-Strategies and Tactics
Guide up to date as of this patch
Guide overhaul still in process. All that's left is to finish the Strategy & Tactics section, but most players will understand the basics of supporting. I'll post the update for that section soon! I’m re-writing the guide to show people who are interested in a less-popular way to play Ashe...as a Support.
Ashe is one of the greatest champions in the game, simply because her ultimate is THE greatest ability in the game. Only Karthus’ ult comes close to competing with an Ashe Arrow for the top spot. Because of this, I’m writing this guide to show people how to play Ashe as a support champion.
I know this is quite unorthodox, but it’s lots of fun shooting Arrows all over the map all the time. This guide focuses on this method for playing Ashe instead of the traditional Ranged AD builds. She becomes a MUCH more team-oriented champion late game when compared to other supports. Her ult is better for initiations, and her aoe slows are almost as good as MS buffs from champs like Sona and Janna.
The one place she lacks is sustain. However, she can make up for this with summoner Heal and her free “CV” from Hawkshot. She is best in a harass lane, since her Volley will deal significant damage and opponents will be slowed for her lane mate to pound on them.
I hope you find this guide to be intriguing, and that you enjoy your time with Queen Ashe!
Marks – Armor Penetration
Seals – Gold Per 10
Glyphs – Flat Cooldown Reduction
Quints – Gold Per 10
These runes give Ashe more damage on her critical that she’s usually saving up, more damage on Volley, more gold to spend to buy wards and CDR items, and CDR to increase the number of Volleys and Arrows during the early game.
This is a slight tweak to standard support masteries. Since Ashe needs the CDR to optimize her support capabilities, I run some in offense for the CDR masteries. Check out the link below for the details.
I prefer this setup because it means you have high CDR early in the game for lower cooldowns on your Arrow. You can always swap around some of the masteries in the utility tree. Like you might prefer the MS over the XP or the Mp5. It doesn’t really matter, as long as you get the CDR, gold, and Heal masteries, you can use the remaining points how you see fit.
I recommend Flash and Heal. Of course, you can always take Heal and any other option between Flash / Ghost / Teleport / CV. I just feel like Flash is useful in more situations than the others.
This is largely dependent on the game’s circumstances, but in general, I feel like the scaling on Volley is better than the slow at early levels. And since you don’t get lower c/d on Hawkshot, it’s not as useful to level up first since you aren’t going to be getting CS as a support. So, in general, I feel like the best order is as follows...
W - Q - W - E - W - R
Then R > W > Q > E
However, if you find that you need stronger slows, you can always swap W and Q and level up the slow strength first. It’s really up to the player in each game to determine what is more useful. As another note regarding skill order...you might also want to consider taking Hawkshot at an early level in order to have early map vision if your team is going for an early invade.
Main thing to learn here is that there is no “best” order. Each player must pick an appropriate order for each game.