Making Ahri a risky Mage
Alright, so Ahri is no longer going to blow people up from 100-0% with the Charm nerfs, but she's going to need more than movement speed to function as a mage. While she'll still have assassination patterns, she also needs something to help her out in a traditional team-wide damage that a mage can bring out so let's have the following.
-Foxfire damage increased to 60/90/120/150/180 (+.5 AP) multi hit damage reduced to 25% from 30%. -Foxfire cooldown now starts on cast rather than when fired.
This preserves some semblance of Assassin Ahri and is a major buff to Mage Ahri, and you have a lot of time to react unless she catches you out (like any other mage.) The AP ratio and base damage is unnerfed to slightly below pre amplify Charm. The main things here are that A) When all three Foxfires target different champions, it deals quite a bit of aoe damage, but Ahri has to space herself so that they actually fire off like that. B) Ahri can prep an assassination attempt. She can preemptively cast Foxfire, wait a bit, then dive you and immediately recast foxfire. You've got time to react before the double foxfire dive and literally any minions in the way will cause the first foxfire to fail to hit you.
And
-Spirit Rush AP ratio from (.3AP to .4 AP) -Spirit Rush number of bolts per dash increased from 3 to 5.
The first portion unnerfs Spirit Rush to pre amplify levels. The second change is for those huge risky plays. Ahri can now dive the entire enemy team and deals major damage if left unchecked, but is reliant on her new movement speed to not get blown up afterwards.
So Ahri now has the option to play and succeed as a high risk/high reward mage with a distinct pattern that makes her different from any other mage. You want people who can go in with her and cover her rather than peel supports that other long range mages tend to favor. So yes, Leona is now one of Ahri's favorite supports outside of that movie.