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Ahri/Ability Details

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< Ahri | Redirected from Ahri the Nine-Tailed Fox/Ability Details

Champion Ability Details Background Strategy Skins & Trivia
Ahri
the Nine-Tailed Fox
Assassin, Charm, Dash, Mage, Nuke, Ranged, Self Heal, Interrupt Release date 14 December 2011
30
40
80
80
Statistics
Health 380 (+80) Attack damage 50 (+3)
Health regen. 5.5 (+0.6) Attack speed 0.668 (+2%)
Mana 230 (+50) Armor 11 (+3.5)
Mana regen. 6.25 (+0.6) Magic res. 30 (+0)
Range 550 Mov. speed 330

Abilities Edit

Patch V1.0.0.141

Essence Theft
(Innate): Ahri gains a charge of Essence Theft whenever one of her spells hits an enemy. This caps at 3 charges per spell cast. Upon reaching 9 charges, Ahri's next spell will have 35% bonus spell vamp.
Essence Theft is a passive ability that gains charges whenever any of Ahri's champion abilities deal damage. Each target that takes damage will provide 1 charge, up to a maximum of 3 per ability. Upon reaching 9 stacks, her next ability will consume the charges to gain 35% spell vamp when it deals damage.
  • Essence Theft is not expended if her next ability doesn't hit an enemy unit.
  •  Spirit Rush's 3 separate casts are considered as individual spell casts; it is therefore possible to gain 9 charges by only activating Spirit Rush.
  • Essence Theft cannot be charged or consumed with Ahri's summoner spells or items' active effects.
  • When Essence Theft has 9 stacks, Ahri's orb becomes green.
Ability Description Leveling up

Orb of Deception
(Active): Ahri sends out an orb in a line in front of her and then pulls it back, dealing magic damage on the way out and true damage on the way back.
  • Cooldown: 7 seconds
  • Range: 880

Cost: 70 / 75 / 80 / 85 / 90 mana

Magic Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)

True Damage: 40 / 65 / 90 / 115 / 140 (+0.33 per ability power)

Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.66 per ability power)

Orb of Deception is a pass-through linear skillshot that sends out an orb in the target direction, dealing magic damage to all enemy units it hits. After reaching its maximum range the orb then returns to Ahri, dealing true damage to enemy units hit.
  • Orb of Deception does not proc on-hit effects.
  • Orb of Deception procs spell vamp and Rylai's slow similarly with all multi target spells and abilities with diminished effect.
  • Orb of Deception pops Spell Shield.
  • Orb of Deception's magic damage will be blocked by  Black Shield. However, the true damage will not be blocked.
  • Both the initial and return hits will heal Ahri with  Essence Theft's spell vamp.
  • Ability power gained after throwing the orb will benefit the damage it deals, as its damage is not locked after cast like some other skillshots.
  • If Ahri dies after throwing her orb , it will still deal damage and return to her body.

Fox-Fire
(Active): Ahri releases three fox-fires to surround her for up to 5 seconds. After a short delay after cast, they will target nearby enemies, prioritizing champions, to deal magic damage to them. Additional fox-fires that hit the same target will only deal 50% damage.
  • Cost: 60 mana
  • Range: 800

Cooldown: 9 / 8 / 7 / 6 / 5 seconds

Magic Damage Per Fox-Fire: 40 / 65 / 90 / 115 / 140 (+0.4 per ability power)

Maximum Damage to the Same Target: 80 / 130 / 180 / 230 / 280 (+0.8 per ability power)

Fox-Fire is a proximity self-targeting ability that, upon activation, releases 3 fox-fires around Ahri for a short duration. These fox-fires will launch themselves to deal magic damage to the closest enemy units, prioritizing champions. Consecutive hits of fox-fires on the same target beyond the first will deal 50% damage.
  • Fox-Fire does not proc on-hit effects.
  • Fox-Fire procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Fox-Fire pops Spell Shield.
  • Fox-Fire will damage  Black Shield.
  • Fox-Fire's targeting priority is as follows:
    • The enemy champion closest to the fox-fire's location
    • The target of Ahri's last autoattack
    • The enemy unit closest to the fox-fire's location
  • Fox-Fire has no casting time and does not interrupt Ahri's previous orders.
  • A spell shield can only block a single fire ,others will normally hit.
  • Ahri may act freely while Fox-Fire is active.
  • Ahri can activate Fox-Fire during any of Spirit Rush dashes
  • Each of the fires from Fox-Fire counts as a single-target spell for the purposes of Rylai's slow and Spell Vamp.
  • Fox-Fire can only target units that are visible. This means that champions, stealthed champions, minions and jungle creeps in the fog of war and inside brushes can not be auto-locked and hit.
  • If a locked enemy dies before getting hit, the fire is lost and will not search for a new target
  • Any fires that have not locked in yet are lost if Ahri dies, the ones already moving to their target will hit them normally.
  • The cooldown of Fox-Fire does not begin until all the fox-fires have either been consumed or expired.
  • Each Fox-Fire has its own targeting radius. They may thus target and damage different units depending on their location relative to Ahri's.
  • Once Fox-Fire locks onto a target it will act similarly to a direct-targeted ability, moving to and hitting the target regardless of whether it leaves vision or the ability's range afterwards.

Charm
(Active): Ahri will blow a kiss that travels in a line in front of her. It will deal magic damage and charm the first enemy it encounters, forcing them to walk harmlessly towards her, while being slowed by 50% for the duration.
  • Cooldown: 12 seconds
  • Range: 975

Cost: 50 / 65 / 80 / 95 / 110 mana

Magic Damage: 60 / 90 / 120 / 150 / 180 (+0.35 per ability power)

Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds

Charm is a collision linear skillshot that affects the first enemy unit it hits, dealing magic damage and charming them for a short duration. While under the effect the target is forced to move towards Ahri's location at a specific movement speed, and cannot control its movement, attacks or use any abilities.
  • Charm does not proc on-hit effects.
  • Charm procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Charm pops Spell Shield.
  • Charm will damage  Black Shield and the charm will be negated.
  • If Ahri is not within the charmed enemy's sight, they will stand still for the duration of the charm debuff.
  • If Ahri dies the debuff is immediatly removed.
  • Neither slows nor speed boosts affect a Charm victim's movement speed with which they are moving toward Ahri. Stuns and snares, however, prevent a victim from walking while under such effects.
  • It works somewhat similar to a taunt , but the enemy is not forced to attack or harm Ahri.
    • It's much like the combination of a blind, a taunt and a slow.
  • Affected units stand motionless if they are next to Ahri and start to move if she changes her position.
  • This is a unique type of Crowd Control which no other champion appart from Ahri has
  • This is not considered a slow and is not affected by  Highlander or  Decisive Strike.
  • Even though Rylai's Crystal Scepter applies a full slow on a Charmed target, this slow is effective only while Charm's rank is below 3 as Rylai's slow will expire before Charm does.

Spirit Rush
(Active): Ahri dashes towards the cursor and fires essence bolts, dealing magic damage to up to 3 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.
  • Cost: 100 mana
  • Range: 450
  • Essence Bolt's Range: 550

Cooldown: 110 / 95 / 80 seconds

Magic Damage Per Bolt: 85 / 125 / 165 (+0.35 per ability power)

Maximum Damage to the Same Target: 255 / 375 / 495 (+1.05 per ability power)

Spirit Rush is a three part cursor targeted dash ability which causes Ahri to rush towards the cursor's location. Spirit Rush can be activated up to two more times after the initial cast, with a 1 second cooldown between each dash. Every time she casts Spirit Rush, upon reaching her destination she fires up to 3 essence bolts which target and deal magic damage to the closest enemy units, prioritizing champions. Spirit Rush goes on cooldown after all three casts are used, or after 10 seconds of the initial cast.
  • Spirit Rush does not proc on-hit effects.
  • Spirit Rush procs spell vamp and Rylai's slow similarly with all single target spells and abilities with full effect.
  • Spirit Rush pops Spell Shield.
  • Spirit Rush will damage  Black Shield.
  • Spirit Rush allows Ahri to go through walls and terrain.
    • Ahri can pass most of walls from Summoner's Rift and Twisted Treeline if she starts the ability from the border of the wall (she may not succeed if she starts the dash too far away from the wall).
  • Ahri can use Fox Fire , but not Orb of Deception or Charm during the dashes.
  • Each use of Spirit Rush counts as an individual spellcast.
    • Each dash will interact fully with  Essence Theft, and can attain up to 3 charges or apply the spell vamp upon damage dealt.
    • Each dash will proc (but not apply) Sheen, Lich Bane, and Trinity Force.
  • Ahri cannot cancel the dash once it starts
  • Spirit Rush can only target units that are visible to Ahri at the end of the dash. This means that champions, stealthed champions, minions and jungle creeps in the fog of war and inside brushes can not be auto-locked and hit.
  • Units in the position of Ahri at the moment of the dash will be hit even if she dashes away from them , as the essence bolt range is larger than the dash range.
    • Note that due to Spirit Rush selecting targets at the end of each dash, the ability may target and hit units that were out of Ahri's initial vision but entered it due to Ahri's new position and vision.
  • If Ahri is killed mid-flight she will not be able to fire any shots as the bolts lock and fire when she finishes the dash.
    • However if the dash is interrupted essence bolts will fire from Ahri's new position.
  • Spirit Rush can hit targets as far as 1000 range units away from the initial dash location as long as desired targets do not break vision or move further than 550 range away from Ahri's Spirit Rush destination.
  • Once an essence bolt from Spirit Rush locks onto a target it will act similarly to a direct-targeted ability, moving to and hitting the target regardless of whether it leaves vision or the ability's range afterwards.
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