Champion Concept - Asha, the Weaver
Asha is a melee AP with decent sustained damage and deceptively absurd potential burst who auto attacks a lot. She shines at single target control, damage avoidance, dueling, and harassment. Yes, she has a dash. Actually she has two (a free target dash that deals no damage and an enemy target dash that deals a lot of damage), but they're both on the same cooldown and can't be used at the same time. she can't really kill anyone from afar unless they're chasing her, but she's very good at turning and baiting dives. It's very tough for Asha to get a thread on more than one champion at a time; the most you're likely to see is three if you're specifically looking to get an ult like that and you're being chased. Usually, if you're playing aggressively and your opponent knows how to stand still for a second, you'll only have one threaded opponent at a time. The key to Asha's damage is her Q and its interaction with her passive - bait out her thread debuff's cooldown, and bait out her W, and she will not be able to fight you or run away. Asha is a champion who will try to run at you and be real close when using her Q. if she lands it this way, she'll put you in a very difficult spot. If you try to back off, she will yank you back and hit you with her full combo, which will probably kill you starting around mid-game unless you outplay the pull. If you stand still and try to lose the thread, she'll run up to you and fight you, which could go either way depending on who outplays whom. if you run at her and try to fight her right away, she'll press W. stop, wait for the thread to disappear, and back off the moment she comes out of her W. wait a moment for her dash window to disappear, and for the thread to disappear if it's still on you, and then all-in her. If you've done this correctly, Asha will have damaged you for about .4 AP with her Q and ~.3-.4 AP with her passive. She still has her auto attacks, which hurt, but without her W and passive the vast majority of her burst has disappeared and she will have no easy way of ramping up her attack speed.
minimum/maximum damage with first Q (AP) with no followup base & ratio: .4 passive DoT: .2-.8 total: anywhere from .6-1.2 AP
minimum/maximum damage at range with two Qs Q: .4 Passive DoT: .2-.8 Q: .4 & stun total: anywhere from 1.0-1.8 AP
maximum up front burst (in AP, without extra auto attacks and minimum wait on passive; without/with lich bane) combo, one target, skillshot initiation
Q - .4 AP + thread application - (.4 AP) E (self cast): .3 AP & 300 distance pull -(.3 AP) W - .4 AP +.8 AP passive & 1.5 second stun + .15 AP onhit (+ .5 AP lich bane) - (1.35 AP/1.85 AP lich bane) total: 2.05/2.55 AP in ~2 seconds & 1 second stun cooldowns: R ready E down (8 seconds) W down (20 seconds) Q ready within 3 seconds
waiting a couple seconds after landing Q, before going in, for a bonus Q at the end and three additional auto attacks for the complete maximum damage you could possibly do in a rotation of Asha's kit: 2.55 AP + .4 AP + .75 AP = 3.6 AP in ~3-5 seconds
compare with cassiopeia's maximum damage in 3 seconds, the highest in the game 1.05 AP from Q+W+2 stacks of E bonus 3.3-3.85 AP from E for 2.5-3 seconds .5 AP from ult total in 2.5-3 seconds: 4.85- 5.4 AP
Katarina's max damage in 2 seconds: 3.6 AP to 1 target and 3.35 AP to up to two others Swain's max damage going in for 3 seconds: 3.24 AP, + .2AP from the last tick of torment in a fourth second; ulting for 4 seconds it becomes 3.68 AP Rumble's max damage in 3 seconds with ult, Q & E in danger zone, and two overheated auto attacks: 4.1 AP Azir's damage with three soldiers landing Q-E-Ult shuffle and three autos: 4.45 AP to one champion, 4.05 to as many others as his abilities hit; with another .9 AP for every auto attack he lands after with all three soldiers Syndra's damage with two Qs, her W, her E, and an ult: 3.48 AP Brand's full combo with 3 ult hits: 3.45 AP + 8% maximum health damage over 4 seconds
Comparisons:
Fizz max single target burst with lich bane, no extra auto attacks, with ult Ult: 20% increase in damage E: .75 AP + 20% - (.9 AP) W & Q - .3 AP Q + .25 AP W + .5 AP lich bane +.45 AP over 3 seconds +8% missing health over 3 seconds = (1.5 AP +8% missing health) +20% - (1.8 AP +9.6% missing health over 3 seconds) Ult: 1.0 AP & 1 second knockup Total with ult:** 3.7 AP + 9.6% missing health** over 3 seconds & 1 second knockup (damn son) Total without ult: 2.25 AP +8% missing health over 3 seconds; all cooldowns up within 10 seconds (6 for Q, 8 for E)
Diana max single target burst with shield, lich bane, one Q, one auto attack and one application of ult/ both ults & three auto attacks Q: .7 AP W: .6 AP & .3-.6 AP shield Ult: 6/1.2 AP Autos: .5/1.3 AP maximum up front burst with one auto & ult: 2.4 AP & .3 AP shield; approx. 2 seconds; ult still up, Q within 6 seconds Maximum with third auto & both ults: 3.8 AP & shield; approx 2-~3 seconds (a balanced champion)
Ekko max damage without/with ult with no extra autos, with lich bane without ult: 2.1 AP + 5(+1 per 45 AP)% missing health with ult: 3.4 AP + 5(+1 per 45 AP)% missing health
Nidalee's damage with point blank Q and no bushwack, one W, one E, and takedown with lich bane and hunted bonus ( i lack the energy to math out every possibility) Spear: .4 AP W-E: .75 AP Q: .36-.9 AP +33% = .4788-1.197 AP + .5 AP total: 2.1288-2.847 AP (+ up to 1.1 AP more if you don't cast your spear from point blank like a cheeky little cunt and if you use your second W offensively rather than pointlessly wasting it; bushwack isn't being included in these calculations because i'm not including enemies that outplay themselves in my math; they're banned from everything and especially from my kingdom and this thread) maximum cooldown for this combo: approx. 6 seconds :gorl:
Asha is at her best in the jungle or as a support but she can also be played mid or top; in the jungle, her passive gives her some sustain and clear speed and she has solid ganking tools. as a support, her Q is fearsome harass once she gets some AP, and she has exceptional single target cc.
(Passive) Needle and Thread Some of Asha's abilities apply a translucent thread to champions, which leashes them to her needle. The thread lasts up to eight seconds, has a leash distance of 1000(subject to change), and deals .1 AP magic damage plus a small base amount per second. The thread decays at 4x rate while the afflicted is standing still (but will not tick faster) but it will not decay faster if they have been hit by an attack or ability from Asha, other than Q, in the last second. Upon being threaded, targets cannot be threaded again by Asha for eight seconds. Additionally: basic attacks deal .15 AP bonus magical damage (plus a level-scaling base) on hit and apply a stack of weaving, up to three. attacking an enemy with three stacks of weaving will deal triple the on-hit damage and consume the debuff. Weaving can only be active on one enemy at a time.
(Q) The Needle | 5 second cooldown | 60/65/70/75/80 mana | ~900 range (subject to change) Asha tosses out her needle (does not stop movement) in a direction; the needle is a somewhat narrow line skillshot that travels at a slow to moderate rate; it pierces through all minions, monsters, and threaded champions in its path dealing .6 bonus AD, plus a base amount, plus .4 AP, as magic damage. Upon hitting a threadable enemy champion, it stops - dealing damage to it - and applies a thread. If it hits a threaded enemy champion, it will pass through it, consume the thread, deal bonus magic damage equal to one tick of her passive DoT per second left on the debuff, and stun them for 1 second. If the champion has been threaded in the last eight seconds but is not currently threaded, the ability will deal normal damage and pass through them. This ability has some unique interactions with some of Asha's other abilities.
(W) Weaving | 20-12 second cooldown | 100 mana | ~500 range (subject to change) passive: upon striking an enemy with a basic attack, Asha gains 20/25/30/35/40% attack speed on her next attack only , plus an additional 20/25/30/35/40% per stack of weaving on the target, up to two. If she attacks an enemy with three stacks of weaving, she receives no extra attack speed (beyond the initial 20-40%) and is instead healed for a base amount plus .4 AP. active: (self cast) if Asha's needle is in her hand when the ability is cast, she becomes heavily slowed while being untargetable for 2 seconds; when the period of untargetability ends, her next basic attack on a target within 500 range will dash her to them and hit them with her current rank of Q, including the damage and all effects. Triggers on-hits. Upon becoming targetable, Asha has only 1.5 seconds to use the ability's dash. (Q) interaction: If Asha's needle is out when the ability is cast, the needle stops and Asha becomes untargetable while dashing to its location. While Asha is untargetable by either of these methods, enemies in a radius of 300 around her are slowed by 20/25/30/35/40% for 2 seconds.
(E) Pincushion | 20/17/14/11/8 second cooldown | 60/70/80/90/100 mana | ~800 range (subject to change) (self cast) after a delay, all threaded enemies within range take magic damage equal to a small base amount plus .3 AP and are yanked (knocked airborne) a set distance towards the needle. If they are facing towards the needle at the time the spell hits, they still take damage but are not cc'd, and their thread disappears. this ability has a significant cast animation, but cannot be interrupted. The ability can be used in conjunction with Asha's Q and R abilities; if used in either of these ways, Asha will be slowed instead of self-stunned during the cast animation.
(R) The Thread | 100/80/60 second cooldown | 100 mana | ~1500 range Range (subject to change) passive: Asha gains 20/30/40% movement speed towards threaded enemies within 300 range and half that amount towards threaded enemies within 1000 range (does not stack). Active: Asha throws her current needle in to the ground at the designated location (think j4 standard) for eight seconds. All threaded enemies within 800 range of the needle's new location are pulled within 500 yards of its center (if they are not already) and their debuff is refreshed; for up to eight seconds - until the thread disappears - they cannot leave this 500 yard radius. the needle disappears after eight seconds. Threaded enemies outside of the ability's range are released.