Mid 6300 975
Ahri is a very flexible champ that can be used successfully with many playstyles. The playstyle I prefer most is the high-burst Assassin, while another useful style is the heavy utility DPS mage. She relies on her strong mid game and a very powerful burst to let her deal tons of damage in skirmishes and team fights.
Health: 380 (+80 per level)
Mana: 250 (+50 per level)
Attack Damage: 50 (+3 per level)
Attack Speed: 0.668 (+2% per level)
Movement Speed: 345
Health Regen: 5.5 (+0.6 per level)
Mana Regen: 7 (+0.6 per level)
Armor: 15 (+3.5 per level)
Magic Resist: 30 (+0 per level)
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.
Ahri sends out and pulls back her orb, dealing magic damage on the way out and true damage on the way back. Deals 40/65/90/115/140 (+33% Ability Power) magic damage on the way out, and 40/65/90/115/140 (+33% Ability Power) true damage on the way back.
Ahri releases three fox-fires, that lock onto and attack nearby enemies. Releases three fox-fires that lock on to nearby enemies (prioritizes Champions) dealing 40/65/90/115/140 (+40% Ability Power) magic damage.Enemies hit with multiple fox-fires take 30% damage from each additional fox-fire beyond the first, for a maximum of 0 damage to a single enemy.
Ahri blows a kiss that damages and charms an enemy it encounters, causing them to walk harmlessly towards her. Ahri deals additional damage to recently charmed enemies. Blows a kiss dealing 60/90/120/150/180 (+35% Ability Power) magic damage and charms an enemy causing them to walk harmlessly towards Ahri for 1/1.25/1.5/1.75/2 second(s).Enemies hit by Charm take 20% more magic damage from Ahri for 6 seconds. Orb of Deception's true damage is also increased by this effect.
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes Champions). Spirit Rush can be cast up to three times before going on cooldown. Nimbly dashes forward firing 3 essence bolts at nearby enemies (prioritizes Champions) dealing 70/110/150 (+30% Ability Power) magic damage. Can be cast up to three times within 10 seconds before going on cooldown.
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Runes and summoner spells