Ashe Ability Updates
###Hello Everyone!
http://i.imgur.com/XnEwDQA Today I want to talk with you all about the Champion Ashe - The Frost Archer
"With each arrow she fires from her ancient ice-enchanted bow, Ashe proves she is a Master Archer. She chooses each target carefully, waits for the right moment, and the strikes with Power and Precision. It is with this same vision and focus that she pursues her goal of uniting the tribes of the Freljord and forging them into a mighty nation."
A quote of the beginning of Ashe's lore show a bit of what Ashe is all about as a Master Archer. Power and Precision.
Ashe has fallen out of favor, and although she was strong in Season 3 as Ashe/Zyra botlane (proven by Cloud 9), she didn't offer nearly as much as the ADC's of today. Be that due to number changes, item changes, or just meta changes, Ashe is a Utility Carry who has exceptional precision and is able to slow with her frost enchanted bow. As she stands now though, she is unable to bring much of that.
Here are some minor changes that still fit thematically with Ashe, but aren't a rework of her kit or her identity, just changes to give her back her Niche and make her viable over other options given the situation.
Focus If Ashe has not attacked in the last 3 seconds, she gains 4 / 5 / 6 / 7 / 8 Focus stacks per second. At 100 stacks, Ashe will critically strike on her next basic attack. Thereafter, Focus stacks will reset to an amount equal to her critical strike chance. [This is the current Passive for Ashe the changed one will be below]
[Edited Passive] If Ashe has not attacked a champion in the last 3 seconds, she gains 2 / 3 / 4 / 5 / 6 Focus stacks per second. At 100 stacks, Ashe will critically strike on her next basic attack against a champion. Thereafter, Focus stacks will reset to an amount equal to her critical strike chance.
Changing the passive to affect champions only makes her ability to capitalize on poor positioning in and out of lane with a very strong and intimidating first attack, it also fit her lore in that "She chooses each target carefully, waits for the right moment." I don't know about you, but critically striking a creep doesn't seem like "the right moment." Reducing the crit scaling reduces the early game power, while still powerful mid-late.
Frost Shot TOGGLE: Ashe enchants her basic attacks with ice, slowing her targets for 2 seconds. SLOW: 15 / 20 / 25 / 30 / 35%
[Edited Q] TOGGLE: Ashe enchants her basic attacks with ice, slowing her targets for 1.75 seconds. This effect can stack up to 3 times. COST: 8 MANA PER ATTACK SLOW: 5% / 8% / 11% / 14% / 17%
[Numbers changed after talking to MrBuffington and Khodexus and Zbane1] The stacking slow makes repetitive autos much more successful in kiting, as well as chasing, while not initially being too powerful. This also mean that hard engage champions (Malphite, Maokai, Amumu, etc.) still will be able to negate the slow effect if they land their abilities, while "kite-able" champs will still have a hard time engaging. Ashe will also have a lot higher chasing potential, allowing her to prevent an enemy escape with her enchanted arrows and superior marksmanship.
Volley Note: Holy cow this skill makes me cringe looking at the scaling. ACTIVE: Ashe fires 7 arrows in a 57.5º cone, dealing physical damage to each target hit. Each arrow will only hit one enemy, and each enemy will only be hit by one arrow. Volley also applies the current rank of Frost Shot, regardless of whether it is toggled on or not. PHYSICAL DAMAGE PER ARROW: 40 / 50 / 60 / 70 / 80 (+ 100% AD) COOLDOWN: 16 / 13 / 10 / 7 / 4 COST: 60 MANA RANGE: 1200
[Edited W] ACTIVE: Ashe fires 7 enchanted arrows in a 57.5º cone, dealing physical damage and applying one stack of Frost Shot, regardless of if it was toggled on or not, to each target hit. These enchanted arrows pierce their enemies, ignoring 10% of their armor. Arrows can strike champions up to three times, however arrows past the first deal 25% of the original damage. PHYSICAL DAMAGE PER ARROW: 40 / 50 / 60 / 70 / 80 (+ 100% AD)(+60% AP) COOLDOWN: 10 / 8 / 6 / 5 / 4 COST: 45 MANA RANGE: 1200
Ashe shoots 7 enchanted arrows, these arrows can still hit creeps and thus be dodged. The arrows now do more damage as they ignore armor, as well as still applying your slow. The lower level 1 base cooldown also scales less sporadically than it does on live, smoothing out to the current 4 seconds cooldown.
Hawkshot PASSIVE: Ashe gains 3 bonus gold each time she kills a unit or destroys a structure. ACTIVE: Ashe animates a hawk to scout for her, granting sight for 2 seconds as it flies towards a target location. Hawkshot grants a 1000-radius area of sight for 5 seconds when it reaches its destination. The sight extends into brushes. RANGE: 2500 / 3250 / 4000 / 4750 / 5500 COOLDOWN: 60 / 55 / 50 / 45 / 40 No Cost
*[Edited E]*PASSIVE: Ashe gains 3 bonus gold each time she kills a unit or destroys a structure. ACTIVE: Ashe animates a hawk to scout for her, granting sight for 2 seconds as it flies towards a target location. Hawkshot grants a 1000-radius area of sight for 5 seconds when it reaches its destination and reveals traps and invisible units in the area. The sight extends into brushes. RANGE: 2500 / 3250 / 4000 / 4750 / 5500 COOLDOWN: 60 / 55 / 50 / 45 / 40 No Cost
Allowing hawkshot to see say eve or twitch as well as reveal teemo shrooms cait traps and nid traps offers more utility to it, acting as a long range pseudo-oracles (still doesn' reveal green wards, just pinks if they would have been revealed anyways). This is a utility change, and shouldn't actually effect game play.
Enchanted Crystal Arrow ACTIVE: Ashe fires a giant arrow in a straight line. If it hits an enemy champion, it will deal magic damage and stun that champion for 1-3.5 second(s), based on the distance the arrow traveled. Additionally, enemies within a 250-radius of the impact take half the damage and are slowed by 50% for 3 seconds. MAGIC DAMAGE: 250 / 425 / 600 (+ 100% AP) SPLASH DAMAGE: 125 / 212.5 / 300 (+ 50% AP) COST: 100 MANA COOLDOWN: 100 / 90 / 80 RANGE: Global Max Stun at 2800 units (may need to re verify this, it should be listed on the tooltip IMO)
[Edited R] ACTIVE: Ashe fires a giant arrow in a straight line. If it hits an enemy champion, it will deal magic damage and stun that champion for 1-3.5 second(s), based on the distance the arrow traveled. Additionally, enemies within a 250-radius of the impact take 75% of the damage and are slowed by 50/60/70% for 1-3.5 seconds. MAGIC DAMAGE: 250 / 425 / 600 (+ 100% AP) SPLASH DAMAGE: 187.5 / 318.75 / 225 (+ 75% AP) COST: 100 MANA COOLDOWN: 100 / 90 / 80 RANGE: Global
The increase in AoE, slow, and damage make this a more impactful ability when maximized (since to get the max stun you have to be 2800 units away when firing the arrow). Since this is one the the major reasons you play Ashe (Utility ADC, get a pick with ult), it should be exceptionally impactful. As a slow moving ult it can be avoided when warned, and if fired short range it will pose less (since the slow also scales with range now).
As for now, that's all I am suggesting. This isn't a kit rework, as her kit does the same thing it does in live, just some changes that I feel would make her more enjoyable to play, as well as making her a very viable pick in niche situations (or as a pick you enjoy playing).
If you liked this, bump it. Enough upvotes and maybe even Rito senpai will notice us!