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Bringing Ashe back into the meta Would my rework on her work?

LtHoiz··1 votes·417 views

Just want to know am I making her OP?

Ashe

Passive - Focus

Ashe focus on her target, applying debuff on target in Ashe’s sight every second. Every stack of debuff provide Ashe hitting that target with 8% critical strike chance up to 5 stack(40%). Any Ashe auto attack reset the debuffs. Leaving her sight will reset the debuff. Ashe focus on her current target, apply debuff on target every auto attack giving 5% critical strike chance on the target every stack up to 8 stacks(40%). Auto attack and critical strike will not reset the debuff. Auto attack on another enemy reset the debuff on the original target.

Q - Frost Shot

Cost: 10 mana per attack

Toggle - Ashe enchants her basic attack with ice, applying debuff Frost, slowing her target for 2 seconds. (slow:15%/20%/25%/30%/35%) Ashe’s basic attack consume the debuff dealing (5/10/15/20/25) magic damage and remove the debuff.

W - Volley

Range: 1200 Cooldown: 15/12/10/8/6 Cost: 50/55/60/65/70 mana

Physical damage per arrow: 20/30/40/50/60 (+80% AD) Maximum damage to single target: x2.6 = 52/78/104/130/156 (+208% AD)

Active – Ashe fires 7 arrows in a 57.5 cone, dealing physical damage to each target hit. One enemy can be hit by multiple arrows. Each subsequence arrow hitting the target deal 1/n damage. Volley also applies the current rank of Frost Shot, regardless of whether it is toggled on or not

E - Hawkshot

Range: 2000/2750/3500/4250/5000 Cooldown: 60/55/50/45/40

Passive – Ashe animates a hawk to scout for her, soaring above her giving true sight of radius 1000. The true sight do not reveal invisible objects placed by champion. Ashe gain 1 bonus gold each time a enemy unit get killed in sight range of Hawkshot.

Active – Ashe sends her hawk to target area, granting true sight for 2 seconds as it flies towards target location. The hawk then stays above the target location providing true sight of radius 1000. The true sight do not reveal invisible objects placed by champion. Hawkshot can be casted on Ashe herself to recall her hawk even on cooldown.

R - Enchanted Crystal Arrow

Range: global Cooldown: 100/85/70 Cost: 100 mana

Magic damge: 250/425/600 (+100% AP / +50% AD) Splash damage: 125/212.5/300 (+50% AP / +25% AD)

Active – Ashe fires a giant arrow in a straight line. If it hits an enemy champion, it will deal magic damge an stun that champion for 1-3.5 seconds, based on the distance the arrow traveled. Additionally, enemy within a 250 radius of the impact take half the damage and are slowed by 50% for 3 seconds.

The passive is simply a rework that would help in fighting rather than every time go back to lane

Q is reworked to compensate the small slow effect with dome extra damage, helping her to finish the target in a upwind situation

W is set with longer CD and lower scale and base but in exchange a close quarter burst. And basically no champion have a model so big to take all 7 arrows unless stand right on the point the arrows come out

E is made so that she actually has some utility instead of just slow and a 5 sec vision

R is added with small ad scale just to make it more damage in ad. Shorter CD

Sorry for any poor Englishsummoner 3

3 Comments

Thales1 votes

Eh, this isn't great. The passive is confusing, though that might just be your wording of it. And bonuses to crit chance are always dicey, because they can either be overpowering or worthless. Her current passive, through removing the random element, is a better implementation. Your Q has some really weird incentives in it. If I want to kite someone, I shouldn't attack them until the slow debuff wears off? I'm actually cleansing a slow from my opponents by doing what I would want to do anyhow? What?

The W is somewhat missing the point. Ashe isn't supposed to be a close-range powerhouse like Graves. If people get on her, she should be dead, not higher damage. The damage fall-off is also according to a bit of a wacky formula, especially compared to similar abilities like Graves Q. E revealing stealth champions but not stealth wards and traps is weird. And giving her flying vision at her location by default is incredibly powerful, and would probably have to cut dramatically into her power budget elsewhere. The R changes aren't inherently problematic, but it's already one of the stronger abilities out there; it doesn't need buffs.

LtHoiz1 votes

yup its all base on playing ashe experience and might go really wrong.

The R buff isn't really matter, but being the only hard cc for no escape ashe , it really need some lower CD. And fix the hitbox.

the Q if for kiting, you can land another q instead of normal aa so a debuff will apply again.

W and E are really matter since playing Ashe, she die every enemy gank. No escape and low base ms make her never out run enemy if W is on CD. While E isnt really that effective to prevent ganking since it only provide 5 sec normal vision in target area and instance vision when flies by.My E would simply mean a vision ward and it can't even check ward or traps. Instead it prevent Ashe ganked by stealth champ so easily. Default on head E might be op but put it with CD would make it same as the E nowadays. 1000 true sight range isnt even that long, the stealths could always go in and gank. The main problem I see is it would punish Akali hard.

The W is instead being a farm tool and AOE slow can now pack a punch and give Ashe some more chance to survive when enemy come close. The formula could get some change just to make sure the enemy would not get hit by 7 arrow of 200 dmg each.

The passive is basec on the current one - Crit. Since thee current one only benefit Ashe the first hit after she not hitting anything for a long period, and in fight she simply benefit from passive for one aa. That is truly the useless passive. The first half of the description is basically same as current one but cap at 40% and only start stacking when enemy in sight. Remain half is to allow Ashe do better DPS when hitting the same target as she gain crit chance hitting the same target. Which make the passive still do the same thing - crit while still benefit Ashe in a fight more than one aa.

Thales1 votes

"Ganked by stealth champs" isn't really a problem. There's vanishingly few of those, and the most prominent one who would be roaming or ganking, Eve, is already visible when she's near. If you intended Q to only do bonus damage when the toggle is off, that's bizarre functionality, and adds microing to an area of her kit that really shouldn't be eating up mindspace.

Every champion has weaknesses. Ashe has a lot of tools for keeping her enemies at a distance (although fewer if you are removing the perma-slow), but will die if they can close the distance. Making her W better from close up is weakening her identity as Queen of Kiting, because making it better close-up will drain power from the rest of the kit. If your E is to grant her permanent vision of an area, that's even more powerful than I thought. Perfect vision control of Baron? And it's just unnecessary power. Sure, if she gets caught by a gank, she'll probably die, but supports can already help with the vision game. Seriously, do your supports not ward or something?

I, uh, don't understand most of your last paragraph. Yes, Ashe's passive isn't great in fights, but she's plenty strong anyhow with her range and great base stats. She's not the highest DPS ADC, but her strengths lie elsewhere.

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