User blog comment:PrimusMobileVzla/Champion Rework: Ashe - The Frost Archer/@comment-1330314-20150131083300/@comment-1330314-20150131193911

"I do like that idea for the passive, the only problem is that would possibly uber-broken with the current Q, as it stands would increase the damage up to 24 / 28 / 32 / 36 / 40%, plus the AD ratio already critically striking as normal autoattacks."

I tried to take that into consideration, but I agree that 40% would be too much, which is also sort of why I'd consider a non-damaging passive. % bonus armor penetration per 100 units would also be problematic, though, since you'd end up penetrating up to 25% of your target's bonus armor with your autoattacks and up to % bonus armor with your Q. 's armor pen is restricted to the activation of his ult, but this Focus's permanent armor pen would cause Ashe to permanently devalue the enemy's armor, especially against tanks. I just tweaked my own Ashe rework a bit, and moved my shatter passive from Hawkshot and made it her official innate: that way, you could just put all of her damage (or as much of it as you can) in her CC-dependent innate, and focus on giving her kit as much utility and CC as she needs.

As for the rest of the kit, I really like the way you've changed it! Ashe is clearly a lot more CC-focused now, and she has tons of great internal synergy. A few points of criticism:
 * I think you need to reduce the duration of True Ice's slow, since at 40% cooldown reduction Ashe can use her Q to slow her target for seconds every  seconds, effectively leading to another permaslow. I'd say about 1 or  would work a lot better, and it would allow you to make your slow a lot stronger. Since you'd need to chain True Ice stacks, I'd have the stacks themselves persist for a little longer (5 seconds, maybe?)
 * I'd remove the 25% cooldown reduction on Enchanted Crystal arrow upon hitting a target, and just revert it to its standard cooldown. The problem with an effect like this is that it punishes Ashe for missing her arrow and discourages her from making those global stun plays she's so famous for. Instead, she'd have much more of an incentive to land it at close range (which, I think, is the most boring use for it), because she'd then be guaranteed to refund a portion of her ult's cooldown. Basically, her ult is fine as is.
 * I still feel like the Cripple mechanic is a little iffy, and the turn rate modifier, while a novel idea, would probably not have that much of an impact if you're landing your fifth stack on a fleeing enemy. On the other hand, having the fifth stack root your target would be a lot more impactful, and would accomplish pretty much the same thing. If you removed the Cripple effect from Frost Arrow and merged it with the turn rate slow on Iceborn's Blessing for a root, you'd have a great chain-stacking reward.
 * With this in mind, I think you'd be better off by removing the chain mechanic on Ashe's Q, since the main use for the ability is to apply True Ice stacks and snipe from a distance, without needing any kind of extra ability. I also think the cooldown reduction on Iceborn's Blessing's per-target cooldown is redundant, since this is the only consistent way you'll be applying True Ice stacks anyway (Hawkshot has a massively long cooldown). If you were to remove it and instead just reduce the per-target cooldown on Iceborn's Blessing (or remove it entirely, since the five-stack mechanic is a sufficient enough gate if you had the stacks reset), you'd have pretty much the exact same effect.