Innate - Frost Shot:Ashe'sbasic attacks and abilities apply Frost to enemies, slowing them by 20% − 30% (based on level) for 2 seconds. Basic attacks against enemies with Frost deal 110% (+ (75% + 35%) of critical strike chance) modified damage.
Innate - Critical Slow:Ashe'scritical strikes deal no extra damage, instead they double Frost's slow strength to 40% − 60% (based on level), decaying over 1 second to its normal strength.
Passive: While Ranger's Focus is inactive, Ashe's basic attacks on-attack grant a stack of Focus for 4 seconds, stacking up to 4 times, with the duration refreshing on subsequent attacks. Stacks are lost by one every 1 second.
Active:Ashe gains bonus attack speed for 4 seconds and causes each of her basic attacks to fire a flurry of five arrows.
The first attack from Ranger's Focus has 6 arrows, thus dealing 20% more total damage than expected.
Ranger's Focus first bolt deals basic damage with the subsequent 4 bolts dealing a non-reactive damage type (e.g. default damage or proc damage). The entire effect is classified as a basic attack on a script-level, but is considered an ability for other effects (i.e Sap Magic), which is likely due to a mistaken script-level tag.
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 6.08 − 1.6 (based on attack speed) seconds.
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, Black Cleaver allows her to cleave the enemy target 5 times per flurry.
Amumu'sTantrum will reduce each arrow's damage, for a minimum of 10 − 50 (based on Tantrum's Rank) reduced damage per flurry (excluding scaling).
Active:Ashe shoots a volley of arrows in a cone in the target direction, each dealing physical damage to the first enemy struck, and applying Critical Slow to enemy champions hit.
7 / 8 / 9 / 10 / 11
20 / 35 / 50 / 65 / 80 (+ 100% AD)
Enemies can intercept multiple arrows but do not take damage from any beyond the first.
The missiles are spawned in a straight horizontal line 75 units in front of Ashe, with a total width of 75/100/100/123/123 units.
Between each missile spawn location is a distance of 12.5 units, except for the two outermost ones at the last two ranks (which are 11.5 units from the closest other one), and the two centermost missiles at ranks 2 and 4 (which have 20 units between them and 15 units to the next missile, respectively).
This inconsistent behaviour of spawn locations means the angle between each missile can vary off of 4.625° slighty.
Volley fires from Ashe's location at the end of the cast time.
Passive:Ashe periodically stocks a Hawkshotcharge, up to a maximum of 2.
Active:Ashe sends a hawk spirit toward the target location, revealing the area along its path「 repeatedly for 0.5 seconds after every 100 units traveled 」「 for effectively up-to 1.8 seconds at any location 」and at its destination for 5 seconds.
Hawkshot's recharge timer seems to start at the beginning of the game, even prior to ranking the ability, but upon actually ranking the ability, it starts with one charge and the recharge timer starts from 0.
Hawkshot will ping enemy champions it spots if allies didn't already have vision of them, and put a 'revealed' visual effect on them for 2.75 seconds, but does not actually reveal the units in particular, and is removed if the champion leaves the area.
Hawkshot will grant assist credit if a previously-unseen enemy champion is killed within 10 seconds of being revealed by the ability.
Active:Ashe fires a massive arrow of ice in the target direction, granting sight of the area it flies through each for 1 second. The arrow shatters upon hitting an enemy champion, dealing them magic damage, stunning them for 1 − 3.5 (based on distance traveled) seconds, and granting sight of the area around them for 1 second.
200 / 400 / 600 (+ 100% AP)
Enemies surrounding the main target are dealt 50% damage and afflicted with Frost Shot.
Secondary Magic Damage:
100 / 200 / 300 (+ 50% AP)
The minimap icon of Enchanted Crystal Arrow can be seen by Ashe and all her allies.
Enchanted Crystal Arrow is fired from the original cast location upon completion of the cast time.
New Effect: Instead of fully resetting Ashe's basic attack, casting Ranger's Focus reduces her basic attack delay to 40% of the full value (no reduction if the delay is already below 40%). If Ashe's delay between basic attacks is 1 second, casting Ranger's Focus brings that delay down to 0.4 seconds for the next attack.
Active's damage per arrow reduced to 21 / 22 / 23 / 24 / 25% AD from 23 / 24 / 25 / 26 / 27% AD.
Total damage per flurry reduced to 105 / 110 / 115 / 120 / 125% AD from 115 / 120 / 125 / 130 / 135% AD.
New Effect - Critical Slow:Ashe now has a 1% chance per 1% of her critical strike chance to double Frost Shot's slow to 10 − 50% (based on level) and trigger On-crit effects. The slow decays to the standard amount over the duration.
Volley will always trigger the enhanced slow versus champions.
New Innate:Ashe's basic attacks and abilities apply Frost to enemies damaged, slowing them by 5 − 35 (based on level)% for 2 seconds. Ashe's basic attacks against frosted units always critically strike, dealing 「 10 + (X * (1 + Y))% AD bonus critical damage, where X is her critical strike chance and Y is her bonus critical strike damage (both in decimal format) 」「 10% AD bonus critical damage, plus an additional 1% AD for every 1% of her critical strike chance that is modified by 1% for every 1% of her bonuscritical strike damage 」. Ashe cannot otherwise critically strike.
Frosted targets are distinct from Slowed targets - only Ashe's Frost Shot can trigger the bonus damage. Other slows don't trigger it.
Ashe's empowered attacks (even the base 10% AD with no crit chance) are classified as critical strikes for gameplay purposes and will trigger effects such as Frenzy and Reinforced Armor. As such, it is also not applied by Runaan's Hurricane.
Here are examples on the behaviour of Frost Shot's bonus damage.None of the following considers the 100% AD base damage from basic attacks.
Infinity Edge will deal 40% AD bonus damage (10 + (20 × (1 + 0.5)).
Adding a Phantom Dancer increases the aforementioned to 92.5% AD bonus damage (10 + (55 × (1 + 0.5)).
With 100% critical strike chance and Infinity Edge's bonus critical damage, you will deal 160% AD bonus damage (10 + (100 × (1 + 0.5)).
Probable Bug: Critical strike damage from runes is stacking multiplicatively with Infinity Edge, rather than additively, for a maximum of 228.265% bonus damage (10 + 100 × 1.5 × 1.4551).
Passive:Ashe gains a stack of Focus for 4 seconds whenever she slows an enemy, stacking up to 5 times. Ashe will not generate stacks while Ranger's Focus is on cooldown.
Active:Ashe consumes all Focus stacks to gain 20 / 25 / 30 / 35 / 40% bonus attack speed and increases Frost Shot's slow strength 「 by 20% 」「 to 25 − 55 (based on level)% 」 for 4 seconds. If Ashe consumes 5 stacks of Focus on activation, Ranger's Focus will also cause each of Ashe's attacks to fire a flurry of five arrows, dealing 「 23 / 24 / 25 / 26 / 27% modified attack damage with each arrow 」「 a total of 115 / 120 / 125 / 130 / 135% attack damage on each empowered attack 」. The flurry will stack multiplicatively with Frost Shots, will benefit from life steal and triggers on-attack effects five times, but on-hit effects are only applied once.
Cost: 50 mana
Cooldown: 18 seconds
The multi-attack effect is similar to Lightslinger and Double Strike, except that on-hit effects aren't applied by the extra attacks.
Triggering On Attack Effects multiple times is intentional. - namely, Runaan's Hurricane and Pix. Note that Pix's cannot attack more than twice per second.
On-hit effects are disabled on the latter four attacks and will not be triggered even by Runaan's minor bolts. As such, the item's 10 on-hit damage is only applied by the first attack.
Runaan's splash damage is affected by the damage modifier - dealing 「 10 (+57.5 / 60 / 62.5 / 65 / 67.5 AD) damage per flurry 」「 11.5 / 12 / 12.5 / 13 / 13.5% AD damage per arrow (+ 10 on the first) 」 to secondary targets.
As with Headshot, attacks against structures will refresh the timer on Focus but will not generate new stacks.
The multi-attack effect will work on structures - i.e. you will plink towers faster than Jinx.