A suggestion for Ahri changes

VoraciousX··1 votes·266 views

Alright so I am sure there are already changes in the works but they may not work as well as hoped or whatever and this could push things back, etc. Her current issues that need addressing are that she's too good when behind and not good enough when ahead. I have some suggestions that I'd like to make to attempt to fix these issues. I used to play a lot of Ahri when she first came out, she was my favorite champion at the time. I quit playing League for a while after that, came back and eventually she just got to feeling boring to play as and frustrating to play against(too safe, etc). So I eventually gave up on playing her. My suggestions are aimed at the hopes of putting some fun back in her kit as well as making her worse when behind and better when ahead.

Passive: So her Essence Theft passive, honestly feels kind of flat imo. It's not as good as it used to be, due to better passives being out there and whatnot imo. I mean it's good to have sustain, but considering this helps her a bit much in the survivability front, I feel like she could lose it and get a better passive, so here is my suggestion.

Passive - Fox Fire: Whenever Ahri casts an ability, she summons 3 spectral flames which orbit her for up to 5 seconds. After a brief delay, each flame pursues the closest visible enemy, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage.

Multiple flames can hit the same target, with each flame beyond the first dealing 30% damage.

Ahri could use more damage, this ability is kind of flat on it's own as well, and I feel like it would be a lot better as a passive honestly. If she needs sustain with these changes(I feel like she shouldn't need sustain personally but if she does), each flame could heal her for a bit. She's already getting more damage out of Fox Fire though with this change.

Q - Orb of Deception: Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back, dealing an extra 20/32/45/57/70+15% AP damage to all enemies it passes through on the way to her current location. While the orb is travelling, Ahri gains 300 - 80 (based on time) bonus movement speed.(removed)

Okay so her Q currently is another thing that makes her too good when behind, only for ONE REASON, and that it deals TRUE DAMAGE on the way back. So if she's behind, they have levels up on her, which = more MR, or if they build MR against her. Her Q is going to still do a lot despite that. The AP ratio isn't huge, so it relies mostly on it's base damage + the true damage aspect to get through that issue. This ability could also maybe use a damage boost if this change goes through(not sure because of E change idea).

W - Essence Theft: Ahri's orb splits into two smaller orbs and move in a semi circle direction towards the target location, dealing damage and restoring Ahri's health based on the damage dealt.

I don't think Ahri needs sustain but to fit the name of the ability(I didn't have my own name) and the fact that I can't really think of any abilities for Ahri's W, but I feel like her W is a very boring ability and fits on her passive much better, this is what I came up with. If anyone has any better ideas I'd love to hear them.

E - Charm: Ahri blows a kiss in a line, dealing magic damage to the first enemy hit, charming them and slowing them by 65%. Ahri deals a large amount of extra damage to charmed targets.

This is mainly to make Ahri more of an assassin. She'll deal increased damage to the target she charms, allowing her to better kill single targets, but any target she doesn't charm won't take quite as much damage from her.

R- Spirit Rush: Ahri dashes in the direction of the cursor and fires up to three energy bolts that each pursue one of her nearest visible enemies, dealing magic damage. Each enemy can only be hit by one bolt at a time. Spirit Rush can be cast once more within 10 seconds of activation at no additional cost before going on cooldown. If Ahri kills an enemy within this 10 seconds, Spirit Rush's 10 second duration is refreshed and she gains another use of it.(Ahri HAS TO BE THE ONE TO GET THE KILL) Static cooldown between casts changed from 1 second to 0.5 seconds.

The goal of this is to reduce her safety, making her a bit riskier in using her ultimate, but also rewarding her with an assassin-like play-pattern. If she casts spirit rush and gets a kill she can sort of use that to dash around like crazy, however if she doesn't, she only gets 2 dashes instead of 3, but she can use it faster than before thanks to being a half a second less on the cooldown between casts.

I'd love to hear thoughts of some Ahri mains, as I don't really play her anymore, but if this was more her play pattern, I think I'd be able to enjoy her again. If you disagree with this, there's no need to downvote, ideas work better when people collaborate on them and try to make them better rather than just tearing them down. Make a suggestion to change something you don't like instead.

1 Comments

More from Gameplay

More by VoraciousX