warpenguin55
Smash Journeyman
- Joined
- Aug 20, 2018
- Messages
- 490
So here's what I had come up with so far:
B: Orb of deception:
Works exactly like in LoL, does more damage on the way back to her. Functions like TLink boomerang, will always attempt return to her
Side B: Charm:
Forces the first enemy hit to walk towards Ahri. Could act like Mewtwo's Confusion, where if it hits an airborne enemy it just does a very small amount of damage and knockback.
Up B: Spirit Rush:
In my head, this works like a combo between Bayonetta's Side B and Pikachu's Up B. This ability has been updated since the video Venus of the Desert Bloom linked came out. Ahri used to only get 3 dashes, but now when Ahri gets a kill or assist she gets another dash, assuming she doesn't have 3 stored already. Maybe that can transfer over?
Down B: Fox-Fire:
The way it function in LoL is like the opposite of Sephiroth's Side B. The orbs start spinning around her, then fire at nearby enemies. It used to prioritize Charmed enemies. I don't remember if it still does or not, but it probably should in Smash.
Shield B: Flash:
Something I just realized I should have mentioned in the mechanics job is Summoner Spells. A Summoner Spell is a unique spell that can be used on any champion. The concept was originally supposed to be these are the spells that you, the summoner, are using to support the champion you picked. Then Riot reworked the lore and IDK what they are supposed to be now. Before the game starts, you get to choose 2 Summoner Spells to play with. It's OK though, because 1 slot is almost always used to take 1 specific spell called Flash. Here's a video of Flash in action, it's basically a short teleport. The reason it's so popular is because you can use it to dodge out of big enemy abilities instantly, close the gap to hit one of your own major abilities (in Ahri's case it's normally used to make Charm easier to hit).
Only like 3 champions don't normally take Flash. Since Ahri always takes Flash and it's become such a core mechanic of LoL, I think it should be in the game in some way. Also I think having Ahri choose 2 summoner spells at the start of every game could feel really annoying to play against. There's also only really room for 1 anyway.
To use Flash, you'd do the Shield-B, then input a direction. Ahri does a short, quick teleport in that direction, facing towards the nearest enemy when she lands. If Ahri is in mid air after using Flash, she goes into free fall. Flash has no hitbox and would probably need some sort of long cooldown. Like 20-30 seconds or so. Maybe it can scale down with level.
This is all that I have for Ahri's LoL abilities, but she has a few extra ones from Ruined King. I work early mornings, so I don't have enough time to go through them right now for other parts of her kit. I'd also like to add more synergy with the XP mechanic if I get the chance. I'll have to do that when I get back home if there is time.
B: Orb of deception:
Works exactly like in LoL, does more damage on the way back to her. Functions like TLink boomerang, will always attempt return to her
Side B: Charm:
Forces the first enemy hit to walk towards Ahri. Could act like Mewtwo's Confusion, where if it hits an airborne enemy it just does a very small amount of damage and knockback.
Up B: Spirit Rush:
In my head, this works like a combo between Bayonetta's Side B and Pikachu's Up B. This ability has been updated since the video Venus of the Desert Bloom linked came out. Ahri used to only get 3 dashes, but now when Ahri gets a kill or assist she gets another dash, assuming she doesn't have 3 stored already. Maybe that can transfer over?
Down B: Fox-Fire:
The way it function in LoL is like the opposite of Sephiroth's Side B. The orbs start spinning around her, then fire at nearby enemies. It used to prioritize Charmed enemies. I don't remember if it still does or not, but it probably should in Smash.
Shield B: Flash:
Something I just realized I should have mentioned in the mechanics job is Summoner Spells. A Summoner Spell is a unique spell that can be used on any champion. The concept was originally supposed to be these are the spells that you, the summoner, are using to support the champion you picked. Then Riot reworked the lore and IDK what they are supposed to be now. Before the game starts, you get to choose 2 Summoner Spells to play with. It's OK though, because 1 slot is almost always used to take 1 specific spell called Flash. Here's a video of Flash in action, it's basically a short teleport. The reason it's so popular is because you can use it to dodge out of big enemy abilities instantly, close the gap to hit one of your own major abilities (in Ahri's case it's normally used to make Charm easier to hit).
Only like 3 champions don't normally take Flash. Since Ahri always takes Flash and it's become such a core mechanic of LoL, I think it should be in the game in some way. Also I think having Ahri choose 2 summoner spells at the start of every game could feel really annoying to play against. There's also only really room for 1 anyway.
To use Flash, you'd do the Shield-B, then input a direction. Ahri does a short, quick teleport in that direction, facing towards the nearest enemy when she lands. If Ahri is in mid air after using Flash, she goes into free fall. Flash has no hitbox and would probably need some sort of long cooldown. Like 20-30 seconds or so. Maybe it can scale down with level.
This is all that I have for Ahri's LoL abilities, but she has a few extra ones from Ruined King. I work early mornings, so I don't have enough time to go through them right now for other parts of her kit. I'd also like to add more synergy with the XP mechanic if I get the chance. I'll have to do that when I get back home if there is time.