Helly, my name is Eualcides and I am a new level 30 in NA experimenting with new/interesting ideas as well as standard ones.
Today I would like to inspect Ashe as a support discussing pros/cons as well as skill orders and items.
ADC Ashe seems to have a problem being scary as her damage is horrible lategame. You can have IE, PD, boots and BT and still a host of other champions will crush you with lesser builds. It seems she ends up playing a support role anyway, so I thought "why not play her as one?"
Let me make it clear that Ashe is a kill/harass support and that this build is an ALL-INish style build that relies on winning your lane. So far, it has worked at the lower middle range (900-1200) of elo.As Ashe has no sustain for either herself or her lane partner, it is best to support with her with an ally who can keep themselves topped off. Support ashe is about harass; you zone your opponents to allow your ADC to farm whilst they fall behind.
Pros:
great harasser
perma slow which is invaluable in securing kills for your adc
can defend her tower extremely well while the adc is "B"
excellent utility lategame offering decent pokes, sight, a stun, and more (depending on build)
early game she's a deadly harasser
Cons:
squishy
no sustain
aggression reliant
not accepted as a real support
requires excellent game sense/positioning
Here's an overview of the build.
Boots, Philosopher Stone, Bloodstone, Executioner's Calling, Aegis of the Legion, Zeke's Herald (or another appropriate aura item).
Now let us discuss the setup.
For summoner spells, get flash - it is a must for escaping with Ashe who has few tricks for getting out of tight spots. The second spell is based on preference, I like to take ignite as I'm quite aware that I NEED to dominate my lane in order to do well.
You do not have to take utility masteries to support as Ashe, in fact it can be better if you dont; take some offensive/defensive masteries to maximize effective poking. I changed this setup from 21/9/0 to 19/11/0 ; as someone reasonably pointed out, the crit and "21" talent dont make that much of a difference in poking (and you never really make real use of the crit masteries anyway). I still put 3 points for 6 ArP, but could be talked out of this.
For runes grab 9 armor seals, 9 damage/ARP marks, 9 MR/lvl glyphs and 3 AD quints. Damage = poke = happy days. Armor is self explanatory. As you rarely run into magic dmg in your lane (and should be avoiding it in team fights later) I could see one taking lesser armor glyphs or something else they prefer.
Skilling order is R>W>Q>E. Always max your R first. We max volley first because it's Ashe's main harass and the only way you'll really stay alive. Q is of secondary importance because it's how Ashe secures kills for the ADC. Until several points are spent in this slow, it wont really help your adc all that much. Hawkshot is only really needed at short range because we'll only use it to keep sight on cowards who run into bushes.
I've found this skill order to be the most effective.
Last, but not least: THE ITEMS.
Start: rejuvenation bead and faerie charm, 1 pot 1 ward. build the Philosopher Stone.
next build boots if you're defending your lane instead of dominating. otherwise start building the Avarice Blade. this item offers more gold (^-^) and a small chunk of crit that synergizes well with Ashe's passive. We are not relying on this crit, but it is an effective item on her.
then get (boots if you haven't yet) Bloodstone and start building either Aegis of the Legion or Executioners Calling depending on how the game is going.
Always buy wards when you go back until you get the Bloodstone.
Your end build should look like this: AS boots with furor enchant, static shiv/executioners calling, Bloodstone, Aegis of the Legion, Zekes Herald/Frozen Heart and Shurelya's Reverie. You will rarely, if ever, complete this build so make sure you're in tune with your team's needs and build accordingly.
Avarice blade is taken for 3 reasons: 1, it builds into 2 items that synergize well with this build, one of which is very cheap (^-^) 2, it offers some gp10 which we desperately need and 3, the crit is a BONUS that DOESN'T hurt.
By lategame you'll be tagging behind your team stilling dishing out decent poke and boosting your entire team with massive utility. If they're highly mobile/volatile, save your arrow for a stun when they initiate on you. Same for flash.
I hope you enjoyed this guide, please leave what feedback you can!