My ahri rework
DISCLAIMER: all this is opinion and rough work, it literaly took me 10 minutes to do and I know nothing about champion balancing. please take this into consideration when commenting
Ahri is one the oldest champs in league and while being one the most well know champions I really don’t see her being played very much. I feel that is down to her rather outdated and ineffective play style, she is an early game mage/assassin I feel is lacking the reliable burst or mobility to be effective against more specialised enemies. With this in mind I’ve come up with a rework that would make her better by shifting her power to later on in the game and emphasising her close range risk reward play style over a long range poke, mainly through tweaking her abilities and numbers to give her an edge.
Rework goal Improve Ahri’s mid-late game power by trading base damage for higher AP scaling and increase her power to fight long range mages and mobile assassins by granting her more consistent mobility and higher close range damage while still allowing assassins to out play her skill shots and mages to lock her down.
Abilites Passive: essence theft Heal: lvlX11 (+15% AP) Armour/magic resist reduction: 5-10% (+1% per 120 AP) Hitting enemies with spells will add stacks of essence theft to them. Once and enemy has three stacks on them Ahri will be healed and reduce their armour and magic resist for 5 seconds while also gaining half the resistances they lose for that time. Basic attacks and spells will refresh the duration of both essence theft stacks and the resistance steal duration. Ahri cannot trigger the heal on the same target more than once every 10 seconds and only gains resistances from the strongest source at any one time.
Reason for change: let’s be honest, the current essence theft is near useless past the laning phase and there has been no moment where you’ve said “that passive saved my life” (or if you have it’s not been reliable enough to count on). This grants her better sustain, duelling power and allows her to scale much better into the late game.
Q:Orb of deception Minimum range: 200 Maximum range:900 Speed: 1750 Cost:65/70/75/80/85 mana Cooldown: 7 seconds Damage per pass: 30/55/80/105/130 (+40% AP) Total damage:60/110/160/210/260 (+80% AP) Ahri sends an orb of arcane energy toward a targeted location, dealing magic damage to all enemies it passes through. Once the orb reaches the targeted location or reaches maximum range Ahri pulls it back to herself, dealing true damage to enemies it passes through during this time. Ahri gains 215 bonus movement speed while the orbs is travelling out that decays down to 80 while it is returning.
Reason for change: she is a close range mage, I’m not trying to change that. The fact that she needs to wait for her orb to return to her before it deals full damage really takes away from her burst potential as a mobile enemy can too easily juke the orb as it returns. This range set feature will enhance her bursting power by lowering the enemy’s reaction time.
W:Fox fire Range:550 Cost:50 mana Cooldown: 9/8/7/6/5 Damage: 30/50/70/90/110 (+35% AP) Additional damage: 15/25/35/45/55 (+17.5% AP) Maximum damage: 60/100/140/180/220(+70% AP) Summons 3 spectral flames to orbit her for 5 seconds. after a brief delay the flames will pursue the closest visible enemy, prioritising champions locked on to or hit by the other flames, champions not hit, then the target of Ahri’s last basic attack. Multiple flames can strike the same target but each flame after the first deals 50% damage.
Reason for change: Ahri is stated as needing to get close to deal her damage but she’s really not getting rewarded for it enough as fox fires are hit or miss at best when going for one target, you normally have to stand right next to them for at least two to hit them. By nerfing the damage of a single fire but buffing their tracking power and multi hit damage this will reward those getting up close and personal.
E:Charm Unchanged: this skill doesn’t need any tweaks. Being one of the strongest CC’s in the game on one of the slowest projectiles perfectly works for a close range mage/assassin.
R:Spirit rush Cost: 40 mana Dash range:450 Bolt range:600 Damage: 60/100/140 (+30% AP) Dash cooldown:1.5 seconds Recharge time: 25/20/15 seconds Passive: Ahri stores a charge of spirit rush every few seconds or when she triggers essence theft. Active: 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.
Reason for change: quite simple really, currently Ahri is either an uncatchable speed demon or an assassin’s wet dream depending on if she has her ult. This change reduces that gap and allows her to better face assassins and mages alike by letting her better escape and juke the occasional engage at the cost of being able to quickly dodge repeated shots.