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The Nine-Tailed Fox
Release Date:December 14th, 2011
Cost:4800 BE
880 RP
Health Regen HealthRegen Mini Icon.png :514.4 (+ 0.6)
Mana Mana Mini Icon.png :334 (+ 50)
Mana Regen ManaRegen Mini Icon.png :6 (+ 0.8)
Movespeed MovementSpeed Mini Icon.png :330
Attack Damage AttackDamage Mini Icon.png :53.04 (+ 3)
Attack Speed AttackSpeed Mini Icon.png :0.668 (+ 2%)
Range Range Mini Icon.png :550
Armor Armor Mini Icon.png :20.88 (+ 3.5)
Magic Resist MagicResist Mini Icon.png :30 (+ 0)


PassiveEssence Theft
Essence Theft.png
(Innate) Ahri gains a charge of Essence Theft whenever a spell hits an enemy (max: 3 charges per spell). Upon reaching 9 charges, Ahri's next spell heals her whenever it hits an enemy.
Heal: 3 / 5 / 9 / 18 (+9% of Ability Power) per unit hit

QOrb of DeceptionBanshee's Veil.png
Orb of Deception.png
(Active) Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back. Ahri gains movement speed that decays while her orb is traveling.
Cooldown: 7 seconds
Range: 880
Cost: 65 / 70 / 75 / 80 / 85 mana
Magic Damage: 40 / 65 / 90 / 115 / 140
(+35% of Ability Power)
True Damage: 40 / 65 / 90 / 115 / 140
(+35% of Ability Power)

WFox-FireBanshee's Veil.png
(Active) Ahri summons three spectral flames, which orbit her for up to 5 seconds. After a brief delay, each flame will target the closest visible enemy, prioritizing champions then the target of Ahri's last basic attack, dealing magic damage upon hit. Multiple flames can hit a single target, but each flame beyond the first will only deal 30% damage.
Cost: 50 mana
Range: 550
Cooldown: 9 / 8 / 7 / 6 / 5 seconds
Magic Damage: 40 / 65 / 90 / 115 / 140
(+40% of Ability Power)
Maximum Damage to the Same Target: 64 / 104 / 144 / 184 / 224
(+64% of Ability Power)

Additional Information about the Skill:

Only one part of the skill gets blocked by Banshee's Veil.

ECharmBanshee's Veil.pngCleanseQss.png
(Active) Ahri blows a kiss in the targeted direction, dealing magic damage and charming the first enemy she hits, forcing them to walk harmlessly towards her while slowed by 50%.
Cost: 85 mana
Cooldown: 12 seconds
Range: 975
Duration: 1 / 1.25 / 1.5 / 1.75 / 2 seconds
Magic Damage:60 / 95 / 130 / 165 / 200
(+50% of Ability Power)

RSpirit RushBanshee's Veil.png
Spirit Rush.png
(Active): Ahri dashes in the direction of the cursor and fires up to three energy bolts that target the closest visible enemy units within 600 range, prioritizing champions, and deal magic damage on hit. Spirit Rush can be cast two additional times within 10 seconds of activation at no additional cost before going on cooldown. The same enemy can only be hit once per dash.
Cost: 100 mana
Range: 450
Cooldown: 110 / 95 / 80 seconds
Magic Damage Per Bolt: 70 / 110 / 150
(+30% of Ability Power)
Magic Damage Per Bolt to the Same Target: 210 / 330 / 450
(+90% of Ability Power)

Patch History


Another buff to prettiness and sass.


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

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.png E - Charm

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

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.png 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)


"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.png E - Charm
    • ACT NATURAL : Charm no longer causes monsters to freak out, regen, or otherwise act unnaturally

Never trust nine-tails and a smile.

  • Charm.png 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)


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.png Q - Orb of Deception
    • COST : 55/60/65/70/75 mana 65/70/75/80/85 mana
  • Fox-Fox.png 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.png R - Spirit Rush
    • ACQUISITION RANGE : 700 600


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.png 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.png 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.png 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.png R - Spirit Rush'
    • QUIT HEADBUTTING THE WALL AHRI : Spirit Rush is now more forgiving when dashing through or over terrain


  • 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

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.png 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)


  • Orb of Deception.png 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)

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))


  • Base Movement Speed increased by 25.


  • 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


  • 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


  • 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


  • 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


 Ahri released