Ashe Mini Gameplay Update [Ideas]

Stacona··2 votes·206 views

I love Ashe, she is super fun to play, and her kite is very solid across the board. I will not be changing anything majour just some nice balance changes what will most likely feel to be better late game buffs for Ashe and create a decision making process for Frost Shot rather than 'to slow or not to slow'.

Frost Shot (Q): Toggle Off: Ashe gains 20/40/60/80/100 bonus basic attack range.

Toggle On Cost: 8 Mana per attack Toggle On: Ashe's basic attacks slow for 25/30/35/40/45% for 1.25 seconds. {Currently 15/20/25/30/35% for 2 seconds slow}

Passive: Volley slows struck units for 50/60/70/80/90% for 2.5 seconds

Volley (W): Cooldown: 10/9/8/7/6 seconds; Cost: 60 Mana; Range: 1200 units Ashe fires 7 arrows in a large cone each arrow only being able to hit the first target struck for each arrow. Each arrow deals 10/20/30/40/50(+100% Total AD) physical damage; each arrow may critically strike. {Currently cooldown is 16/13/10/7/4 seconds and base value is 40/50/60/70/80 and arrows cannot critically strike}


AFTER NOTES:

Frost Shot - First off bonus range for Frost Shot's toggle off is to create decision making for Ashe to decide between more range or a powerful slow, she gets 700 basic attack range at rank 5 (600 base attack range); who knew if you don't have ice weighing down your arrows they fly further! Second thing is the slow adjustments, with a more potent slow % this helps Ashe deal with the mobility creeping while the lower slow duration just offers better counter play when dealing against Ashe.

Volley - So the tool tip reading that Frost slow applies to Volley arrows is now on Frost Shot since this slow was always based on Frost Shot's rank, but now the Frost Shot slow is twice as powerful both in strength and duration, the cooldown has been adjusted as well so by rank 5 the power slow is up less often with a 6 seconds cooldown instead of 4 seconds; this powerful slow is also something for Ashe to deal with mobile champions and offer Volley as a better escape tool. With the cooldown adjustment, mainly the base damage being lowered to compensate for the lower early cooldown and not much to say here other than that. While the base damage took a hit overall a big value is that the Volley arrows are now able to critically strike (Focus only applies to Ashe's basic attacks) which emphasize's Ashe hyper marksman status in combination with her potential very long range when Frost Shot is toggle'd off while the slow changes emphasize Ashe's super utility marksman status.


Enjoy the ideas and love to hear your thoughts on the subject matter! ~ Stacona

"If you have nothing nice to say, say nothing at all!" [aka stay neutral]

4 Comments

Maximum Zilean1 votes

The passive range increase may cause a bit of problems at max rank. But i'm not really one to judge since I rarely use her.

Would fit her character as a master archer type. But the main thing she really needs is a more reliable passive.

Stacona1 votes

her passive is very reliable and strong (Focus is meant to lie in wait, line up your shot, and strike at your opponent's heart) I don't think 700 range will have problems on an immobile marksman like ashe, and the range is only when the spell is toggle'd off so you choose between bonus range or perma-slow kiting status

Maximum Zilean1 votes

Not saying her passive is bad, its just not really super good on an AD carry. Champions who auto attack everything that gets in range of them, this passive punishes Ashe for doing her job.

Stacona1 votes

its for having a quick burst of damage when you use enchanted crystal arrow, volley and shiv proc

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