Ahri

Ahri

Support Sleeper

Poke-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:

Q Orbe Engañoso E Encanto W Fuego Feérico

The ultimate (R) is always leveled at 6, 11 and 16.

Level 123456789101112131415161718
Q QQQQQ
W WWWWW
E EEEEE
R RRR
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

  1. Athene's Unholy Grail
    Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists.
  2. Sightstone
    Sightstone Support item granting free ward charges to control vision.
  3. Deathfire Grasp
    Deathfire Grasp The classic burst item: AP + active that deals % target-health damage and amplifies your next hit. One-shots.
  4. Sorcerer's Shoes
    Sorcerer's Shoes Boots with magic penetration.
  5. Rylai's Crystal Scepter
    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.

Marks (red) Magic penetration ×9
Seals (yellow) Armor ×9
Glyphs (blue) Magic resist per level ×9
Quintessences (purple) Gold per 10 (GP10) ×3

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

Flash Flash Exhaust Exhaust
Lane
Support
Original role
Mid AP

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