Ahri
Support SleeperPoke-Burst Support Ahri
How to play this build
In lane poke with Orb of Deception on the way out and back, and save Charm (E) to lock the ADC's all-in. In fights land a key Charm (E), follow with Orb + DFG to delete the carry, and use the three ult dashes to get in and out safely.
Strengths
- Charm (E) secures the all-in: if it lands, your ADC has a guaranteed kill.
- With DFG + Orb of Deception you do support burst that deletes the enemy carry.
- Spirit Rush (R) gives three dashes to position, dodge and chase.
- Constant zoning with Orb and Fox-Fire without exposing yourself.
Weaknesses
- Everything hinges on Charm (E), a skillshot: if you miss, your engage falls apart.
- Fragile as a poke support: if you're caught, you fall.
- Without R up, you have little mobility to escape a dive.
Key combos
- Charm (E) to lock the target → Orb of Deception (Q) → Fox-Fire (W) → DFG to finish; use R to reposition and chain.
Matchups
You beat
- Immobile bot lanes you lock with Charm.
- Escapeless squishies who don't survive your combo + DFG.
Trouble vs
- Engage supports who punish you before you land Charm.
- High-vision comps that see your poke coming.
Game plan
In lane, poke with Orb and zone with Fox-Fire. Look for Charm on the enemy ADC or support to open the all-in with your carry. Save R to reposition in the fight, dodge engage or close a kill. Mind your fragility: don't throw Charm away.
Quick tips
- Don't waste Charm for the sake of it: it's your only engage tool.
- Keep one R charge to escape a dive, don't use all three to enter.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Max Orb (Q) first for the constant poke a support needs; Charm (E) second to lower its cooldown (your key CC). W stays at 1 point.
Items and what they do
-
Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists. -
Sightstone Support item granting free ward charges to control vision. -
Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots. -
Sorcerer's Shoes Boots with magic penetration. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything).
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen marks, MR/level glyphs, flat AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 9/0/21 — Utility (mana regen + movement)
- Why this page
- 9/0/21 prioritizes mana regen and mobility to sustain a support's constant poke.
Summoner spells
- Lane
- Support
- Original role
- Mid AP