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The Nine-Tailed Fox
Release Date: Champ_releasedate::December 14th, 2011
Cost: [[Champ_be::{{{be}}}]] Template:BE Champ_ip::4800 Template:IP Champ_rp::880 RP
Primary Attribute: Champ_Attributes::Mage
Secondary Attribute: Champ_Attributes::Assassin
Resource: Champ_Res::Mana
Health Mini Icon.png Health: Champ_hp::514.4 (+ Champ_hplvl::80)
HealthRegen Mini Icon.png Health Regen: Champ_hpregen::6.505 (+ Champ_hpregenlvl::0.6)
Mana Mini Icon.png Mana: Champ_mana::334 (+ Champ_manalvl::50)
ManaRegen Mini Icon.png Mana Regen: Champ_mpregen::6 (+ Champ_mpregenlvl::0.8)
MovementSpeed Mini Icon.png Movespeed: Champ_movespd::330
AttackDamage Mini Icon.png Attack Damage: Champ_ad::53.04 (+ Champ_adlvl::3)
AttackSpeed Mini Icon.png Attack Speed: Champ_attack_spd::0.668 (+ Champ_attack_spdlvl::2%)
Range Mini Icon.png Range: Champ_range::550
Armor Mini Icon.png Armor: Champ_armor::20.88 (+ Champ_armorlvl::3.5)
MagicResist Mini Icon.png Magic Resist: Champ_mres::30 (+ Champ_mreslvl::0)
Dynasty Ahri Released: 2011-12-14 / 975 RP
Midnight AhriReleased: 2011-12-14 / 750 RP
Foxfire AhriReleased: 2012-07-11 / 975 RP
Popstar AhriReleased: 2013-11-25 / 975 RP
Challenger AhriReleased: 2015-01-15 / 975 RP
Academy AhriReleased: 2015-08-27 / 750 RP


  • Current
  • Previous
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.

Unlike other foxes that roamed the woods of southern Ionia, Ahri had always felt a strange connection to the magical world around her; a connection that was somehow incomplete. Deep inside, she felt the skin she had been born into was an ill fit for her and dreamt of one day becoming human. Her goal seemed forever out of reach, until she happened upon the wake of a human battle. It was a grisly scene, the land obscured by the forms of wounded and dying soldiers. She felt drawn to one: a robed man encircled by a waning field of magic, his life quickly slipping away. She approached him and something deep inside of her triggered, reaching out to the man in a way she couldn't understand. His life essence poured into her, carried on invisible strands of magic. The sensation was intoxicating and overwhelming. As her reverie faded, she was delighted to discover that she had changed. Her sleek white fur had receded and her body was long and lithe - the shape of the humans who lay scattered about her.

However, though she appeared human, she knew that in truth the transformation was incomplete. A cunning creature, she adapted herself to the customs of human society and used her profound gift of beauty to attract unsuspecting men. She could consume their life essences when they were under the spell of her seductive charms. Feeding on their desires brought her closer to her dream, but as she took more lives, a strange sense of regret began to well within her. She had reservations about actions which never troubled her as a fox. She realized that she could not overcome the pangs of her evolving morality. In search of a solution, Ahri found the Institute of War, home of the most gifted mages on Runeterra. They offered her a chance to attain her humanity without further harm through service in the League of Legends.

"Mercy is a human luxury... and responsibility."

-  Ahri


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)

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
LCS logo 25x25.png 2014 NA LCS Spring Playoffs 0 1 0 1 0 5.6
LCS logo 25x25.png 2014 NA LCS Spring Round Robin 0 8 4 4 50 7.1
LCS logo 25x25.png 2014 EU LCS Spring Playoffs 0 3 1 2 33.3 15
LCS logo 25x25.png 2014 EU LCS Spring Round Robin 0 4 1 3 25 3.5
RpPoints.png 2014 EU Challenger Series Spring Playoffs 0 2 1 1 50 11.8

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



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