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ASHE BUILD GUIDE: [S4 Support]: Pain In The Ashe by Hablaskakaf

by Hablaskakaf (last updated 3 months ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Gold(+3 gold / 30 sec.)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
0
9
21
mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 2 1/1
21 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Focus
QFrost Shot
WVolley
EHawkshot
REnchanted Crystal Arrow
View Skill Order Details

Introduction

Hey, I'm Hablaskakaf. An Australian who plays on the North American servers.
This guide will focus on AD Support Ashe for the bot lane.

Support Ashe used to kind of be a thing back in Season 2, but for anyone that actually tried to make it work properly, she was seen as a troll pick due to the heavy gold constraints of her build.

Fast forward to the Season 4 changes to Supports however (particularly with gold income) and I believe Ashe (If played correctly) can now be a capable Support in her own right.
And with this guide, you too can become one giant pain in the Ashe for the enemy team.

Pros:
+ Extremely strong, AoE slow that neglects tenacity effects (//) due to it's relentlessly continual application.
+ AoE Armor Shred / Magic Resist Shred for your team via combined with /.
+ Splitpush potential once is built while and keeps you safe.
+ 600 unit range is second only to 's 625 unit range and 's 650 unit range. (Also 's lategame 703 unit range due to )
+ Strong early game poke.
+ Extremely high map vision control.
+ Ultimate has the potential to save lives and enable kills from across the map.
+ Ultimate also acts as one of the best initiates in the game.
+ Acts as a secondary ADC mid-lategame.
+ Does not need any Mana Regen.

Cons:
- Squishy.
- No innate sustain unless a lategame is built.
- Ultimate is a skill shot. (Takes practice to use effectively)
- Difficult to escape enemy CC if you happen to be caught out and locked down.
- As an AD champ, building is worthless as you can't make full use of the stats despite it's superior gold generation.
- Damage heavily falls off without items.

Runes

Marks
Attack Damage marks help your damage and just generally improve the efficiency of your kill-lane type early game.

Seals
Armor Seals are a definite must to help stay alive in bot lane.
More armor = less damage from AD. (Like, the enemy carry)

Glyphs
Same reasoning as for the Armor Seals.
These will help you survive against any AP in lane. (Like, the enemy Jungler or an AP Support like Lulu)
However, since the majority of damage in bot lane is AD and because Ashe has low base defenses, I recommend scaling MR so you can take more punch lategame, especially since doesn't have any base scaling MR as she levels up.

Quintessences
More gold = more swag.
Since you won't be taking any CS as the support, these are non-negotiable.
Immensely helpful for your gold generation.

Masteries

mastery 1 0/1
mastery 2 0/4
mastery 3 0/4
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 3 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/1
mastery 3 0/3
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/3
mastery 3 0/1
mastery 2 0/1
0 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 1/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 2 3/3
mastery 3 0/1
mastery 4 1/1
mastery 1 3/3
mastery 2 0/1
mastery 3 0/3
mastery 4 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/3
mastery 4 2/2
mastery 1 1/1
mastery 2 3/3
mastery 2 1/1
21 Utility
----------------
UTILITY
----------------
: Because we don't need any extra Mana Regen as support Ashe.
: For extra kiting and chasing power.
: To help with Clairvoyance and Flash cooldowns.
/: Immensly useful for sustain, especially since you don't have a healing ability.
//: More gold = faster items = faster, more efficient utility.
: You'll be poking quite a bit. Try to time your poke in-between the cooldown of this this mastery to min/max your gold efficiency (But don't get too greedy and YOLO into a bad situation!)
: The faster you level up, the faster you gain additional utility. Simple as that. As an added bonus, this also helps to ensure reaching lvl 6 before the enemy Support so can go for an all-in before they can counter with their own ult.
: More CDR for your ult and a shorter CD for your active.
: To either chase/peel or to GTFO when needed.

----------------
DEFENSE
----------------
/: Provides more bearable trades in lane against champions.
: Equates to almost one whole .
: Equates to almost two whole .
: Provides more net sustain vaule than since your enemies will be perma-slowed by .

With this rune page, you won't be able to take , so keep this in mind when considering buying items to try and hit the 40% CDR Cap.

Summoner Sets

Clairvoyance & Flash
Clairvoyance for extra vision. Should be used the same way you use Hawkshot. (See spell details for more)
Flash to GTFO of horrible situations or to instantly get closer to someone and slow them so the rest of your team can catchup for a kill.

Why take over ?

Let me begin by saying that I wouldn't recommend this on any other support but .
It's simply too detrimental to the efficiency of her kit, and her overall function.

As support , your job in a teamfight is to circle around the outskirts of a fight as you kite basically the whole enemy team at once with your perma AoE slows via .

Since you already have slows covered with your autoattacks, the only reason you would ever want to use is to reduce the enemy's damage potential for those 2.5sec (1.6 sec against //) but most importantly, you need to deliberately put yourself out of position in order to be in range to cast it. (and that's if your not already CC'd yourself)

Taking such a gamble is very risky as , due to your lack of escapes if you're caught out and pinned down.
By moving into the whole enemy team, (because the ADC isn't going to be alone in a teamfight, and if he is then your team won't need to take him out anyway) this risk also directly hinders your ability to preform your primary task of controlling the entire enemy team with your slows while providing team-wide AR/MR Shred via /.

Think of it like this...
When a teamfight happens; everyone's natural instinct is going to be to crowd control the enemy ADC to prevent them from doing damage which makes your precious go to waste since it's duration will be gone by the time your allies' CC has ended. This is particularly noteabe in ranked SoloQueue, where you have to blindly trust your teammates without any sort of on-demand voice communication; making chain-hard CC very difficult to organize.

In the end, I feel like the many negative situational variables attached to are just far too risky.
Again however, keep in mind that my reasoning is unique to a support 's specific needs and playstyle.
Exhaust & Flash
The "standard" summoner set choice for most support champions.

I do not recommend this as support .
See above for a detailed explanation.
Barrier & Flash
Same reasons as above.

However, if you still feel like you would prefer to do without , then this is a decent alternative; especially if you feel really pressured to play defensively against the enemy team. (Champions like , and are very difficult to kite effectively; making barrier a wise investment)

If you go down this route, don't forget to absolutely make sure you fit a into your item build since you won't have .
Teleport & Flash
Because there's nothing funnier than stunning someone from across the map with your ultimate and teleporting in from a nearby minion, killing them while you laugh maniacally.

Tele Ults OP.

Item Builds

Starting Build(s)
Starting Items
2
Alternative Starting Items
First Back (1175g)
Core + Ward (1225g)
Core Sightstone Path (2100g)
Boots + Dragon Ward (775g)
Ask your ADC to take a for best synergy.
Remember, your will turn those two into !

If your not planning on building a into , make sure you get at least 1 every time you base.
Final Build(s)
Standard Final Items
Substitute , and the with any three situational items of your choosing, depending on the matchup.
Build Order
You'll notice I put in twice. Depending on if they have stealth orientated champions like , or , then I'd recommend taking it right after Hurricane; if not, then it's not something that should be prioritized.

If the enemy team doesn't have many slows and you feel would be more useful, then go ahead.
Just keep in mind that the tenacity passive from doesn't stack with .

, is also a consideration if you want to finish off your 40% CDR cap early (remember, you don't have ) so you can & more.
If you don't care about CDR though and that or would be more useful, go for it.

At the end of your build, you can choose whether you want to discard your boots+ for a - you'll get basically the same ammount of movement speed (minus furor) but you'll gain more attack speed and finish off that final 40% CDR.

Remember though that once your that far into lategame, you can just keep buying to finish off your CDR instead of relying on items.

Situational Items

Ruby Sightstone
If you plan on building this, take a before your for a the extra vision during laning phase.

If you feel like even more map control is better than any other situational alternatives.
Use your own judgement and personal preference for this one.

Now, It may be unconventional, but going without a Sightstone altogether isn't so bad as you might think as .
Of course, it's not something I would ever consider on any other champion; but I can confidently say that in my experience, the joint combination of and ; together with your allies' has been sufficient.

It's not a playstyle choice that's for everyone though, so try it for a couple games to get a sense of how it feels; you might be surprised at just how powerful having both and can be!
The Black Cleaver
Synergizes with Hurricane for AoE Armour Shred.
Best taken when 3/4 of your teammates are AD and no one else already has a .
OR your team is even in their AD/AP champions but your AD are fed.

If you really want to finish off that final 10% CDR for more & , you can take buy an early and finish the item path later on. I wouldn't recommend this unless you're dominating bot lane during it's laning phase though.

I don't recommend taking this with as that put you over the 40% CDR cap - so at that point, if your still finding yourself cauugt out try a instead.
Wit's End
Synergizes with Hurricane for AoE Magic Resist Shred.
Best taken when 3/4 of your teammates are AP and no one else already has a .
OR your team is even in their AD/AP champions but your AP are fed.

Due to your massive attack speed, this also gives you quite a bit more damage while helping you able to take a bit more punishment from enemy AP champs.
Statikk Shiv
The cheaper version of , but with 1% more movement speed gain.
The passive is why this item stands on it's own; with how much attack speed you'll be buiding, the proc rate on this item can reach insane levels and to top it all off, it synergies with for a guaranteed crit.


The extra 6% movement speed is also very useful for orbwalking/kiting.
Particularly lategame, when you need to permaslow the entire enemy team at once.
Phantom Dancer
Does what it says on the tin.
The unique passive; albeit situational, also helps to kite when minions are around.
Take advantage of it by weaving through minions while kiting.

The extra 5% movement speed is also very useful for orbwalking/kiting.
Particularly lategame, when you need to permaslow the entire enemy team at once.
Infinity Edge
Unlke or , this provides you with much needed raw damage and as such is your main pseudo ADC item.

With how much attacks speed you would have built up already, this really adds up fast.
This is however, quite an offensive choice and leaves you vulnerable to your innate squishyness.
I wouldn't recommend building this if you're having trouble kiting the enemy team, since the bulk of your survivability comes through permanent kiting. (Particularly difficult to do against champions like , and )
Mercurial Scimitar
Good to take against enemy team that have mostly AP damage, particularly if they have CC.
Zephyr
Mainly built for the tenacity gain if the enemy team has lots of crowd control.
Since has no innate escapes, this can be a very worthwhile buy.
The tenacity gain from this wont stack with though, so consider this if you also need more CDR.

The extra 10% movement speed is also very, VERY useful for orbwalking/kiting.
Particularly lategame, when you need to permaslow the entire enemy team at once.
Blade of the Ruined King
Situational sustain item. Passive synergies with Hurricane.
With how much attack speed you'll be building, the on-hit effect from this really shreds high health tanks; becoming less and less effective with the less health they currently have.
Due to this, I'd only really recommend a BotRK if there a two or more hard to kill health-stacking tanks on the enemy team.
Trinity Force
The Spellblade passive activates from your , so you won't have any trouble activating it.
This item also gives you an extra 8% bonus movement speed with it's Rage passive, which stacks with .

It is however, very difficult to justify getting even more movement speed considering the items we'll already have from the core build.
If you do decide to build this, just take a and finish off the actual as your final item.
Executioner's Calling
Synergizes with Hurricane for AoE Healing Reduction.
Used to counter specific champions, like and . Consider taking this if you can utilize it against multiple combinations of the enemy champions listed below.

Ideal Examples are...
: &
:
: &
: &
: &
:
:
:
:

Less Ideal Examples...
:
:
:

Keep in mind that this also directly halves life steal effects, making it particually potent against Attack Speed/Life Steal stacking champions like and .
Mikael's Crucible
Used to counter heavy enemy CC abilities.
Now, I'm not talking about or - we're talking 2sec or longer of serious hard crowd control abilities.

Ideal Examples are...
:
:
:
:
:
:
: (Not taunt as only lasts 1.5sec)
:
:
: (Only lasts 1.5, but you do NOT want your ADC stunned while in a direct duel with )
:

Less Ideal Examples...
:
:
:
:
:
:

I consider the above less ideal due to their AoE nature and high-likely that they'll hit you as well.
Guardian Angel
There are times that the enemy is just so fed up of your awesome CC that you find yourself focused the whole game by one/two shot assassins like Kha'zix.

Building a GA will directly counter your innate squishyness if you find yourself in such a situation. Once your back on your feet, you should be able to kite anyone that lingers around trying to pick you off a second time.
Ionian Boots of Lucidity
You can consider these boots when taking the Defensive Mastery page setup since you won't have any points in from the offense tree.
Don't forget to upgrade them with !

Obviously, you would not build two different boots.
Zeke's Herald
On the occasion that you took Defensive Masteries, and decided you wanted to build instead of ; a can really help fill that final 20% CDR while having the added bonus of providing a 10% Lifesteal Aura for your team.
Elixir of Brilliance
If the game is still going on by the time you reach full build, you can get this to finish off your CDR instead of relying on items to reach the 40% CDR cap.

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Focus
QFrost Shot
WVolley
EHawkshot
REnchanted Crystal Arrow
[Q]: Max first as it's your primary support tool, you want this maxed out and ready for when you buy your .

[W]: Since your Volley slow is based off the ranks you have in Q, exta Volley points is unnecessary. Take one point in it at the start of the game for lvl 1 harass.

[E]: Important to get some ranks in this after the laning phase is over; particularly if you decide to neglect a as one of your two situational items.

[R]: Your ultimate. Take it whenever possible.

Skills

Focus
Early game laning phases is where this passive really shines. Falls off mid-lategame due to your support-type damage.
Basically, your go-to harassment combined with and .
Frost Shot
Max first. The more potent your slows, the more potent your peels and chasing ability. (Which indirectly helps your ADC chase).
Once you have your , you'll be slowing them so often through your auto attacks that won't even be able to stop the slow.
Volley
Your main harassment early game in combination with the Q. Can also be used to slow people who are chasing you without fear of being in range of the enemy ADC. Since the slow of your Volley is based off your Frost Shot's rank, extra points in Volley are not as important for early game.
Hawkshot
Essentially, a free Clairvoyance. Keep in mind that the range is restricted to your own lane until later on in the game.
Use it to scout objectives like Dragon or Baron, check for jungle ganks or cast it ahead of that one teammate who keeps YOLO-facechecking everything so you can preemptively save him from dying to an ambush.

You can also use it aggressively on brush to keep sight on an enemy as they run for their life. (which lets you keep them slowed as they attempt to escape into the brush).

Additionally, (And ) can be used to help you snipe someone off with low health with .
Or even better, grant vision for an allied to finish them off with an .

As an added mid-lategame bonus, this helps boost your gold generation when pushing back minion waves from your tower, or when splitpushing.
Enchanted Crystal Arrow
A 3.5 sec stun that is not to be underestimated. A good arrow can make or break a teamfight.
With your early CDR items (Talisman of Ascension / ), this will be on an ~50sec cooldown.
This is why we take a stinger before . More ult arrows means more potentially game-changing plays.

If you want to learn how to carry your team as a support, this would be it.
It takes practice to learn how to arrow across the map and into other lanes successfully, but once you can, your whole team will love you in no time.

Champion Matchups

Alistar
Difficulty
Favors You
Annoying, but that's about as far as it goes.
Don't focus Alistar as he's naturally Tanky.

Alistar has no ranged AA, so outplay the enemy ADC trades while zoning them just like with .
Don't become too cocky and get headbutted into the enemy turret.
Keep an extra close eye on the jungle entrances too. The enemy team will probably be playing defensively, waiting for you to overextend.

Ability Rundown
[Q] Knockup:
[W] Knockback:
[E] AoE Heal:
[Ult] Turns into a makeshift tank:
Anivia
Difficulty
Favors You
Work In Progress. Check back later.
Annie
Difficulty
Favors You
Work In Progress. Check back later.
Ashe
Difficulty
Favors You
THERE CAN BE ONLY ONE SUPPORT ASHE!
(Note: You'll only see this in normals, since there is no doubling up in ranked draft pick)

Use your best judgement and try to outplay her.
Zone the enemy team early and make them starved for gold and experience. Let the lane push back to your tower once you hit level 5.
If everything goes according to plan, you should hit level 6 before the other Ashe.
them in the face and go for an all-in trade together with your ADC before she has her own ult.
Blitzcrank
Difficulty
Favors You
His is much more difficult to escape than .
doesn't go through minions, so keep an eye on yours and his positioning.

If you manage to bait out his , or he just flat out missses, he can't combo you into a which renders his entire harassment style completely useless. Punish his mistakes with your usual poke harassment combo.

Proceed to dodge the world for more profit.

Ability Rundown
[Q] Pull:
[W] Escape Tool:
[E] Close Range Knockup:
[Ult] Close Range Silence & Damage Nuke:
Fiddlesticks
Difficulty
Favors You
Work In Progress. Check back later.
Heimerdinger
Difficulty
Favors You
Don't facecheck the bushes! You can use your or to gain vision for some coordinated harass while he just chills in the bush, waiting to ambush you with turrets. The turrets themselves are pretty easy to kill, and if you can take them out as soon as he casts them

Zone them out early to prevent them from getting any kind of bush control. It's not essential to winning the lane, but it'll help.
If he puts up 's by their tower then that's actually fine; he can't control their basic Auto Attacks, so it's highly likely it'll disrupt the enemy ADC's ability to farm the creeps.

Ability Rundown
[Q] Turret:
[W] Ranged Skillshot Nuke:
[E] Ranged Skillshot Stun/Slow (Easy to dodge):
[Ult] Increases Effects Of One Ability (mainly used to boost or damage):
Janna
Difficulty
Favors You
Work In Progress. Check back later.
Karma
Difficulty
Favors You
Work In Progress. Check back later.
Kayle
Difficulty
Favors You
Work In Progress. Check back later.
Leona
Difficulty
Favors Enemy
Innately tanky, has two stuns as well as a snare and is just generally very annoying and in-your face.
General rule of thumb if you don't have sight on her is to always assume she is already in the brush, waiting to fuck you up with her stuns.

Baiting out the ], is really risky here, as it doesn't have a long windup cast time like does.
If she gets her initiate on you and combos all her CC while the ADC follows up with an all-in; then things can get out of hand very fast. If she can't do her combo because of either cooldowns or mana constraints, you can try a quick poke trade.

Ability Rundown
[Q] Stun:
[W] Extra Tankyness:
[E] Ranged Snare / Leap / Initiate:
[Ult] Ranged Stun/Snare:
Lulu
Difficulty
Favors You
As a disclaimer, if for whatever reason she doesn't play aggressively against you, it'll be a very easy laning phase.

She has alot of diverse utility in her kit. Just one of them is annoying, but a combination can be very deadly.
One of the most aggressive AP supports you'll face, trying to trade with her can be a bitch if you get combo'd. You do still out-range her, though so you can use that to your advantage if you know she's coming in for a poke trade.

If she manages to hit you with , run in circles like a crazy person (away from your ADC).
Although an offensive can serve to increase the net range of her , it remains a skill shot; and is disrupted by your positioning. Keep in mind this also grants vision on you so don't just chill in a bush.

Ability Rundown
[Q] Slowing Projectile:
[W] Ally Speedup / Enemy Polymorph:
[E] Ally Targetable Shield / Grants Enemy Sight & Pix Replacement:
[Ult] Ally Heal & Grants A Slowing Aura:
Lux
Difficulty
Favors You
Work In Progress. Check back later.
Morgana
Difficulty
Favors You
Work In Progress. Check back later.
Nami
Difficulty
Favors You
Work In Progress. Check back later.
Nidalee
Difficulty
Favors You
An unconventional pick, Nid follows the same rules as , except you'll be dodging and intead of .

Difficult to come back from if they snowball, but easy to stay in power if you can outplay and zone them.
is one of the few things that can outrange your AA Harass, so be careful and don't linger in brush too long.

Speaking of brush, she's probabbly got a few traps in there. If your hit by a , it will grant vision on you from a whopping 12secs - not to mention they'll want to make use of the Armor and Magic Resist Shred that the traps do to you. Expect to be the target of aaaaaalll the skillshots if your caught in a trap. Dodge accordingly.

Ability Rundown
[Q] Ranged Skillshot Nuke:
[W] Trap:
[E] Ally Heal:

Ability Rundown
[Q] Short Range Mini-Execute:
[W] Short Range Escape Tool: (Can be used to leap over small walls)
[E] Frontal AoE Cone Damage Nuke:

Note: 's human form and form have completely separate cooldowns.
Nunu
Difficulty
Favors You
Work In Progress. Check back later.
Poppy
Difficulty
Favors You
Oddly enough, her whole concept as a Support is thrown out the door with you there.
Her / combo can still do alot of damage, but it's really easy to capitalize on her positioning after she's done headbutting you - keep her slowed with and harass her with your ADC as she takes the walk of shame back to her turret.

Typically, she'll want to use on an enemy Support and tower dive your team but since you actually do a decent amount of damage and can kite her after her basic combo, her ultimate will be more of an annoyance than a threat.
And that's only IF they've somehow managed to push your lane.
It's really easy to avoid that scenario all together if you zone her out early game.

Ability Rundown
[Q] Close Range Damage Nuke:
[W] Passive Tanky Buff / Active Movespeed Increase:
[E] Knockback & Potention Stun (Works the same way as , but it's close range):
[Ult] Damage and CC Immunity vs anything but the target of the ult:
Sona
Difficulty
Favors You
Work In Progress. Check back later.
Soraka
Difficulty
Favors You
Annoying because of the sustain she provides her carry, but not very threatening at all.
The silence from her can't stop you from using , and your AA Harass out-ranges her .
The main problem is the mana sustain she grants her carry by 'ing them. Can lead to some deadly continual poke harassment if combined with someone like 's .

Ability Rundown
[Q] AoE MR Shred & Damage:
[W] Targeted Ally Heal & Short Armor Increase:
[E] Ally Mana Restore / Enemy Silence:
[Ult] Strong, Global Entire Team Heal:
Taric
Difficulty
Favors You
Work In Progress. Check back later.
Thresh
Difficulty
Favors Enemy
As long as he doesn't land , he's not as threatening as Leona; try to bait it out and dodge.
His has s short wind up time with a unique activation sound - learn it by ear and dodge every time.
Your AA harass out-ranges his. Take advantage of that and punish him whenever he tries to go in for a trade.
Zone him with your and deny him the ability to get close for a or .
doesn't go through minions, so keep an eye on yours and his positioning.

Ability Rundown
[Q] Stun / Pull:
[W] Ally Escape Tool: (Can also be used aggressively to pull the Jungler in from fog of war)
[E] Pull / Push / Snare:
[Ult] Powerful Close Range AoE Slow:
Zilean
Difficulty
Favors You
Zilean has the weakest base armor in the entire game.
A level 1 autoattack and from you alone will take off 50% of his health, even with support masteries.
is annoying, but not devastating.
Play aggressively and try to kill him as many times as you can before he reaches level 6 and gets his ult.
Later on in the game, when he gives someone the buff, just wait it out til' it expires before killing them as by the time lategame comes around, he'll have built so much AP that the revive reset would reset their health to nearly 100%.

Ability Rundown
[Q] Ranged Non-Skillshot Nuke:
[W] On-cast cooldown reducer:
[E] Ally Movement Speedup / Enemy Movement Slowdown:
[Ult] Castable :
Zyra
Difficulty
Favors Enemy
Those plants can be a real bitch; one of the few enemy ranged support champions who can zone you.
Focus on defensively peeling for your carry. If you try to AA Harass and she catches you out in a root into plant slows, it could mean your death if the enemy ADC capitalizes on your mistake. If she can't do her combo because of either cooldowns or mana constraints, you can try a quick poke trade.

While it is possible to step on her before she blooms them into plants, more often than not she'll be able to just bloom it before you can arrive in time, so don't be fooled by the bait unless you absolutely know that is on cooldown, or she doesn't have the mana or range to cast it.

Ability Rundown
[Q] Ranged Skillshot Snare:
[W] Makehift Ward / "Turret" Plants / Melee Slowing Plants:
[E] Ranged Skillshot Snare:
[Ult] Strong, AoE Knockup:

Early Game

The early game for you is centered around careful, calculated harassment with your /AA combo.
Don't forget to keep your river bush warded.

You can also help your teammates in other lanes by using from accross the map (or to help them get a kill by giving them sight on the brush as the enemy tries to run for their life)

Don't forget to ward your river bush at approx 3mins in! :)

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When the enemy has a Kill Lane comp, the same as above applies however you'll want to adopt a more defensive mindest for your engagements for when your up against those particularly combo-bursty enemy kill lanes like a Support , , , or .

Zone them away from creep farm (making sure not to push your lane too much) and If both you and your ADC can hit lvl 2 before the enemy bot lane does, go for an all-in.

Mid Game

Ideally you should have your Talisman of Ascension and your before the laning phase ends for the shortest possible cooldown on .
Work towards your next so you can contribute your powerful AoE slows to any possible upcoming teamfights.
Around this time you will also be taking more points into ; use this new-found range to your advantage and help your team counter-jungle and scout for enemies in the fog of war.

Late Game

At this point you have so much attack speed that actually does less damage that if you would have just kept auto attacking.
You can however still use it as an escape/chase tool since 's range is longer than your auto attack.
Since it's a skillshot, you can use it past walls and brush, so remember that when trying to chase an enemy with your team.
Also keep in mind that can still proc your mastery to help your teammates kill things; try to hit at least 2 or more enemy champions with it at once for best efficiency.

Teamfights

REMEMBER NOT TO STEAL KILLS!
As support , your job in a teamfight is to circle around the outskirts of a fight as you kite basically the whole enemy team at once with your perma AoE slows via .
allows you three 35% slows, lasting 2sec on your target and the two closest to them.
It takes practice, but if you cycle between different enemies, you can lockdown the entire enemy team while providing team-wide AR/MR shred via /.
Depending on your item build, this will innately have additional passive bonuses for your team.

: AoE Armor Shred.
: AoE Magic Resist Shred & on-hit magic damage.
: AoE Healing Reduction.
: AoE Damage Assist based on HP%. (Very useful against health stacking tanks)

Chasing / Kiting Tools
(AoE Slow: )
: On-hit movespeed for better orbwalking.
/: On-hit movespeed for better orbwalking.
: Tenacity and extra 10% Movement Speed for better orbwalking.

Tips And Tricks

Misc Tips

#1: Because provides more net sustain vaule than since your enemies will be perma-slowed by , you can ask your ADC partner to take it to help him stay alive that little bit easier.

What Is "Orb Walking / Stutter Stepping" ?

Conclusion

I hope you've enjoyed reading my guide.
If you would like me to expand upon anything else or just straight up add in a new section, feel free to leave a comment!
I'm happy to answer any questions you might have.

If you liked what you've read, pass along a 'like' to help promote the page! :D

Please note that I will continue stealth-updating this guide until it's debut once the release of Season 4 hits.