Ranger's Focus reduces Ashe's next basic attack's delay to 40% if currently any higher.
Although Ranger's Focus has no actual cooldown, 4 stacks of focus are needed before Ranger's Focus can be reactivated. The time before being able to reactivate Ranger's Focus is 6.079 - 1.6 (based on attack speed) seconds.
The multi-attack effect is similar to Lightslinger and Double Strike, except that on-hit effects aren't applied by the extra attacks.
On-hit effects are disabled on the latter four attacks and will not be triggered even by Wind's Fury. Each flurry only applies on-hit damage from Runaan's Hurricane once.
The arrows are evenly distributed among secondary enemies but one enemy cannot be hit by more than 5 arrows.
Wind's Fury's splash damage is affected by the damage modifier of Q's Rank 1 and doesn't increase based on Q's Rank (possible bug) - dealing 「 (8.4% AD) damage per arrow 」「 (42% AD) damage per flurry 」 to each secondary target.
Each arrow from a flurry applies Frost and the bonus damage from Frost Shot is calculated individually per arrow.
Similarly, since a flurry is 5 instances of physical damage, The Black Cleaver allows her to cleave the enemy target 5 times per flurry.
Amumu'sTantrum will reduce each arrow's damage, for a total of 10 - 50 (based on E Rank) per flurry.
Active:Ashe sends a hawk spirit toward the target location, granting sight of its path for 2 seconds and in a large radius at its destination for 5 seconds. The hawk's sight is not obstructed by brush or terrain.
Ashe uses a stock system on this ability; she stores a charge of Hawkshot periodically, up to a maximum of 2 stored at once.
Hawkshot grants standard sight, which does not reveal stealthed units.
Hawkshot's recharge timer seems to start at the beginning of the game, even prior to ranking the ability, but when you actually rank the ability, you start with one charge and the recharge timer starts from 0.
Active:Ashe fires a missile of ice in the target direction. The arrow shatters upon hitting an enemy champion, dealing magic damage,knocking down and stunning them for 1 - 3.5 (based on distance traveled) seconds.
200 / 400 / 600 (+ 100% AP)
Enemies surrounding the main target also take 50% damage.
Secondary Magic Damage:
100 / 200 / 300 (+ 50% AP)
Enchanted Crystal Arrow provides sight around the arrow and briefly after detonation.
Upon hitting, Enchanted Crystal Arrow will interrupt the movement of the champion that was directly hit (including dashes).