If Ahri dies or becomes untargetable before the projectile changes direction, it will fizzle upon reaching maximum range.
The projectile can only damage an enemy champion twice, once before it reaches its maximum range and once while returning to Ahri.
Cooldown: 9 / 8 / 7 / 6 / 5
Cost: 50 mana
Active: Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, each flame will target the closest visible enemy unit to itself, prioritizing champions, and deal magic damage to the target.
Fox-Fire has no casting time and will not interrupt Ahri's previous orders.
Fox-Fire's targeting priority is as follows:
The enemy champion closest to the orb's location
The target of Ahri's last autoattack
The enemy unit closest to the orb's location
Ahri must have sight of an enemy in order for Fox-Fire to target them. Once targeted, the missiles will chase its target even if Ahri loses sight.
If the target of Fox-Fire dies, the missile will fizzle.
Any unused Fox-Fires will fizzle on Ahri's death.
If Ahri uses Zhonya's Hourglass while Fox-Fire is active, any orbs that have not acquired a target will fizzle.
The cooldown of Fox-Fire begin once all the orbs have been cast or timed-out.
Cost: 85 mana
Active: Ahri blows a kiss that travels in a line in front of her. The first enemy it hits takes magic damage and is charmed, forcing them to walk harmlessly towards Ahri while being slowed by 50% for the duration.
Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect.
If the charmed enemy does not have sight of Ahri, they will stand still for its duration.
The reduction in the enemy's movement speed is fixed for the duration. Hasting or further slowing the target will have no effect, and Highlander will not resist it.
Charm's damage amplifier stacks multiplicatively with Deathfire Grasp for a total amplifier of 44%.
Cooldown: 110 / 95 / 80
Cost: 100 mana
Active: Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 visible nearby enemies, prioritizing champions. In the next 10 seconds, Spirit Rush can be cast two additional times before going on cooldown. Each enemy can only be hit once per dash.
Magic Damage: 70 / 110 / 150 (+ 30% AP)
Max Damage to Same Target: 210 / 330 / 450 (+ 90% AP)
Spirit Rush uses a barrage system, meaning it can be cast multiple times within a given period at no additional cost. Each activation counts as activating an ability for items such as Sheen and abilities such as Force Pulse.