Champion Update: -Ashe: The Frost Archer-

Blumpkin Nation··7 votes·16,967 views

::Edits are on the bottom::

Ashe - The Frost Archer

[Current Stats at Level 1]

Health: 527.72 (+79 per level)

Mana: 231.8 (+35 per level)

Attack Damage: 51.088 (+2.85 per level)

Attack Speed: 0.658 (+4% per level)

Movement Speed: 325

Health Regen: 5.42 (+0.55 per level)

Mana Regen: 6.97 (+0.4 per level)

Armor: 21.212 (+3.4 per level)

Magic Resist: 30 (+0 per level)

[Updated Stats at Level 1]

Health: 530 (+80 per level)

Mana: 240 (+50 per level)

Attack Damage: 52 (+3 per level)

Attack Speed: 0.740 (+4% per level)

Movement Speed: 325

Health Regen: 5.42 (+0.55 per level)

Mana Regen: 7 (+0.5 per level)

Armor: 22 (+3.8 per level)

Magic Resist: 30 (+0 per level)

I've basically just gave her small increases to most of her base and per level scaling stats.

[Abilities - Updated]

Passive (Focus): After landing a basic attack on an enemy target (applies to minions, monsters, and champions) Ashe will mark her target with Focus and consecutive strikes will increase her critical strike chance against that target. Focus lasts for 3 seconds or until another target is attacked. Once a target has been critically struck, Focus goes on a 4/3/2 (@ levels (1)/6/9/12) second cool down for that target.

Critical Strike Stack: 5/8/11% per stack of Focus at levels (1)/6/9/12.

Q (Frost Arrows) Active: Ashe charges her next basic attack with ice, slowing her target's movement speed and dealing bonus physical damage equal to a % of her Attack Damage. (Cool down will only reduce with Rank and not CDR.) Frost Arrow's slow cannot be reduced by tenacity or masteries. The slow will always be constant.

Slow Amount - 30/40/50/60/70% for 3 seconds. Bonus Total AD: 30/35/40/45/50% Cool down: 7/6/5/4/3 Mana Cost: 25/30/35/40/45 at all ranks

W (Volley) Active: Ashe fires a volley of 7 arrows in a cone in front of her dealing damage to all targets hit. Each arrow will only hit one enemy, and each enemy will only be hit by one arrow. Volley applies half Frost Arrow's slow % and bonus damage if it is not on cool down.

Physical Damage: 30/35/40/45/50 base damage + (100% of total Attack Damage) Slow + Damage from Frost Arrow: 15/20/25/30/35% + 150% Total Attack Damage. (Requires that Frost Arrow is learned.) Slow duration ALWAYS lasts for 1.5 seconds for Volley if Frost Arrow is not on cool down. Cool down: 16/13/10/7/4 Mana Cost: 40/50/60/70/80

E (Hawkshot) Active and Passive: Ashe sends out an animated Hawk to scout the surrounding area for her. The Hawk grants vision while traveling and perches at its end location granting vision in an AoE for 5 seconds. Targets who linger in the Hawk's end location will be marked with Focus every second. Does not reveal stealth targets and will not mark them.

Hawkshot passively grants Ashe bonus movement speed base on how many targets she has slowed. Passive is halved if Hawkshot goes on cool down.

Active Range: 3000/3500/4000/4500/5000 Bonus Movement Speed: 6/7/8/9/10 Flat Movement speed per champion slowed. Buff lasts for 3 seconds. Min/Max Movement Speed: (15/17.5/20/22.5/25) (30/35/40/45/50) Cool down: 50/45/40/35/30 Mana Cost: 0

R (Enchanted Crystal Arrow) Active: Ashe fires a giant ice arrow that travels in a line. If it hits an enemy champion, it will stun the target and damage them in an AoE. Enemies nearby the impact will be dealt half the damage and slowed for 50% for 3 seconds.

Magic Damage: 250/325/400 + (100% AP) Stun based on distance traveled: 1-3.5 seconds Cool down: 90/80/70 Mana Cost: 100

Thoughs/Concerns?

Edit notes:

1.) Changed Hawkshot from (not applying stacks on targets already in sight or revealed) to (allowing stacks to build as long as they're in Hawkshot's radius). 2.) Changed Hawkshot from (applying stacks every other second) to (applying stacks every second as long as the target stands in it's radius). 3.) Changed Focus crit stacks from 3/6/9% to 5/8/11% 4.) Changed Frost Arrows slow duration from (1/1.25/1.5/1.75/2) seconds to (3) seconds. 5.) Changed Frost Arrows mana cost from 40 at all ranks to 25/30/35/40/45.

22 Comments

Byrnes3 votes

Too complicated, imo. And I think it is going a bit too much Quinn and not enough Ashe. Also, the slow not being effected by tenacity is likely a poor choice - but it wouldn't matter too much too often anyway, since she will apply another stack in the majority of cases anyway. I do like the passive you've put forward, I just feel like it doesn't have to be effected by every skill (though it would be fun to have a Sejuani like effect on Ashe as well).

Blumpkin Nation1 votes

Do you mean her Frost Arrows Passive or her Focus passive? Frost Arrows only applies to her basic attacks and Volley, while Focus only applies to her basic attacks and Hawkshot. If I wasn't clear enough, I'm sorry, I posted this later at night and I'm kinda foggy xD!

Hmm... I do see the similarities with Quinn, but I think I overall kept the idea as close to Ashe as I could. Quinn has an AoE blind, a marking with Valor, a Dash/interrupt, and a melee form execute. I like to think as Ashe as more passive version of Quinn, but I think my changes make her a little more aggressive without hurting her identity. I could be wrong, I dunno. :D

A Sejauni effect, eh? I wonder if I could have all her applies apply Focus in a way, so she can build stacks before Auto-Attacking, but I'm not sure if that'd be too strong.

Thank you for taking time to respond and read my post. I appreciate it very much. :)

Cale0172 votes

All in all I like this idea, but the passive is what sorta kills it for me. For one thing, it's going to make her already weak early game even worse. If you're in range of an enemy long enough to get up to even 30% critical strike chance, one of you is already about to die anyways. By the time you get into the late game, where the stacks are actually building up at a rate that makes a difference in shorter skirmishes, she's already got enough crit chance from an Infinity Edge and a Phantom Dancer/Static Shiv to make that extra 9% every auto attack pretty much useless. So by the time the passive because useful it's already being outclassed.

In the same vein, that Hawkshot active's interaction with her passive Focus makes absolutely no sense. If it can't work on enemies she already has vision of, then it's not going to work on anyone that she can get close enough to in order to deal damage anyways. I don't really care if I'm slowly building stacks of crit chance on the enemy jungler who's fighting Dragon at the moment, because by the time I get there Hawkshot will have ended anyways and all those Focus stacks leave. It makes zero sense to allow it to stack passives that she's pretty much never going to be able to make any use of. Her Hawkshot might work better if she can either cast it on an area to gain vision of that area for a short time, or cast it on an enemy champion directly to grant vision of them while increasing the range of her auto attacks so long as Hawkshot is active on them.

Outside of reworking that passive idea, the only change I would make is keeping her Q as a toggle. When active it deals a lesser amount of damage per hit, and a lower slow, perhaps something like 20/22.5/25/27.5/30% AD and 30/35/40/45/50% slow but giving it to her constantly instead of in a single shot that someone can just flash away from or get in a dash/leap ability and render it entirely useless if she can't catch up in that time. And even if she can, with the cooldown active there's no telling if she can stay on them afterwards. I like the idea of her being a slightly more utility based champion instead of a bursty one, giving her an auto attack augment just feels like a means of giving her damage that she doesn't really need given her ability to keep someone right where she wants them with constant slows. With a Hawkshot the way I suggested it'd let her keep them well within range farther than anyone could hurt her while dealing damage safely and not letting them get away.

Other than that, you had a well thought out post. +1 dude

Blumpkin Nation1 votes

My thought process behind Hawkshot dif get a little skewed from what I wanted it to be. I couldn't decide if it should be used as a chasing tool for enemies running into an unwarded brush or something of the sort.

I may just let it apply crit chance regardless if she has sight or not, just to give the enemy pressure. They should be thinking "Oh, shit, I have 3 stacks of Focus on me and Ashe is closing in, so I either engage or run to get rid of the focus stack, why should I give her a free chance to crit?"

It would be essentially weaker at the level 1-2 fights where she gets her auto-crit with her old passive, but I feel Ashe should get a random crit chance like her Hubby, Tryn, by attacking and gaining Focus. While Riot hates that 'lucky crit' start of a match, Ashe still has to land 2 basic attacks to even get a 3% chance ( i could buff it to 5/5/10%) to crit, which could change the game for her. Otherwise, I'm open to getting rid of the crit chance completely.

I had a different idea for her passive, revolving around gaining 1% critical strike per second after 2 seconds of Ashe not attacking. And on her next basic attack, the crit amount would reset even if she didn't crit. Though I dunno how I feel about that one. OR Crit in general anymore lol.

Hmm, I liked the idea of giving her a steroid on her Q with a stronger slow, mainly because it would be OP if it were a strong slow on a low cool down at early levels. But you made a good point by saying it would be hard to keep it up if they flash away or dash in (though causing them to flash away is nice, :3). I would dread giving it a lower slow, because I feel 15-35% is already horrible. If anything, I'd revert it's normal toggle and make the slow start at 20 and build to 40%. I like the idea of adding it to a toggle, but I think that could make it very broken late game with the added AD Bonus.

I just got out of a game with Ashe and I had 340 AD (without finishing my 3rd item). 30% of that is 102. 442 AD seems kinda strong for a toggle late game. Though I guess increasing the mana cost per shot while toggled could negate that problem. Say, 10/12/14/16/18 mana per shot with 20/22.5/25/27.5/30% Total AD + a 25/30/35/40/45% slow. Or make her Q have a stacking slow from consecutive attacks and Volley.

Maybe something like 10/12.5/15/17.5/20% that can stack 3 times. 30/37.5/45/52.5/60% max stacks and applies 30/35/40/45/50% bonus AD on the max stack.

If I think of more, I'll be sure to add my thoughts in. Kinda late, and I'm sinking.

Thank you very much for your input, I really appreciate the time you took to read and respond.

Cale0171 votes

{quoted}

I may just let it apply crit chance regardless if she has sight or not, just to give the enemy pressure. They should be thinking "Oh, shit, I have 3 stacks of Focus on me and Ashe is closing in, so I either engage or run to get rid of the focus stack, why should I give her a free chance to crit?"

Again, if she doesn't have sight of someone then she can't attack them. The enemy feels no pressure if they are in no danger. And the three stacks you're mentioning? They aren't going to do a whole hell of a lot during the early and mid game. 9/18% extra crit chance isn't going to be the tipping point for a power curve.

It would be essentially weaker at the level 1-2 fights where she gets her auto-crit with her old passive, but I feel Ashe should get a random crit chance like her Hubby, Tryn, by attacking and gaining Focus. While Riot hates that 'lucky crit' start of a match, Ashe still has to land 2 basic attacks to even get a 3% chance ( i could buff it to 5/5/10%) to crit, which could change the game for her. Otherwise, I'm open to getting rid of the crit chance completely.

As much as I thinks he needs a rework, the point of Ashe's passive isn't that she's firing shot after shot. "All the world on one arrow." Even the name, Focus. The theme here is that she takes her time to line up one powerful shot. Thematically it fits, even if it doesn't work as well gameplay wise. A good Ashe will wait until they have a high crit chance built up before trying to get that lucky shot off on the enemy laners to deal a bit more damage than they're ready for early on. That's the difference between a good Ashe and a bad one.

I had a different idea for her passive, revolving around gaining 1% critical strike per second after 2 seconds of Ashe not attacking. And on her next basic attack, the crit amount would reset even if she didn't crit. Though I dunno how I feel about that one. OR Crit in general anymore lol.

A passive like that works against itself. It makes the ADC question whether or not they should be attacking an enemy, and if an ADC stops to think about it they aren't doing their job: attacking the enemy. Her passive shouldn't cancel itself out if she decides to attack someone, it becomes useless at that point.

Hmm, I liked the idea of giving her a steroid on her Q with a stronger slow, mainly because it would be OP if it were a strong slow on a low cool down at early levels. But you made a good point by saying it would be hard to keep it up if they flash away or dash in (though causing them to flash away is nice, :3). I would dread giving it a lower slow, because I feel 15-35% is already horrible. If anything, I'd revert it's normal toggle and make the slow start at 20 and build to 40%. I like the idea of adding it to a toggle, but I think that could make it very broken late game with the added AD Bonus.

You're giving it a lower slow but a constant slow. And I'm not sure if you're aware, but late game is when Ashe is SUPPOSED to be broken. She lacks as much kill potential as burstier champs like Graves or Lucian at level 6, and during the midgame her ult isn't going to give her as much as an MF or Varus ult. Ashe's true strengths show during the late game where enemies are routinely grouped up and ripe for a timely ult and then a Volley to keep them from running while her team cleans up. She's SUPPOSED to be a late game champion.

I just got out of a game with Ashe and I had 340 AD (without finishing my 3rd item). 30% of that is 102. 442 AD seems kinda strong for a toggle late game. Though I guess increasing the mana cost per shot while toggled could negate that problem. Say, 10/12/14/16/18 mana per shot with 20/22.5/25/27.5/30% Total AD + a 25/30/35/40/45% slow. Or make her Q have a stacking slow from consecutive attacks and Volley.

Maybe something like 10/12.5/15/17.5/20% that can stack 3 times. 30/37.5/45/52.5/60% max stacks and applies 30/35/40/45/50% bonus AD on the max stack.

And during the late game, with 340 AD and an Infinity Edge, each of your critical strikes, which during the late game should be almost EVERY strike, is dealing 850 damage. Seems kinda strong for a constant auto attack late game. You're approaching all of this the wrong way, and taking more out of her early game than you're giving her late game, and saying that her late game would still be too much. Taking the toggled constant CC off of her Q eliminates what little kill potential she has against single targets who are chasing her or trying to get away by making it a once every few seconds thing when the Q comes off cooldown that can very easily be flashed, dashed, or jumped to compensate for and still get away cleanly.

If I think of more, I'll be sure to add my thoughts in. Kinda late, and I'm sinking.

Thank you very much for your input, I really appreciate the time you took to read and respond.

As you consider future suggestions, I'd really advise you to stop and think a bit more critically. What is an ADC's role and what parts of a kit help them? If you introduce a new concept how does it affect every aspect of their playstyle? What weaknesses are you creating weighed against what strengths are you giving?

There's a reason champions don't get reworked every other week when people complain about it. Rebalancing a champion is incredibly intricate because this game is as well. There are so many factors and variables happening at one time during every action someone takes, from minion placement to RNG from crit chance, that sometimes it isn't as easy as "well what if the champion could do this?"

Sometimes it's more about "what happens when a champion does this?"

AmazingGoat1 votes

Why do you want to rework Ashe?

Do you feel she's underpowered for solo queue? If so, you might want to consider that she currently has a 51% win rate across all ranked tiers.

Do you feel she doesn't have a high enough skill cap or isn't useful in higher ranked tiers? If so, you might want to consider that her win rate goes up as you go up tiers, and that she has a 55% win rate (!) in plat+.

Are you wanting to make her a pick in competitive/LCS play? This kit will not accomplish that. Further, I'm highly doubtful that ANY kit that keeps her core ult functionality could accomplish that without making her insanely broken. This is because her ult is SO POWERFUL for solo queue, and especially the middle tiers of solo queue between gold and diamond, that giving her a lot of power in addition to her ult would probably create a broken champion. My understanding is that the only reason Ashe isn't played more often in higher tier play and in competitive play is Mikael's (that is - the item that counters Ashe's ult is already core on every support in every game).

She also suffers from the same problem every immobile ADC suffers from - it's too easy to get picked off or deleted. When so much of a team's late game power is derived from an ADC, you really want that ADC to be able to stay as safe as possible. Immobile ADCs can't do this nearly as well, which is why any team comp built around an immobile ADC is often described as a "protect the x" comp. You generally only see this with Kog or Jinx because they are strong enough to be worth protecting. Ashe does solid damage, but she isn't really in this category.

Look at the ADCs who have a dash or blink or other movement ability (e.g. net):

Lucian Corki Ezrael Tristana Vayne Cait Graves

All of these ADCs have been viable picks in competitive play in certain metas.

Now look at the ADCs lacking such mobility. Those who have been viable competitive picks at certain times offer either insane damage, or some special utility that makes them worth playing.

Jinx (late game hyper carry) Kog (late game hyper carry) Twitch (stealth) Sivir (team movespeed buff)

Kalista is too new to really discuss. In theory it seems like her innate mobility could make her viable, but her solo queue win rate is really low so I suspect she is undertuned right now and is paying too much for that innate mobility.

So who does this leave out in the cold? Well, Draven has occasionally seen play for his insane early game damage, but I'm not sure how the meta would need to change to favor him over some of the safer ADCs. MF is an early lane bully, but doesn't offer enough to justify playing an immobile ADC. Varus is in arguably an even worse place than Ashe; both suffer from the fact that it's more efficient to get CC from another role and damage from your ADC. Quinn's kit is more suited to dueling than team fighting. Urgot is... Urgot tier.

That being said, ALL of these champions (except maybe Urgot) are perfectly viable in solo queue.

In competitive play at the highest level, every advantage and point of DPS matters, so there is a razor thin line between being a contested pick and never being played. At season 4 worlds, there were basically three ADCs who dominated. Lucian and Corki dominated for the exact same reason - great damage early to mid game coupled with mobility and decent scaling into late game. The third ADC who dominated was Twitch, who did so for the same reason Rengar did - stealth. Trist was a constant presence at worlds, but her weak early game resulted in a lackluster record against Lucian and Corki.

Subsequently, Lucian was nerfed and suddenly Ez and Graves are perceived as the strongest mobile ADCs, so are being spammed in solo queue.

Trying to get an immobile ADC to be a contested or consistent pick is a tall, tall order that is generally only accomplished by having them do insane late game damage or have some special utility. Ashe in theory could have that utility, but currently it is generally countered by an item that every support buys.

DarkTryst1 votes

I think the main problem that most people would have with ashe is the 'variability' of play - she's not really that fun to play in that she doesn't have a 'combo' per se. You can only do so much with a E that has a super long cooldown and contributes almost nothing to team fights, and a Q toggle. Her passive also contributes almost nothing to a team fight. All your points about DPS and team comp are probably on the money, and most people get that, but I think most ashe players (myself included) want some kit work to make her more 'fun' or 'strategically diverse'.

DarkTryst1 votes

One thing I thought that would make Ashe more fun to play would be an alternate to hawkshot- something that could be used in lane or in a fight, the trade being to give up gank vision. Something like.... double press 'E' to toggle between hawkshot and 'frozen ground', where ashe shoots arrows into the ground to make it frozen (everyone that walks over it temporarily loses direction control, i.e. unable to change direction, but perhaps still able to cast, sort of like a sliding root cc). Something like that would make a pretty fun addition to her kit, which would be used way more than the hawkshot, and make her more strategically diverse.

cFlame1 votes

I think I like it, the problem is the crit passive is just kinda lack luster and random, which I'm not all into. Iv'e made a thread talking about a way to BUFF ALL utility marksmen getting left in the dust like Ashe. If you guys want to read it, I think its very important myself and I would like criticism and feedback. http://boards.na.leagueoflegends.com/en/c/gameplay-balance/lB1AyQIE-utility-dependent-burst-item-for-marksmen

Baron SuperBrave1 votes

Early game, you can't do much if you focus on one upgrade. Equally upgrading is also (sometimes) bad since the E does no damage. But really, upgrading crit and attack speed is really what Ashe needs.

SmokingPuffin1 votes

I like the new E mechanic.

I don't mind the passive too much, but I'd rather see it have some interaction with Frost. More kit alignment is usually good.

New Q is hilariously OP. 3 second 70% slow on 3 second cooldown? Mind bogglingly good.

I would generally streamline this kit. Lots of minor details like E movement speed on slows, W requires Q off cooldown to slow, changing passive cooldown, Q unaffected by CDR, tenacity ignoring slow -- these things don't really add much gameplay but they take up a lot of tooltip and brain space.

Tin Tarantino1 votes

This would actually be kind of OP, the increases you made to her numbers puts her AD more in line with other ADC but her attack speed well above most of them, she already has a perma slow that effectively is not affected by tenacity, the reason her base AD and scaling is lower than other ADC is to compensate for her utility. Also the loss of the extra gold on hawk shot wouldn't really be a good trade for a move speed buff, it still scales off of base MS, and if anything you can use the extra gold to just get the furor enchant anyway, and still have left over gold mid game.

Blumpkin Nation1 votes

Her base numbers can always be tweaked- I understood why they are lower, but in regards to the mobility creep of this game and her lack of any real harass, farming tool, or escape warrant better stats than other ADCs who have this. And yes, I say she lacks harass/farming because Volley sucks up so much of her mana with her already low mana pool. Currently, anyway. With the base stat increases, it lets her harass more or use the tool to farm instead of getting to close. It effectively makes her safer.

As for her attack speed, again, she has no steroids or skills than buff herself or allies, merely active utility/cc. Utility shouldn't only be an active feature. So getting more attack speed means she scales better and won't have to rely on getting 'Zerks all the time if you don't need them.

I honestly want to remove the gold passive completely. It's an awkward mechanic that promotes what she's already doing and no other ADC has an extra gold income from a skill, anyway. Unless you're playing ADC TF, that is.

The reason why I made her slow ignore tenacity is because of mobile champions who would get Merc treads to negate the stun caused by her ult. The stun has a shorter duration if used close up and hitting someone point black with it is useless, even without tenacity, if they're already on top of you. Movement speed on a slow-based utility may not be the best thing, but since she still lacks competent base MS speed, attack steroids, AND a dash/blink ability, I think it's fine for her. Most movement abilities won't get you out of harms way, and this just helps her kite away from engaging opponents easier than she normally can.

Tin Tarantino1 votes

{quoted}

Her base numbers can always be tweaked- I understood why they are lower, but in regards to the mobility creep of this game and her lack of any real harass, farming tool, or escape warrant better stats than other ADCs who have this. And yes, I say she lacks harass/farming because Volley sucks up so much of her mana with her already low mana pool. Currently, anyway. With the base stat increases, it lets her harass more or use the tool to farm instead of getting to close. It effectively makes her safer.

She actually already has one of the best attack speed scalings in the game, if you're using Voley right you should be able to harass and farm with it in the same shot, meaning you don't need to choose between getting a CS and damaging your enemy, if the mana issue was a problem then just lowering the mana cost would be the logical solution.

As for her attack speed, again, she has no steroids or skills than buff herself or allies, merely active utility/cc. Utility shouldn't only be an active feature. So getting more attack speed means she scales better and won't have to rely on getting 'Zerks all the time if you don't need them.

There are basically 3 types of damage an ADC can utilize, they can be a burst caster like Graves, they can rely on steroids to deal increased damage for a limited time(simulated gold) or they can rely on base stats that scale more efficiently with items and deal sustained damage with no downtime. Ashe is in the last group, if Draven drops an Axe or Kog'Maw W ends their damage drops significantly, but Ashe is always dealing damage at 100% as long as she is able to attack, that's why Ashe scales so well with items

I honestly want to remove the gold passive completely. It's an awkward mechanic that promotes what she's already doing and no other ADC has an extra gold income from a skill, anyway. Unless you're playing ADC TF, that is.

Draven has a passive that gives him increased gold, and given Ashe's great scaling with items this passive works very well for her, if you are going even in farm and kills with another ADC on Ashe, you are actually ahead because of this passive.

The reason why I made her slow ignore tenacity is because of mobile champions who would get Merc treads to negate the stun caused by her ult. The stun has a shorter duration if used close up and hitting someone point black with it is useless, even without tenacity, if they're already on top of you. Movement speed on a slow-based utility may not be the best thing, but since she still lacks competent base MS speed, attack steroids, AND a dash/blink ability, I think it's fine for her. Most movement abilities won't get you out of harms way, and this just helps her kite away from engaging opponents easier than she normally can.

Tenacity reduces the duration of the slow, not the amount of it, so with a decent amount of attack speed no targets are going to be getting out of the slow, the reason her move speed is slower is because of the ability to perma slow enemies, Anivia has the same balancing.

Ashe is one of the most underestimated champions in the league, if you get ahead with her it is not going to be fun for the enemy team. Also as an Ashe player I would recommend changing the settings to show slows in loss of control UI, also get the red boot enchantments if you can. A build you might want to try with Ashe is the double Zeal item build, item 3031 item 3087 item 3046 item 3035 item 3252 and a defensive item if you need it(item 3072 item 3139 one of these if you can), you will crit 3 out of every 4 attacks and easily kite opponents with the move speed from the zeal items. you could even take MS quints but you give up AD if you do that.

CatSith1 votes

Suggestion on her passive. They should make it like yasuo/shiv she moves around to charge up her crit. And why did you nerf her ult damage? at level 3 it does 600 originally lol.

Edit : no to the damage buff to Frost arrows, Maybe a slight slow increase 5-10%. 70% is kinda overkill for an adc lol

Blumpkin Nation1 votes

You could, but I feel like that isn't much like Ashe. Either she's waiting and focusing on a single shot, or she's charging up as she's focusing one person down at a time.

And I nerfed her ult damage earlier because it had a different interactive with Focus, but now I left it that way because of her Q providing more damage as well as her W having a stronger slow. She didn't need her ult making itmore obnoxious damagewise.

CatSith1 votes

{quoted}

You could, but I feel like that isn't much like Ashe. Either she's waiting and focusing on a single shot, or she's charging up as she's focusing one person down at a time.

And I nerfed her ult damage earlier because it had a different interactive with Focus, but now I left it that way because of her Q providing more damage as well as her W having a stronger slow. She didn't need her ult making itmore obnoxious damagewise.

What do you mean that isnt much like ashe? lol it fits her kit perfectly because she chases Targets with her slows. her current passive and the one you suggest is lack luster and isnt going to payed much attention to.

DarkTryst1 votes

it would make more sense for Ashe to build up focus rapidly when she stands still. It's dangerous for an immobile ADC to stand still, but it would make sense that she would be better able to focus/crit after spending some time in stillness. I also would think it would be ok if instead focus built up to be a bonus crit chance while attacking the same target, resetting only when she switches targets or out of combat for 10 seconds with a 30 sec cooldown. This would make it more useful viable in team fights, and would also have a tradeoff for ashe - should she stand still (very dangerous) so that she can up her crit chance, or should she attack when she has the focus stacks built up or possibly lose them due to being out of combat? I think being faced with these decisions and possibilities would make her more interesting to play.

TawnTawn1 votes

DatAshe makes myFiddlesticks Ryze

Stacona1 votes

Ashe's identity is compromised- if you plan champion update concepts do it in a fashion that doesn't destroy the champion so that people that play the champion now will continue to like the champion --- aka minour changes unless the champion currently has majour balance problems which Ashe is in a roughly pretty balanced state gameplay wise

JustMyBassCannon1 votes

I have a few problems with this idea.

  1. You gave Ashe, who already has the highest AS per Level, the highest base AS in the game. 0.740 is higher than any other champion, the next one in line having 0.694 base AS. This also buffs how strong Bonus AS is, as Bonus AS is a multiplier of Base AS, unlike other base/bonus stats.

  2. Frost Shot's mechanics are stupid. "It basically doesn't obey any of the mechanics we've established; it ignores tenacity, slow resistance and CDR. Oh, and it's basically like Vayne's Tumble without the dash now."

  3. Why does Volley lose the core of its functionality when Frost Shot is on cooldown? I can't think of many parallels, and of the one I can--Master Yi's Wuju Style--it doesn't have near as much of an effect on their kit when it's on cooldown.

  4. Why did you nerf Enchanted Crystal Arrow's base damage?

Blumpkin Nation1 votes
  1. I agree that some of her increased base stats are a little too high, but I put this out there for the chance to discuss about it. No need to get huffy-puffy about it. It can be reduced, but my initial thoughts for her getting more base AS was because she lacks any steroid. More AS helps her dueling potential, not to mention her awful wind-up for every attack.

  2. I wanted to give her a different type of feel, while keeping her similar. Frost Shot becomes stronger as an active ability and cannot be broken or overpowered by not allowing CDR items to decrease its cooldown. Slows are not enough as long as there are movement abilities to get away from their persistence. You'll have to reference that quote you made, I'm not sure where you got it from (but you sound defensive). This means that she'll always be effective when applying the slow to tankier and help her kite/stick a little more. It's not that bad since it scales in level and allows you to choose between maxing Volley or Frost Shot first.

  3. If you re-read, you'll notice that Volley applies the damage aspect of Frost Shot as well as the slow. Keeping the slow while not keeping the damage would be kind of stupid. Besides, this allows for the player to choose carefully when it comes to Frost Shot and Volley, instead of just spamming mindlessly. In a sense, it makes her the same as she is. Easy to learn, hard to master.

  4. I nerfed the damage because of the extra damage she'll be getting late game with Volley and Frost Shot. She doesn't NEED to have a high magical damage on a long-range, high duration on an AoE stun/slow. It can always be arranged to give her an AD ratio (say .25/.50) if that would help. But I feel it doesn't matter in the long run, as an ADC. It was always meant to be a utility spell, not a nuke. It still functions the same regardless.

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