True Ice: Upon reaching 5 stacks, the targets are chilled by true ice, Crippling and decreasing the targets' turn rate for 2.5 seconds. Enemies turning their backs to Ashe are rooted instead for a different duration.
Slow: 30 / 35 / 40 / 45 / 50%
Modified Turn Rate:0.375 / 0.2095 / 0.145 / 0.111
Root Duration:1 / 1.25 / 1.5 / 1.75
The stacks do not consume, but the additional movement impairment cannot happen on the same target more than once every few seconds.
Turn Rate is a term carried on from DotA. This represents a ratio that is granted to calculate the time required to turn into a commanded direction. Turn Rate it's traditionaly measured on the time required to turn 180º and expressed in radians per 0.03 seconds, thus takes π (~3.14) radians to take a 180º turn.
Turn Rate is considered a slow for gameplay purposes.
Channeled abilities are subjected to the aforementioned rules in order to be interrupted.
Despite its strict functionality, Cripple is not considered a movement impairment for the sake of abilities, such as Mercy.
The stacks of True Ice accumulate on the target, and are not reset if Ashe attacks a new target. This is unlike similar effects, such as Clockwork Windup and Eternal Thirst, which accumulate on the champion and reset whenever they attack a new target.
True Ice's movement speed and turn rate reduction, if triggered by a Frost Arrow empowered to Volley, will affect all enemy units within the splash area.
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.
The area revealed is blessed with a mystique icy field, enemy units within 500-range of the area of impact will gain a stack of True Ice each second the area remains revealed.
Enchanted Crystal Arrow provides sight around the arrow and briefly after detonation.
A good yet not enormous amount of aspects of her could be changed for the best, however, do not believe she is in a bad state or underpowered, I would argue that she's in a relatively good place. But, as this blog still exists, there is no other option but to mentions the problems:
Her innate passive is useful for last hitting, but beyond that nothing but initiating against a target. For the rest of the game is pretty much non-existing, specially once she gets fed and can one-shot minions or critically strikes every 1-2 attacks.
Her eponymous potential perma-slow, despite it is one of the crucial elements of her identity, and we are in a era where mobility and strong yet sporadic CC are more appreciated by both sides than a slow on each hit, someone would think that at these present moments would be acceptable, yet is precisely by this culprids that mobility and more consistent forms of CC became the current state of the game.
Despite changes here proposed pretty much convert her into something similar in game-style but different in gameplay, her E and R are perhaps the only elements worth of maintaining from her kit, are what makes her scale into late-game as one of the only utility ADCs of the game.
Be more attuned to her theme, thus:
Being a Frost Marks(wo)man: Applying CC from afar, and maintaining distance at all cost.
Being a trained Archer: The more precise her aim, and the more distant her arrows are, the deadlier she is.
Being a trained Scout: To deliver utility beyond impairing, to maintaing track of her foes and prevent danger.
Lack (reliable) mobility or simply movement, completely depending of kiting for her survival.
Maintain all changes faithful to her core gameplay, no matter the costs.
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