Is This Guide for You?This guide is for people wanting to have some fun in NORMAL GAMES or BELOW 1500 ELO. Also, if you like Ashe in general, at least have a look at the Arrow guide portion. Anyway, Support Ashe is actually completely legit so...
Let Me ExplainIn response to: "Support Ashe WTF RAAAAAAAAAAAAAAAAAAAAGE"
Traditional support champions have abilities that either heal or don't need gear to be effective in team fights (i.e. Janna or Sona's ult or all of Alistar's abilities). If you play Alistar support with zero farm you can still knock people around and tank a tower with your ult. This same concept applies to all of Ashe's abilities as well:
- Her Q gives you a single target slow
- Her W gives you a AOE slow
- Her E is a 2nd CV
- Her R can stun up to 3.5 seconds and is an amazing initiate that u can use at no risk.
You need n0 farm for these abilities to be effective in slowing, stunning, and revealing the map. Understand? Good. Now it's true that Ashe doesn't have a heal. However, you'll find in low elo and definitely in normals that the enemy team doesn't even have a support. This is the best case for support Ashe. I often find I feel like I'm in complete control of the game, even though I'm not a threat by myself. I'll explain below.
MasteriesI like to build 0/9/21 for lower cooldowns on CV and flash. The 9 in defense also give a bit extra armor, magic resist, and health per 5. Really, I'd say the masteries can be your preference. This is just how I personally build her when playing support.
RunesAgain these can be up to you. I like flat resists because I expect to be aggressive early with my lane partner. I like Armor Pen for the same reason. Gold per 10 really really helps you when you are not farming minions. You get Gp5 items earlier so you can buy more wards faster.
Flash should be self-explanatory. CV can be used to track their jungler early game, and transitions into map control late game. Being able to see a bush before your team chases into it is priceless. Combined with hawkshot you can even give vision of multiple escape paths while chasing or escaping.
While out of combat, Ashe's critical strike chance increases by 3/6/9/12/15/18% every 3 seconds, removed after next attack. Focus will now display a buff showing how much extra crit chance Ashe has
Her passive is one of the reasons she is so good. When you get aggressive in lane, you have a guaranteed crit to aid in harass. If you ever watch high elo streams or tourny games, you'll see that one crit can make the difference in winning an early game fight (i.e. "/all CRIT WTF so lucky l0l"). Well, you have a free one because you aren't farming.
Q: Frost Shot
Toggle: Ashe's basic attacks slow her target's movement speed by 15 / 20 / 25 / 30 / 35% for 2 seconds.
Cost 8mana per attack
I get this second because volley applies frost shot. I put 3 points in it for the 25% slow by level 10 and then put the other 2 in last...25% is a lot.
Ashe fires 7 arrows in a cone dealing attack damage + 40 / 50 / 60 / 70 / 80. Volley also applies Frost Shot.
Cooldown 20 / 16 / 12 / 8 / 4seconds
As you can see the strength of the slow on this ability depends on how many points u have in frost shot. The skill order I go in looks weird. I do it so that by level 10 I have a low cooldown volley that slows by 25%. The combo of Shurelya's + Volley in team fights (especially after an initiating Arrow) is great for ensuring the kill or escaping.
Passive: Ashe gains 1 / 2 / 3 / 4 / 5 extra gold whenever she kills any unit.
Active: Ashe animates a Hawk to scout for her, revealing terrain as it flies toward target location.
A no-cost, 60 second cooldown CV. I get 2 points in it early as that will give you great vision in and around lane, or for early team fights. 2 points is good to see dragon from bot lane, and then you can use cv elsewhere.
R: Enchanted Crystal Arrow
Fires a large arrow in a straight line. If it hits an enemy champion, it will stun that champion for up to 3.5 seconds, based on the distance the arrow traveled, and deal 250 / 425 / 600 (+100% of ability power) magic damage. Additionally, surrounding units take half the damage and are slowed.
See Below for in depth Arrow guide.
I almost always start with:
In most low elo/normal games, the enemy will completely ignore map control/vision. For tips here I would just say read xpecial's general support guide(http://www.solomid.net/guides.php?g=6097). Knowing how the different junglers normally gank helps. For instance if the enemy jungler is lee sin, I always ward top as minions spawn because lee sin is infamous for getting quick lvl 2 off double golems and then ganking top. There are so many little intricacies like this; you just have to learn them.
I go back 1st time as soon as I can buy
Typical Mid game build
That's really all you need, you could just only buy wards at this point and be a better support than in 99% of games played.
Late game good team:
AND If you can afford it consider an aura item such as Soul Shroud or Starks...whatever benefits your team best.
Late game bad team(or lane partner):
This is another reason why I love support Ashe. If your team lacks dps or you get stuck with bot lane partner that just stands there and auto attacks without regard to last hitting...its time to engage in support/AD carry Ashe. I've done it many times and if the game drags on you can have a positive impact on the game.
Early Game and Mid GameWhen the game starts I CV their steps about 5-8 seconds in and then walk down close enough to hawkshot their blue. About the same time you can then also CV their red/double golems (saving a CV essentially). You should then know what they are up to and drop wards for other lanes as needed.
After warding key areas, you join with your lane partner. Since you aren't farming, you'll be saving up crit chance. I'd save it for when your partner or the enemy gets aggressive and let them battle. You can easily turn the tide with your crit before level 6 and then permaslow them and force a flash. After that you guys should be able to zone them or kill them. It really is that simple. IF things don't go so well and you guys are getting pressured, warding the side brush and throwing out some volley harassment/slow should really help.
With CV, wards, and hawkshot, you will be able to avoid any pressure from their jungle. You should be able to pressure their blue on first respawn depending on how the game goes. It will spawn @~7:15 if the enemy jungler started blue. Solo queue normal/low elo games are usually toss ups for invasion that early, but usually the aggressor wins and I feel very confident in getting away by kiting with volley if things go south.
Team FightsAfter hitting 6, scan the map and see where you think you can get a kill. If one of your enemy laners are sticking around low, take them out. If not, step into your jungle and decide how to shoot your fist random arrow(see pics below). If you get a kill, try and convince your team to do dragon.
If that doesn't work out, then you should have your arrow back for a team fight at dragon. Firing it at a narrow point where people are running through is always best. So try and catch them when they are coming out of a choke point into river or ganging up on a teammate.
After arrow, if you are close enough hit the victim with volley and them spam frost shot on them while buffing your team with Shurelya's speed. As long as your team is there and fighting you will be a strong disabler. Spamming volley on as many enemies as possible during team fights is your goal. You can stay at the back and still hit people. If you can catch someone out of position, start frost shotting them. You'll be supprised how many times you 100% cause a kill to happen. People that could normally dash, etc. to get away will be permaslowed and killed.
Shooting Good ArrowsI've heard it 100 times, either: "Awesome arrow man" or "WTF was that shit arrow!?"
The real truth:You are shooting a cross map ability. Sometimes people are just going to randomly move and that is all there is to it. If you get lucky you are the man and if they decide to move 30 pixels forward to get a last hit you are the worst player in the game. The only thing you can do is MAXIMIZE your chance for success, and here's how:
#1: Fire Arrows with the chance to make contact in multiple lanes
If you really want to stun that guy mid that is really low health and sticking around too long, and you know that a 3.5 second stun and 250 damage will give your mid first blood... Then take a second and look at top lane. Fire your arrow so that it will cross mid and top with a chance to hit both lanes! I can't tell you how many times I've failed to hit my intended target, and then got an assist in another lane.
#2 Try and never fire at a target moving perpendicular to you
Say there is a chase up river as you are crossing through your jungle and you want to try and save your teammate/turn the fight. Instead of immediately firing your arrow, try and position yourself so there is very little chance that they will run out of the line of fire.
#3 If trying to steal red/blue/dragon, remember to aim at the enemy player
Your arrow has splash damage that can land you buffs/dragon, but it will not make contact with the neutral monster. You have to hit the player and let the splash damage do the killing. Most times they have smite and this will be a wasted attempt, however eventually you'll know that smite is down or the jungler won't even be there.
#4 Know who you are shooting at
Don't shoot if someone can just run away (i.e Gangplank with his W up or a Tanky Irelia with your teammates nearby). When the teams are constantly moving around, if you can, WAIT until u think you have a high probability shot on a carry. Don't just see that you guys can fight and Arrow Renekton, Nasus, etc. just to have them ult and turn the fight around on you.
#5 Lastly, think in terms of "choke points"
There are so many areas on the map that if a team fight or chase occurs in/through them, that can cause people to naturally group together. These are just some of the ones that get action in almost every game. If you can catch the enemy right at or just as they pass through a choke point. When you stun someone you will also slow the people around them and this is much easier at a choke point. Also, if you scare people away, the map will naturally split up their team for an easier engagement.
Final CommentsPlease let me know what you think. Tell me if I have left something out. Tell me if I need to correct something.
I made this guide to maybe help some people stop thinking in terms of getting the most creep kills and becoming an invincible 1v1 monster (which usually doesn't happen no matter how hard you try). Playing Ashe this way helps you see the game in a different light. You start to notice how you can manipulate a situation in your team's favor and have a huge impact on the game. It helps you think differently about the game, and has had a lasting influence on my play no matter who I'm playing.
Support Ashe is really fun to play. If GP can play support then I say why not Ashe. She brings a completely unique kit to support with if you have never tried it. And there are just those games where you land several arrows early, give your team an advantage. Then with your map vision, slows and stun, you can just punish anyone out of position and secure a win. Try it.