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Here are some things that are bugging me:
- Why do you rush
- AD marks? Your job is to support, not to carry the game (at least, as an ADC :P). 9 marks of crit damage gives you %20 more crit damage throughout the game, I guess, while AD runes are only good for early game. Besides, my choices of seals are 5 armor + 4 gold, 6 flat/scaling mr + 3 mana regen glyphs and finally 3 ms quints or 2 ms + 1 more crit damage quint (%5 more crit damage does hurt ^^).
- I agree with you about
- I also do not prefer maxing W first and have never regretted for maxing Q first. Max W second if you are ahead, or E second if you are behind and getting ganked constantly.
- I thought AD masteries were useless but tested them and got better results than 4 points of
- Ashe slows people but she herself is also super slow, so there are only two choices in every situation;
- Stacking Tear is also unnecessary. Talisman and ER will give you enough mana regeneration.
So, my example build is like this:
talisman of ascension
Overall, awesome guide and useful. ****EN SAVED :)
As i read your guide a second time, i felt like it is lacking an overall strategy. The most in common strategy in my experience is to play a support which is adding utility to a team, which focuses mostly on damage or providing cc and tankiness. Thus, i do not understand the choice to pick Ashe and u don't eveluate it much aswell.
Mostly you point out her early game poke will give your botlane an advantage, most probably by killing or zoning out the enemy. I liked that you gave some thoughts about botlane opponments, but on the other hand, when you try to zone out the enemy to deny his farm, you also have to bother the jungler. The opposing jungle pick was not considered in your guide.
Assuming you get an early game advantage, how do you use it to get even further ahead in midgame and end the game? What do you do, if you fail in midgame and it comes to late game? Either you don't have an overall strategy for the game, or you didn't write it into your guide.
Some math to show the efficiency of greater quintessence of Damage over GpM:
The damage quintessences grant 6,8 damage flat which equals 244,8 gold if you measure it in longswords.
The same amount of gold is generated in 13,6 minutes. Until then you are inferior in lane and i agree with utopus that harassing (or even laning) might be over. If you make just one major mistake during that time, you ll be floored completely by the enemy botlane without chance of recovering. This is why i prefer damage runes over GpM.
I'll be totally honest - i think that support ashe is really bad. I'm a meta sheep, and i'm just going to say that I would never ever ever play support ashe, because I might actually like it. lol
Anyways, i'll ignore my prejudice against support
One of the most conflicting things i'm seeing in this guide is its' unaddressed inconsistencies. For instance, you say that
Also, other supports can deal a lot of damage with autoattacks as well. Having played
Something that I think you don't talk about as much as I would like, is how squishy
Something that's a little confusing, is why you choose to buy components for
And if you end up behind in the mid game, there's no way you'll ever be able to build this, which is a problem, because when I get to your itemization part of your guide, I literally have no idea what to build. It's a little confusing, since you don't establish a build order after your IE +
Random tip for guide writing: If an item is so situational that you buy it in <2% of your games played, don't even bother including it, unless the item is a big noobtrap, or there is something that you particularly want your reader to know about. In your guide, you wrote a little bit about
On one last note, you need to teach your readers how to land their ultis
Anyways, I hope that helps a little bit. :) If you think i helped you out, please +rep me; It means a lot to me
Thank you for reading, and expect an update containing my thoughts soon.
Therefore i can agree to 95% of your guide which is great! :)
One minor thing i would add or at least put into discussion is the early game start:
Doran's Blade and 21/x/x masteries and standard ArPen + AD runes provide more combat power and thus give early game advantage. This bonus helps in all stages of the game tbh. ... The ancient coin or the first upgrade can be purchased later in the first recall. I also prefer to buy Zeke's Herald as first major item because of the nerfed lifesteal (that is still untouched in this item) and the bonus aura for your adc. AFAIK this item is gold efficient with at least one teammate nearby, so ... :)
Prevent commentless votes using this :)
Problem with that is, it can prevent votes altogether too.