Ahri's Vision
Welp, I just think it's wonderful how everybody's like "AHRI...OP" or... "AHRI... SUX". It's just nice to see Ahri comments, especially since she was so quiet in season 3- of both negative and positive comments. Anyways, I feel like both sides have a right to say what they're saying. (Players of Ahri and Riot). It's like a whole Ahri revolution! (or Renaissance!) I was thinking.... Why can't Ahri be both? (A mage and an assassin.) Few things I've realized is that Ahri's Q is like LeBlanc's W every 5 seconds or something like that. It's crazy.... But at the same time, she's not the best in teamfights in terms of picking out the squishies or lowlings (I'm not talking about DFG+Charm amp damage level here, just general picking out health lowlings.) Her overall kite and "mage-iness" is crazy, whereas her assassin side just kind of died out completely. I was thinking, why not place Ahri's mage and assassin side to her passive? This is just a thought, but to ever reach a perfect balance of mobile mage assassin for Ahri, and limit her powers, it’s to utilize the passive. Once again, here is just a thought of how we can approach Ahri: Passive: Ahri is unaffected by CDR. Instead, the CDR she receives, she will convert into movement speed. Changes 1% of CDR to 0.35 movement speed. Ahri also stacks up passive every time she lands abilities. At 9 stacks, her next ability will gain a bonus effect (whether she lands the ability or not!) and Ahri gains +40 (5% of her AP) movement speed for 1.5 seconds when she reaches 9 stacks (this movement speed bonus stacks with other movement speed bonuses). Ahri's next ability will heal her for (1% of her movement speed) + 3 + (Ahri's level) (+ 8% AP) for each enemy hit (if she hits a target.) Ahri will gain 2 Essence Theft stack whenever she gets a kill and half of that (1) when she gets an assist. When she gets a kill, all her abilities' cooldown is reduced by 1 second, if she gets an assist, her abilities' cooldowns are reduced by 0.5 seconds. I just thought that the passive was a nice way to play around with Ahri so that she can taste a bit of a more “mage-y” side of her or a more “assassin-y” side without overpowering the game and snowballing hard, and to play her with apt and volatile-manner so that she can fulfill both roles IF played correctly at the right times and needs. Also, since Ahri's early game is nerfed, I thought that she could use more sustainability and a careful playstyle. (Nevertheless, she can still pick up kills with her passive when times arise.)
- Orb of Deception (Q):
Cooldown: 8 seconds
Mana cost: 50/55/60/65/70
Deals: 40 / 65 / 90 / 115 / 140 Magic and True Damage on the way out and back.
AP ratio: 30% AP. 60% in total.
With passive effect: Ahri gains a burst of movement speed when her orb is traveling. (+195-80 mvt speed), it will deal 35% of Ahri's AP instead of 30%, and Orb of Deception's cooldown is reduced by 0.5/1.5/2.5/3.5/4.5 seconds (depending on the ability level) and deals 2/4/6/8/10 more damage on the way out and back. Thus, a total of 4/8/12/16/20 more damage.
(Can gain 2 essence stacks in total)
Currently, Ahri’s Orb of Deception (Q) is CRAZY. It’s serves as a great utility tool, to push lanes, and deal tons of damage at a safe range. Not to mention the fact that the Cooldown is very affordable. It was too rewarding for a simple cast of Q to give her a crazy amount of movement speed even if she did not land it on any unit, thus I thought that she should only have more mobility once in a while. As a roadblock from Ahri to reach crazy Orb of Deception, I thought that a flat 8 second Cooldown serves her a good mobile mage assassin, not a mobile Cassiopeia’s Q. Even the movement speed chance is reduced so that she’s not a crazy Fox girl roaming around the map recklessly. (I have seen many Ahri’s with reckless positioning- which in those cases the movement speed helped them to reposition tremendously. I understand that the movement speed bonus is to help Ahri position since she’s all about positioning, but I feel like it just went a little bit overboard where she was almost invincible in terms of mobility and repositioning. It gave Ahri players a sense of carelessness for positioning correctly in the beginning to the end, they position terribly since they know they can reposition at any times when their Q is off Cooldown which defeats the purpose of Ahri’s aspects of clever positioning. Especially, the Q+ Rylai’s!! Now, she can only use her movement speed when enemies are nearby, since she needs the charge of her passive, resulting in the fact that wards, map awareness, and clever positioning is going to come in handy- which should always come in handy.) The passive and range should still allow her to be a super-kite mage. However, her power at pushing lanes and poking enemies should be reduced, however still efficient enough to do the job because it seems like at the moment Ahri's Q aids Ahri in every single way and every single aspect of the game. Especially her "poking" powers at the moment, because one Q with about 100 AP at level 7
8 deals about 30% of the enemy's health, or more, and I'm not sure if that's exactly "poking". At about level 13 with 150200 AP, it deals about 40% health, and since all Ahri players get Morellonimonicon, it gives 23% CDR with masteries, thus making Q at cooldown to about ~5 seconds, allowing her to squeeze in one more Q and charm with W which is practically a kill. Not to mention her Q gives her mobility at the same time, making her an even harder champion to catch. Maybe the rework went a little bit over the line.... It's great, but just a little bit too much. - Fox-fire (W): Cooldown: 4.5/4.0/3.5/3.0/2.5 seconds Mana cost: 40 Deals: 20/45/70/95/120 magic damage AP ratio: 47% AP. 75.2% in total. For every third cast of this ability that SUCCESSFULLY landed on an enemy, per Fox-fire hit will give Ahri (+15 movement speed)+ (9% of her AP) that can stack upon each other to a total sum of (+45 movement speed)+ (27% of her AP) for 1 second. With passive effect: The cooldown of the spell is reduced to 1 second. If the 2nd cast of Fox-fire (after the one that gained the passive effect) hits the same target as the previous Fox-fire with passive did (ALL 3 of them), it will mark the enemy champion and will deal: 15/21/32/41/80 + 37%AP instead. (2nd and 3rd Fox-fires dealing 30% of their damage to the same target.) The Fox-fire with passive effect will give bonus movement speed regardless if it is or isn't the 3rd cast of Fox-fire. The Fox-fire with passive adds a stack to the accumulation of "3rd Fox-Fire" passive. (Gains 1 essence stack- the first Fox-fire will stack the passive) I thought that it was cool to make Ahri’s W lower in terms of Cooldown. This gives Ahri chances to make more risks and earn her reward fairly and squarely- since it does less damage than before and the range is shorter. The bonus movement speed should give Ahri more mobility, but not crazy foxy girl high on mobility, and should help Ahri reposition and spam her abilities in teamfights but not get in too much of a danger. As for the passive, it should make Ahri play more riskily if she wants to go more assassin-wise since she has to wait that 1 second in order to cast it again. Especially in teamfights, if she wants to pick off weak targets, not only does she require clever positioning, yet get near enemies, but she will also have to wait that 1 second to cast it again making Ahri a much more harder and rewarding champion play. If she can’t pick off low health targets with her charm due to blocks, she must afford to risk in and go near the enemy. It should also allow Ahri to play in a more mage-sense and take risks as well to go near champions for Fox-fire to target champions. The mana cost for her Q and W is also reduced because as you can see, her W has a very low cooldown, thus she's going to have to constantly spam it since that will be most likely the only spell that will always be available to her on the spot. Also, Ahri's playstyle should be less safe if she wants to do much, however she can still kite, if one knows how to play her well, especially due the movement speed buff on her W as well. Also, if Ahri gets a kill, she can get very aggressive in teamfights by constantly spamming her W thanks to that 1 second cooldown reduction, making her an almost assassin playstyle in terms of constantly taking risks to deal damage, but at the same time, still a mage since her abilities can't burst down anyone 1-0. However, at the same time, she should learn to know her limits since her Fox-fire doesn't give her mobility every time, thus she should know when to go in and when to not.
- Charm (E): Cooldowns: 9 seconds Mana cost: 90/100/110/120/130 Deals: 60/95/130/165/200 magic damage AP ratio: 65% AP On cast: If Charm lands on an enemy champion, Ahri will gain a bonus movement speed based on the amount of movement speed the enemy champion lost by charm + (0.1 of Ahri's AP) that decays over time based on Charm's duration. Marks the enemy for 6 seconds. During the 6 seconds, Ahri can auto-attack to proc and deal additional magic damage of 15% of damage she dealt during the 6 seconds (excluding the damage of charm). Landing charm reduces the cooldown of charm by 1 second and successfully killing champion that has been charmed within 6 seconds further reduces the cooldown of ALL abilities by 1 second or getting an assist on a champion results in half of the effect, thus 0.5 seconds on all her abilities. With passive: Charm will deal additional (+20) magic damage. Charmed enemies will be dealt with more damage from Ahri depending on the % of missing health IF they are below 50% Max. health. Per 1% of Max. health missing, they gain additional 0.35% amplified damage from Ahri for 6 seconds. Ahri cannot proc-auto to deal additional 15% of damage dealt to the enemy charmed with passive. (Gains 3 stacks of Essence Theft) Ahri’s Charm has a cool auto-proc side where it aids her in helping her get kills early in game making it truly a kiss of death (since her abilities deal fairly low damage early-game) also, it should restrain Ahri from being a split second assassin, since she will rely heavily on landing Charm and auto-attacking to proc the passive, making her a less bursty mage that deals damage in a split second as her Charm's auto-proc passive requires her to accumulate her damage over time. Her passive is to aid her in teamfights when picking off champions that have low health when she sees as chance. It requires her to cleverly position in order to land charm and pick off targets, if she can, and as she was introduced to be (because at the moment, she has no “picking-off-target” strength.) Also, I thought that adding a movement speed buff to Ahri was a thought of choice because since Ahri does not have the luxury of Q's movement speed buff, it requires Ahri players to land charm in order to gain movement speed because it just seemed like after the rework, Charm seemed to loose its importance of landing it. (only in necessary situations where she was using it to survive or engage teamfight, but in laning phase, it seems like she just needs to land her Q rather than both her Q and her E.) Also, the Charm's mana cost is much higher making it even more important to land it to make every mana count.
- Spirit Rush (R):
Cooldowns: 110/85/60 seconds
Mana cost: 100
Deals: 60/100/140 per dash
Total damage: 180/300/420 magic damage
AP ratio: 25% per dash.
AP ratio in total: 75%
With passive: When used with passive, Ahri can dash 3 times within 16 seconds and gains a buff within those 16 seconds that boosts her movement speed by (+5%), 5%/10%/15% spell vamp (depending on the ability level) and per dash deals a bonus +20/35/50 magic damage, Ahri will gain bonus +1 essence stack per ability she uses within the time period. Ahri will still remain these bonuses even if she used all dashes, however she will lose 2 seconds of this buff per dash (excluding the first one.) If Ahri reaches 9 stacks of Essence Theft in midst of spell barrage of Spirit Rush and has already used the passive on Spirit Rush, she cannot dash (R) until she has used the passive elsewhere.
(Can gain max. of 1 stacks of essence theft per dash)
The passive for this ultimate is the super-kite Ahri. Although the ultimate does not do as much damage as it did before, it shouldn’t be too tremendous. It still requires Ahri players to deal damage with the ultimate and get near them instead of using it as a mere mobility ability. The goal of Ahri when she uses her passive + ult should be to gain as much stacks as possible and when 9 stacks, use it for something depending on the situation and continue to kite and try to deal as much damage as possible. The thing is that an Ahri should know when they will reach 9 stacks and have an ability in mind to use so they don’t reach 9 stacks and have no other ability to use other than Spirit Rush, because then they will be stuck with nothing- which is the challenge.
Overall, Ahri is a lot harder to play since her kit plays around her passive along with situations and landing abilities in order to be a successful Ahri. However, in return, she is much more versatile and shouldn’t have too much mobility or too little- or too much burst.
These new changes should make: ....
-Ahri's New Q shouldn't make her a super poking champion, or super pushing, or super mobile, or super safe, just the right amount of each.
-Ahri's new passive should allow her to re position to aim her abilities in different angles, juke, and lure enemies around thanks to the movement speed buff
-Ahri's new passive and their unique purposes make Ahri players at pressure to decide when to use them and how and what to not use to save for the passive. It's a gameplay decided wholly on decisions. Her W and R damage got nerfed, however her E and Q soley do not do tremendous amounts of damage, thus she really needs to utilize this with risks, her passive and landing her skillshots to be a successful Ahri.
-Ahri is more opportunistic that fulfill both her mage and assassin side, but she is dominantly mage because her damage added up can't 1-0 a champion but a decent burst. However, when chances arise, she can quickly burst down champions.
-Ahri's new passive gives her more spell vamp and opportunities, especially at early levels, making her a more "seductive" champion in terms of going all in or baiting champions when she's low on health, only to turn it around.
-Ahri's new passive that lowers her abilities' cooldown when she gets a kill or an assist makes her a more "actionful" champion. However, it's not a Katarina's rampant passive where she can completely obliterate the enemy team, Ahri must make wise decisions to stay alive while making risks, where the whole game of decisions and actions and quick thinking comes in.
-Landing skillshots is just as important as well as flying around and constantly positioning!!
Again, this is my opinion, what do you think?
Thank you Riot and all you fellow Ahri comrades that fight every day for a better Ahri!!
A special thanks to Riot for making Ahri and allowing for this Ahri movement to happen!~
Lots of
and love!!~
Also, I'm not sure if this is a bug, but it seems to me that Ahri's passive doesn't proc right away when she get it. (at the moment.) For example, let's say I have 6 stacks and I use (Q) and get 9 stacks, if Ahri's Q is in mid-air or something, her next ability won't gain the health regen when she uses it whilst the Q's animation is not done. Is it because the (Q) hasn't finished its animation- deliberately- or just a plain bug? Riot please fix this QoL problem!! Thanks again to all!