Ahri, the Nine-Tailed Fox is a nimble mage-assassin who elusively darts around her foes, seducing choice targets out of safety and finishing them off with her array of spells. Playful, yet deceptive, Ahri constantly skirts the edge of battle, carefully waiting for the right chance to draw out her prey, swiftly dive in for the kill and then make a quick escape before her opponents can retaliate. Though rather short-ranged for a mage, Ahri possesses unparalleled in-combat mobility, allowing her to easily evade would-be captors and gracefully flit towards her victims from large distances.
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 - 20 」「 3 / 4 / 5 / 6 / 7 / 8 / 9 / 10 / 11 / 12 / 13 / 14 / 15 / 16 / 17 / 18 / 19 / 20(2 + (Ahri's level) 」(+ 9% AP) for each enemy hit.
If Ahri dies or becomes untargetable while Orb of Deception is in-flight, it will still deal damage and return to Ahri's 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.
COST: 50 mana
COOLDOWN: 9 / 8 / 7 / 6 / 5
Active:Ahri summons three spectral flames which orbit her for up to 5 seconds. After a brief delay, each flame targets the closest visible enemy, prioritizing champions, then the target of Ahri's last basic attack, dealing them magic damage.
Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 40% AP)
Multiple flames can hit the same target, with each flame beyond the first dealing 30% damage.
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.
RANGE:450 / 600
COST: 100 mana
COOLDOWN: 110 / 95 / 80
Active:Ahridashes in the direction of the cursor and fires up to three energy bolts that each target one of her nearest visible enemies, dealing them magic damage. Each enemy can only be hit by one bolt at a time.
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.