Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next ability heals her for 3 / 5 / 9 / 18(+ 9% AP) for each enemy hit.
Ahri's Orb is shining green when Essence Theft reaches 9 Charges.
Active: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 true damage to all enemies it passes through on the way to her current location.
Damage Per Pass:
40 / 65 / 90 / 115 / 140 (+ 35% AP)
Total Mixed Damage:
80 / 130 / 180 / 230 / 280 (+ 70% AP)
While the orb is travelling, Ahri gains 300 - 80 (based on time)bonusmovement speed.
If Ahri dies or becomes untargetable while Orb of Deception is in-flight it will still deal damage and return to her position.
The projectile can only damage an enemy champion twice, once before it reaches its maximum range and once while returning to Ahri.
If Ahri is performing an attack animation when the orb switches direction, the attack animation is canceled.
Flash can be cast during the cast animation of Orb of Deception. If done so, the ability resolves after Flash from the location Ahri flashed to.
Spell shields will block only a single instance of damage.
Active:Ahridashes 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.
Magic damage per bolt:
70 / 110 / 150 (+ 25% AP)
Spirit Rush can be cast twice more within 10 seconds of activation at no additional cost before going on cooldown.
Maximum single target damage:
210 / 330 / 450 (+ 75% AP)
630 / 990 / 1350 (+ 225% AP)
Spirit Rush uses a barrage system meaning it can be cast multiple times within a given period at no additional cost.
Each dash counts as activating an ability for the purposes of effects such as Spellblade and Force Pulse.
There is a 1 second static cooldown for successive casts.