[Champion Revision] Ashe, the Frost Archer

ModThe Djinn·10/14/2014, 6:37:33 AM·8 votes·1,335 views

Here's a quick concept for an Ashe revision. Ashe is a bit out-dated as far as champions go, suffering from a mediocre laning phase and a mediocre late-game, with her only real selling point being her great utility using Hawkshot and Enchanted Crystal Arrow. She carries a useless passive and only one really active skill other than her Ultimate (that being her W).

With that in mind, here's a change that bolsters on her strengths (kiting, crits, and CC) while attempting to keep her core feel more or less intact.

[Passive] Avarosa's Bow: Ashe gains 14% (+2% per level) bonus critical strike chance against slowed or stunned targets.

Thoughts: Ashe now pairs really well with supports with slows or stuns, but in a way that's not super-oppressive during the laning phase. She only needs two crit items to get close to 100% as the game progresses, which allows her to scale very well in the very late game.


[Q] Frost Shot: Ashe resets her auto-attack timer and channels her bow's power to chill her foes to their core. Her next attack slows her target by 20 / 25 / 30 / 35 / 40% for 2 seconds and deals 20 / 30 / 40 / 50 / 60 bonus physical damage (the slow is applied and calculated into determining the crit chance of the attack).

Cost: 20 mana. Cooldown: 11 / 9 / 7 / 5 / 3 seconds.

Thoughts: This ability is designed to give Ashe some strong early-game trading and synergize well with her passive. It's long early cooldown keeps it from being oppressive in lane, but it scales late-game to give Ashe a high damage output and a very reliable slow, at the expense of her mana pool.


I'm stopping here to gauge interest and/or thoughts. This change could be all Ashe needs: it makes her a strong damage threat late-game, while keeping her slowing nature. It also turns her into an interesting caster-carry, as her Q and W will both be on very low cooldowns come end-game.

I'd post more of a potential kit, but I'm really interested in hearing thoughts and opinions on this change before I really dive into the character and start really tweaking things.

8 Comments

darkdill10/14/2014, 7:08:48 AM4 votes

I think the Q would be better if it were a limited-duration steroid instead of a on-next-attack skill. Something like:

For the next 8 seconds, Ashe's arrows are enchanted with frost, slowing enemies hit by 30/35/40/45/50% for 2 seconds and dealing 10/20/30/40/50 (+0.1 AP) bonus magic damage. 20 second cooldown.

Better counterplay this way, in that your opponents can capitalize on your downtime. Additionally, since it'd be bonus magic damage, it would allow Ashe to do some extra damage to enemies who stacked armor.

ModThe Djinn10/14/2014, 7:28:08 AM2 votes

That's a compelling point, although I'd be a bit concerned about Ashe's ability to lock down a target early-game and just stack crits on them: that was the original reason for the long cooldown. If not for that concern your suggestion would definitely be the better option. That said, I was indeed trying to give Ashe a reliable perma-slow (or close to it) at higher levels, since a lot of Ashe players consider her Q to be a unique and compelling part of her kit: she's an amazing kiter because it's always available and applies a powerful slow.

I'm also very specifically avoiding AP scaling, as AP scaling on a character who doesn't have any reason to pick up even incidental AP is...well, effectively useless, save for maybe getting Baron Buff.

Tactical Salad10/14/2014, 8:16:05 AM1 votes

I used to love playing Ashe, but as I've come accustomed to more interactive champs, my interest for he plummeted. I love this concept, I would definitely start playing her again with this change alone.

Janna Windgale10/14/2014, 11:30:25 AM1 votes

PART 1 OUT OF 2

[Passive] Avarosa's Bow: Ashe gains 14% (+2% per level) bonus critical strike chance against slowed or stunned targets.

I love this idea, however the value "14%" is slightly too much because it's close of getting equally 730 gold at level 1 instantly (15% crit cloak = 730 gold) I think if we would change this to 0% and then (1/2/3% at respective levels gaining 1-6 -7-11 12-18) (Note: 1-6 = 6% 7-11 = 12% and 12-18 = 18% = 42% which is in my opinion still too much)

A second option could be: [Passive] Avarosa's Bow: Ashe's experience with an bow is outstanding. Increasing her Critical strike chance per level by 0.75% respectively

[Q] Frost Shot: Ashe resets her auto-attack timer and channels her bow's power to chill her foes to their core. Her next attack slows her target by 20 / 25 / 30 / 35 / 40% for 2 seconds and deals 20 / 30 / 40 / 50 / 60 bonus physical damage (the slow is applied and calculated into determining the crit chance of the attack).

Even here, I love to see that people are thinking about champions their spell kit, and that the frost arrow at the current state is kinda ridiculous in the late game. She can kite you any time she wants to. The Tenacity Boots are not even helping you at this point.

How I would make it: [Q] Frost Imbued Shot: Ashe's bow becomes enchanted for a short duration allowing her to deal additional magic damage and add a slow to the target. Ashe enchants her bow to make her next auto attack slow the target for 10 / 17.5 / 25 / 32.5 / 40 or Standard 25% and deal an additional 10 / 20 / 30 / 40 / 50 (+15% AD)

[W] Volley: How it is at the moment. 40 / 50 / 60 / 70 / 80 (+100% AD)

How I would do it

[W] Volley: Ashe's launches multiple arrows from her bow that go fly into different angles. Dealing a respective 40 / 50 / 70 / 100 / 140 (+ 120 / 115 / 110 / 105 / 100 % AD)

So let's the your standard AD value is 120 okay?

W damage:

Level 1: 40 base damage (120 x 1.2 = 144) 40 + 144 = 184 Damage (of course this if your opponent has 0% damage reduction.)

Level 2: 50 base damage (120 x 1.15 = 138) 50 + 138 = 188 Damage (of course this if your opponent has 0% damage reduction.)

Level 3: 70 base damage (120 x 1.1 = 132) 70 + 132 = 202 Damage (of course this if your opponent has 0% damage reduction.)

Level 4: 100 base damage (120 x 1.05 = 126) 100 + 126 = 226 damage (of course this if your opponent has 0% damage reduction.)

Level 5: 140 base damage (120 x 1 = 120 ) 140 + 120 = 260 Damage (of course this if your opponent has 0% damage reduction.)

The reason I do not change anything except for the damage values right here is because your W will not slow anymore when it hits an unit or enemy champion. So to compromise this I increased the damage values and percentages on the W that will decay from 1.5 to 1.0 every time you level it up. To create a little bit of challenge into this ability you have to choose between a good laning phase or a bad one. Where you can choose to max W at very last to be dealing high damage from your AD scaling to the leveling up the W first to deal a lot of base damage if you are having a rough time in your lane.

[E] Hawkshot
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.

How I would make it

Bold = Changes/Extra Strikethrough = removal

[E] Hawkshot Passive: Ashe gains 1/2/3/4/5 gold respectively 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 and reveals enemy wards that can be removed within the next 7 seconds

Cooldown: 60 / 55 / 50 / 45 / 40 Cost: None

Zeddicus410/16/2014, 7:52:49 PM1 votes

I have to disagree,I think she is a great champ the way she is. At most buff up her base add and scaling or her crit. She is a very under rated add in my opinion and has a good kit, just needs minor buffs at most. People should stop trying to fix what isn't broken.

Deleven10/17/2014, 5:22:55 AM1 votes

I think you are greatly underestimating the swinging power of early level crits. If you are lucky you trade 3 autos at level one, crit twice and secure yourself an easy lane for the next 3 levels. On the other hand if you get no crits, what should the situation be? To balance the potential power of a lucky all in, you should make not getting crits really punishing to the Ashe, but getting unlucky in lane is not much fun.

Currently it is not a problem though, as the crit is only able to be used once in a blue moon and the bonus damage of a full rotation is high but not random. In your implementation i would suggest adding in a guaranteed crit back into her kit as opposed to just giving her crit chance.

Perhaps you could make her passive the ability that slows and make here q be a single target attack that uses a modified crit.

Perhaps you could reduce the cooldown on her passive and make the crit do modified damage.

Perhaps you could make it so her passive can only be used on enemy champions.

There are alot of thing that could be done, but i would really suggest staying away from free crit chance, there is a reason that no ranged champions currently get free crit chance.