阿狸的Essence Theft grants her more spell vamp than 莫甘娜的Soul Siphon even at max power, but is less consistently available. This gives her high sustain but is subject to mana constraints, since she only heals at best every 4 spells, assuming she achieves max stacks with all 3 charging spells. This is helped by most of her spells being potentially multi-target in some way.
However, against a single target Fox-Fire will return more health, since each of its fires are single-target spells which gain the full effect from Spell vamp.
If Ahri has Magic Pen Fox-Fire will return more Health than Orb of Deception against minions, provided that Fox-Fire hits three seperate targets and Orb of Deception hits 5 or less minions. Orb of Deception must hit 3 or less targets for Fox-Fire to heal more if its damage is done to a single target. In addition as Ahri's Ability Power increases, this continues to shift in favor of Fox-Fire . This is due to the fact that AoE Spells will proc only 33% of Ahri's Spell Vamp, and since Fox-Fire is treated as three single target spells this limitation applies only to Orb of Deception.
Ahri is somewhat more durable than most Assassins, especially late game.
Fox-Fire will target the nearest three enemies(prioritizes champions), but if a single enemy is in range, it will take all the charges of Fox-Fire.
Consider leveling your damage spells Orb of Deception and Fox-Fire over Charm; this will make you a primary source of damage mid-game, although the lower CC time is a noticable loss.
Initiating with Charm will allow you to maximize your damage, as the target will be unable to dodge Orb of Deception and they will take the brunt of Fox-Fire's damage.
Charm can be very effective for leading enemies into or out of turret range.
Orb of Deception is a boomerang skillshot meaning you can move while the orb is returning and it will change where the orb will hit. Spirit Rush can help you to lead the orb's return.
If you hit an enemy with Charm and then leave its area of vision, for example by walking into a brush, it will no longer follow you until you get into its sight again. The slow persists in any case.
Though Spirit Rush itself is only one spell, each dash will reset the cap of Essence Theft, making it possible to gain up to 9 charges with it.
Casting Fox-Fire directly before you dive into a fight with Spirit Rush guarantees to proc Essence Theft at least once, no matter how many charges you had when starting the combo, provided you hit the maximum number of targets with each spell.
Ahri's Charm slows enemies significantly as they walk towards you. This allows you to escape by landing a Charm on an enemy who is chasing you and running away and also allows for kiting.
Spirit Rush is a great way to deal damage and position yourself for your skillshots. However, you should save it for ganks during the laning phase if you do not know where their jungler or teammates are.
In the early game, Spirit Rush is great for finishing off running champions, especially in mid lane, as you can usually turret dive safely since the skill can be used three times before going on cooldown.
It is best to save the last spirit rush for escaping from turret range if it is used for turret diving.
Spirit Rush's cooldown is fairly reasonable, and will be available in most team fights. It is also great for escaping, as it can also be used to jump through thin walls.
If you're having trouble landing your Orb of Deception, consider throwing it as a kiting maneuver, waiting for the enemy to step into it rather than trying to poke them.
Using Spirit Rush all at once may not be the smartest choice in a fight. Try saving them using them to chase down stragglers, run away, and to turn the fight with another quick burst to the right champions.
Your Charm and Orb of Deception have a considerabily long range, to stay safe in a fight try to consider poking at them through a wall.
If you poked at them and damaged them enough to kill them, using your Spirit Rush and Fox-Fire to jump walls and deliver the finishing blow may help you secure a kill hardly detected until it's too late.
Abyssal Scepter helps Ahri greatly as she will be close to the enemy team in many fights, however, since the nerf on Abyssal Scepter 's range, it's magic resist aura may be less consistent, as many of her spell's range exceeds the 700 range aura.
Keep in mind that using these abilities efficiently requires Ahri to get close to her enemies. In such a case it is recommended that you build defensive items like Rod of Ages, Zhonya's Hourglass and Abyssal Scepter which will make it possible to stay in combat much longer.
Since Spirit Rush's Essence Bolt range is the same as Ahri's auto-attack range, she can deal high amount of burst by dashing towards an enemy and immediately auto-attacking them to proc Lich Bane's passive without getting into melee range.
All of Ahri's spells can be avoided with proper positioning or juking. Her Orb of Deception and Charm spells are line skill shots that move fairly slowly so you can step to the side to avoid them. Her Fox-Fire and Spirit Rush spells target the 3 closest enemy targets, but do prioritize champions in a smaller range, staying behind minions, tanks, or your team can help you avoid some or all of the damage or make Ahri risk putting herself in a bad position if she wants to damage you with them.
Buying health can help you to survive against her true damage.
Always remember to move away from her Orb of Deception path after she uses the spell as the orb will return to her and deals true damage to you.
Take cover behind minions when engaging her in order to avoid her Charm.
When Ahri uses her Fox-Fire, take cover behind minions so the spell will only hit you once.