Improving Ashe's kit; Wall of Text; Old / New comparisons
Edits 1.2:
- Added the suggestion to increase the W cooldown slightly further.
- Removed Crit from W
- Reworded Hawkshot (Thanks to Sphinxz)
Important note: This is mostly not a rework, but giving her back power she used to have and adding improvements to allow her to compete with newly introduced champions. Please consider checking out Ashe's past: http://www.lol-patch.com/ashe.html
Why does Ashe need improvements?
- Time hasn't been kind to Ashe. Her Ult, W and Q have received significant nerfs since the beta*. - New carries with significantly higher DPS have been introduced, carries who beat her easily even if she's far ahead in items.
- Supports used to be sustain focussed, now they focus on CC - and got very strong one. This doesn't make Ashe's main strength redundant, but less impactful/special.
- Caries with great CC and much higher damage exist (Varus ult), Cait/ Jinx with tripple-root. Vayne with knockback and stun. Graves with Smoke-Screen...
- New masteries and tenacity have been introduced which makes her CC less powerfull than it sued to be.
- Todays's champions all have powerful / low CD gapclosers and high mobility. Which means Ashe can't kite like she used to
Summary: Her DPS is horribly low compared to todays carries and her utility is not only barely superior to that of other carries, but also has become easy to build (mastery) against. These days her job is done by supports, not carries.
Ashe's power: Ashe's main power is supposed to be controlling the battlefield and enemy movement.
The suggestion
Base stats Ashe's mana regeneration is reduced by 0.75.
Passive: Focus: Old: 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.
New: Continious hits on the same champion improve Ashe's critical strike chance by 2.5/ 5/ 7.5/ 10% (level 0/6/12/18). This bonus stacks up to 3 times. This bonus resets upon switching targets.
Explanation: her former passive used to be completely useless in teamfight after the initial blow. The new passive makes her more consistent AND fits the name much better since this time you really "focus"on a target.
Frost Shot: Old: TOGGLE: Ashe enchants her basic attacks with ice, slowing her targets for 2 seconds. SLOW: 15 / 20 / 25 / 30 / 35%
New: Passive: Ashe's attack slow her target by 5 / 7.5 / 10 / 12.5 / 15% Active: For 8 seconds the passive bonus gets trippled. MANA COST: 30/40/50/60/70 COOLDOWN: 24 / 22 / 20 / 18 /16
Explanation: The passive makes her Q more consistent. It will not have a significant impact but might allow adding another hit or two from time to time. Given that most carries have gapclosers/flashes these days I consider this fair.
The active sets her slow up to 45%. This might sound much at first - but Ashe used to have PERMANENT 42% BEFORE the slow reduction mastery has been introduced. Giving her a strong times slow feels appropriate. NOTE: With the "new" def mastery tree consider it a 35% slow for just 1 point..
Volley Old 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. RANGE: 1200 MANA COST: 60 COOLDOWN: 16 / 13 / 10 / 7 / 4
PHYSICAL DAMAGE PER ARROW: 40 / 50 / 60 / 70 / 80 (+ 100% AD)
New 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 . Volley ~~ can crit and~~ applies on hit effects. RANGE: 1300 MANA COST: 60 COOLDOWN: 13 / 11 / 9 / 7 / 5 EDIT: Maybe rather 14 / 12 / 10 / 8 /6 PHYSICAL DAMAGE PER ARROW: 40 / 50 / 60 / 70 / 80 (+ 100% AD)
Explanation: Volley got back its old range (see patch history at the top). The ability to crit and apply on hit effects significantly improves her teamfighting potential. As a compensation her minimum cooldown has been increased. Her cooldown at earlier levels has been reduced to compete with insane lane bully carries which have been introduced. Note that volley now requires some thinking, it's a 2-edged sword: USING VOLLEY CAN BREAK HER NEW PASSIVE.
Hawkshot OLD 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
New
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.
If Hawkshot crosses an invisible champion it will be spotted. Hawkshot won't fly further but stick with the spotted champion and make it visible for 2/3/4/5/6/ seconds.
If Hawkshot crosses an any champion withing a raduis of (insert number) Ashe will have vision on it for 2/3/4/5/6 seconds . Hawkshot won't fly further.
RANGE: 2500 / 3250 / 4000 / 4750 / 5500
COOLDOWN: 60 / 55 / 50 / 45 / 40
Explanation: Hawkshot is a somewhat useful 1-point ability. It doesn't offer counterplay or too much of a level up bonus. With the suggested change it can be used to fight champions like Twitch, Eve or Vayne and putting a point in it might be what decides the outcome of a fight. It comes with a downside: At the same time a smart team can abuse the new side effect to stop the bird from spotting an objective. Meaning: An Eve standing in the line of sight between Ashe and Baron can ruin a steal-attempt.
**Enchanted Crystal Arrow **
OLD: 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) RANGE: Global MANA COST: 100 COOLDOWN: 100 / 90 / 80
New: OLD: 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. If the target is less than 350 units away it will be knocked back by 350 units. PHYSICAL DAMAGE: 250 / 425 / 600 (+ 100% AP) SPLASH DAMAGE: 125 / 212.5 / 300 (+ 50% AP) RANGE: Global MANA COST: 100 COOLDOWN: 100 / 90 / 80
Explanation: Splitting damage types is outdated since the Arpen/Mpen chances 2 years ago. Last Whsiper and Arpen runes have a much bigger impact than they used to have back when Ashe was introduced. Making her ultimate a completely magical ability sets her in a huge disadvantage compared to Jinx and Draven. The knockback again is a 2-edged sword, but it should mostly be helpful against assassins/offtanks which have tenacity and laugh at the 1s (or less..) stun of her ultimate at close range.
Last words I appreciate feedback. Especially the Wchanges might sound strong at first, but given that Ashe has a single non-ult damage ability it's more than fair in my eyes. Same for the changed "Focus". It sounds strong at first, but looking at Jynx' Q's passive I consider it a fair exchange. Especially since there's a good chance that W resets it.
All in all I dare say that these suggested changes improve her by a solid amount, but really require some caution and skill to be used to their maximum potential.
It might be too much, it might not be enough. I hope that we manage to gather enough positive feedback to see some improvements to our favorite Frost Archer.
Cheers, Kowe
says hi.
, as it counters her ult to much, makeing her best utillity skill nearly useless vs good supports.
+
she gets 75%
and with an
she gets 85%
excluding any runes masteries etc... which isn't ridiculously strong yet somewhat of an interesting mechanic
one thing though I think a better way to word it would be