Ahri's role

Constipated Kiwi·4/26/2015, 6:04:18 AM·1 votes·6,546 views

Many people say Ahri should be a kite mage and others, that she should have remained as an assassin. Truthfully, Ahri was never designed to be a kite mage or an assassin. She was never intended to delete champions with Charm + DFG, nor was she meant to kite the crap out of every champion with 3 Dashes, Flash, Charm and movement speed boost from Q + item 3116 . What she was meant to be, however, is a seductive mage that excels at disrupting the enemy team through her ability to single out targets and take out enemies out of position or squishy targets. Many people took this to a wrong interpretation and thought that juking/ seducing enemies = super kite mage Ahri, and others thought that taking out single targets that are out of position = DFG + Charm (+20% amp) assassin Ahri. Here is a quick over view of what Ahri was truly meant to be:

Summoners! Occasionally we debut future champions a bit ahead of time because we’re super excited about them and we just can’t contain ourselves! Let us introduce you to our take on the Asian legend of The Nine Tails Fox: Ahri OriginalSkin old Ahri, the Nine-Tailed Fox We think her combination of strength, beauty, power and grace will yield a fun and amazing champion to play! While she is very early in development, here’s a little sneak peak at what she’ll be able to do: Based on the story of a fox who wanted nothing more than to become human, this champion will be a ranged caster who utilizes her Fox Bead to decimate her opponents on the battlefield. She’s going to be extremely agile and versatile, using her nine tails to maneuver in and out of combat with style and grace. She will also make use of her Fox Fire, where she will summon balls of fire which will seek out and destroy nearby enemies. She’s very early in development, so as always her abilities and artwork are subject to change, but we hope you’re as excited about her as we are!

Mechanics Preview Announcement made in the mechanics preview by Morello: Greetings Summoners! Back in the end of September, we announced The Nine Tails Fox much to the excitement of our community. Well the time has finally come and after much anticipation, we wanted to reveal the gameplay style for Ahri, the Nine-Tailed Fox. Ahri's gameplay style revolves around mobility and managing position to aim her spells. When played properly, Ahri darts around teamfights, picking off wounded stragglers and harrying soft enemies. This is largely accomplished through her ultimate, which allows her to dash multiple times before going on cooldown. Ahri can either use all three quickly to chase, burst, or escape, or she can spread out their uses to keep enemies guessing and juke around the battlefield. Combining this with her high magic damage and her Seduction ability to lock enemies down, she can strike from unexpected angles or bait enemies into over-committing to disadvantageous situations. Ahri's major gameplay decisions are based on her assessment of risk/reward. Her burst is high, but must be in short range to maximize it. This creates a dynamic that requires her to endanger herself to reach full potential. Play it safe and have more light damage, or commit and go for the kill? Use your dash for damage, or save it for escape? The choices are constant with these opposed strengths and weaknesses. Her kit is really designed to appeal towards opportunistic players who prefer characters with a lot of action, and especially players that like to** lull enemies into overconfidence, only to capitalize and punish them. Ahri's dangerous, seductive nature** is something we're happy to deliver for players who like to toy with their enemies before destroying them.

What Ahri lacked all throughout her post-release is her nature to seduce enemies and turn a fight 180. Ahri has probably the strongest CC in the whole entire game. It's a combination of a taunt, stun, and a slow. She possesses extreme mobility, short quick burst, strong cc, long range, and survivability which confuses Ahri players to what Ahri should truly be. Ultimately, it's unhealthy to both Ahri players, and to those that go against Ahri. I think the film "The New Dawn" depicts Ahri very well. (BEST FILM EVAHH!) She doesn't necessarily assassinate anybody 1 shot (although that Zyra doe... -,- But let's assume that she's a squishy target that got caught out of position due to her ambition to catch Ahri), nor does she kite the heck out of everybody since she barely makes it out alive. And lastly, she utilizes her team while going solo, making her almost seem as if using/seducting her team and the enemy's, while taking extreme risks. So... How can we accomplish that in-game just as well as they did in the cinematic?? Make her kite base more towards a risky, rewarding, yet healthy game style. It should surprise both the Ahri player and the player that is going against Ahri, due to her decisive, seducing game style. Here are just some thoughts, but again, they are just some thoughts- although I did put a lot of thought into this. But again, it's full of flaws. So feel free to comment.

  • Essence Theft: When Ahri reaches 9 stacks, Ahri's next ability will gain a revamp and her abilities will heal Ahri. (The passive will be used up even if Ahri lands her abilities or not.) Ahri heals for (2%+(7% AP))% of her missing health + 3(Ahri's level). 1 max stack per ability hit.

  • Orb of Deception (Q): Can be casted while walking mana cost: 45/55/65/75/85 Cooldown: 7 Magic damage: 25/45/65/85/105 (20% AP) + (2%+(+2% AP)) of target's missing % health True damage: 55/80/105/130/155 (40% AP) + (4%+(+5% AP)) of target's missing % health With passive: Ahri gains a short burst of movement speed that decays over time as Ahri's orb travels. (215-85)

  • Fox fire (W): (Skillshot that sends out 1 Fox-fire on cast at a time) mana cost: 40 Cooldown: 5/4.75/4.5/4.25/4 Range: 600 Radi: 225 Missile speed increased ~15% Magic damage: 60/90/120/150/180 (+50% AP) Each flame beyond the first will only deal 25% damage. With passive: The final Fox-fire hit will mark all enemies hit for 6 seconds. During the 6 seconds, Ahri can proc the debuff with her basic attack to deal 15% of the damage she dealt during the 6 seconds.

  • Charm (E): Mana cost: 45/55/65/75/85 Cooldown: 10 Magic damage: 70/115/150/195/240 (+70% AP) Slow: 20/25/30/35/40% Duration: 1/1.25/1.5/1.75/2 Charm will only charm enemies when Ahri's % health is lower than the target hit. When Charm lands on an enemy champion, Ahri gains 65% movement speed bonus that decays over time for the duration of charm. With passive: Charm will successfully charm enemies no matter what. However, the target hit will take amplified damage depending on their missing health. 1% missing health=0.3% amplified damage from Ahri for 6 seconds.

  • Spirit Rush (R): Mana cost: 100 Cooldown: 110/95/80 Range: 550 Can dash within 13 seconds. Magic damage: 55/95/135 (+25% AP) per dash Spirit Rush will deal more damage based on Ahri's missing % health. 1% missing health= 0.7% amplified damage. With passive: The healing value is increased by 50%.

Generally, these changes make Ahri a more risky, "opportunious" champion that can turn any fight 180 if played correctly with the right risks taken. She can easily bait enemies, and punish them severely for their confidence. However, with skill, since Fox-fire is now a skill shot. The whole kit makes Ahri's poking abilities a bit less severe, while increasing her sustain the more danger she is in. She still remains the kite mage thanks to her healing passive along with mobility, and she still remains an assassin since her Charm deals more damage and Q also bases off % of missing health. HOWEVER, she cannot kite like she does now, and she cannot assassinate anybody full out without poking them (in order to make Q's missing % more effective.) This ultimately makes Ahri a versatile kite mage and assassin while being who she was meant to be. Any thoughts?

18 Comments

ModAcademy Kayn4/26/2015, 6:39:05 AM2 votes

Why fix what isn't broke? IMO I think Ahri is fine where she is.

1000angrybees4/26/2015, 6:41:30 AM1 votes

I just play Ahri as a poke/harass mage until they have low enough health and turn on assassin mode.

FebruAhri5/9/2015, 3:47:23 PM1 votes

so, basically, you say, gut her everything and call it a day?

FebruAhri5/13/2015, 2:19:37 PM1 votes

actually, what you did was make the passive so obsolete it's completely fucking useless. Every NINE spells to gain health and make her spells a bit better? You will have it up once or twice in lane phase. Will get used up no matter if it hits an enemy or not.

Q damage isn't symmetrical. Damage moved to the return part which will make it easier to dodge the most of her damage. Will no longer speed you up all the time.

The new W does have potential, but it takes longer time to do your damage which can be fatal in a duel

The E will no longer charm reliably which will make it a lot harder to defend against all the assassins/tanks jumping at her. Dealing less damage with her passive up for a miniscule damage amp for only 3 seconds? No pls

The ult does less damage at the cost of 2s extra dashtime. Sure, it will do extra damage if you are low on health, but if you're low on health you can't use it offensively because you'll just get blown up.

...really?

BluePolarizer5/15/2015, 3:24:36 AM1 votes

Ahri's role isn't kite mage. It is best fking mage in the game. Who thought that giving a champ who clears as well as Xerath true damage and two escapes would be bad? Permaban her until she is gutted.

Sid885/16/2015, 7:58:29 AM1 votes

umm i totally disagree with this build sorry... Your charm idea isnt very good at all. Basically in this build Ahri will do her best damage when she's low on health which is stupid as ahri's too squishy. By risk vs reward they meant as clearly written. To go in to the backline of a teamfight where u can quite easily be caught and killed or hiding in a bush that may be warded or baiting enemies by being an overall squishy champ and charming them into a trap. Or spending a lot of mana and putting most of your skills on cooldown to quickly burst down enemies. Simply ahri having 0 DoT and being as squishy as she is has already achieved that. Ahri's fine as she is.