
Ahri
Hardest matchups for Ahri in Mid (Emerald, patch 16.20):
Singed,
Heimerdinger,
Zilean. Easiest:
Ezreal,
Lucian,
Corki.
Try it in a draftCountersPower curvesIn the tier listWho wins into AhriOn the pro tier list
Ahri on patch 16.22
- Mid51.7%#8 of 91A30,576 games
- Top55.6%#2 of 103S630 games
- steady since 16.21
Ahri’s main role on patch 16.22 is Mid: a 51.7% win rate across 30,576 Emerald games, #8 of 91 Mid champions on the tier list (grade A), picked in 12.3% of games. Ahri is also played Top: a 55.6% win rate across 630 games, #2 of 103. Since patch 16.21, Ahri Mid has not moved by more than chance explains: 0.0 points across 211,299 games in 8 ranks.
Emerald games from every region, as of Nov 9, 2026. The tables below load current numbers. Patch 16.22 tier list
Solo queue
Open in the tier listPatch 16.20, the current one
| Lane | Grade | Win rate | Games | Picked | Mains |
|---|---|---|---|---|---|
| Mid96% of its games | A | 51.1%51.1% raw ±0.4 | 72,699 | 10.3%3.3% banned | 51.8%50.2% first time |
| Top2% of its games | S | 52.8%54.3% raw ±2.3 | 1,869 | 0.3%3.3% banned | 52.3%49.4% first time |
| Support1% of its games | C | 47.5%44.7% raw ±3.3 | 876 | 0.1%3.3% banned | 50.4%47.1% first time |
| Bot1% of its games | too few games | 49.6%48.7% raw ±4.6 | 448 | 0.1%3.3% banned | 50.7%47.2% first time |
| Jungle0% of its games | too few games | 49.5%34.4% raw ±17.3 | 32 | 0.0%3.3% banned | 51.6%46.9% first time |
Matchups
Every matchupHow to read this
Ahri’s win rate against each champion picked into it in the lane opposite: its hardest matchups, then its easiest. The small number is the matchup’s own effect on Ahri, the part not explained by either champion’s strength.
Hardest for Ahri
Lane leads and team bans
What Ahri’s team bans
Champions a team bans more often when it has Ahri than the other team does in the same games (539,801 games). The other team banned before Ahri was picked, so the gap is the ban spent because Ahri was coming — a sign players see these as counters. Riot does not say which player cast a ban, so this is the team’s choice.
Builds
Every buildHow to read this
How Ahri is built in this lane, most common first, with the items those builds finish and how they win.
- AP burst


53.1%63,398 games - AP sustained


51.8%7,127 games - Mana stack


51.8%41 games - Enchanter


52.7%22 games - On-hit


52.9%2 games
Runes and summoner spells
How to read this
How Ahri does with each summoner-spell pair, keystone and minor rune in this lane, at the rank and region above. These are the win rates of the players who made each choice, not the choice’s own effect: a page is recommended only when a real share of players runs it.
77,605 games · patches 16.20, 16.21 · Sep 10 – Oct 21
Every option, with its numbers
Summoner spells

Flash + Ignite51.9%53,452 games · 69% pick rate · the usual choiceRecommended
Flash + Teleport49.3%22,683 games · 29% pick rate · same players: −1.7 pts vs the usual
Keystones

Deathfire Touch + Domination51.4%7,032 games · 9.1% pick rate · same players: +1.6 pts vs the usualRare: not recommended
Electrocute + Resolve52.3%4,800 games · 6.2% pick rate · same players: +0.9 pts vs the usualRare: not recommended
Electrocute + Inspiration50.4%3,938 games · 5.1% pick rate · same players: +0.5 pts vs the usualRare: not recommended
Electrocute + Sorcery51.0%58,740 games · 76% pick rate · the usual choiceRecommended
Minor runes with Electrocute
Taste of Blood50.9%94% take it
Sudden Impact53.8%3.7% take it
Cheap Shot53.2%2.2% take it
Grisly Mementos50.9%89% take it
Sixth Sense52.7%9.4% take it
Ultimate Hunter51.1%99% take it
Manaflow Band50.9%95% take it
Scorch51.9%19% take it
Transcendence50.8%81% take it
Gathering Storm52.3%2.3% take it
- Attack Speed51.0%94% take it
- Adaptive Force53.5%5.3% take it
- Adaptive Force51.0%97% take it
- Move Speed54.4%2.5% take it
- Health52.4%20% take it
- Health Scaling50.8%79% take it
These numbers describe, they do not prove. Each rate is Ahri’s record when its player chose that option, pulled toward Ahri’s own rate by 100 games of prior so a small sample cannot look like a discovery. An uncommon page often wins more because experts run it, and they would win on any page, so only a choice taken in at least 10% of games can be recommended, and spells and keystones are ranked by how the SAME players do with them against the usual choice, not by the raw rate; rarer ones are listed with their numbers and labeled. The build line (opening buy, the two key items in the order they are finished, boots or the support upgrade) is advice in the same sense: how Ahri does when built that way.
The learning curve
Champion pool
On a first game Ahri wins 48.5%; in the hands of players with the most mastery on it, 52.1%. That gap ranks it 132 of 173 for how much practice pays. It crosses 50% at about 54K mastery points.
Pro play
On the pro tier list
Ahri in the major leagues and international events this season, across 3,434 games: its record, how often it is picked or banned, whether it is taken blind or saved as a counter, its lane at 15 minutes, and the best pro on it.
| Lane | Win rate | Priority | Blind / counter | Lane @15 | Best pro |
|---|---|---|---|---|---|
| Mid | 53.0%255W 208L | 21%21% in any lane | 54% counter | +119 gold | — |
How much knowing Ahri pays
Players on their Mastery band win 3.6 points more on Ahri than first-timers do: #132 of 173 champions for how much mastery pays.
At 300k+ mastery points, Ahri players win 52.1%: #103 of 173 champions for where mastery ends up. The curve is still rising there: its fitted ceiling of about 52.9% lies beyond the data and is an estimate, not a measurement.
Dots are the six mastery bands, placed at their mastery points. The line is the best-fitting curve that rises and levels off.
This is not a promise about your next game. Players do not reach a mastery band in a random order, and a champion someone loses on tends to get dropped before it reaches the high bands — so the right-hand side of every curve is partly survivors, not only practice.