61% | 3.24% | 820 |
Pilih Cruelty saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 49.90% | 2.00% | 507 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 49.89% | 1.74% | 441 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 49.02% | 2.21% | 559 |
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.66% | 3.99% | 1,011 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 48.21% | 2.20% | 558 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 47.14% | 1.66% | 420 |
Pilih Earthwake saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.76% | 1.65% | 417 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 57.51% | 0.92% | 233 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 57.48% | 0.85% | 214 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 55.84% | 1.22% | 308 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 55.46% | 1.41% | 357 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 55.39% | 1.58% | 399 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.00% | 0.99% | 250 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.14% | 0.94% | 239 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 53.07% | 1.29% | 326 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.47% | 1.44% | 364 |
Pilih Spin To Win saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 52.41% | 0.74% | 187 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 52.16% | 0.92% | 232 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 51.84% | 1.07% | 272 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 51.68% | 1.18% | 298 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.67% | 0.83% | 209 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.48% | 0.83% | 210 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.40% | 0.98% | 248 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.34% | 1.15% | 292 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.31% | 1.27% | 322 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 50.23% | 0.85% | 215 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 50.14% | 1.46% | 369 |
Pilih Zealot saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.82% | 1.07% | 271 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.80% | 0.97% | 245 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.66% | 1.17% | 296 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.62% | 1.56% | 395 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.60% | 1.00% | 252 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.55% | 0.87% | 220 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 49.36% | 1.23% | 312 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.33% | 0.88% | 223 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.22% | 0.76% | 193 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.85% | 1.03% | 260 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.57% | 0.83% | 210 |
Pilih Mighty Shield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 48.50% | 1.05% | 266 |
Pilih Skilled Sniper saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.26% | 1.59% | 402 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 48.24% | 1.01% | 255 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.67% | 0.82% | 208 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.45% | 0.91% | 231 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 45.41% | 0.90% | 229 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 44.91% | 1.13% | 285 |
Pilih Don't Blink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 60.23% | 0.35% | 88 |
Pilih Circle of Death saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 58.16% | 0.39% | 98 |
Pilih Crit Ncast saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 57.14% | 0.33% | 84 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 56.25% | 0.69% | 176 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 54.10% | 0.48% | 122 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 53.23% | 0.49% | 124 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 52.85% | 0.49% | 123 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 52.56% | 0.31% | 78 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.96% | 0.41% | 104 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.58% | 146 |
Pilih Tormentor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 50.00% | 0.51% | 130 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.44% | 112 |
Pilih Missing Ping Augment saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 50.00% | 0.33% | 84 |
Pilih Adamant saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 49.02% | 0.60% | 153 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.80% | 0.66% | 166 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.80% | 0.66% | 166 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.57% | 0.55% | 140 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.51% | 0.53% | 134 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.21% | 0.44% | 112 |
Pilih Feel the Burn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.10% | 0.31% | 79 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 48.05% | 0.61% | 154 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 47.71% | 0.60% | 153 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 47.13% | 0.34% | 87 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.98% | 0.59% | 149 |
Pilih Blade Waltz saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 46.21% | 0.57% | 145 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.15% | 0.31% | 78 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.93% | 0.53% | 135 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 45.19% | 0.53% | 135 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 41.67% | 0.33% | 84 |
Pilih Trueshot Prodigy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 41.56% | 0.30% | 77 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 40.00% | 0.36% | 90 |
Pilih Impassable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 55.56% | 0.28% | 72 |
Pilih First-Aid Kit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 53.23% | 0.24% | 62 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 53.13% | 0.25% | 64 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 53.13% | 0.25% | 64 |
Pilih Poltergeist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 50.70% | 0.28% | 71 |
Pilih Little Devil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 46.77% | 0.24% | 62 |
Pilih Guilty Pleasure saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 46.38% | 0.27% | 69 |
Pilih Holy Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 45.59% | 0.27% | 68 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 43.75% | 0.25% | 64 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 43.55% | 0.24% | 62 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 42.86% | 0.28% | 70 |
Pilih Laser Heal saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 41.67% | 0.24% | 60 |
Ahri Skill Combos
Extracted from the skill order guide
If your augments heavily reward crowd control, picks, or damage after landing E: use R > Q > E > W.
Max Q first in most games.
Ahri Counters
Counters and threats extracted from the matchup guide
Counters
5Ahri counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Ahri is countered by these champions in ARAM: Mayhem.
Read counter detailsAhri Team Comp Highlights
Partner patterns extracted from the team comp guide
Malphite
Malphite gives Ahri the hard start she often needs. When he forces enemies to clump or burn movement tools, Ahri can aim Charm into a target that has fewer ways to sidestep. He also creates space after she goes in, which matters when her mobility is committed forward.
Amumu
Amumu gives Ahri a sticky engage pattern that pins enemies long enough for her skillshots to become much easier. He also punishes enemies who stack together to block Charm, because his area control makes that formation dangerous.
Jinx
Jinx gives Ahri the sustained damage and execution pressure that Ahri sometimes lacks after her first burst. Ahri softens or charms a target; Jinx turns that pick into a full fight win if she gets excited and starts cleaning up.
Thresh
Thresh gives Ahri both pick setup and a recovery tool. His hook and flay can hold enemies in predictable paths, while lantern lets Ahri take sharper angles without turning every dash forward into a suicide play.
Seraphine
Seraphine adds the teamfight layer Ahri needs when pure picks are hard to find. Her shielding, healing pressure, slows, roots, and wide control can make enemies move in straight lines, which gives Ahri cleaner Charm angles and safer follow-up routes.
Synergy mechanism: Malphite gives Ahri the hard start she often needs. When he forces enemies to clump or burn movement tools, Ahri can aim Charm into a target that has fewer ways to sidestep. He also creates space after she goes in, which matters when her mobility is committed forward. Combo: Let Malphite threaten from fog, brush, or behind your minion wave. When he engages, Ahri should not instantly throw everything at the first tank unless that tank is already isolated. Hold Charm for the carry trying to kite backward, then layer Orb and follow with Spirit Rush only if the target is actually killable. Best scenario: This pairing is best into teams with multiple backline champions standing close behind one frontline. Malphite starts the fight, Ahri angles slightly to the side, and the enemy carry has to choose between dodging the engage follow-up or dodging Charm. That split attention is where Ahri gets clean kills. Enemy answer: The enemy will spread out, keep a disengage tool ready, or bait Malphite onto a durable target. They may also hold crowd control for Ahri after she dashes in rather than spending it on Malphite. Failure risk and recovery: The biggest failure is overcommitting after Malphite hits only tanks. If the enemy backline is untouched, Ahri should use the engage as a zoning window, poke with Orb, and save at least one movement option to exit. Reset behind Malphite, wait for the next wave or brush threat, then look again instead of chasing into counter-engage. 2. Amumu Synergy mechanism: Amumu gives Ahri a sticky engage pattern that pins enemies long enough for her skillshots to become much easier. He also punishes enemies who stack together to block Charm, because his area control makes that formation dangerous. Combo: Amumu can start with a direct engage or threaten a follow-up after Snowball. Ahri should stand just outside the first collision point, not on top of him. Once Amumu locks down a priority target or catches two champions together, Ahri throws Charm through the safest open lane and commits damage only after she sees whether the enemy still has peel available. Best scenario: This duo shines in narrow bridge fights where enemies are forced to walk through minions, terrain pressure, and Amumu’s body. If Amumu catches a carry near the side wall, Ahri can dash to a diagonal angle and remove the target before their team can fully collapse. Enemy answer: Good opponents will avoid standing in a line, keep minions between Ahri and the carry, and punish Amumu if he enters without backup. They may also draft cleanse-style responses, shields, or displacement to stop Ahri’s follow-up rather than trying to out-damage the combo. Failure risk and recovery: If Ahri dashes too early, she can arrive before Amumu’s control actually lands and become the easier target. Recover by playing the second beat of the fight: let Amumu absorb the first peel tools, then use Ahri’s mobility to hunt the enemy who steps forward to finish him. If the engage misses, do not force Charm through the frontline. Back up, clear the wave, and make the enemy walk into the next attempt. 3. Jinx Synergy mechanism: Jinx gives Ahri the sustained damage and execution pressure that Ahri sometimes lacks after her first burst. Ahri softens or charms a target; Jinx turns that pick into a full fight win if she gets excited and starts cleaning up. Combo: Ahri looks for Charm on a squishy target or on a frontline who has stepped too far ahead. Jinx should be ready to fire into the controlled target immediately, not after Ahri has already used her full rotation. If the enemy survives and retreats low, Ahri can chase with mobility while Jinx covers the lane with long-range damage. Best scenario: This pairing is strongest when your team has at least one body between Jinx and the enemy divers. Ahri plays as a roaming threat around Jinx’s damage zone. Anyone who walks past the frontline to reach Jinx risks getting charmed, and anyone who stays back gives Jinx time to scale the fight. Enemy answer: The enemy will try to dive Jinx first and force Ahri to use Charm defensively. They can also stand behind minions to deny clean pick angles, then wait for Ahri to miss before engaging. Failure risk and recovery: The failure point is Ahri chasing too far while Jinx is still under threat. If Jinx has no space, Ahri must become peel first and assassin second. Charm the diver, use Orb to hit both the diver and the path behind them, then only chase once Jinx is safe or the diver is dead. If Ahri misses the peel Charm, retreat toward Jinx rather than away from her so the enemy cannot split the fight into two easy kills. 4. Thresh Synergy mechanism: Thresh gives Ahri both pick setup and a recovery tool. His hook and flay can hold enemies in predictable paths, while lantern lets Ahri take sharper angles without turning every dash forward into a suicide play. Combo: Thresh threatens hook from brush or behind minions after the wave thins. If he lands it, Ahri can hold Charm until the enemy’s movement becomes readable instead of stacking all control at once. If Ahri starts the pick with Charm, Thresh can follow with hook or flay to extend the punish and stop the target from walking out. Best scenario: This is excellent into teams with one or two high-value carries protected by short-range peel. Thresh creates the first displacement or forces the carry to dodge sideways, and Ahri attacks the new angle. The combo does not need a full five-man fight; one clean catch before a wave crash is enough. Enemy answer: Enemies will hide behind minions, bait hook, and then engage while Thresh’s main threat is down. They may also focus the lantern area, making it dangerous for Ahri to rely on it as a guaranteed escape. Failure risk and recovery: If both Ahri and Thresh throw their catch tools at the same target and miss, your team has a real punish window against you. Recover by giving ground, clearing with safe spells, and waiting until the enemy has to step through the next wave. Ahri should not dash forward just because Thresh is nearby; lantern is a recovery option, not permission to ignore enemy crowd control. 5. Seraphine Synergy mechanism: Seraphine adds the teamfight layer Ahri needs when pure picks are hard to find. Her shielding, healing pressure, slows, roots, and wide control can make enemies move in straight lines, which gives Ahri cleaner Charm angles and safer follow-up routes. Combo: Seraphine can start by slowing or controlling a group, then Ahri aims Charm at the carry who is trying to exit the effect. If Ahri lands the first Charm instead, Seraphine should add damage and control after the target is committed, not before, so the enemy cannot simply wait out one layer and cleanse the rest with movement. Best scenario: This pairing is best when your team wants to kite backward, poke first, and punish the enemy engage. Ahri stands off-center rather than directly behind Seraphine. When the enemy tank walks in, Seraphine slows the approach and Ahri looks past the tank for the diver or carry following too closely. Enemy answer: Hard engage teams will try to hit Seraphine before she can stabilize the fight, or they will split their engage so Ahri has to choose between peeling and diving. Long-range poke teams may also force Seraphine to spend defensive tools before Ahri has a real pick angle. Failure risk and recovery: The danger is playing too passively and letting the enemy take every brush and health pack uncontested. If the team is being pushed in, Ahri should use short, safe side steps to threaten Charm while Seraphine clears and sustains. If the first control chain misses, do not chase through the middle of the lane. Fall back into Seraphine’s zone, let cooldowns cycle, and punish the enemy when they overextend to finish the fight.
Ahri fits best beside teams that can start fights without asking her to face-check, then keep the fight alive after her first burst. She does not want four teammates who only poke and never commit, because missed Charm then means the enemy walks forward for free. She also dislikes comps with no peel, where every dash forward gives the enemy an easy collapse. Give her one real engager, one reliable damage partner, and one stabilizing support or frontline, and she can play the bridge like a pick champion instead of a desperate backline mage.
Ahri ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Fight Tempo | Ahri can stand behind her frontline and patiently wait for a clean Charm angle to open a pick. | Waiting is punished by faster engages and burst builds; Ahri must hover near threat range and interact earlier. | Play proactively near the edge of range rather than waiting for perfect openings. |
| Charm Usage | Missing Charm is bad but often recoverable if both teams are primarily poking each other. | Missing Charm immediately invites Snowball engage, dash chains, or hard all-ins from the enemy team. | Hold Charm against divers fishing for you; only throw when targets are committed. |
| Spirit Rush Priority | Ahri can sometimes ult forward aggressively to force a Charm opportunity onto enemies. | Ult forward into unknown augments or unspent enemy crowd control is a common way to die quickly. | Use dashes to dodge, create angles, and keep an escape path rather than chasing. |
| Orb of Deception | Used freely as a main wave and poke tool whenever it is available off cooldown. | Throwing it blindly leaves you with no pressure against fast engage; use it only when targets are lined up or controlled. | Do not throw Orb just because it is available; track enemy engage threats first. |
| Augment Influence | Runes offer standard stat optimization but do not fundamentally change her playstyle pattern. | Augments change Ahri more than runes; players must adjust their job based on burst versus mobility setup. | Adjust your play pattern to match your actual augment package and enemy defensive tools. |
| Teamfight Spacing | Spacing often means standing safely behind the minion wave and fishing for Charm hits. | Spacing is active; Ahri wants a diagonal pocket close enough to punish carries but safe from bruisers. | Maintain a diagonal position that lets you threaten carries without being instantly traded onto. |
Champion Analysis
Peran / Rasio menang
Ahri the Nine-Tailed Fox serves as a ranged mage-assassin in Hextech Mayhem, combining extraordinary mobility with impressive burst damage to create a deadly battlefield dancer. Her primary role revolves around poking from range, locking down key targets with precise crowd control, and using three dashes to chase, dodge, or disengage as the situation demands. Ahri’s passive, Vastayan Grace, restores health whenever her abilities hit enemy champions, giving her excellent sustainability in extended ARAM skirmishes and allowing her to remain aggressive without constant recalls. Her Q, Orb of Deception, is her main poke tool — it launches a magical orb that damages enemies on the way out and deals true damage on the return, enabling Ahri to both soften opponents from a distance and secure executes on low-health targets. Her W, Fox-Fire, releases three homing projectiles that automatically track nearby enemies, providing supplementary damage and extra passive healing procs. Her E, Charm, represents her most powerful crowd control ability by charming an enemy to walk helplessly toward her; this point-and-click CC is extremely valuable in the confined Hextech Mayhem map for locking down priority targets, interrupting engages, or setting up kills. Her ultimate, Spirit Rush, gives Ahri three independently directed dashes, each making her untargetable during the dash, which grants exceptional mobility for dodging skillshots, weaving through enemy lines, escaping dangerous situations, or chasing down fleeing foes. Positioning is critical: Ahri must stay at the edges of fights to poke safely with Q and build passive healing stacks, then use Spirit Rush and Charm to assassinate high-value targets when they are mispositioned. Her combination of ranged poke, true damage execution, point-and-click crowd control, and multi-dash untargetability makes her a versatile threat that can both soften enemy teams from afar and delete squishy champions up close. The risk lies in overcommitting with her dashes, as she becomes vulnerable once her ultimate is used. Practical strategic value centers on exploiting Charm picks in ARAM’s narrow lane, chaining passive healing to stay healthy, and knowing when to use Spirit Rush aggressively versus defensively. Ahri’s elegant dance between poke, charm, and burst defines her identity as a mobile mage-assassin who thrives when players read the flow of battle and commit decisively.
Tips utama
Blog panduan / N/A
Ahri plays best as a pick mage who can start fights, punish bad spacing, and leave before the enemy team collapses. Do not treat her like a front-to-back artillery champion. Work in short windows: step up, threaten Charm, land damage, then use movement to reset the angle. Standing still in the center lane trading into tanks loses value fast. Look for Charm when an enemy has used their dodge tool, dash, shield, or Snowball—throwing into five ready players gets blocked or punished. Start fights from the side of the lane to force the carry to respect both your Charm line and your team’s poke. Use minion wave thinning as a timing tool when opponents move up to clear. Never spend your main mobility to begin a low-confidence fight; save at least one movement option unless your team is committing with you. For counter-engage, hold Charm for assassins, bruisers, or Snowball users who commit, then Charm their landing path. Peel when your carry is threatened rather than chasing a low-health enemy. If multiple hard engage tools threaten your team, play one step behind your frontline to let the tank absorb the first spell. When Charm is down, back up, clear the wave, and avoid clumping near carries. Escape diagonally toward brush, wall edges, or your turret side to make follow-up harder. Use mobility after the enemy commits, not before they aim. When low, stop fishing for hero Charms from the front; play behind the wave and only step up when an enemy is locked. If you miss Charm in a dangerous spot, change your angle or retreat immediately. In narrow-lane spacing, respect body-blocking from tanks and summoned units. Stand just off-center to let your Orb and Charm threaten different paths, and do not stack directly with other carries so one crowd control spell does not catch everyone. Enter brush with discipline; leave before the enemy collapses. Target priority should be the high-damage champion who steps past their protection—Charm into burst removes or forces out a carry. Against assassins, hold damage until they reveal their path, then Charm and burst during recovery. Against heavy sustain teams, focus the same target your team can actually finish, and bait cleanse-like safety before committing everything. For Snowball, use it as a follow-up after landing Charm rather than as a starter. Do not take the second cast if your mobility is not ready. Use Snowball defensively to reposition when needed. Augment trigger windows require tailoring your play: if your augment rewards crowd control, wait for a carry or diver; if it rewards repeated spell hits, play around minion waves and grouped enemies; if it gives movement or shields, use the active to take sharper angles; if it improves burst after a setup condition, hold your full combo until ready. Push when your team has health and spells ready; pull back when Charm or mobility is down. After a winning trade, sometimes the best play is to shove the wave and take space rather than chase. Dive only after the enemy frontline is displaced or dead, and enter after your tank or engager starts the fight. If you miss Charm under enemy structure, stop diving and wait for a second attempt. When behind, stop trying to one-shot carries through protection; instead, Charm overextended divers, clear waves, and punish whoever attacks your strongest teammate. Use your health bar as a limited resource, take guaranteed damage over flashy angles, and wait for enemy impatience.
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N/A / Augment
Ahri the Nine-Tailed Fox seeks space, angles, and patience in ARAM: Mayhem, operating just behind the first engager or beside the main wave-clear champion. She lands repeated small wins by poking, forcing defensive movement, then finishing with Spirit Rush or Snowball only when safe. Early game from levels 1 to 6, Ahri positions slightly off-center near controlled brush or health pack paths for diagonal Charm and Orb poke, staying one body behind her tank against hard engage. Her trading rhythm is short: wait for minions to thin, throw Orb through wave and enemy, then step back. She does not spam Charm into a full minion wave unless an ally has crowd control. Early Snowball serves as a threat on low-health or immobile targets, taken only if her team moves in. Augments prioritize safety or reliability. She pushes when her team has stronger wave-clear, stalls when frontline is low or vision lost. Ahead, she clears waves and threatens health packs with Charm; behind, she stands behind turret, trims waves with Orb, and saves Charm for divers. Mid game from levels 7 to 11 is her strongest roaming phase. She holds a side angle close enough to follow engage but far enough to avoid tank start. Pressure is two-step: Orb forces sidesteps, then Charm hits predictable targets. A landed Charm commits the team; a miss means backing off. Snowball becomes a finishing tool after a carry uses mobility, with recast conditional on team follow and escape. Augments amplify burst, repeated hits, or durability, but she never becomes the first champion seen. She pushes after winning trades or picks, stalls when key spells are down. Ahead, she controls lane center and hides Charm angle; behind, she peels with defensive Spirit Rush and re-enters after enemy crowd control is spent. Late game from level 12 onward, Ahri avoids giving first death, stays near strongest ally with escape path, using Charm as bodyguard against point-and-click lockdown. Poke matters but missed spells hurt more; she saves Charm for a carry stepping forward or a diver committing. Snowball is selective, following tank engage or punishing isolated carries, letting mark expire if fight state changes. Augments define bravery, but discipline wins. She pushes only after a pick or won fight, stalls when enemy engage tools are ready. Ahead, she plays closer, threatening first defender and repositioning after kills. Behind, her win condition is one bad enemy step: clear wave to avoid structure loss, hold Charm for overconfident diver, then chase if catch succeeds or retreat if it fails. Ahri starts fights only when target is exposed, wave controlled, and she has a way out, embodying measured aggression through angles, catches, and fast resets.
Read full guideRasio menang
Rasio menang / Rasio pilih
Ahri the Nine-Tailed Fox’s strengths and weaknesses revolve around her ability to control space with Charm and Spirit Rush, but her effectiveness shifts dramatically based on whether her team is ahead or behind. When ahead, Ahri must resist the temptation to fish from max range; instead, she steps into the space her team has earned, threatening Charm from the side of the minion wave to force the enemy carry into a losing choice between giving up the wave or risking a pick. She uses fog and angles rather than front-to-back poke, moving with one ally to hold a side angle and waiting until a squishy target walks forward before throwing Charm from an unexpected line. Landing it while ahead leads to a kill, retreat, or major defensive cooldown, but missing Charm from a greedy angle without Spirit Rush ready can get her collapsed on. Converting one pick into space is critical: she pushes the wave, claims the health relic area, and makes the enemy fight through her team’s skillshots rather than diving past the next turret into five respawning players. Charm priority changes when winning; she does not Charm the tank just because it is closest but holds it for the enemy diver, enchanter, mage, or marksman. Using Orb and Fox-Fire to maintain pressure without donating shutdowns requires casting from just outside reliable engage range and stepping back before cooldowns return. Augment selection should protect her lead rather than only inflate damage—mobility, reset, shield, healing, or haste options often make the lead harder to throw, especially when one mistake into crowd control would hand over a shutdown. She tracks enemy comeback tools before starting a dive and avoids splitting damage across too many targets, instead focusing one target to turn a health advantage into a numbers advantage. When behind, Ahri stops playing like an assassin first. Her job becomes wave control, Charm peel, and finding one punish window where the enemy overreaches. She clears safely from range and gives up bad angles, because dying while behind gives the enemy time to hit structures and take relic control. She Charms the champion who commits rather than the one she wishes she could kill—typically a tank or diver who has already used their engage, so the team can focus them while they are locked down. She looks for punish windows after the enemy misses a key ability, stepping forward to threaten Charm alongside her team, then retreating after the combo. Spirit Rush is used defensively until the game stabilizes, saved to dodge engage or reposition instead of as a flank tool. Augment choices fix the reason she is losing: defensive options if getting burst before moving, mobility or range if she cannot reach targets safely, or damage only if she can live long enough to cast. She does not take isolated flank routes unless the wave is pushed, her team is close, and the enemy cannot instantly lock her down. Trading health for wave is acceptable only to prevent a worse fight, and she recovers through small wins like forcing a flash, stopping a dive, or pushing out a low-health carry. The behind-state rule is clear: deny the enemy’s clean engage by keeping Charm for the champion who can end the fight, using Spirit Rush to survive first, and letting augments patch the weakness that is killing her, because Ahri can come back if she stops giving the enemy the one fast fight they are trying to force.
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Champion / Peran
Ahri the Nine-Tailed Fox is a mobile artillery mage in ARAM: Mayhem who lives and dies by landing her charm. Her entire identity revolves around hitting that critical skillshot: when she lands charm, she amplifies her damage, locks down a target, and triggers a chain of resets that lets her dive deeper or escape cleanly. When she misses charm, she becomes a sitting duck with long cooldowns and zero kill pressure. The risk-reward of that single ability defines every decision she makes on the Howling Abyss. Her passive, Essence Theft, gives her significant spell vamp that scales into the mid and late game. This sustain is real in Mayhem; she can tag champions with her orb, heal up, and force the enemy to burn mana or cooldowns trying to poke her off the bridge. It is a secondary sustain layer that lets her survive the next fight, not win the current one, but it is crucial for bullying immobile mages and melees before they pick up defensive augments. Grievous Wounds items or augments shut this sustain down hard, forcing Ahri to play for one-shot picks instead of drawn-out trades. Her primary weapon is Orb of Deception, a fast long-range skillshot that deals magic damage on the outward path and true damage on the return. In Mayhem its speed and damage are tuned to be oppressive, making it her go-to tool for poke, wave clear, bush checking, and softening targets before a charm combo. Good players angle the return path by moving during the travel time, forcing the orb to curve back through enemies. Her fox-fire ability is a point-and-click finisher and movement speed steroid; it locks onto nearby champions and adds burst without requiring aim, making it ideal for use during her ultimate dashes or when an assassin jumps on her. The short range means popping it too early lets enemies dash away and waste the cooldown. Her ultimate, Spirit Rush, gives her three dashes that fire essence bolts at nearest champions. In Mayhem, kills or assists often reset the cooldown or add stacks, turning her into a dive bomber who can bypass the frontline, assassinate a carry, and escape safely. Each dash also serves as a dodge tool to sidestep hooks and stuns, but hard crowd control stops the dash mid-animation, so she must wait for the enemy to burn cc before diving. The punishment for wasting any ability is severe: missing Q after landing charm drops kill pressure, whiffing W wastes significant burst damage, missing E invites immediate all-ins from assassins and divers, and engaging with R without a follow-up plan leaves her stranded. Ahri must always have a plan before pressing R, and she must treat charm as both her kill button and her survival tool.
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Ahri wins in ARAM: Mayhem by making fights awkward for the enemy, not by forcing engagements. The most common mechanical mistake is using Charm as random long-range poke, which removes your best pick tool and lets the enemy step forward. Instead, hold Charm until the target is already slowed, focused, or forced into a narrow path. If the spell misses, back off and switch to safer poke; do not edge forward to make the spell worth it. Another frequent error is dashing in with Spirit Rush as a pure engage button when the enemy still has crowd control and burst ready, leading to immediate deletion. Use the dash to dodge key spells, finish low targets, or change your angle after creating a threat with Charm or poke. If you commit poorly, stop chasing damage and use your remaining mobility to break line of fire and reset. Rushing your full combo without checking if the target can react or sidestep wastes damage. Watch enemy movement first—commit spells only when they are stuck in animation, slowed, or boxed in. If the combo is rushed and misses, reset spacing and wait for a clean target. Avoid using Fox-Fire and Orb-style poke on minions or tanks just to do something; you burn mana and give up pressure. Aim damage at the backline when exposed or at the closest target only if it opens a better path. If you spend spells on the wrong body, disengage and wait for the enemy backline to step up. Decision mistakes include fighting front-to-back forever without looking for a side angle, letting enemy carries stand safely behind the melee line. Shift your angle whenever the enemy formation is tight, even if you only step a few body lengths from center. If already locked into a straight lane fight, hold your dash for a better entry or exit rather than raw spam. Using Snowball just because it is available often lands you alone and dead; Snowball should reach a target already vulnerable or facing pressure, with your team able to follow. If you throw it into a bad setup, do not follow blindly—let the enemy waste attention and look for a safer punish. Ignoring team comp and playing as the sole threat leads to overlapping roles and messy fights. Match your job to the team: if someone else starts the fight, use mobility to follow and finish; if your team has poke, stay patient and punish after they answer the first wave. Overchasing a low health target too deep pulls you out of the main fight and turns the enemy collapse. Only chase when you can keep vision, range, and an exit path; if you already overchased, stop committing to the low target and re-enter from a safer angle. Staying in the center of every fight after your first rotation, especially when spells are down and crowd control is active, makes you a fragile mage ready to be deleted. Step out after your opening cycle and force the enemy to retarget. If you stayed too long, cut your losses immediately and wait for the next window. Finally, saving everything for a perfect highlight play while your team stabilizes leaves you with full cooldowns as the enemy takes control. Use your tools to solve the current problem—peel for your carry, tag a diver, or take a safe kill instead of waiting for a dream engage. If you miss the ideal moment, take the next best target and help your team reset.
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Ahri
Is Ahri a good pick in ARAM: Mayhem? Yes, Ahri is good when your team needs a flexible mage who can poke, catch, and clean up fights without fully committing first. If the enemy has fragile backliners or predictable divers, play around Charm angles and punish anyone who steps past their frontline. The tradeoff is that she usually wins through repeated picks and clean resets, not by deleting a whole team through heavy frontline durability. What is Ahri’s main job in a Mayhem fight? Ahri’s job is to create the first mistake, then chase the fight once it breaks open. If enemies are grouped tightly, poke with Orb and hold Charm until someone separates, dashes forward, or gets slowed by an ally. The tradeoff is patience: throwing Charm early for minor damage can leave your team with no real punish tool when the enemy engages. Should I play Ahri as poke or all-in? Start as poke, then switch to all-in when an enemy loses position or key defensive tools. If your team has engage, follow their crowd control with Charm and burst instead of forcing the opener yourself. If your team lacks engage, you may need to threaten with Spirit Rush angles, but the tradeoff is higher risk because missed Charm usually means you must retreat without value.
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