Wednesday, 14 June 2017

Ahri: Statistics & Abilities

Ahri: Statistics & Abilities

List of Statistics on Ahri
Health: 514.4 + 80 per level
Health Regen.: 6.508 + 0.6 per level
Mana: 334 + 50 per level
Mana Regen.: 6 + 0.8 per level
Ranged: 550
Attack Damage: 53.04 + 3 per level
Attack Speed: 0.668 + 2% per level
Armor: 20.88 + 3.5 per level
Magic Res.: 30 + 0.5 per level
Mov. Speed: 330

List of Abilities on Ahri
Essence Theft (Passive)
Description: Whenever Ahri hits an enemy with one of her abilities, she gains a charge of Essence Theft, and can gain up to 3 charges per ability cast. Upon reaching 9 charges, her next ability heals her for 3 / 5 / 9 / 18 (+ 9% AP) for each enemy hit.

Additional Information
- Essence Theft is an on-spell effect.
- Ahri's Orb is shining green when Essence Theft reaches 9 Charges.

Orb of Deception (Q)
Description: Ahri sends an orb of arcane energy in the target direction, dealing magic damage to all enemies it passes through, then pulls it back, dealing true damage to all enemies it passes through on the way to her current location. While the orb is traveling, Ahri gains 215 bonus movement speed that rapidly decays down to 80 over the first 0.5 seconds.
Range: 880
Cost: 65 / 70 / 75 / 80 / 85 Mana
Cooldown: 7
Damage Per Pass: 40 / 65 / 90 / 115 / 140 + 35% AP

Additional Information
- Orb of Deception is a linear, pass-through skill shot with a linear area of effect component.
- Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Rylai's Crystal Scepter will apply a 20% slow for 1 second.
- Magic damage will be mitigated by magic shields.
- True damage ignores all forms of damage reduction except invulnerability.
- Spell shields will block a single instance of damage.
- This ability is considered to be a projectile for Unbreakable and Wind Wall.
- If Ahri dies or becomes un-targetable while Orb of Deception is in-flight it will still deal damage and return to her position.
- The projectile can only damage an enemy champion twice, once before it reaches its maximum range and once while returning to Ahri.
- If Ahri is performing an attack animation when the orb switches direction, the attack animation is canceled.
- Flash can be cast during the cast animation of Orb of Deception. If done so, the ability resolves after Flash from the location Ahri flashed to.

Fox-Fire (W)
Description: Ahri summons three spectral flames which orbit her for up to 5 seconds. After a brief delay, each flame pursues the closest visible enemy, prioritizing champions, then the target of Ahri's last basic attack, dealing magic damage. Multiple flames can hit the same target, with each flame beyond the first dealing 30% damage.
Range: 700
Cost: 50 Mana
Cooldown: 9 / 8 / 7 / 6 / 5
Magic Damage: 40 / 65 / 90 / 115 / 140 (+ 30% AP)
Additional Magic Damage: 12 / 19.5 / 27 / 34.5 / 42 + 9% AP

Additional Information
- Fox-Fire is point-blank, auto-targeted ability.
- Applies spell effects as a single target ability.
- Spell vamp is fully applied.
- Rylai's Crystal Scepter will apply a 20% slow for 1 second.
- Magic damage will be mitigated by magic shields.
- Spell shields will block a single orb.
- This ability is considered to be a projectile for Unbreakable and Wind Wall.
- Fox-Fire has no casting time and will not interrupt Ahri's previous orders.
- Fox-Fire's targeting priority is as follows:
- The enemy champion closest to the orb's location
- The target of Ahri's last auto attack
- The enemy unit closest to the orb's location
- Ahri must have sight of an enemy in order for Fox-Fire to target them. Once targeted, the missiles will chase its target even if Ahri loses sight.
- If the target of Fox-Fire dies, the missile will fizzle.
- Any unused Fox-Fires will fizzle on Ahri's death.
- If Ahri uses Zhonya's Hourglass while Fox-Fire is active, any orbs that have not acquired a target will fizzle.
- The cooldown of Fox-Fire begins once all the orbs have been cast or timed-out.
- Each missile of Fox-Fire has its own range.


Charm (E)
Description: Ahri blows a kiss in a line, dealing magic damage to the first enemy hit and charming them.
Range: 975
Cost: 85 Mana
Cooldown: 12
Magic Damage: 60 / 95 / 130 / 165 / 200 + 60% AP
Charm Duration: 1 / 1.25 / 1.5 / 1.75 / 2

Additional Information
- Charm is a linear, collision skill shot.
- Applies spell effects as a single target ability.
- Spell vamp is fully applied.
- Rylai's Crystal Scepter will apply a 20% slow for 1 second.
- Magic damage will be mitigated by magic shields.
- Spell shields will block the ability.
- This ability is considered to be a projectile for Unbreakable and Wind Wall.
- If the charmed enemy does not have sight of Ahri they will stand still for its duration.
- The enemy movement speed reduction is fixed for the duration meaning ghosting or further slowing the target will have no effect. Highlander will not resist it.
- If Ahri dies while an enemy is charmed the effect will end.
- Flash can be cast during the cast animation of Charm. If done so, the ability resolves after Flash from the location Ahri flashed to.

Spirit Rush (R)
Description: Ahri dashes in the direction of the cursor and fires up to three energy bolts that each pursue one of her nearest visible enemies, dealing magic damage. Each enemy can only be hit by one bolt at a time. Spirit Rush can be cast twice more within 10 seconds of activation at no additional cost before going on full cooldown.
Range: 450 (Target) / 600 (Radius)
Cost: 100 Mana
Cooldown: 110 / 95 / 80
Magic Damage: 70 / 110 / 150 + 25% AP

Additional Information
- Spirit Rush is a ground-targeted dash with an auto-targeted component.
- Applies spell effects as an area of effect ability.
- Spell vamp is reduced to one-third effectiveness.
- Rylai's Crystal Scepter will apply a 20% Slow icon slow for 1 second.
- Magic damage will be mitigated by magic shields.
- Spell shields will block a single cast's bolts.
- This ability is considered to be a projectile for Unbreakable and Wind Wall
- Spirit Rush is considered to be a dash for Poppy's Steadfast Presence.
- Spirit Rush uses a barrage system meaning it can be cast multiple times within a given period at no additional cost.
- Each dash counts as activating an ability for the purposes of effects such as Spellblade and Force Pulse.
- There is a 1-second static cooldown for successive casts.
- Spirit Rush uses quick cast by default.
- Ahri must have sight of an enemy in order for Spirit Rush to target them. Once targeted, the bolts will chase its target even if Ahri loses sight of them.
- If Ahri dies mid-dash, she will not fire the bolts.

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