CHAMPIONSAhri
Ahri
CHAMPION · MID

Ahri

Verified across 3 sourcesLast updated · 2026-05-26
midS+5 src
01

Overview

last updated 2026-05-26
Editor's pick · most-quoted
Um he only cannot rotate in mid and he has bad wave clear. So for example, if you're against a good enemy, like a good enemy Ahri, she may not be able to poke you as much if you play safe, but she's going to shove the waves and she's going to gank left and right. So that be careful with kill against those types of champions. You don't really want to pick kill into Ahri, not because you're not going to win lane because you're going to be fine in lane, but that Ahri is going to absolutely demolish your team while you are farming. They're going to get tilted.
hellsdevil · patch 7.1e · (17:10)
Open questions (4)
  1. 01Build path (Luden's, Liandry's, Rocketbelt?)
  2. 02~~Rune setup~~ — answered alongside builds above (2026-05-26)
  3. 03Why she's better than Aurora/Mel specifically (not explained on stream)
  4. 04Power-spike windows in 7.1d
02

Tier history

5 entries · 3 sources · 3 patches
PatchSourceRoleTierΔDateNotes
7.1ehellsdevilmidS+=2026-05-19
7.1eroyalmidS+−12026-05-17
7.1ditzstu4rtmidS·2026-05-08
7.1droyalmidGOD·2026-05-08
7.1hellsdevilmidS+·2026-05-08
03

Builds

1 source
WR Metaaggregator statspatch 7.1e
WR51.29%PR4.50%BR0.09%
Items (in order)
Luden's Echo
Luden's EchoAbilities deal bonus damage
  • +85 Ability Power
  • +7% Magic Penetration
  • +300 Max Mana
  • +20 Ability Haste

Discordic Echo: Moving and casting abilities builds Discord. At 100 Discord your next damaging active ability or empowered attack deals 110 (+ 10% AP) bonus magic damage to your target and up to 3 nearby enemies.

2900 gold
Boots of Mana
Boots of ManaAbility Power, Magic Penetration, Mana Regeneration
  • +15 Ability Power
  • +100% Mana Regeneration
  • +45 Move Speed.

Magic Break: +8% Magic Penetration.

Equilibrium: Champions without Mana gain 50% bonus health Regen.

Big Bully: Attacks and active abilities deal 18 bonus physical damage to minions.

900 gold
Infinity Orb
Infinity OrbAbilities deal bonus damage
  • +80 Ability Power
  • +7% Magic Penetration

Destiny: +5% Move Speed.

Balanced: +15 Magic Penetration.

Inevitable Demise: Abilities and empowered attacks Critically Strike for 20% bonus damage against enemies below 35% Health.

Thunderfall: When an enemy champion dies within 3 second(s) of you applying Inevitable Demise to them, a lightning bolt strikes at the spot where they died, dealing magic damage equal to 50-75 () plus 10% to nearby enemies.

2900 gold
Rabadon's Deathcap
Rabadon's DeathcapBoosts Ability Power
  • +100 Ability Power
  • +7% Magic Penetration

Overkill: Increases Ability Power by 20-45%.

3400 gold
Malignance
MalignanceAn item made for Ultimate-centric playstyles
  • +80 Ability Power
  • +7% Magic Penetration
  • +400 Max Mana
  • +20 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.

3000 gold
Crown of the Shattered Queen
Crown of the Shattered QueenBlocks an enemy ability
  • +60 Ability Power
  • +7% Magic Penetration
  • +200 Max Mana
  • +20 Ability Haste

Safeguard: Grant a spell shield that blocks the next hostile ability, reduce incoming damage by 40% for 1s (40s Cooldown).

Poise: AP increases by 20 while Safeguarded. Dealing magic damage to enemy champions using an active ability reduces Safeguard's cooldown by 4s.

3000 gold
Runes
Electrocute
KeystoneElectrocute
ElectrocuteKeystone

PASSIVE: Basic attacks and abilities generate stacks on enemy champions hit, up to one per attack or cast. Applying 3 stacks to a target within a 3 second period causes them to be struck by lightning, dealing them 40 - 194 (based on level) (+35% bonus AD) (+20% AP) Adaptive damage. ADAPTIVE DAMAGE: Deals either physical or magic damage depending on your bonus statistics, defaulting based on the origin of the effect. Cooldown: 20-13 seconds

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Empowered Attack
Empowered AttackMinor · Domination

Every 8 seconds, the next attack will be empowered, dealing 35 - 50 bonus adaptive damage. Ranged champions deal 80% damage.

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Chain Assault
Chain AssaultMinor · Domination

Hitting an enemy champion with an active ability applies a mark to them, causing your next 2 attacks or active ability casts against them to deal 20 - 35 (+5% bonus AD +2.5% bonus AP) bonus adaptive damage. (15 second cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Eyeball Collection
Eyeball Collection

Mechanics not yet captured in the vault.

Transcendence
TranscendenceMinor · Sorcery

Gain a bonus when reaching the following levels: -Level 1: Gain 6 Ability Haste. - Level 5: Gain an additional 6 Ability Haste. - Level 9: After a basic ability hits the target, reduce 10% of the ability's cooldown. (8s cooldown)

Source: wildriftfire.com/rune-list (maintained by iTzSTU4RT, scraped 2026-05-18)

Skill priority
QWE
Spells
FlashFlashIgniteIgnite

Source: [[Sources/web-pages/2026-05-26-wrmeta-ahri-build-7.1e|WR Meta]] · sampling: Diamond / Master / Challenger (Legendary tier).

Situational item swaps (explicit):

  • Protobelt Enchant — alternative to Stasis Enchant, depending on playstyle and battlefield situation

Counters / threats: Twisted Fate, Akshan, Zed (Extreme)

04

Commentary

verbatim creator quotes
royalhand-written· Patch 7.1d analysis (Royal)
patch 7.1d

Scope: This section reflects state as-of patch 7.1d per Royal. May be outdated for later patches — see top-level Tier history. "I don't think they're as strong as the GOD tier mages, which are Ahri and Ryze." — [[Sources/videos/2026-05-04-royal-tier-list-7.1d|Royal, 7.1d tier list]] (04:01) Why she's GOD in 7.1d: Royal positions Ahri and Ryze as the two clearly-better mages above S-tier mages (Mel, Aurora, Kassadin, Vladimir, Gragas). No specific buff/nerf reasoning given for Ahri this patch — her placement appears to be sustained dominance rather than patch-driven movement.

hellsdevilauto· Auto-extracted commentary (HellsDevil, 7.1)
patch 7.1

Generated by /wr-extract from HellsDevil's patch 7.1 video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1 analysis (HellsDevil) sections above. Mid "Um yeah, the balls are quite good right now. Ahri is good. Aurelia is really good as well." (17:51)

hellsdevilauto· Mid
patch 7.1·mid

Um yeah, the balls are quite good right now. Ahri is good. Aurelia is really good as well.(17:51)

hellsdevilauto· Auto-extracted commentary (hellsdevil, 7.1e)
patch 7.1e

Generated by /wr-extract from hellsdevil's patch 7.1e video transcript. Re-running this skill OVERWRITES this section. Promote keepers into your hand-written ## Patch 7.1e analysis (hellsdevil) sections above. Mid "Um he only cannot rotate in mid and he has bad wave clear. So for example, if you're against a good enemy, like a good enemy Ahri, she may not be able to poke you as much if you play safe, but she's going to shove the waves and she's going to gank left and right. So that be careful with kill against those types of champions. You don't really want to pick kill into Ahri, not because you're not going to win lane because you're going to be fine in lane, but that Ahri is going to absolutely demolish your team while you are farming. They're going to get tilted." (17:10)

hellsdevilauto· Mid
patch 7.1e·mid

Um he only cannot rotate in mid and he has bad wave clear. So for example, if you're against a good enemy, like a good enemy Ahri, she may not be able to poke you as much if you play safe, but she's going to shove the waves and she's going to gank left and right. So that be careful with kill against those types of champions. You don't really want to pick kill into Ahri, not because you're not going to win lane because you're going to be fine in lane, but that Ahri is going to absolutely demolish your team while you are farming. They're going to get tilted.(17:10)

05

Recommended runes

creator-cited rune picks
ElectrocuteElectrocuteCross-path keystone · 1 mention
  • "The AD that you buy afterwards. 20% AP ratio. So, electrocute is a very clear burst rune that you're going to take on burst champions. So, you might think of assassins for the most part, and it's currently competing against dark harvest, which is another rune you go on assassins, conqueror, which you go on like assassins that like longer fights, and first strike, which is also a burst rune that amplifies your burst damage, right? Who likes So, when you're think of electrocute, you're not thinking of it in a vacuum, right? Casten likes electrocute but but first strike meets the criteria of electrocute and then does more for you, right? Uh so who wants to go electrocute? What is electrocute better at than first strike? So electrocute has a way stronger early game, right? Because first strike only amplifies your abilities by um right now it's 7% but they keep buffing and nerfing it all the time, but right now it's 7%. So let's say you're playing Ahri for example, right? And your otak second ability otak combo level one will do by itself let's say 150 damage, right? Getting 7% more damage on the 150 damage is like 10 extra damage, right? by electrocute will give you 40 extra damage level one plus 20% of your amplifying tome which is 25. uh you're actually getting 45 bonus damage level one on Ari. So electrocute will give you way more damage in the early game than first strike. So for a champion that wants to trade early heavily like Aurora and like RA which are the most common examples of electrocute, electrocute makes more sense than first strike. My goal with this is to kind of like help you understand the rune choices of certain champions so you can get comfortable building yourself, right? So why why does someone like Synra prefer first strike or comet or why does someone like Ken prefer first strike? Well, number one, Kasan has a hard time procing First Strike in the laning phase, right? Cyn has an easy time procking First Strike in the laning phase, but they prefer it over Electrocute because those champions scale better than Ari and Aurora, and they're more worried about getting to their late game and amplifying their late game burst damage, where Electrocute and First Strike will do similar damage, but keep in mind that First Strike also gives you all that gold, right? So, First Strike is more of a scaling rune that will help you meet your power spikes as well because it gives you gold throughout the game, while Electrocute is more focused on stronger early game trades. And obviously, it'll depend how good Electrocute is versus First Strike because First Strike used to be 9% damage, right? So, even some champions that usually would prefer Electrocute would go for strike. If they nerf or buff electrocute in the future, then maybe more champions will start going uh electrocute. The champions are kind of in between like they're thinking about it. They're like, "Oh, I like first strike now, but if something change, I'm happy to go to electrocute as well." So, that's something you need to consider. Next up, let's look at Dark Harvest." (14:44)
06

Patch notes

mentions of Ahri

No patch-note mentions parsed yet.