Core identity
Ahri is mainly played as Mid. Its clearest strength is very high pick and roam capacity..
Ahri is mainly played as Mid. Its clearest strength is very high pick and roam capacity..
Take the priority via Q, save E for the jungler.
Ahri becomes easier to punish when dependence on e: no charm, reduced threat.. From the opposite side, the page also highlights this answer: Warder the sides to limit his roams: Ahri snowball with off-lane picks.
Rが解放され、サイドレーンでの即座のピックポテンシャルが可能になる。
強力なテンポコントロールを可能にする、ポークのスパイク。
魅了したターゲットをワンショットできるダメージ閾値。
Poke/clear lane and roam windows after 5.
Seeks a pick before objectives; plays vision and angles of Charm.
Pick on carry isolated or peel for your backline with E.
Take the priority via Q, save E for the jungler.
Synchronize your roam windows with your jungler, force 3v2s on the sides.
Plays front-to-back; engages only with vision and loads R in reserve.
More R loads and better control of engagement/withdrawal.
まずチャーム(E)を使い、敵が動けなくなっている間にフォックスファイア(W)とオーブ・オブ・デセプション(Q)が全て当たるようにする。フォックスファイアはチャームされた敵を優先する。
接近する前にフォックスファイアを発動し、チャーム、Qでバースト、その後スピリットラッシュで位置取りを変えるか、敵を倒しきる。
最大限の奇襲のために、チャームの射程外にいる敵にFlashを使って距離を詰める。
アルティメットチャージを1つ溜めた状態で突入し、バーストした後、2つ目のチャージで離脱する。
Ahri is generally played as Mid. The first objective is to take the priority via q, save e for the jungler.. Its biggest edge comes from very high pick and roam capacity..
This page highlights the moments where Ahri can force clean trades, rotations, or objective setups. In practice, the champion is strongest when its cooldown cycle is respected and the fight starts on its own terms.
Ahri can be punished when dependence on e: no charm, reduced threat.. A practical answer listed here is: Warder the sides to limit his roams: Ahri snowball with off-lane picks.