Talk:Ahri/@comment-24327220-20191203075030/@comment-26808509-20191204094608

It's true that ypu only use R for repositioning, however it allready deals pretty low damage. All her damage is now tied to E instead via the 20% damage buff.

The mininrework that reintroduced this was supposed to shift her into a sweetspot between assassin and kite mage. Less damage than she had in the old days, but with added utility via her passive; less utility than she had before this rework, but with added damage.

And this duality makes her feel so underwhelming. Instead of having a champ that can decide for either, you have a combination of both. And hybrids like that are allways either oppressive or just bad. In her current state, Ahri needs active items to be able to do anything at all. Cause all you see right now are two versions:

-Protbelt (+ Ludens and Electrocute) Ahri, to make up for her low damage. An attempt to deal enough damage to oneshot targets, but often outclassed by other assassins and burst mages, easily countered by tiny amounts of MR.

-GLP (+ Glacial Augment) Ahri, to make up for her low utility. An attempt to make her more useful for the team if she allready can't kill targets, shw can at least AoE slow and set up kills for her team.

Not that Riot attempt to create a hybrid didn't work. Cause both itembuilds try to imitate one of the former roles. They don't however work together. And that's why it allways feels like you are missing out on something with Ahri. It never feels like you deal enough damage, it never feels like you add enough utility or CC. The only reason she is successful atm is that she doesn't have hard counters and thus can be played as a safepick, unlike most other S tier champs (you never want to first pick a Fizz or Katarina).