Ashe, across all Ranks

xaufi·1/5/2017, 7:35:03 AM·10 votes·1,701 views

Ashe--across all ranks--is considered one of the lowest performing carries according to leagueofgraphs.com and champion.gg

At 15 minutes, she is riding a ~45% WR and only comes close to breaking 50% around 40 minutes (haha right).

The top 5 ADC that counter Ashe: [ WR ] champion.gg Corki: 47.55% Jhin: 46.23% Varus: 44.84% Jinx: 48.05% Kog'maw: 47.7%

The top 5 ADC that Ashe counters: [ WR ] champion.gg Quinn: 51.85% Kalista: 60% Urgot: 46.87% Tristana: 51.38% Sivir: 53.33%

Doesn't it seem strange that Ashe has roughly a 10% greater chance of losing to a champion that she counters?

A few ideas that I've tossed around...

  • Movespeed: 325 -> 330
  • Ranger's Focus applies 2% currentHP as True damage while the target is affected by Critical Slow.
  • Enchanted C. Arrow: 200/400/600 (5% currentHP for every 1,000 units traveled) passive Right Back to It: if target is executed reduce ult CD by 5% for every 1,000 units traveled)

The line of thinking I had when coming up with these ideas would be to reward the player for utilizing Ranger's Focus on a champion. Now for the adjustments to her ult; removing the AP component and replacing it with the %currentHP per distance traveled would further enforce the idea that her ult is an execute and even more so when rewarded by a reduced CD for a successful pick.

Thoughts? Objections?

22 Comments

Drehirth1/5/2017, 8:56:28 AM3 votes

:(

just revert some nerfs.. they were already overkill at the time.

Big Lincoln1/5/2017, 7:49:57 AM2 votes

The only thing she needs is that Q nerf from a while back reverted and nerfs to the overpowered AD carries.

I don't know why you think she needs to have % damage, let alone true damage. She already has great DPS; the problem she has is dealing with the current lineup of junglers (all have unstoppable dashes or are Lee Sin) and the current lineup of ADCs having ridiculous burst when they aren't supposed to

I'm okay with 330 movespeed, though. She's not nearly as good at self-peel as she was a long time ago; she could stand to be a little faster.

Hauling Ashe1/5/2017, 7:43:07 AM2 votes

As nice as it would be, true damage is just bad for the game in most cases. Honestly, she just needs better movement speed, or a revert of the nerfs to her passive duration. At most make her passive to frosted targets get 120% AD bonus damage instead of 110%.

Daxanater1/5/2017, 10:11:16 AM2 votes

i dont want elsa coming back and letting go okay? fuck that bitch

LankPants1/5/2017, 9:53:10 AM1 votes

At 15 minutes, she is riding a ~45% WR and only comes close to breaking 50% around 40 minutes (haha right).

OP.GG, which is more accurate than champ.gg sugests the opposite of this, Ashe has a decent early game and falls off like a rock.

http://na.op.gg/champion/ashe/statistics/adc

Movespeed: 325 -> 330

This is probably a fair buff. Ashe does struggle with some of the mobility in the meta and this probably would help a lot.

Ranger's Focus applies 2% currentHP as True damage while the target is affected by Critical Slow.

I don't think giving Ashe a Silver Bolts like passive is a good idea. Having a utility carry who's very high damage and very hard for tanks to build against is a very bad idea. Ashe having good damage is OK, Ashe having top tier ADC damage is not.

Enchanted C. Arrow: 200/400/600 (5% currentHP for every 1,000 units traveled) passive Right Back to It: if target is executed reduce ult CD by 5% for every 1,000 units traveled)

Ashe's ult is not Jinx's ult. It's a stun first, a nuke second and not really an execute. There's just no reason for this at all.

What I'd do is maybe the move speed buff, that seems OK, but mainly I'd just revert the last pointless Ashe nerf. Buff her Q damage by 10% at all ranks, change her slow back to what it used to be and let her reset her AA with Q. Ashe was in a fine place before this random nerf.

Swarovsko1/5/2017, 7:36:02 PM1 votes

They exceeded with the nefs, just like they did with Taliyah.

DemainaNyx1/5/2017, 4:37:00 PM1 votes

I like that. Not that I want more true damage in this game but she needs something to counter the fact she doesn't get those 1K crits like others ADCs do.

Or maybe add something to her E so it feels useful. Maybe the more ranks you put in E the more bonus damage your passive does or something. Or give it true sight so it can be used during a fight actually.

Honestly I'd love to see an actual AD scaling on her ult. I like the idea of it doing more damage the further it travels, since it's a slow projectile so hitting it should be more rewarding than just a 3.5 second stun. Morgana gets a 3 second snare from hitting you point blank and she's designed to build AP so the damage is going to be high on it, and yet Ashe's Ultimate stuns for less time point blank and scales with AP, which nothing else on her kit scales with... Ok Riot.

Rebonack1/5/2017, 4:43:34 PM1 votes

Ashe used to be high burst damage, low sustained damage (for a Marksmen) high utility/CC.

Her remake buggered her niche really hard and drastically improved her weakness, homogenizing her with the rest of the class. Which was, frankly, a really stupid thing to do.

Ranger's Focus needs to go. I would go so far as to say the whole mini-rework she got should be trash-canned.

GULAG 4 U1/5/2017, 5:01:17 PM1 votes

They overdid the worlds nerf to her

SchmidttyGames1/5/2017, 7:45:52 AM1 votes

I am okay with this idea, but...

5% per 1000 units is way, way to strong. This would give Ashe the ability to outright execute people in their fountain the moment they respawn. .5% or 1% flat would be more reasonable.

The estimates on the map dimensions are 16,000 tall/wide and roughly 22,500 from corner to corner. That would make a shot from your fountain to theirs proc a 22-23% True Health bonus damage at 1%.