Talon is a counterpick. Usually for mid but he can go top bot and used to be able to jungle, maybe he still can i dunno. If you NEED to counter something in particular then go ahead and get talon....
Seeing as countering is never going to be an actual necessity as opposed to a want, you should definitely pick ahri unless you REALLY REALLY want to counter a specific champ. (he doesnt counter ahri but he does keep her from getting out of control)
no bias whatsoever...
Ahri is a mage/assassin but by default you should treat her as an assassin.
read this carefully, ahri scales with summoner skill and failure to understand her team role is failure to ahri
There's too much to put here so I'll put the basics
Her Q is her major farming tool and deals both magic and true damage. It is a skillshot, not one of those ezreal style shots, its slow with a nice hitbox. It can do tons of damage. Despite its looks DO NOT EVER FORGET THAT THIS IS AN AoE THAT HITS TWICE (potentially). Built for damage, she can occasionally autoclear minion waves. Even if you can't deal with the enemy for some reason ahri can push like a boss and get perfect cs for 3-4 waves after pumping a bunch of gold into her magic damage. Remember that a kill is worth 20-35 minions. By default this is leveled first, for both wave clearing and epic pokes, its also her most powerful teamfight skill as it has ZERO DIMINISHING RETURNS, ABSOLUTELY NONE. Her damage output on Q is literally multiplied by the number of targets hit. If you have spellvamp or want to abuse her passive, toss it through the wall from midlane into a wraith camp to get triggers or heal without even leaving the lane. This can hit teemo while he's invisible in lane
Her W hits up to 3 times, each consecutive hit does 50% damage. The three orbs home in on the nearest target and prioritize champions and targets ahri has autoattacked. Each orb has its own detection range so each can easily be sent to a seperate target for full damage to each in teamfights by making sure 3 targets are closest to different orbs. Each orb acts and triggers effects as though it were a single target spell. Some examples are rylais slow and spellvamp. Memorize what the range for this is by eye. There is a delay before they launch giving you a chance to chain into it.
E is a hard CC with a slow attached. It is her longest range spell and can screw ppl especially during ganks. This can also be used to get some cheap cs and level up if you have an emergency for some reason. In teamfights this can be used to disable champs that initiate or to shut down other interrupt champs. Against high priority targets with extremely high damage or rely on lifesteal or a channelling ability for survival (hey there ap yi) this will disable them long enough to destroy them. Fired at point blank this ability probably wont miss unless they perform a extremely pro juke, they will have to blow a flash or something. This can hit invisoteemo and make him visable, this can be used to counter snares and other disables by wasting their time, this can stop channels.
Her ult makes her go fast and far, combined with flash you can just about go from one mid turret to the other. You need 3 targets to maximize damage output. It is not easy to escape from this ult. There are ways but you can do it three times. It repositions ahri and shouldn't just be used for damage, it can go over walls at both dragon and baron and steal both AND get ahri back out of each pit in the same breath. Ahri can push the lane to the enemy tower and will often escape the most fearsome gankers in the game without a scratch. This ability acts like her W in that each charge triggers abilities as though it were single target. Ahri can kite highlander yi with additional bonus movespeed while her ult is up, its that serious. Remember that the damage is good but if you become reliant on the ult you will actually do less damage because of the risks of a low range ult on a mage. You must put a good bit of thought in the risk vs reward when using this for its damage. You can't use this while hard CC'd or snared or rooted. Remember you have 10 seconds to use the extra two dashes. Do things inbetween, don't forget your autoattacks
Her passive gives her 35% spellvamp that can be triggered by the true damage on her Q. It takes about 6 targets to make blowing a Q worth more hp than a W on a single target since it's an aoe.
Her ult gives her a total of 9 charges on her passive. You can also use it for healing, the cooldown is low so don't be so stingy about it sometimes. Dont make a habit of healing off creeps with the ult. Just build hextech revolver if youre that desperate. Her orb will glow green when its active. Because of her passive, on ahri building power = building sustain.
ahri has 550 autoattack range, her autoattack is better than many mages and good for harrassing and farming. It's also great since she may occasionally want to build onhit. Ahri builds lichbane, she has no reason to but you may want to build triforce purely for the strategic value of witnessing her critical attack animation. (its probably more efficient to just view this on lolking or youtube)
mage ahri doesnt focus anyone unless there is an opportunity, she is a true APC. She spends her time pounding as many champs as she can with magic, true damage, interrupts, and repositioning. Like shen or irelia, she can catch up to and pin champs down for combos or like katarina or fizz she can bring drawn out fights to a quick end with her burst combos and CC and bonus damage items.
assassin ahri (default ahri) screws around with champs in teamfights but tries to keep her skills off cooldown earlyon. She avoids CC and damage at all costs. She threatens the enemy in such a way that the enemy cannot afford to abandon its squishies to initiate as hard as it could. Squishies cannot afford to jump into your team and try to pwn, actually as long as you can charm them nobody really can except a few like irelia or jax, but even they are taking a huge risk with ahri around as ahri can drag them out of their intended position.
Currently there is no carry that can build only damage and expect to teamfight safely with ahri around. There is no carry that can escape her reliably. You can only juke her and thats still the summoners fault.
Ezreal cannot flash away
twitch can get charmed while stealthing and lose precious time
fiora can get kited and dragged around
draven is just toast
vayne can be hit while invisible and kited
master yi can be kited and burst to hell regardless of AP or AD
cait is in the same boat as draven
There are more but Ahri can force an extremely dangerous gamestate onto the enemy carry or mage. Ahri cleans up pretty hard. Ahri steals buffs and can **** up a baron/dragon slaying party.
Unlike most, ahri does not HAVE to get shut down in any mid matchup. She does not counter and is not countered by anyone. Her "counters" are considered to be anybody who doesnt take it up the **** the second she hits level 6.
Get boots fast. ahri likes boots, rings, and hats.
/Ahri fancult banner