Ideas for Ahri

Shahamut··1 votes·325 views

Was writing a reply to someone else's thread and thought I would just share my thoughts here as well. I feel Ahri has a lot of untapped potential for her kit, so here are just a few ideas I had, let me know what you think:

W- Put the damage amp effect on this skill, with a twist: Enemies damaged by this skill are marked with spirit fire for 5 seconds. Enemies marked with spirit fire take increased damage from Ahri and her attacks. If a target marked with spirit fire dies, it spreads to other nearby targets. (The spread deals no damage, just spreads the debuff)

E- Large AoE, nearby enemy champions have their vision dimmed but gain straight of Ahri for 4 to 6 seconds. For the duration, affected enemies are slowed when moving away from Ahri. Has no affect on champions facing away from Ahri.

R- Ahri dashes a short distance and can reactivate R to cast an empowered spirit orb (like Q) if this orb damages an enemy champion, Ahri gains another dash (but not another spirit orb)

6 Comments

ValyrianBlade1 votes

E - her charm is the iconic part of her kit. Changing it from hard cc that brings a single enemy closer, to soft cc only on enemies running away, is just absurd. Also - it only slows units moving away, but doesn't affect units facing the other way? When would this ever be useful? She wants the fight they'll be facing away and won't be affected. She doesn't want the fight they'll be moving towards her. Sounds literally useless.

R - not a fan at all. Way too big of a nerf. First dropping it from targeted damage to a skillshot on a delay. Second reducing it from 3 dashes to a maximum of 2, possibly only 1. You're going to have to give her so much damage to make up for this, that she'll become completely feast or famine.

W - not unreasonable, but without the other changes would make her way too strong. The damage amp would need to be on a skillshot at minimum. The spread seems too strong in late teamfights.

Shahamut1 votes

The slow is soft yes, but the vision bit is supposed to be the bigger part, reducing surrounding vision hides ganks and maneuvers for you team, the slow prevents immediate retreat. But I understand the nostalgia argument.

As for the R, I should have clarified, and I apologize, this was only a partial thought. The fuller thought had it on a much shorter cooldown than current ( think slightly higher than a blitz ult cooldown). The idea was to give it slightly more skill expression, and less "get out of jail free with 3 dashes". (When I watch higher tier players, 3 dashes are rarely used in fights unless it's to escape)

I think the damage amp, since it only applies to Ahri's damage would still be ok. It would mostly be a way to increase her wave clear. It would certainly depend on the strength of the amp and the range at which it could spread.

Thanks for the feedback :-)

ValyrianBlade1 votes

{quoted}

The slow is soft yes, but the vision bit is supposed to be the bigger part, reducing surrounding vision hides ganks and maneuvers for you team, the slow prevents immediate retreat. But I understand the nostalgia argument.

As for the R, I should have clarified, and I apologize, this was only a partial thought. The fuller thought had it on a much shorter cooldown than current ( think slightly higher than a blitz ult cooldown). The idea was to give it slightly more skill expression, and less "get out of jail free with 3 dashes". (When I watch higher tier players, 3 dashes are rarely used in fights unless it's to escape)

I think the damage amp, since it only applies to Ahri's damage would still be ok. It would mostly be a way to increase her wave clear. It would certainly depend on the strength of the amp and the range at which it could spread.

Thanks for the feedback :-)

Thanks for the constructive response!

I can honestly say as an Ahri main, that I'd probably stop playing her with that E change. Her E doesn't need to be immune to change, but anything other than a hard cc skillshot would just break the champion for me.

Her R is less vital. She still really needs the dash with how squishy she is. I don't think giving only 1 guaranteed dash is enough (would wreck her engage pattern of "burn my ultimate to go for an ult-charm, winning if I hit and backing off if I miss" (and window for you to punish my lack of mobility now)). I'd have to start choosing whether to go for the orb or charm immediately after the dash. I'd be 100% cucked if they dash or flash to dodge the engage. Further, against enemies with dashes I often R on top of them without using anything else at first to bait their dash, then R-E them off of the second dash when their mobility is down. Not having a ready second dash screws up that option. I could see giving her 2 dashes guaranteed, with the 3rd being conditional or removed, but only if there was a lot of compensation elsewhere. She'd still be quite risky because a missed engage leaves you with only enough mobility to get where you started from (in addition to burning your ult, and your not having 100-0 threat on the engage anyways). Someone flashing over your charm or otherwise avoiding it (fizz troll pole for example) just gives you a guaranteed death, when it's not like you had a guaranteed kill if you hit it. And this is her ultimate. I think Ahri is extremely healthy that she burns her ultimate up front for her all in pattern. Fizz is much the same (a big part of why I think he's allowed to have his other power and safety is because his ultimate leads his engage, making it much less reliable / higher risk-reward. In contrast champs like Syndra or vel'koz or lux or Veigar, etc... Can all save their Ultimates until after they've hit the cc and the kill is basically guaranteed.)

I don't think she needs the 3rd dash on R removed, and I think she can make good use of it (sometimes I'll R-E and they'll Dodge it/flash it, second R I back off, then with enough CDR I can R-E again with the third R). However I'm just saying that if other changes necessitated it, I would keep playing her with only 2 dashes (I just wouldn't be happy about it). Especially if it had a shorter cooldown.

Shahamut1 votes

As a non-Ahri main who just really likes her theme, the skill shot charm just feels weird XD. I personally like the concept that if you stare too long at her, she is soon the only thing you will see, which will lead to your downfall.

The dashes is something that could be worked around, but yeah: changes like what I put forward would definitely change the play pattern of her a bit and could initially put mains off (I mean it did you so...XD) and there is no sure fire way to know without actually playing it, I don't think these changes would gut her at all.

Again, and I want to emphasize, I definitely feel ya. I used to be a Skarner main till juggernaut changes... still mad about those changes...

Regardless I hope that Ahri will be in a good spot eventually, not just in gameplay stats, but in feel and theme as well.

stealthfox941 votes

Yeah her W needs a rework. Right now it's the third worst ability in the game IMO.

Testlolla1 votes

Just to said it first before I reply, I have no knowledge of Ahri except for her kit and background. I was wondering since Ahri was inspired by the Ancient story of nine tail fox, it should be nice if Ahri can have some interaction with her tails. In the ancient story "The nine tail fox will grow a tail every 100 years (it starts without a tail), it reaches 9 tails at 900 years and able to transform the shape of a human at 1000 years (100 more years after 9 tails)." Maybe Ahri can take the similar approach: Her passive, which heals her every 9 charges right now (kind of boring) can change to:

Ahri start without tails, she can gain a tail by assist or kill. (100 seconds cooldown --> representing 100 years).

Every tail will give her: +0.9 health regeneration/second, +0.9 mana regeneration/second, +9 ap

  • Upon reach 9 tails, one more kill/assist will give her +1.9 health regeneration/second, +1.9 mana regeneration/second, +19 ap. No more increase afterward.

  • Complete the task will give her: +10 health regeneration/second, +10 mana regeneration/second, +100 ap (a lot, I know, the regeneration is like having double buff all the time, that's the point). - Special effects after complete the task: casting/recasting Spirit Rush will give her a shield equals to 15% of her ap and increase her mr and armor equals to 10% of her ap.

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