Champion Review: Ahri, The Nine Tails Fox

Hey all, Scourge here.  I’m gonna try to bring you all up to date with the new champ: Ahri, The Nine Tails Fox.  I’m not too great at introductions, aside from spouting off nonsensical bull cookies, so let’s just dive in to what you’ve all been waiting for: The Scourge’s Champion Review of Ahri: The Nine Tails Fox

That is one foxy Pokemon.  Err, lady.  PokeLady.  Right.  

Ahri is an ability power assassin, excelling in jumping in, and doing her damage in short but powerful bursts, very much so like LeBlanc, The Deceiver.  Let’s see why Ahri’s abilities give her that burst potential.

For those of you who don't like reading...but then, why are you here?

Ahri’s Passive: Essence Theft:  Ahri gains a charge of Soul Eater whenever one of her spells hits an enemy (max: 3 charges per spell).  Upon reaching 9 charges, Ahri’s next spell has 35% Spell Vamp.

This is a great passive, not necessarily for burst, though.  What it does help with, however, is lane sustainability.  This is what is going to keep you in lane forever.  I’ll get to proper usage later in the overview.

Orb of Deception (Q): Ahri sends out and pulls back her orb, dealing magic damage on the way out and True damage on the way back.  This ability deals 40/65/90/115/140 (+33% of her AP) magic damage, and the true damage on the way back is 40/65/90/115/140(+33% of her AP).  The mana cost is 60/65/70/75/80, and the range is 880.   Cooldown is seven seconds at all levels.

ZOMG TRUE DAMAGE OP!

This is her bread and butter ability, and has some people’s panties in a bunch.  Everyone is shouting: “ZOMGZORS TRUE DAMAGE AHRI OP.  BETTER NERF IRELIA!.”  This ability is great, but the speed of the return is truly just ‘meh’.  Don’t get me wrong, synergized with her other abilities makes this ability truly powerful.  But this ability is on par with most AP carries/assassins.

Fox-Fire (W): Ahri releases three fox-fires, which after a short delay lock on and attack nearby enemies (prioritizing champions), dealing 40/70/100/130/160 (+38% of ability power) magic damage.  Additional fox-fires that hit the same target deal 50% damage, up to a maximum total damage of 80/140/200/260/320(+75% of ability power).  Mana cost is 60 (at all levels), the range is 800, and the cooldown is 9/8/7/6/5.
Soo, this ability is pretty darn decent, and another part of what makes ahri’s burst potential so high.  Low cooldown, low mana cost, and pretty high damage output.   Although the second and third shot don’t deal as much damage, it’s still additional damage against a single target all at once.  Oh, and it’s still quite a bit of damage.  Like, a lot a bit.  But, her true damage potential lies with her next ability.

Charm (E): Ahri blows a kiss that deals 60/90/120/150/180(+35% of her ability power) magic damage to an enemy and charms it, causing them to walk harmlessly towards her for 1/1.25/1.5/1.75/2 seconds.  Mana cost is 50/65/80/95/110, the range is 975, and the cooldown is 12 seconds at each level.

"Don't look at the light Bobby!" "But it's so beautiful..."

This is the ability that makes her the assassin she truly is.  Not only is it a decently long ranged nuke, but essentially, it’s a taunt.  The ability to make your opponent come at you is just…on an assassin-type champ…is…oiy.  Very good to say the least, and very synergistic.  Now let’s take a look at her ultimate.

Spirit Rush (R): Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizing champions) for 100/140/180 (+30% of his ability power) magic damage per bolt.  Spirit Rush can be cast up to three times before going on cooldown.  Unfortunately, I can’t find anywhere that says what the cooldown, mana cost, or range of the spell is.  But I can say that the cooldown is relatively low, and the mana cost isn’t bad, either.  In game I’ve found the cooldown (with 9.89% cooldown reduction in runes/masteries) is 72.09, 63.08, and 54.07 seconds at ranks 1, 2, and 3 respectively.  The mana cost is always 100.

WEEEEEEEEE!!

This ultimate…what can I say.  It gives Ahri what she lacks the most: Mobility.  If you’ve ever played Vayne, this ability is like Tumble (her q), except it deals damage.  And you can use it three times.  Oh, did I mention you can go through little bits of terrain?  Yeah.

And with her powers combined you get: Another Leblanc!  Except this one has a taunt, not a silence.  Her abilities together provide for one very ‘bursty’ champ.  Starting with Charm (for most cases) will make her opponent walk straight towards her.  Remember that Orb I was talking about earlier?  The one I said that was really slow on the return?  Yeah…don’t really have to worry about the speed when your opponent is leisurely strolling towards your pretty, deceitful face, which will most likely be the last thing they see.  Activating Fox-fire after the immediate contact of Charm will ensure that all three bolts will hit the opposing champion, and Ahri’s ultimate ensures that your opponent won’t get away.
For Ahri’s skill order, I take Orb of Deception first, and max that first as well.  At level two I grab Charm, allowing your early laning phase to be EXTREMELY dangerous.  At this point, I usually try to play aggressive if I can, trying to land a charm directly after the opponent hits me so my minions will rack up the damage along with my orb.  I max Charm only after my q.  I do, however, grab Fox-Fire at level three, so my harassment gets even harder.  At this point, if you’re opponent tries to come at you, the amount of burst damage is so high, they’ll have to think twice before even trying without any hard CC.  The order of priorities for Ahri’s skill (in my opinion) goes as follows: Spirit Rush > Orb of Deception > Charm > Fox-Fire (though like I said, grab this at level three).

My rune page that I’ve used for her was my typical caster rune page, taking magic penetration marks, mana regeneration per level seals, and flat cooldown glyphs, and flat ability power quintessences.  I feel these runes are good enough; magic penetration and flat ability power for a strong early game, mana regeneration for early and mid game, and the cooldown glyphs?  Well, who couldn’t use faster cooldowns?  Especially on a burst champ who loves spamming abilities?

Summoner spells on a burst champ should almost always be flash ignite.  From Garen , to Talon, to Annie and to Leblanc; all these champs benefit highly from flash and ignite.  A lot of people now are crying: “Oh, well flash got nerfed which means it’s bad.”  Well, I’m here to tell you that it most definitely is still one of the most overpowered spells in the game, even with the ‘nerfs’.  First of all, it gives champs with no escape abilities the ability to make a mistake in game and ‘get out of jail free’.  Accidentally over commit?  Don’t worry, flash over the tree line and watch as that exhaust/flash opponent cry because you had 10 hp left.  Oh crap, is that Nunu ulting?  Better flash out of range so you don’t die a horrible, icy death.  But, the great thing about flash is the fact that NOT every use of it has to be defensive.  Is that Brand opposing you mid one health bar away?  Run in and ignite his ass, and flash away, and laugh all the way to the bank.  Playing as Garen soloing top, lurking in the bushes like all the pros do?  Activate your q and flash into your opponent, scaring the ever loving crap out of them and spin to win.  ‘Till they die.  For Ahri, I see no difference.  With her damage output, you can easily win over first blood with flash and ignite.

My mastery page for Ahri during the games I played was 21/0/9, taking everything in the offensive three that would help me as a caster.  The four in mental force getting me to the next tier, followed by four in sorcery land me into the one in Arcane knowledge, which is a must for any ability power carry, regardless of what tree you go in (once again, in my honest opinion).  Another three points in havoc to increase burst, and four in blast to raise your ability power even higher brings us to four into archmage to make your ability power soar.  And, of course, the final point going into Executioner; making you one deadly, foxy lady.  The final nine points can go anywhere from three into each of resistance, hardiness, and vigor in the defense tree, giving your early game a boost.  Or, if you’re not worried about that (like I am), or just like playing LoL on the edge, then you can take one into summoner’s insight to help out your flash, and three into expanded mind to help your sustainability.  From here, you can go four into swiftness to make chasing/escaping that much easier, or three into meditation and one into improved recall.  I usually go the latter.  The final point, as always, should go into runic affinity for buff duration.

For items, I start with a Doran’s Ring, giving me everything early game that I should have; health for survivability, mana regen for sustainability, and ability power for damage output.  Don’t be afraid to grab more than one of these bad bears.  I’d refrain from more than one before boots, though.  Mobility is a must, specially on a burst champ.  Another thing that helps ANY ability power carry early game is asking if the jungler needs blue buff.  If your jungler is, say, amumu, than don’t plan on getting it; however, if you have a Tryndamere, or if the Lee Sin is nice enough, then MAYBE you can get it (which will help out A TON).  I then proceed to build right into rabadon’s deathcap.  Depending on how I’m doing in lane will determine whether I buy the cap first or sorcerer’s shoes first.  If I’m doing incredibly well, then the cap will usually come first.  Otherwise, like I stated before, mobility is a must.  And the magic pen is nice, too, lol.  From there, I go a couple different ways.  If the game is going well, I’ll build into zhonya’s hourglass.  If I find I’m being burst down in a variety of different yet equally mangling ways, I’ll grab a catalyst for further itemization into banshees or rod of ages.  If the opposing team is fraught with CC, then I’ll grab banshees.  Otherwise, the sheer ‘beef’ of Rod of Ages is usually enough to last you a fight or two.
Another item that I’ve considered for Ahri is Will of Ancients.  I have yet to go a game where I’m grabbing items beyond those three, but I can imagine the spell vamp and ability power from this along with her passive could serve to be quite a boost in healing.  Lich Bane is another, and I can also imagine that working quite well.  It gives magic resist and movement speed, which are more than welcome, along with mana and ability power, which is fantastic.  But the item proc…oh boy.  Yo dawg, I heard you like burst damage, so we threw in some burst damage while you could burst damage so you can burst while you burst.  Dawg.  Yeah…so now that THAT is out of the way, the proc from Lich Bane will more than add to overall damage output.

As for her gameplay, I’ve found that jumping around the battlefield and picking on lone champs is quite the way to go.  Opening with Charm and leading into Orb of Deception, Fox-Fire and ignite with the Spirit Rush ultimate can pretty much kill anyone alone. So, whether you’re into that ‘Asian thang’, or just like really weird yet foxy ladies, then I definitely recommend Ahri for you.  Oh, or if you like Burst champs.  That works, too.

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About TheScourgeXV88

Scourge is an ambitious gamer who loves single player FPS and tower defense games. He will eventually realize his love/hate relationship with both people and LoL simultaneously. Aside from the obvious, he is also an avid Magic: The Gathering player, and has been to college for Computer Sciences, Physics, and soon to be Business. View all posts by TheScourgeXV88

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