Ahri - Assassin rework ideas

Sexx Haver·8/9/2016, 7:34:35 PM·2 votes·947 views

Ahri has been one of my favourite champions in league since I started playing but if you'll looking at changing her these are some of the things I'd like to see.

Passive - Essence Thief (Hopefully Replaced) I feel that Essence Thief is a good passive but I feel that Ahri's Passive should be something slightly more offensive. Essence Thief gives Ahri too much safety in my opinion since you can proc it on 2 Q's on a wave of minions and the heal used on a full wave of minions is ridiculous (I remember being super fed one game and healing myself for over half my health with one Q) It just seems like a weird ability to have on an assassin. (These are my ideas for good passive changes for Ahri based on how I feel she should play and the character she is from a design aspect) (Also somewhat based on her aesthetic) Passive - Playful Movement (Crappy name but I tried) (Ends up being more of a passive based around skirmishing, only really useful in early game/laning phase or when fighting bulky enemies) Ahri moves around enemies playfully quickly building up power in her orb making her next auto attack deal damage equal to 2/4/6/8/10/12/14 (increasing at levels 1/3/6/9/12/15/18) percent maximum health as magic damage. Charge - Charges up stacks much like Yasuo's flow but based on your movement speed within 550/900 units of an enemy champion. These stacks will only build up when moving within this range then will decay after 2 seconds of not moving or instantly after leaving the range. (With in 550 I would suggest the higher damage value since it puts Ahri in a lot more danger giving that high risk high reward playstyle that people love about assassins also it seems like a good range since you'll have to be inside auto attack range to utilize it) (And the lower value would obviously be the 900 range since it would be building up while you're outside of you're own spell range)
Damage - 1/2/3/4/5/6/7/2/4/6/8/10/12/14 (+2% per 100 ap) Lock out - 5/10 (5 seconds for the closer combat passive making it so that theres a decent time between each attack. The lock out won't have a very big effect in the end though since most stacks will be gained using Q. This will end up giving her a stronger laning phase at the cost of being very aggressive meaning she will be poked down hard by a good player. This could also cause hard Ahri lanes to be slightly harder for Ahri, for instance against a Zed to maximise your damage you'd have to use this passive but he would easily be able to poke you at that range at level 2 or 3) The main reason why I like this as Ahri's passive is that it makes kiting a much more crucial part of her kit, it also makes using the movement speed given by using her Q mainly the short burst of speed to build up stacks quickly. Also it comes back to the skill of auto spacing since I would like to see Lichbane as a core item on Ahri. Something that I like a lot about this passive with Lichbane is getting in to range of the enemy, Q'ing to get the movement speed to build stacks quickly, auto'ing to get the Lichbane proc, then charming to get the extra damage then activating W to get the Lichbane proc and passive proc. That just seems very satisfying to me since a lot of it is based on timing to deal as much damage as possible. On a completely irrelevant note it could make her a strong skirmisher opening her up to new build paths making it possible to take her to other lanes. (Sorry for so much of that being off topic but I'm just wanting to explain how it all works in my head) (Another idea I had was) Passive - Playing with Fire Ahri thrives in danger of combat. Ahri gains a stronger will to fight as the odds stack against her making her deal more damage as her health depletes. After killing an enemy Ahri healths herself for a percentage depending on how much health Ahri is missing. (Essentially just a health exclusive dangerous game) Damage - 0/5/10/15/20 percent extra damage to champions Health - 100/80/60/40/20 percent max health Heal - 0/0/0/7.5/15 percent max health This is another case of the high risk high reward playstyle making those who take risks and know the power of their champion much more successful.

Q - Orb of Deception I feel that Ahri's Q is in a very good position but if you were to give the flat 20% back to charm the nerfs I would suggest would be: Base damage down : 40/55/80/110/130 Cost : 65/75/80/85/90 Movement Speed : 180 to 80 over 0.5 Less damage to minions and monsters : 75% to minions and monsters

W - Fox Fire (Replaced) Personally I am not a fan on Ahri's current W since it is very rng based in my experience, it just seems unreliable for such a smooth well made kit. It has proven to be a very difficult to think of something to fill this spot, but I feel that it would be better to have something that complements the kit while also adding to the high risk, high reward playstyle. W - Essence Bomb Ahri gathers Essence from enemies hit by her spells. This essence is then stored in her orb stacking up to 10 (1 stack per enemy champion hit by a spell, can get 2 from the same Q) Passive: Ahri gains a small amount of movement speed and ability power per stack Movement speed per stack: 0.2/0.4/0.6/0.8/0.1 percent Ability power per stack: 0.1/0.2/0.3/0.4/0.5 percent Active: Ahri slams her orb in to the ground releasing all essence dealing damage and slowing in an area around her. (Range, damage and slow scale with how much essence was used) Range per stack: 150/200/250/300/350 ect. ect. Damage per stack: 5/10/15/20/30 ect. ect. (AP scaling 60%) Slow: 5/10/15/20/25/30/35/40/45/60 percent Cast time: 0.5 - 1 second Cooldown: 30 seconds at all ranks I feel that this ability will complement her kit rather well by giving her more stick potential due to the slow not that she really needs it. It's just more of the high risk high reward in the sense that to use it to it's full effect you will have to jump in to thick of it to get the slow. It also offers decent AoE damage on top of her Q just making her better in team fights and also in a 1v1 using this ability Ahri will be able to run circles around enemies even more effectively. It also puts you in the position of deciding wether its better to keep the free stats or to scrap them for the utility slow and damage. While I said earlier that I don't like Ahri's current passive I do like that mechanic of it but not that it works on minions, that's why it would be good for it to only stack from hitting a champion. While this is far from an assassin ability it's something that I feel will make her kit stronger and be much more reliable then Fox Fire. This Ability will also synergies with my idea for the passive giving the base movement speed to stack it or slowing your enemy to stick to them and use the passive to it's fullest potential while still being the spell spamming fox lady. I decided to give it a large cooldown due to the raw damage it can put out but also since you should be looking to fully charge it before use, but while it's on cooldown the passive part of the ability will still be active so consistence DPS will mean those free stats will always be up for a good player.

E - Charm Honestly all I want Riot to do to Ahri is revert all the charm nerfs. It's her main unique feature and it's be nerfed to a husk of what it used to be. Please revert the nerfs and maybe increase the mana cost or cooldown even make it a thiner hit box so you have to be extremely careful with it. I guess I'd prefer if she had the percent extra damage, maybe to make it more of a healthy ability with the percentage it could scale instead of the 20% base it would be like 4/8/12/16/20 or 5/10/15/20/25 percent, this would make her damage skyrocket at 18 though seeing as generally charm is maxed last but this could also help Ahri stay relevant from behind with a charm max rather then a W max, making charm a stronger utility max rather then the damage maximising w. The ability to stop dashes should be reimplemented since it is hard to pull off anyway giving another layer of personal skill. The percentage damage could add somewhat of an reliability on the charm leading to somewhat of a risker playstyle. This would also make her more skill based by making her very reliant on her charm. This could be compensated by the nerfs mentioned prior or by doing some minor base damage nerfs to her other abilities or lowering her scalings a little bit. Also I just really want these changes since I feel charm is Ahri's bread and butter ability. c:

R - Spirit Rush Another healthy seeming change to Ahri would be to lower the base damage and scaling on her ultimate and replacing it with a recharge system much like Akali's current ultimate, this would make her (I feel) a lot more reliable from behind giving her slightly more survivability at the lose of damage. I can see how this could cause some problematic gameplay by highly rewarding skilled players with the ability to auto attack space, skilled players would just be able to rush a Lichbane and deal huge damage with autos and clean spell rotations (Also including the 20% extra magic damage) but in that sense it will making Ahri more based on personal skill to use her to her full potential. To compensate for these changes I would suggest a large cooldown something like 30/25/20 making her safe but not too safe making your decision making more a crucial.

Hopefully some of these suggestions will be taken in to consideration. Yours sincerely Champion of the fisting festival.
(I apologies for any mistakes I'm a dyslexic so they're bound to happen) (None of this was written in order so there is bound to be a lot of holes in what I say) Ahri

3 Comments

Linna Excel8/9/2016, 7:57:58 PM4 votes

I'd rather riot not touch Ahri right now as she's fine.

heckin dead8/9/2016, 8:06:23 PM1 votes

im pretty sure ahri is a mage anyways. they already did a mage update

Astôlfo8/9/2016, 8:10:29 PM1 votes

She's not an assassin.