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Ahri
AhriSquare
General Information
TitleThe Nine-Tailed Fox
PronounsShe/Her
Release DateDecember 14th, 2011
Cost3150 BE 790 RP
PrimaryMage
SecondaryAssassin
Statistics

HP
590 (+ 104)

HPR
2.5 (+ 0.6)

MP
418 (+ 25)

MPR
8 (+ 0.8)

MS
330

AD
53 (+ 3)

AS
0.668 (+ 2.2%)

RNG
550

AR
21 (+ 4.7)

MR
30 (+ 1.3)
Developer Info
DDragon KeyAhri
Integer Key103
External Links
Universeuniverse.leagueoflegends.com
Game Info Wikiwiki.leagueoflegends.com

Ahri is a champion in League of Legends.

Lore[]

For non-canon multiverse lore, click here
For outdated and now non-canon lore entries, click here.
  • Biography
  • Story #1
  • Story #2
  • Story #3
Innately connected to the latent power of Runeterra, Ahri is a vastaya who can reshape magic into orbs of raw energy. She revels in toying with her prey by manipulating their emotions before devouring their life essence. Despite her predatory nature, Ahri retains a sense of empathy as she receives flashes of memory from each soul she consumes.

Abandoned in the snowy woods of northern Ionia, Ahri knew nothing of her original family save the token they left her: a pair of matching gemstones. She joined a pack of icefoxes as they stalked prey on their morning hunt, and before long they adopted her as one of their own. With no one to teach her the magic of her kind, Ahri instinctively learned to draw it from the world around her, shaping destructive spheres and quickening her reflexes to take down prey. If she was close enough, she could even soothe a deer into a state of tranquility, so much that it remained serene even as she sank her teeth into its flesh.

Ahri first encountered humans when a troop of foreign soldiers camped near her den. Their behaviors were strange to Ahri and, curious to learn more, she watched them from afar. She was especially drawn to a hunter who, unlike his wasteful companions, used every part of the animals he killed, reminding her of her fox family.

When the hunter was wounded by an arrow, Ahri felt his life seeping away. She instinctively devoured the essence leaving his body, and gained brief flashes of his memories—the lover he had lost in battle, his children from a strange land of iron and stone. She found she could push his emotions from fear to sorrow to joy, and charmed him with visions of a sun-soaked meadow as he died.

Euphoric at the rush of absorbing the hunter’s life, Ahri felt more alive than ever, and traveled Ionia in search of more victims. She relished toying with her prey, shifting their emotions before consuming their life essence. She alternated between dazzling them with visions of beauty, hallucinations of deep longing, and occasionally dreams colored by raw sorrow.

She grew drunk with memories that were not her own, and exhilarated in the lives of others. Through stolen visions, Ahri watched through their eyes as they pledged fealty to a temple of shadow, sacrificed offerings to a deity of the sun incarnate, encountered an avian tribe of vastaya that spoke only in song, and glimpsed mountainous landscapes unlike any she had seen. She experienced heartbreak and elation in tantalizing flashes that left her craving more, and wept at the massacres of Ionian villagers at the hands of Noxian invaders.

Ahri was surprised when the memories led her to discover the tale of an unearthly fox demon. As she absorbed more life essence, she grew to identify more and more with her victims, and felt guilty at ending so many lives. She feared that the myths about her were true—she was no more than a cruel monster. But whenever too much time passed between feedings, she sensed her own power fade, and could not help but partake once more.

Ahri tested her self-control by consuming small quantities of life essence, enough to absorb a memory or two but not enough to kill. She was successful, for a time, but was tortured by her unending hunger and soon succumbed to temptation, indulging in the dreams of an entire coastal village.

Tormented by her mistake, Ahri could not forgive herself and felt a deep sorrow that forced her to question her own existence. She withdrew to the forest caves, isolating herself in hopes of controlling her relentless desire. Years later she emerged, determined to experience every facet of life through her own eyes. Though she might indulge in occasional essence, she resisted consuming entire lives. With the twin gemstones as the only clue to her origin, Ahri set out in search of others like her. No more would she rely on borrowed memories and unfamiliar dreams.

"Human emotions can be more volatile than even the deepest magic."

- AhriSquareAhri

STRAY FOX

The Ionian countryside burned. Noxian Legions ripped through the land like a serrated knife, their gleaming armor blood-red in the sinking sun. Blazing temples lit the waning daylight, and distant cries of anguish filled the air.

Nestled in the foothills of Tevasa Mountain was a village of perhaps a hundred people—but home to no great warriors. Some families fled. Some prayed. Others held their loved ones close and wept. Fifty brave souls prepared to fight. They cleaned the dirt from their pitchforks and bound knives to broom handles.

Mounting panic shone in the eyes of every defender; they knew they had no hope. With the dust of the Noxian advance already visible in the distance, there was little to do but make peace with their gods. The sons and daughters of Ionia took deep, steadying breaths of mountain air, gazed into the starry twilight, and waited for the slaughter soon to come.

Ahri’s nine tails swished: a nervous tic. Her sharpened senses warned of danger. Crouched in the shadow of a towering willow she listened, watched, and waited. She had observed the villagers for weeks: watching from afar, but never trusting herself to approach. She heard families talking over dinner, the laughs of women who might have been her sisters, and the games of children. Ahri would listen for hours on end, tearing herself away only when the longing grew too sharp.

Though she had little understanding of nations or politics, instinct alone told her something was very wrong in the world today. Curious, and fearing for the villagers, Ahri sniffed the air. She pinpointed the source of her disquiet, and dashed into the night.

Seven Noxian scouts eased through the brush, pushing ever closer to the mountain. Dark-eyed and wary, the men kept their hands on their weapons as they crept through the settling dusk.

Ahri found them in a matter of moments and followed them through the forest. She darted between the trees, suspicion mounting as she observed their movements. Of their mission Ahri could only guess, but she had fought enough battles to know killers when she saw them.

The squad’s captain scanned the undergrowth. Without breaking stride he whispered a brief order to the man at his back, who relayed it to the man at his. Ahri thought nothing of it, and continued her silent pursuit.

Suddenly, seven hands reached for seven arrows.

“NOW!” roared the captain. The Noxians loosed as one, and a flurry of hawk-fletched arrows flashed towards Ahri.

She dived from the bushes as two arrows sliced through her sleeve. Ahri ripped it off and dashed into cover, yellow eyes aflame with shock and fury. She would lose no sleep in killing these men.

Ahri opened her palms to the sky, and felt the raw power of her spirit coalesce. Her nine tails fanned out in all directions as she pulled white fire from the air with a snarl. With a flick of her wrist, Ahri summoned three motes of spinning flame. She dodged another volley of arrows before leaping for the nearest tree, coiling her tails to spring from its trunk, back towards her assailants. The Noxians scattered as she landed in their midst. The man closest to her thrust a knife, but the blade cut only air. Ahri danced through her foes with blinding speed.

The fiery motes around her engulfed the three nearest men. White flames seared them, but Ahri had more than brute force in her arsenal. She vaulted from tree to tree, rising higher with every bound. She spotted the squad’s captain crouched between a tangle of tree roots, his bowstring taut. Given half a chance, Ahri knew he’d put an arrow through her eye. She crept silently to the branches above the captain’s shelter and spoke, her soft words laced with beguiling power.

“Human,” she whispered. “Come to me.”

The captain’s features went slack. Through no will of his own, he set down his bow and walked from cover. He looked up, eyes wide with desperation and desire.

“Now climb,” said Ahri, blowing the man a kiss.

The captain, utterly in her thrall, scrambled for footholds on the tree trunk. Ahri summoned a sphere of lambent energy to her palm, its innocent appearance belying its vast power. She drew back her arm, allowed herself a vulpine grin, and hurled it downwards.

The orb streaked through the captain before flying back to Ahri’s palm, and his smoking body fell to the forest floor with a thud. The remaining scouts fled in terror, but running proved every bit as futile as hiding. Ahri vaulted from branch to branch, tails whirling behind her as she struck two men down with thunderous bolts of energy.

The last man collapsed in a tangle of limbs, clutching at his broken bones as Ahri landed gracefully beside him. She grabbed the Noxian’s throat, and put her face an inch from his.

“You brought this on yourselves,” she hissed, and snapped the man’s neck with a blast of concussive force.

Only one task remained.

Ahri had no qualms about gaining her humanity by taking it from men who had no use for it. She knelt over the fallen Noxian, feeling his pulse fade. She placed her hands to either side of his face. The light of his essence flowed from his eyes and mouth, and a thrilling sensation surged through Ahri. His humanity poured into her, and she felt the fox within withdraw with every heartbeat. Her tails curled in pleasure, her expression rapturous.

Yet even lost in that glorious sensation, Ahri heard the sound of approaching footsteps. The villagers, hearing the sounds of combat, were coming to investigate. She couldn’t let them see her like this, draining what remained of a dying man’s life. To their eyes she would seem a terrifying mystery: a damnable half-breed stray, neither human nor beast.

Reluctantly, Ahri turned from her feast, seeing shapes moving through the trees and bushes. She recognized the men and women she had watched from afar, remembering the friendship she hoped they might one day share.

But today was not that day, and Ahri turned to flee into the woods.

Her tails, suddenly leaden, dragged behind her as she ran.

A FAIR TRADE

The market smelled of burning incense and rotting cabbage.

Ahri wrapped her cloak around her nine tails and fiddled with her twin sunstone tokens to distract herself from the stench, rolling them between her fingers and snapping them together. Each one had the shape of a blazing flame, but they were carved in such a way that their sharper edges fit together, forming a perfectly smooth orb. She had carried the golden stones since before she could remember, though she had no knowledge of their origin.

Though Ahri was in a new environment, she was comforted by the latent magic buzzing all around her. She passed a stand with dozens of woven baskets filled to the brim with polished rocks, shells etched with legends from a seafaring tribe, gambling dice carved from bones, and other curious items. Nothing matched the style of Ahri’s sculpted tokens.

“Care for a gem to match the blue of the skies?” asked the gray-bearded merchant. “For you, I’ll trade a cerulean bauble for the cost of a single cryraven feather, or perhaps the seed of a jubji tree. I’m flexible.”

Ahri smiled at him, but shook her head and continued through the market, sunstones in hand. She passed a stand covered in spiky orange vegetables, a child selling fruit that shifted color with the weather, and at least three peddlers swinging tins of incense, each of whom claimed to have discovered the deepest form of meditation.


A FAIR TRADE 1

“Fortunes! Come get your fortunes told!” called a young woman with lavender eyes and a soft jawline. “Find out who you’ll fall in love with, or how to avoid unlucky situations with a pinch of burdock root. Or if you’d prefer your future left to the gods, I’ll answer a question about your past. Though I do recommend finding out whether or not you’re at risk for death by poisoning.”

A tall vastaya with feline ears was about to take a bite of a spiced pastry. He froze and stared at the fortune teller in alarm.

“The answer is no, by the way. Yours for free,” she said, curtsying at him before turning to Ahri. “Now, you look like you’ve had a dark and mysterious past. Or at least some tales worth sharing. Any burning questions for me, lady?”

Beneath heavy layers of incense, Ahri paused at the scent of wet fur and spiced leather lingering at the woman’s neck.

“Thank you, but no,” she replied. “I’m still looking around.”

“You won’t find any more Ymelo tokens in this market, I’m afraid,” the woman said, nodding to Ahri’s sunstones. “Like the ones you have.”

The back of Ahri’s neck prickled and she drew closer to the woman. She would not let her excitement get the better of her. “Do you recognize these? Where do they come from?”

The woman eyed Ahri.

“I think they’re Ymelos, anyway,” she said. “Never seen a pair in person. He only carved a small number in his time, and many of the sets were separated in the war. Dead rare, those.”

Ahri leaned closer with each word.

“I’m Hirin, by the way,” the woman said.

“Do you know where I might find this craftsman?” Ahri asked.

Hirin laughed. “No idea. But if you come in I’ll tell you what I know.”

Ahri wrapped her cloak around her shoulders and eagerly followed the fortune teller past her booth, and into a caravan decorated wall to wall with animal skins.

“Tea?” Hirin said. “I brewed it this morning.”

She poured two cups of liquid the color of plum wine, taking one for herself. The tea tasted of bitter oak bark, masked by a cloying dollop of honey. Hirin held out a hand for the stones but Ahri kept them close.

“I’m getting the sense that these are special to you,” she said with a wry smile. “Don’t worry, I have no interest in peddling stolen sunstones. Bad for a girl’s reputation.”

“Can you tell me where they come from?” asked Ahri, handing them over gingerly.

Hirin held them up to the light.

“These are beautiful,” she said. “I don’t know how they fit together so perfectly. I’ve not seen the like.”

Ahri said nothing. She stood frozen with curiosity, and did not take her eyes off the woman.

“Legend says the sculptor known as Ymelo collected fossilized lizard eggs from a thousand thousand years ago that he carved into intricate shapes. These ancient lizards lived long before the Ghetu Sea dried up to a desert, leaving only petrified bones and dust.”

Hirin coughed, and Ahri detected a bitter note upon her breath, as if she had been drinking vinegar.

“Ymelo stones are designed as small pieces that fit into a larger sculpture,” she continued.

The woman dangled the golden pieces in front of Ahri’s face.

“Just as your past has left you with information to be desired, these stones may have many more parts that, when combined, create another shape altogether. Who knows what you’ll become when you track down your history. With the missing pieces, you may learn more than you’d like.”

“Those are pretty words,” Ahri murmured, staring at the woman.

After a moment of silence, Hirin chuckled. “Some threads of truth, threads of my own invention. A fortune teller’s weaving must be seamless.”

The woman retrieved a hunter’s knife from a cabinet.

“I weave in just enough of what you desire to make you stay,” she said. “’Til the tea slows your muscles, that is.”

A low growl escaped Ahri’s lips. She would tear this woman apart. She tried to pounce, but her limbs did not obey. She was rooted in place.

“Oh, there’s no need for that, lady. I only need a single tail. Useful for a variety of potions, you see, and extremely valuable. Or so I think. Never seen a vastaya with fox tails before. The tea freezes any pain, along with your… mobility.”

Hirin wrapped a bandage around one of Ahri’s tails. Ahri tried to resist, but she still could not move.

“You’ll wake up tomorrow, good as new!” said the woman. “Well, with one less tail. Do you really use all nine?”

Ahri shut her eyes and reached out to the reservoirs of magic around her. The environment had plenty ripe for the taking, but she was too weakened by the tea to draw them to her. Instead she reached into Hirin’s mind, which was far more malleable, and pushed.

Ahri opened her eyes and stared hard into Hirin’s. They deepened from lavender to violet.

“Hirin,” she said. “Come closer. I would look into the face of the one who tricked me.”

“Of course, lady,” Hirin replied, transfixed. The woman’s voice sounded hollow, as though it came from the bottom of a well.

She leaned in until her face was only inches away. Ahri inhaled, drawing essences of the woman’s life from her breath.

...Hirin was a young girl hiding, hungry and afraid, beneath a market stall. Two men argued above, looking for her. She had nothing but empty coffers to show for her days’ work...

Ahri continued to drain Hirin’s life, sampling memories of raw emotion. They felt rich in Ahri’s mouth, and she relished each unique flavor of emotion.

...Hirin told the fortune of a witch doctor shrouded in veils, receiving a copper for her troubles. She used the coin to buy a piece of bread, which she devoured in seconds…

...In a seedy tavern, a raucous group played cards. A man with eyebrows resembling butterfly wings gambled a golden Ymelo stone while Hirin watched from the shadows…

...Hirin tracked Ahri as she walked through the market. One of her fox tails peeked from beneath her cloak. She drew the vastaya into her caravan—

Enough.

Ahri stopped, her head spinning with renewed vigor. With each memory she stole from Hirin, she felt energy rush back into her weakened muscles, cleansing them of the poison.

Strengthened once more, she slowly shook her limbs awake, and flexed her tails with a shiver. They tingled with pinpricks.

Hirin stood wide-eyed and dazed, still very much alive. It was she that would wake tomorrow, good as new—less a few memories that she would not miss.

With knowledge of the woman’s life, Ahri’s rage had faded. She brushed her hand against the fortune teller’s cheek, then wrapped her cloak tightly around her shoulders and stepped out into the sunlit market.

Hirin would not remember her, or their encounter. But Ahri had left the trade with a name to hunt—Ymelo—and the image of the man with soft-winged eyebrows was burned in her mind.

A FAIR TRADE 2
GARDEN OF FORGETTING

A gust of wind blew cold night air from the garden, carrying with it enticing scents of overripe fruit and blooming flowers. Ahri stood before the garden's entrance, where stone transitioned to soil and narrow labyrinthine caves opened to the sky in a deep caldera. Thickets of trees and brambles grew wild beneath the moonlight, while flowers bloomed in lush abundance. Ahri hesitated, knowing well the twin nature of danger and beauty. She had heard legends of the sacred grove since childhood, but had never before traversed the southern caverns to find it. According to the stories, those who stepped over the threshold of the garden began as one person and left as someone else entirely, or did not leave at all.

Whatever the truth might be, Ahri had made up her mind. As she stepped into the garden, the back of her neck prickled as if someone were watching her. No figure was visible amongst the trees, but the garden was far from still. Everywhere Ahri looked, new flowers bloomed with each passing second. Ahri walked a winding path through the tangle of plants, stepping over roots rumbling beneath the soil. She ducked under hanging vines that reached out to her as if clamoring for affection. She could have sworn she heard a hush from the soft rustling of leaves.

Moonbeams shone through the canopy above, revealing trees bearing leaves of silver and gold. Flower stalks entwined around their trunks, curling to display dazzling buds brighter than any gemstone. Plump spicecherries coated in a layer of frost chimed softly as they swayed amid an untamed thicket.


GARDEN OF FORGETTING 1

A snow lily stretched toward Ahri’s face and caressed her cheek gently. It was too alluring to resist. Ahri pressed her face into its petals to inhale its heady scent. Her nose chilled and she took in the faint smell of oranges, the summer breeze, and the tang of a fresh kill. The blossom trembled as it blushed with color, and Ahri’s breath caught in her throat. She swayed, dizzy at the flower’s perfume.

Snip.

The snow lily fell to the soil, severed at its stem. A viscous liquid seeped from the cut. Ahri let out a breath, her nine tails twitching as her head cleared.

Ahri startled as a woman with wisps of gray-white hair stood before her, shears in hand. She was wrapped in colorful shawls and her eyelashes sparkled with dew.

As the woman turned her sea-green gaze to Ahri, Ahri felt a strange unease, as if this woman could slice through her gut just as easily as a fibrous stalk. The woman’s face, wrinkled like tree bark, was impossible to read. But Ahri was no longer concerned for her own safety.

“You startled me, Ighilya,” said Ahri. In the stories, the old woman was known as the Eater of Secrets, the Forgotten, or the Witch Gardener. Wanting to show respect to one with such power, Ahri decided to call her Ighilya. Great grandmother.

“The flowers want something from us,” she said. “Just as we seek something from them. It would be wise to keep your nose to yourself. I would know. I have to feed these hungry babies myself.”

“So you are the Gardener,” said Ahri.

“One of my kinder names, yes. But quite beside the point. I know why you’re here, Iminha.

Little one. Ahri felt uncomfortable at the word, often used in a familial relationship, though she was not sure why.

“You seek absolution. Freedom from your pain,” said the Gardener.

She stepped over a shrinking fern and beckoned to Ahri.

“Come.”

As they walked through the moonlit garden, flowers turned to face the old woman as if she were the sun itself, warming their leaves and helping them grow. Or perhaps the flowers did not wish to turn their backs to her.


GARDEN OF FORGETTING 2

The old woman waved Ahri to a bench in front of a gnarled cloudfruit tree, and sat opposite her.

“Let me guess. You were in love,” the Gardener said, a smile crinkling the corners of her lips.

Ahri’s brow furrowed.

“Don’t worry, you’re far from the first,” said the old woman. “So, who was he? A soldier? An adventurer? A warrior in exile?”

“An artist,” said Ahri. She had not uttered the syllables of his name in over a year and could not bring herself to say them now. They were like swallowing broken glass. “He painted... flowers.”

“Ah. A romantic,” the Gardener said.

“I killed him,” Ahri spat. “Is that romantic enough for you?”

As she spoke the truth aloud, Ahri could not disguise the sharp bitterness on her tongue.

“I sucked the life from his lips as he lay dying in my arms,” she said. “He was kinder, more selfless than anyone had a right to be. I thought I could suppress my urges. But the taste of his dreams and memories was too enticing. He urged me on. I did not resist. And now - now I cannot go on knowing what I did. Please, Ighilya. Can you give me the gift of oblivion? Can you make me forget?”

The Gardener did not answer. She stood and picked a ripe cloudfruit from the tree and peeled it slowly, carefully, so the rind remained in one piece. The flesh fell into six vermillion segments, which she offered to Ahri.

“Care for a slice?”

Ahri stared at her.

“Don’t worry, this one doesn’t want anything from you. Not like the flowers. Fruit never does. Fruit is the most generous part of a plant - it strives to be luscious and juicy - and tempting. It simply wants to attract.”

“Food turns to ash in my mouth,” said Ahri. “How can I feed myself when I am no more than a monster?”

“Even monsters need to eat, you know,” the Gardener said, smiling gently.

She placed one of the cloudfruit segments into her mouth, and chewed before making a face.

“Tart! In all my years in the garden, I’ve never gotten used to the tang.”

The old woman ate the remaining pieces while Ahri sat in silence. When she was finished she wiped the juice from her mouth.

“So you stole a life that was not yours to take,” said the Gardener. “Now you suffer the consequences.”

“I cannot stand it,” Ahri said.

“To be alive is to be in pain, I’m afraid,” the Gardener said.

A vine dripping with snow lily buds wound its way around the old woman’s arm. The woman did not flinch.


GARDEN OF FORGETTING 3

“I can’t go on knowing that I killed him,” Ahri pleaded.

“There are greater consequences to losing yourself, Iminha.”

The Gardener reached for Ahri’s hand and squeezed it. Her sea-green eyes glinted in the moonlight, and Ahri detected something she had not seen before - longing, perhaps?

“You will be broken,” said the old woman. “You will never again be one.”

“I am already in fragments,” Ahri replied, “and every second that passes, I split myself anew. Please, Ighilya. I must do this!”

The old woman sighed.

“This garden will not refuse a gift freely given, for it always hungers.”

With that, the Gardener offered her arm to Ahri, still entwined with the vine of snow lilies. Buds unfurled like outstretched hands.

“Give your breath to this flower as you think on the memories you wish to be rid of,” the old woman said, gesturing to the bell shaped lily. “The flower will consume them. Do not inhale again until you feel nothing.”

Ahri held the flower gently between her fingers. The Gardener nodded. Ahri took a deep breath and exhaled into the flower.


GARDEN OF FORGETTING 4

...Ahri stood next to a raven-haired man at the edge of a lake. Together they leapt into the water and screamed as they frolicked over endless waves.

Ahri’s suffering dissolved like a cloud along with the image in her mind.

...in a forest silenced by winter, Ahri watched a raven-haired man painting a single blossom. “Am I not your flower?” she asked, pulling the strap down from her dress. He lifted his brush and smeared paint over her bare back. The bristles tingled as he recreated the flower atop her spine. “You are, you are,” he repeated, kissing her shoulder with each word.

Ahri knew she should dread what would happen next, but her heart was growing cold and numb.

...she stood at the center of a lake, holding the lifeless body of the man she once loved. He dipped beneath the water, becoming contorted through its glassy refraction.

Once, this vision would have caused stabbing pain, but Ahri felt no more than a dull ache.

...Ahri leaned over a fallen woodcutter in a stone cavern, consuming his life. At the sound of boots crunching on snow, she startled. The raven-haired man stood, watching. Ahri despaired; she had not wanted him to see this.

“I can't be good enough for you,” Ahri said. “Look at me, greedy for the soul of a dying man. Please, leave me. I am not good. I cannot be good.”

Her raven-haired love responded. “I don't care.” This was the first time Ahri remembered someone loving her wholly, in spite of her nature. His voice was warm and deep with emotion. “I am yours.”

The memory caught in Ahri’s throat and she stopped breathing, breaking the flower’s spell.

No, she thought. I can’t lose this.

Ahri tried to inhale, but the air felt like a noose around her neck. It choked her and stifled her throat, as if she were breathing poison. Her vision blackened, but she gasped until her lungs were nearly bursting.

Losing this would kill him all over again.

Ahri’s knees gave out and she collapsed on the ground, still gripping the snow lily. The unnatural perfume she inhaled from the flower percolated through her mind, conjuring strange and disturbing visions.


GARDEN OF FORGETTING 5

Ahri hallucinated. In a snow-silenced forest, she envisioned each of her nine tails ripped from her spine, only to grow back so they could be torn off again.

In a stone cavern, she saw dozens of portraits of herself painted in inky black brushstrokes. In each of the images, her face was blank and cold.

She floated, weightless, at the center of a lake, and looked down to see that the lake was filled, not with water, but blood.

Where are you?

In her mind’s eye, she saw a face warped by the endless folds of her memory, one she was already forgetting. The face was blurred, like a painting of a man rather than the man himself. He looked at her, stared into her, but she could not meet his gaze.

Ahri opened her eyes. The Gardener was standing above her, holding the vine of snow lilies, which had turned raven-black.


GARDEN OF FORGETTING 6

“Can you still see him?” asked the old woman.

Ahri focused on the hazy shapes in her mind and focused until they materialized into a face. His face.

“Yes. It’s cloudy, but... I remember,” said Ahri. She fixed the image of his face in her mind, memorizing every detail. She would not let it dissolve.

The old woman’s eyes flashed - not with longing, but regret.

“Then you did what many had not the strength to do. You did not succumb to peace,” said the Gardener.

“I couldn’t,” said Ahri, choking over her words. “I couldn’t give him up. Even if I am a monster. Even if each day I fall apart and each day I must bear the pain a hundred times over. Oblivion is worse, much worse.”

Oblivion was a thousand blurry faces staring at her with empty eyes.

“You cannot take back what you gave, Iminha,” the Gardener said. “The flowers do not relinquish what was freely given. But you may keep what remains. Go, go. Leave this place before it takes hold,” she whispered. Vines coiled around the Gardener’s shoulders, revealing lilies of a deep sea-green. “As it’s done to so many others.”

Ahri tried to stand, but a vine of snow lilies had wound its way around her tails. She struggled against their tightening clutches, prying barbs from her fur, then scrambled to her feet and ran. Knotted roots broke loose from the soil, trying to ensnare her as she leapt between them. A tangled curtain of thorned moon roses swerved to block Ahri’s path, but she held her breath and dove beneath the flowers, which caught wisps of her hair as she tumbled.


GARDEN OF FORGETTING 7

The path from the garden was overgrown with snow lilies of all colors. Their leaves, sharp as knives, slashed at Ahri’s skin, while thick stalks coiled around her face and neck, binding her mouth. Ahri bit down and ripped through the fibers with her teeth, tasting sour blood. She tore through the archway to the stone caverns beyond.

She could just make out the Gardener’s voice.

“A piece of you lingers here, always,” the old woman called. “Unlike us, the garden does not forget.”

Ahri did not turn back.

GARDEN OF FORGETTING 8

Abilities[]

Essence Theft Essence Theft [Passive]

Innate: Ahri gains 1 Essence Fragment whenever she kills a minion or monster. After obtaining 9 fragments, she consumes them to heal herself.

When Ahri scores a takedown against an enemy champion within 3 seconds of damaging them, she consumes their essence to heal herself.

Heal: 35 - 95 (based on level) (+20%)
Heal from Takedowns: 75 - 165 (based on level) (+30%)
Orb of Deception Orb of Deception [Q]
Cost: 55 / 65 / 75 / 85 / 95 Mana Cooldown: 7 Range: 900

Active: Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back. Damage per Pass: 40 / 65 / 90 / 115 / 140 (+50%)
Total Damage: 80 / 130 / 180 / 230 / 280 (+100%)
Fox-Fire Fox-Fire [W]
Cost: 30 Mana Cooldown: 9 / 8 / 7 / 6 / 5 Range: 725

Active: Ahri gains 40% bonus movement speed, decaying over 2 seconds and releases fox-fires that seek nearby enemies and deal magic damage.

Enemies hit with multiple fox-fires take 30% damage from each additional fox-fire beyond the first. Deals double damage against minions below 20% health.

Initial Flame Magic Damage: 45 / 70 / 95 / 120 / 145 (+30%)
Subsequent Flame Magic Damage: 13.5 / 21 / 28.5 / 36 / 43.5 (+9%)
Total Single-Target Damage: 72 / 112 / 152 / 192 / 232 (+48%)
Increased Initial Flame Minion Damage: 90 / 140 / 190 / 240 / 290 (+60%)
Increased Subsequent Flame Minion Damage: 27 / 42 / 57 / 72 / 87 (+18%)
Charm Charm [E]
Cost: 60 Mana Cooldown: 12 Range: 1000

Active: Blows a kiss dealing magic damage and charms an enemy causing them to walk harmlessly towards Ahri and immediately stopping in-progress movement abilities. Magic Damage: 80 / 120 / 160 / 200 / 240 (+75%)
Charm Duration: 1.2 / 1.4 / 1.6 / 1.8 / 2 seconds
Spirit Rush Spirit Rush [R]
Cost: 100 Mana Cooldown: 130 / 115 / 100 Range: 500

Active: Nimbly dashes foward firing 3 essence bolts at nearby enemies (prioritizing champions) dealing magic damage.

Can be cast up to 3 times within 15 seconds before going on cooldown. Consuming a champion's essence with Essence Theft Essence Theft while active extends the ability's recast duration by and up to 10 seconds and grants an additional recast, storing up to 3 recasts.

Magic Damage Per Bolt: 60 / 90 / 120 (+35%)
Max Single Target Damage: 180 / 270 / 360 (+105%)

Patch History[]

Patch 14.18

E damage increased.

Ahri is underperforming a bit so we’re here to give her a bit of help. We’re playing up her ability to assassinate, as her backline access is relatively unique among mages and we think that’s a good strength to lean into. So we’re amping Charm’s rank-up and AP ratio to make her more threatening to isolated targets. We know she typically maxes it last, but this better rank-up may make it worthwhile to prioritize in specific scenarios, meanwhile the AP ratio will still be nice to have, even if it’s left at rank 1.

Charm E - Charm

  • Damage: 80/110/140/170/200 (+60% AP) ⇒ 80/120/160/200/240 (+75% AP)


Patch 14.9
W damage decreased. R cooldown increased.

As Ahri players have embraced Malignance for its strong synergy with Spirit Rush, her late-game mobility has simply gotten too high as a result. In combination with her extra R casts, her damage output has become too reliable. Nerfing the uptime of Ahri’s R and the damage output of Fox-Fire is meant to make her rely more on her skill shots and patience to achieve the same levels of success.

Fox-Fire W - Fox-Fire

  • Damage: 50/75/100/125/150 (+30% AP) ⇒ 45/70/95/120/145 (+30% AP)
Spirit Rush R - Spirit Rush
  • Cooldown: 130/105/80 ⇒ 130/115/100 seconds


Patch 14.4
Health growth increased. Q damage increased.

With the removal of Everfrost, Ahri lost a lot of the reliability an additional root could create and the durability the item provided. We want to give her power back in some more exciting aspects of her kit, so we're increasing the damage of her Q for two reasons. First, when it came down to more reliability versus more damage, we thought Ahri players would appreciate more potent damage. Second, being able to land both parts of her Q also rewarded more skill expression. We're also giving her a bit more health so she can afford to take some damage while she's kiting around fights with her ultimate.

Base Stats

  • Health Growth: 96 ⇒ 104
Orb of Deception Q - Orb of Deception
  • Magic Damage per Pass: 40/65/90/115/140 (+45% AP) ⇒ 40/65/90/115/140 (+50% AP)


Patch 14.2
E cooldown decreased.

Ahri lost some power with 14.1, so we’re here to help her out. With less access to Ability Haste, her E cooldown has some room to be lower which should give her more opportunities to look for picks and a more reliable disengage tool against her tougher matchups, such as Fizz or Akali.

Charm E - Charm

  • Cooldown: 14 seconds ⇒ 12 seconds


Patch 13.22

Basic attack speed growth and windup increased.

  • Attack windup: 20.1% ⇒ 20%
  • Attack Speed Ratio: 0.668 ⇒ 0.625
  • Base Attack Speed: 0.668 (unchanged)
  • Attack Speed Growth: 2% ⇒ 2.2%


Patch 13.4
Base health increased, base armor increased. R cooldown decreased.

While she saw a lot of time in the spotlight last season, Ahri disappeared when her mains needed her most, partly because of the nerfs she saw going into Worlds. Even after one buff she’s still having a hard time keeping up with her competition, struggling to find positive trades or use her Spirit Rush aggressively. We’re slightly increasing her base durability so she has an easier time in lane before roaming like the free fox she is.

Base Stats

  • Base Health: 570 ⇒ 590
  • Base Armor: 18 ⇒ 21
Spirit Rush R - Spirit Rush
  • Cooldown: 140/115/90 seconds ⇒ 130/105/80 seconds


Patch 12.21
Q mana cost decreased, AP ratio increased.

Ahri's Charm nerf back in patch 12.17 left her a little on the weak side, so instead of making her MORE charming again, we're opting to increase her damage output over CC potential.

Orb of Deception Q - Orb of Deception

  • Mana Cost: 60/70/80/90/100 ⇒ 55/65/75/85/95
  • Damage per Pass Through: 40/65/90/115/140 (+40% AP) ⇒ 40/65/90/115/140 (+45% AP)


Patch 12.17
Charm duration decreased early.

Ahri has been charming pros across the globe with her safe playstyle and strong ability to set up plays. We're bringing these strengths down just a tad so that playing into Ahri isn't such a tail order and that players can’t just rely on her charm as a singular strength.

Charm E - Charm

CHARM DURATION : [1.4/1.55/1.7/1.85/2 seconds] 1.2/1.4/1.6/1.8/2 seconds


Patch 12.10

PASSIVE - HEAL UPON FULL STACKS (FROM MINIONS & MONSTERS) : [40-120 (levels 1-18) (+25% AP)] 35-95 (levels 1-18) (+20% AP)
PASSIVE - HEAL UPON CHAMPION TAKEDOWNS : [80-200 (levels 1-18) (+35% AP)] 75-165 (levels 1-18) (+30% AP)


Patch 12.9
E cooldown increased. R cooldown increased at all ranks.

Ahri's been getting a lot of play time since her update. She's incredibly consistent at making picks and assassinating carries, all while remaining relatively safe and just out of reach. We're lowering the uptime on her CC and dashes to add more thrill to the chase.

Charm E - Charm

COOLDOWN : [12 seconds] 14 seconds

Spirit Rush R - Spirit Rush

COOLDOWN : [130/105/80 seconds] 140/115/90 seconds


Patch 12.5
W base damage decreased; mana cost increased. E mana cost increased.

While we’re happy that players are charmed by Ahri’s refresh in 12.3, she’s been a little too strong since. We’re pulling some power out of her early game to reduce her overall strength.

Fox-Fire W - Fox-Fire

DAMAGE : [60/85/110/135/160 (+30% AP)] 50/75/100/125/150 (+30% AP)
MANA COST : [25] 30

Charm E - Charm

MANA COST : [50] 60


Patch 12.3
Champion refreshed. Base stats and all skills updated.

Ahri's unique identity as a highly-mobile mage assassin has eroded over the years. Instead of a being flighty terror dashing across a teamfight, she's limited to a single attempt at an exciting play with her R, then fishing with her E from safety for the rest of the fight. To address this, we're refreshing her passive to offer a partial ultimate reset upon takedowns so a well-played Ahri can capitalize on favorable situations to hunt down the entire enemy team. We've also redistributed her abilities’ mana costs and early damage so each spell feels rewarding. To balance things out, we're slightly nerfing her burst damage and defensive stats. (As an aside, these changes are unrelated to Ahri’s upcoming ASU.)

Base Stats

HEALTH GROWTH : [92] 82
HEALTH : [526-2090 (levels 1-18)] 500-1894 (levels 1-18)
BASE HEALTH REGENERATION : [5.5] 2.5
ARMOR : [21-80.5 (levels 1-18)] 18-77.5 (levels 1-18)

Essence Theft Passive - Essence Theft

PIECES OF YOU Killing minions or monsters grants Ahri an Essence Fragment. After obtaining 9 Essence Fragments, Ahri consumes them to heal for 40-120 (+25% AP). When Ahri scores a takedown against an enemy champion within 3 seconds of damaging them, she feasts upon their Essence, healing for 80-200 (+35% AP).

Orb of Deception Q - Orb of Deception

DAMAGE PER PASS : [40/65/90/115/140 (+35% AP)] 40/65/90/115/140 (+40% AP)
MANA COST : [65/70/75/80/85] 60/70/80/90/100

Fox-Fire W - Fox-Fire

DAMAGE : [40/65/90/115/140 (+30% AP)] 60/85/110/135/160 (+30% AP)
MANA COST : [40] 25
FLAME DURATION : [5 seconds] 2.5 seconds
BONUS MOVE SPEED DURATION : [1.5 seconds] 2 seconds
HEAT-SEEKING Updated missile targeting and last-hitting logic

Charm E - Charm

DAMAGE : [60/90/120/150/180 (+40% AP)] 80/110/140/170/200 (+60% AP)
MANA COST : [70] 50
ENTRANCED Ahri's abilities no longer deal bonus damage to enemies hit by Charm

Spirit Rush R - Spirit Rush

INITIAL DURATION : [10 seconds] 15 seconds
A SPIRITED CHASE Consuming a champion's Essence with Essence Theft while Spirit Rush is active extends Spirit Rush's recast duration by and up to 10 seconds, and grants an additional cast of Spirit Rush (up to 3 casts stored)

VFX & SFX Updates

PASSIVE - ESSENCE THEFT : VFX and SFX have been updated for all skins
W - FOX-FIRE : Cleaned up VFX and enhanced missile movement
R - Spirit Rush : Cleaned up VFX and added new ammo bar icons to indicate number of stored Spirit Rush casts


Patch 11.1
 Champion Base Stat Cleanup

We've cleaned up some champions' base stats over the years and are rounding out the remaining 99 champions.

BASE AD, ARMOR, MR, MANA : Rounded to the nearest 1


Patch 10.19
W cooldown and cost reduced.

The changes to Ahri in patch 10.18 were a little too cautious in terms of power. Giving her some strength back by firing up her W to make it feel more satisfying.

Fox-Fire W - Fox-Fire

COOLDOWN : [10/9/8/7/6]
9/8/7/6/5
COST : [55] 40 mana


Patch 10.18
Passive replaced with Q passive, where now any spell can heal. W now grants movement speed, deals 200% damage to low-health minions, and better targets low-health minions.

Ahri's identity and gameplay have become a little muddled over time, and she isn’t as charming as we’d like her to be. We’re making some kit changes, especially to her W, to reinforce an identity of a flighty mage who can weave in and out of fights as she looks for the perfect moment to strike. In addition, we’re also shifting her Essence thievery from her Q to her passive to open up more opportunities for her to reap its healing rewards when trading with enemy champions. Altogether, she should feel equipped to (spirit) rush into more combos and outplays.

Base Stats

HEALTH REGEN : [6.5] 5.5

Vasatayan Grace Passive - Vasatayan Grace

ESSENCE THEFT Ahri gains an Essence Theft stack for each enemy hit by her abilities, up to a maximum of 3 per cast, and storing up to 9 at once. Upon reaching 9 stacks of Essence Theft, Ahri's next spell consumes the stacks to heal Ahri for 3/5/9/18 (levels 1/6/11/16) (+0.09 AP) for each enemy hit.
VASTAYAN GRACE Ahri no longer gains 20% bonus movement speed for 3 seconds when she lands 2 ability hits against a champion within 1.5 seconds

Orb of Deception Q - Orb of Deception

ESSENCE THEFT Essence Theft is now her Passive

Fox-Fire W - Fox-Fire

FOXIER FEET Now grants a burst of 40% movement speed decaying over 1.5 seconds at cast
MINION-FIRE Now deals 200% damage to minions below 20% health
IMPROVED MINION TARGETING Targeting now better prioritizes low health minions that can be killed by Fox-Fire after champions (Charmed champions are still the flames' first priority)
COOLDOWN : [9/8/7/6/5 seconds]
10/9/8/7/6 seconds
COST : [40] 55 mana


Patch 10.15

Similar to the previous VFX updates we've made in the past (Ziggs, Thresh, Lux, etc.), we're working on updates to some champion ability VFX. Our aim is to get their VFX up to current League standards and improve gameplay clarity. In this patch, we'll be releasing a VFX update for Ahri and Udyr! As a reminder, VFX updates don’t impact who gets a VGU, where we take model, gameplay, and thematic into account too. They are simply dev passion projects.

AhriSquareAhri

BASIC ATTACK : Cleaned up missiles and hit effects
ORB OF DECEPTION : New missiles and hit effects, now shows the actual hitbox. Healing missiles are now green.
FOX-FIRE : New fox-fires, missiles, and hit effects that are cleaned up and modernized
CHARM : Cleaned up the heart missile to feel more modern and to provide accuracy to hitbox
SPIRIT RUSH : New cast ground buff effects, as well as new missiles and hit effects
DYNASTY AHRI : New dance VFX
STAR GUARDIAN AHRI : New dance VFX


Patch 9.14
E now cancels in-progress dashes; bonus damage duration decreased.

Charm E - Charm

STOP IN THE NAME OF LOVE Charm now cancels in-progress dashes
BONUS DAMAGE DURATION : [5] 3 seconds


v8.20
R cooldown increased early.

Given how aggressively Ahri can snowball early leads into quick wins, we're reducing how often Spirit Rush lets her threaten her opponent in lane. This should give the enemy midlaner a bit more breathing room to recover and the enemy team more opportunity to shut Ahri down while her dashes are unavailable.

Spirit Rush R - Spirit Rush

COOLDOWN : [110/95/80]
130/105/80 seconds


v8.14
E mana cost decreased. E charm duration increased early.

Picking opponents off with her mobility and Charm is Ahri's core pattern, so we want to make sure that Charm feels appropriately impactful, even early on.

Charm E - Charm

COST : [85] 70 mana
CHARM DURATION : [1/1.25/1.5/1.75/2]
1.4/1.55/1.7/1.85/2 seconds


v8.9

25 mages have more mana regen and base mana, but less mana growth. 5 other mages have more mana regen.

We’re increasing mana regen on the champions most affected by the changes to Doran's Ring and Last Chapter. Mages are also getting some changes to their mana pools and their mana growth. Overall, they’ll be up a bit of starting mana and mana regen, but be substantially down on mana per level.


v8.8
E now amplifies Ahri's subsequent ability damage on the target it strikes. R and E base damage decreased. R damage ratio increased. Q no longer grants movement speed. W prioritizes targets Ahri has recently charmed or basic attacked.

A lot of players enjoy to play Ahri as an aggressive, snowballing assassin who specializes in isolating a target and eliminating them. With her reach and playmaking potential allowing her to surge into other lanes, she wants to rack up kills around the map and lead her team to victory. At the moment, Ahri getting ahead just isn't the terrifying prospect it should be. We're upping her ability to prioritize all of her damage onto one champion so she has a better chance of going from fed to victorious. In exchange, that's going to mean Ahri has to give up some safety. As it is, the bonus movement speed attached to her Q allows her to toss it out just to avoid ganks. Making that Movement speed buff harder to access—and changing up her sustain model—should make her easier to punish in lane.

Vastayan Grace Passive - Vastayan Grace

VASTAYAN GRACE : If Ahri earns 2 spell hits against an enemy champion within a 1.5 second period, she gains 20% movement speed for 3 seconds (9 second cooldown)

Orb of Deception Q - Orb of Deception

NOT SO FAST No longer grants movement speed
THREE THREE HIT COMBO If Ahri earns 9 spell hits (max 3 per cast), she gains Essence Theft, causing her next Q cast that lands to restore 3/5/9/18 (at levels 1/6/11/16) health for each enemy hit.

Fox-Fire W - Fox-Fire

COST : [50] 40 mana
FOX'S CUNNING Fox-Fire prioritizes any enemy champion affected by Charm's damage amp and the target Ahri most recently basic-attacked within the past 3 seconds
RANGE VS PRIORITY TARGETS : 725 (range vs non-priority targets unchanged at 700)
DELAY FOR NON-PRIORITY TARGETING : [0.25] 0.4 seconds (delay vs priority targets unchanged at 0.25 seconds)

Charm E - Charm

BASE DAMAGE : [60/95/130/165/200]
60/90/120/150/180
DAMAGE RATIO : [0.60] 0.40 ability power
HERE IT COMES When Charm damages a champion, Ahri's abilities deal 20% more damage to them for 5 seconds

Spirit Rush R - Spirit Rush

BASE DAMAGE : [70/110/150]
60/90/120
DAMAGE RATIO : [0.25] 0.35 ability power


v7.22

BASE HEALTH : [514.4] 526
HEALTH GROWTH STAT : [80] 92


v7.11
Less damage on W and R, more damage on E.

Ahri is outperforming most midlaners due to how broad her strengths are. We're trimming some single-target potential off her auto-targeted spells so she’s more reliant on landing skillshots to secure kills.

Fox-Fire W - Fox-Fire

RATIO : [0.4] 0.3 ability power per wisp
MAX RATIO VS SAME TARGET : [0.64] 0.48 ability power

Charm E - Charm

RATIO : [0.5] 0.6 ability power

Spirit Rush R - Spirit Rush

RATIO : [0.3] 0.25 ability power per bolt


v7.9

With Aegis of the Legion's old aura out of the game, squishy champions who were relying on it to give them enough magic resist find themselves a bit on the burstable side.

HOORAY : Champions who previously gained no magic resist per level now gain 0.5 per level


v6.11

Another buff to prettiness and sass.

General

TAIL WHIP : Ahri’s tails now move realistically on her base and all skins!


v6.4
Charm no longer stops dashes in their tracks.

Ahri's been strong for a long time, and it's not hard to see why. Her mobility, damage, and pick potential are all on the high end, playing a crucial role in her effectiveness. When assessing what areas to adjust, Charm stuck out as an area of inconsistency. While displacements (knockups and knockbacks) have always stopped movement abilities, stuns, fears and taunts do not. Charm was alone in this, and while having unique CC is definitely neat (both from a thematic and strategic perspective), it’s the fact that it’s on Ahri’s kit that we get into issues. Specifically, Ahri's intended to be a champion that uses superior damage and mobility to navigate deadly situations if she wants to emerge the victor. Instead, Ahri also happens to have the best in (and out of) class stopping power that negate some of her biggest predators with no real recourse.

Charm E - Charm

STONE COLD FOX Charm no longer interrupts dashes (Charm will still apply after their movement ends)


v5.16
Passive heals less at all levels.

Since her return to the kitier, mage-ier (still a word) side of things, Ahri's benefitted from a pretty safe laning phase… which then translates to a 'pretty safe' mid and late-game, putting her dangerously close to 'good-in-all-situations.' We don't want to remove Ahri’s flighty spell-casting and all the skill that goes along with her bait-and-assassinate back-and-forth (teasing is kind of her thing), but limiting the amount of free sustain she's able to get - just for shoving minions waves - feels appropriate when maintaining her balance of risk vs. reward.

Essence Theft Passive - Essence Theft

HEALING : [3~20 (2 + 1 per champion level) per unit hit] 3/5/9/18 per unit hit (at levels 1/6/11/16)


v5.14

"Charm always had a weird interaction with Monsters. Maybe they're shy? Maybe they're not used to the attention? Whatever the case may be, we don't want Ahri players to worry about resetting or 'bugging out' a camp while charming, so we've fixed that to make it easier when grabbing a buff or otherwise casually feasting on the essence of your friendly jungle monsters."
  • Charm E - Charm
    • ACT NATURAL : Charm no longer causes monsters to freak out, regen, or otherwise act unnaturally

v5.8
Never trust nine-tails and a smile.

  • Charm E - Charm
    • IRRESISTIBLE : Charm no longer interrupts 'Unstoppable' effects (such as Malphite's R - Unstoppable Force, Hecarim's R - Onslaught of Shadows and Vi's R - Assault and Battery)

v5.3

Orb's Mana cost is higher, W's base damage is lower (especially at higher ranks), and W / R have lower "target acquisition range" which means they automatically move toward their targets at a lower range.

"It's safe to say that Ahri's return back to her kitier, mage-ier (that is a word) roots has been a success, but her new-found mobility has left her feeling a tad overbearing. For someone that skirts the edge of fights so well, Ahri wasn't taking enough risk for the reward (less dashing in, more dashing out). Forcing this fox-girl to walk the line for her guaranteed damage makes expert use of her Orb-speed and Charm, which is where we'd like to leave her feeling - skillful and satisfying to play, but vulnerable when making mistakes. "
  • Orb of Deception Q - Orb of Deception
    • COST : 55/60/65/70/75 Mana 65/70/75/80/85 Mana
  • Fox-Fox W - Fox-Fire
    • [NEW] DO A BARREL ROLL : Fox-Fire's rotation speed has been increased by ~30%. This means if Ahri's hitting a champion with Fox-Fire at maximum range, she won't have to wait as long for her other Fox-Fires to rotate closer.
    • DAMAGE : 50/80/110/140/170 magic damage 40/65/90/115/140 magic damage
    • ACQUISITION RANGE : 650 550
  • Spirit Rush R - Spirit Rush
    • ACQUISITION RANGE : 700 600

v5.2

Ahri gets a huge movement speed bonus when she throws out her Q. Fox-Fire's been tuned up a bit and deals more damage. Charm no longer amps damage on the target but deals slightly more damage and scales better with ability power.

"Fantastic Ms. Ahri's success as a support-killing, pick-making assassin has always been tied very closely with Deathfire Grasp. With the item gone, however, it became obvious that Ahri's unique role in the game was losing focus, so we set out with the goal of moving her back to her original vision as an ultra-mobile kite mage. Technical improvements and updates to Fox-Fire and Spirit Rush should make her feel smoother to play, while Orb of Deception's new mobility effect allows her to both outwit opponents in close duels or remain elusive as she repositions in a fight."
  • General
    • THIS HELPS MORE THAN YOU THINK : Ahri's recommended items have been updated
  • Orb of Deception Q - Orb of Deception'
    • [NEW] AERODYNAMIC TAILS : Ahri now gains a massive movement speed boost while her orb is traveling that rapidly decays over time
  • Fox-Fire W - Fox-Fire
    • [NEW] FANTASTIC FOX-FIRE : Fox-Fire's targeting system has been improved and will now attempt to acquire a new target if the original target is going to die from other Fox-Fires
    • YOU'RE WELCOME LICH BANE AHRI : Casting Fox-Fire no longer interferes with Ahri's basic attack animation
    • BASE DAMAGE PER FOX-FIRE : 40/65/90/115/140 magic damage 50/80/110/140/170 magic damage
    • JUST SLIGHTLY : Slightly reduced the time between spell cast and the missile firing
    • DIDN'T HAPPEN ALL THE TIME : Fixed a rare bug where Ahri's third Fox-Fire wouldn't deal damage while her passive was active
  • Charm E - Charm
    • [REMOVED] DON'T HURT THE ONES YOU LOVE : Charmed targets no longer take +20% damage
    • DAMAGE : 60/90/120/150/180 magic damage 60/95/130/165/200 magic damage
    • RATIO : 0.35 ability power 0.5 ability power
  • Spirit Rush R - Spirit Rush
    • QUIT HEADBUTTING THE WALL AHRI : Spirit Rush is now more forgiving when dashing through or over terrain

v5.1

  • General
    • SPLASH  : Ahri has received a new base splash!

Champion Portrait Updates

"We're making readability improvements to a bunch of the champion portrait icons which were added or updated over the past few months."
  • PORTRAITS : The following champion portrait icons have been updated:
    • Azir, Cho'Gath, Ezreal, Gragas, Graves, Janna, Jarvan IV, Kayle, Kog'Maw, Lee Sin, Malphite, Maokai, Orianna, Renekton, Rengar, Rumble, Shyvana, Sion, Talon, Tristana, Udyr, Vayne, Veigar, Viktor, Zilean

v4.12
Q does a little more damage and costs less Mana.

"Ahri's a cool fox gal that we'd like to see more of, but she's currently sitting just below the top-tier mid picks. That said, we don't think she needs too many buffs to keep up, so we focused on her ability to push the wave more efficiently so she can find more opportunities to roam."

  • Orb of Deception Q - Orb of Deception
    • COST: 70/75/80/85/90 Mana ⇒ 55/60/65/70/75 Mana
    • ABILITY POWER RATIO: 0.325 (total: 0.65) ⇒ 0.35 (total: 0.7)

v4.5

  • Orb of Deception Q - Orb of Deception
    • BUGFIX: Fixed a bug where Orb of Deception wouldn't return if Ahri was dead or in stasis

v3.15 "Ahri's very early laning experience can be unforgiving if she falls behind. These changes are to give her more breathing room before her first shopping trip or blue buff."

  • General
    • Base Mana increased to 250 (from 230)
    • Base Mana regeneration increased to 7 per 5 seconds (from 6.25 per 5 seconds)

v3.13
Summary: Charm has had its Mana cost changed to a flat amount at all levels but now increases the magic damage Ahri deals to a Charmed target. Essence Theft now heals her for a specific amount based on the number of enemies she hits with her passive-enhanced spell, as opposed to getting straight spell vamp. Fox Fire now deals less damage when multiple wisps hit the same target. Spirit Rush's base damage and AP ratios have been slightly reduced.

Context: Ahri is a champion with a lot of strengths and few weaknesses, given her high versatility and reliability, so she can consistently apply a lot of pressure on her opponents from relative safety. Ahri’s strengths should be better defined than they currently are. These changes give Ahri players (and her opponents) clear areas of mastery that differentiate the good Ahris from the great Ahris. Our core focuses are:

  • Make Ahri’s default lane patterns more clear, so both Ahri and her opponents can make plays around them.
  • Make Ahri’s “all-in” gameplay more closely tied with landing Charm to establish Charm as Ahri’s “kiss of death” that needs to be avoided, as well as lower her threat/presence while Charm is on cooldown.
  • Keep Ahri’s core gameplay intact while trimming away strength from the low-gameplay patterns that don’t feel rewarding.
  • Essence Theft
    • Now heals Ahri for 2 (+1 per champion level) (+0.09 Ability Power) each time her passive-enhanced spells hit an enemy (previously 35% Spell Vamp)
  • Fox-Fire
    • Mana cost reduced to 50 (from 60)
    • Diminishing returns effect on same-target hits increased to 70% (from 50%) (best case is now 100% + 30% + 30%)
    • This reduces the same-target damage to 64/104/144/184/224 (+0.64 Ability Power) (from 80/130/180/230/280 (+0.8 Ability Power))
    • Fixed a bug that caused Fox-Fire to sometimes deal reduced damage to a target that should receive the standard damage amount
  • Charm
    • Now increases the magic damage Ahri deals to the target by 20% for 6 seconds
    • Mana cost changed to 85 (from 50/65/80/95/110)
  • Spirit Rush
    • Base damage reduced to 70/110/150 (+0.3 Ability Power) (from 85/125/165 (+0.35 Ability Power))
    • This reduces the max damage per target to 210/330/450 (+0.9 Ability Power) (from 255/375/495 (+1.05 Ability Power))

v1.0.0.152

  • Base Movement Speed increased by 25.

v1.0.0.142

  • Essence Theft will no longer occasionally allow Ahri to spell vamp off more than one spell
  • Spirit Rush's damage now matches the tooltip
  • Updated tooltips

v1.0.0.140b

  • Fox-Fire
    • Damage reduced at later ranks to 40 / 65 / 90 / 115 / 140 form 40 / 70 / 100 / 130 / 160
    • Ability power ratio increased to 0.4 from 0.375
  • Spirit Rush
    • Damage reduced to 85 / 125 / 165 from 100 / 140 / 180
    • Ability power ratio increased to 0.35 from 0.3

v1.0.0.134

  • Spirit Rush
    • The allied ultimate HUD indicator will now remain green until all 3 spell casts are used
    • Cooldown between casts increased to 1 second from 0.75
    • Cooldown increased to 110 / 95 / 80 seconds from 90 / 80 / 70

v1.0.0.132

  • Orb of Deception Mana cost increased to 70 / 75 / 80 / 85 / 90 from 60 / 65 / 70 / 75 / 80
  • Spirit Rush cooldown increased to 90 / 80 / 70 seconds from 80 / 70 / 60

v1.0.0.131

AhriSquareAhri released


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