Ashe Changes

Stacona··1 votes·276 views

I think Ashe is very solid, what I am changing is granting Ashe additional utility and changing some numbers around to help her against mobile champions.

Focus (Passive): Upon not attacking for 3 seconds Ashe gains focus stacks every second [same thing] at 100 Focus atacks Ashe's next basic attack will critically strike and gain +200 units bonus range.

Frost Shot (Q): Passive: Ashe's basic attacks apply stacks of frost for 2.5 seconds. Upon 3 stacks on the same enemy then the next Volley on those enemies will consume the stacks of frost and stun the enemies for 0.75/1/1.25/1.5/1.75 seconds.

Toggle OFF: Ashe's basic attacks gain 20/40/60/80/100 units bonus range.

Toggle On Cost: 8 Mana per basic attack Toggle ON: Ashe's basic attacks slow her targets by 30/37.5/45/52.5/60% for 1 second.

Volley (W): Cooldown: 14/12/10/8/6 seconds; Cost: 60 Mana; Range: 1200 units [Same thing, but the cooldown has been adjusted to make room for the stun interaction]


A very nice buff to Focus to make it more unique outside of just being a guaranteed crit for your first shot, now with the extra utility in range just emphasizes Ashe as a long bow user. The big changes are to Frost Shot having increase interaction with Volley with having a stacking system and Volley can consume the stacks to stun eligible targets, the stun will greatly help against mobile champions. There is now decision making to this spell and more utility by creating an option between bonus range or slowing basic attacks. The slow change is to help Ashe against mobile champions with a more powerful slow while hopefully creating better counter play with a much lower slow duration.

6 Comments

darkdill1 votes

200 range? That might be nice for late-game, but would be super OP early on. Make the range scale with her level.

Stacona1 votes

It happens less early game because the passive stacks slower plus less base critical which is Focus' minimum value- should be fine have 800 range early on because of how Focus functions

Irelia Bot1 votes

First off her passive needs to be changed.

Take something like Drow ranger's ult from dota 2 which gives more agility when enemies are more then something 350 unites away (agility gives movement speed and attack speed in dota 2 as well as damage for agility heros which drow is one) and make it into ashe's new passive. Say when no enemy champions are within 300 units ashe gains 5/10/15/20% more attack damage at levels 1/6/11/16 that will make her passive more useful if being played right and also up her DPS in the right setting.

Now for for her E it needs to be more generally useful. Say her movement speed is increased by 4/5/6/7/8% of her total AD. Gold per kill reduced to 2, active still the same as it is. She still has inherent problems with close range combat which should honestly be an issue more ranged champs should have but this makes ashe have more reason to be played

Stacona1 votes

Ashe is about denying mobility, not being mobile - you never say Archers are mobile unless they are Bow Knights (which could be an interesting concept having a mounted marksman)

I want Ashe to be non-mobile, but give her a way to deal with mobility, a stronger slow and bonus range with a stun interaction on volley and frost shots should help Ashe accomplish this-- i do not want to change anything drastic about Ashe because her kit is very solid right now, this is mainly a gameplay update to help her be stronger against mobility champions

stronger anti-mobility is better to deal with mobility than adding more mobility which just makes the game more mobility creeped problematic plus keeping Ashe thematically correct is a must and something ashe players would want

Stacona1 votes

bump

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