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i will add matchups later. I will eventually have evaluated all of these champions considered as supports. (Even some unconvential or "troll"-supps). I may at some point add adc-matchups.
Alistar
Anivia
Annie
Bard
Brand
Blitzcrank
Braum
Fiddlesticks
Galio
Gragas
Ivern
Janna
Jarvan IV
Karma
Kennen
Lee Sin
Leona
Lulu
Lux
Maokai
Morgana
Nami
Nautilus
Neeko
Pantheon
Poppy
Pyke
Rakan
Rammus
Rell
Senna
Seraphine
Sett
Shaco
Shen
Sona
Soraka
Swain
Tahm Kench
Taliyah
Taric
Thresh
Trundle
Twitch
Vel'Koz
Xerath
Yuumi
Zilean
Zoe
Zyra
Jhin
Ashe and Jhin have excellent synergy. Jhin can connect his W off of a Volley and they can generally confirm their hard CC off of each other's. Ashe's slows help Jhin hit his skillshots and their kiting/rundown capabilities synergize and "stack" really well. One misstep against this lane will probably result in a catch and a kill for the Jhin.
Seraphine
(FYI I absolutely hate Seraphine) If you were telling me today, that an Ashe is more likeley to support a Seraphine than the other way around, I would absolutely believe that. These two mainly have the synergy of Seraphine's E, rooting slowed targets, meaning an almost guaranteed root off of a Volley without doublecast and a stun with doublecast. Seraphine herself has good catch potential and a long CC-Chain, but if you pair that with Ashe's Arrow and their insane synergy and you get an awfully toxic catch/Oneshot-you-from-anywhere-on-the-map lane.
Miss Fortune
Both Ashe and MF have strong early poke. This makes it incredibly annoying and oppressive to lane against this combo. If Ashe hits a long-range Arrow, MF is also free to release her R on a target that is stunned for up to 3.5 seconds.
Draven
Draven wants to fight pre-3 and Ashe can very well assist him in that. The slow helps draven run enemies down and get more time to catch Axes before closing up again. Also if Ashe hits an Arrow, Draven can unleash all of his damage onto the stunned target without interruption or fear of being killed himself.
Neeko
(Onhit Neeko!)
Ashe and Neeko actually work pretty well together. They have great chain-CC and burst damage and Neeko can engage off of Volleys by throwing a fruitloop though the wave. Arrows can set up Neeko-Rs and her lacking damage at some stages can be compensated for with Mandate. She also has a lot of self-peel nullifying Ashe's main weakness.
Ezreal
Ashe's slow makes it really easy for Ezreal to connect his skillshots and he is able to hit his R for free if Ashe lands an Arrow. They both have really strong poke and can punish poor positioning with a lot of damage. Ezreal also has his E as a defensive tool.
Lucian
Lucian exels at dominating the early game and short-trading to get burst-damage off. Ashe can assist Lucian with getting in his opponent's face, which is normally rather hard for him, because of his limited attack- and dash-range. If Ashe hits and Arrow, Lucian is also free to hit his R and execute a free combo for a kill.
Ziggs
Ziggs is a poke mage making him really strong together with Ashe, since he can hit skillshots off of her slows and Arrow. If Ashe hits an Arrow, Ziggs will almost always be able to follow up with his R. Zigg's R deals so much damage, that this can potentially oneshot squishy targets. Ziggs does have some kind of get-off-me tool, which is a knockback. Unlike other knockbacks this one is rather slow and has an indicator, which reduces the odds of the potential anti-synergy Ashe's Arrows have with most self-peel-knockbacks. Also after two or three good pushes, the enemy botlane can kiss their tower goodbye, because Ziggs seems to not like towers. This enables Ashe to roam and look for catches from a better position (midlane) way earlier than with other ADCs.
Vel'Koz
Vel'Zoz's general damage, E-knockup and R are an incredibly reliable follow-up on Arrows and will almost always result in a kill. The slow on his Q, which good Vel'Koz players will be able to connect when it matters, can lead into an Arrow, a CC chain and most probably a pick. He doesn't work with Ashe's poke too much, but Volleys do help hit his combos and skillshots.
Caitlyn
Both Ashe and Caitlyn have great range and lane dominance, which makes this combo especially strong in applying a lot of pressure and getting ahead, which Ashe can play from really well. Their kits also function decently together, with Caitlyn being able to place traps and set up combos on a stunned target. (Note: Drafting Ashe before Caitlyn will automatically remove one of her hardest counters from being picked by the enemy team)
Kai'Sa
Kai'Sa herself is really strong in 1v1 situations and can reliably follow up on most Arrows using her R. The slow helps Kai'Sa stick consistent damage and get that last AA off to proc her 4 passive stacks. In the midgame they will be able to confirm a kill off of a single skillshot.
Karthus
While Karthus does mainly want to scale up, he can still dish out decent single target damage in the early game. Ashe's slows make it way easier to connect Qs and Karthus can reliably follow up on an Arrowed target by either being close and placing W and Qs or just pressing R. Speaking of which, since they both have global ults their impact beyond the lane is very high as well. Karthus is however incredibly immobile and vulnerable to CC, which Ashe can't account for that well.
Senna
Senna wants to scale, but works rather well with Ashe's early poke regardless. She herself has good poke and great range, which makes her also really potent at procing your Mandate-mark as poke. These two don't have much self peel, but a great CC-Chain and good combo of global Rs to follow up on each other's CC and hae impact on the game.
Syndra
Ashe's slows can make hitting Qs and Ws much easier and they both have really long-range stuns to execute long-range CC-chains and catches. Syndra's combo and R are also incredible Arrow-follow-up. Beware of the knockback though, since her E may knock enemies out of your Arrow's trajectory.
Heimerdinger
In general Heimerdinger isn't too reliant on the synergy with his support. He does have great follow-up potential on Arrows though with his E, or RW. If an enemy gets caught within his turrets, Ashe can Arrow them to keep them inside turret-impact-range for even longer. In lane Heimerdinger just lets his turrets' pushing-power do the dirty work, but your range and poke damage can zone enemies away from destroying his turrets.
Xayah
Xayah can use the slow from Volley to hit a Q-AA-E, or get even more feathers to hit with E off of an Arrow. Her R also makes her untargetable and she has amazing kiting capabilities amplified by Ashe's slow. Since Xayah only really gets strong after she gets hold of a few Items, she can't capitalize off Ashe'S early poke as well as other ADCs.
Varus
Varus's Q is very easy to connect off of a Volley. If timed correctly you can have up to 5.5 seconds of Hard-CC with both Rs and the single target damage is incredibly strong. Varus is immobile, but both Rs offer long hard-CC and are easy to hit on close-up targets making them not as vulnerable to gapclosets as other immobile lanes. Varus is very weak in the earlygame however, so he doesn't play as well to Ashe's strengths as some other ADCs.
Twisted Fate
(AD-Twisted Fate!)
TF lacks early damage, but has great synergy with Ashe's arrow during the mid and lategame. TF can use his R to follow up on almost any Arrow with a gold card and consistent damage. He gains true sight on all enemy champions and can evaluate the risk of following on the Arrow, which other's (e.g. Kai'Sa) can't. In lane they don't have the best synergy, but if they get ahead TF can always pick a gold card and run towards a Volley-slowed enemy with them having very little chance of escaping.
Corki
On the offchance you have a Corki as your ADC, you do have the nice synergy of corki being able to follow up on Arrows from almost anywhere using his Package. in lane he wants to scale up and farm, but he does have the benefit of having a dash for his W which gives him more agency when being engaged on, which Ashe struggles with compensating for pre-6. So yes these 2 do have decent synergy and work especially well if ahead.
Yasuo
Yasuo's main weakness in lane is being melee. Ashe does compensate for that a bit with her own incredible range. Ashe and Yasuo actually have decent synergy, since Yasuo can run enemies down, without wasting his dash on them. Ashe lacks a knockup however, so she's not as good of a support for a Yasuo as others. He also can't really capitalize on Arrow's as well as other champions can.
Tristana
Since tristana mainly wants to use her W to gapclose and doesn't benefit from the slow other than being able to stack her E without using her W to cluse up. Tristana can jump on an Arrowed target and oneshot it, but if Tristana uses her R she may knock the enemies out of the Arrow's trajectory creating an awkward anti-synergy in an uncoordinated environment.
Kalista
Kalista is heavily reliant on synergy with her support. She likes engage-/tank-supports, supports who can use her R to their advantage and those who can help Kalista get onto a target to collect 300 gold. (Prime example: Braum; he can use her R to connect an AA or land his R and landing a Q on an enemy is practically a death sentence.) Ashe can help Kalista get onto a target and run it down with her slow, but she doesn't benefit from her R at all, since she already has very high range and her Arrow actually is more effective from further away.
Samira
Ok so like screw Samira that champ is BS, she literally just does what she wants and can get away with it. Ashe's slow can keep enemies from escaping her R or routrunning her, but Samira generally isn't too concerned about that and would rather have an engage support with many CC-abilities to synergize with her passive.
Sivir
Sivir needs a few Items to get strong and therefore has a harder time capitalizig on Ashe's early opressiveness. She does deal a lot of damage anyways though. Her Ult makes Ashe's slow basically useless though and only really synergizes with her Arrow to run up to a stunned target.
Cassiopeia
Cassiopeis has enough movement speed and CC to be able to utilize Ashe's slow effectively. She doesn't work off of the early poke, since she needs some time to get her core items online. Her Miasma is a great tool to connect an Arrow off of and to follow up on an arrow, but that's about it with their synergy.
Aphelios
Really don't have any synergy. He doesn't need to poke with Calibrum, since Ashe already does that. Running people down using Severum-Q or Gravitum is unnecessary, since Ashe already does that. A single target catch with an Arrow doesn't benefit Aphelios as much, because his follow up damage is easy to hit anyways and more focused on damaging multiple targets. He just doesn't benefit much from most of Ashe's utility and early poke. His biggest weakness, being immobile, is also not accounted for when picking Ashe. She can peel, but most other supports do it better.
Jinx
Jinx can follow up on long range Arrows with an R herself, but Jinx can't really capitalize off of the poke and pressure Ashe creates. She gets a free Passive proc off a caught target, but in a teamfight, where that would matter, that target would get peeled for making it very hard for Jinx to stick her damage and get a reset. Overall Jinx isn't too reliant on her supp-synergy anyways, since her kit works without any other assist, but Ashe really isn't a good support for her.
Kog'Maw
Kog'Mag wants to scale up and needs an enchanter support with a lot of peel to be able to deal enough damage and survive. Ashe's mediocre peeling-capabilities aren't enough to keep a Kog'Mag alive. He also isn't reliant on hard-CC to unload damage onto to deal damage, but he'd rather have movement speed to close the gap and be able to kite.
Vayne
Ashe's slow doesn't do anything for Vayne, since she already gains movement speed towards enemy champions anyways. Vayne wants to scale up, while Ashe wants to play agressively and punish poor positioning. While they are able to execute a CC-Chain, there is the possibility of the Vayne Condemning an enemy out of the Arrow's trajectory making this lane really inconsistent, if the players are not perfectly coordinated, in which case it's not worth to pick Ashe with a Vayne.
Twitch
Twitch wants to scale up and barely has any earlygame damage. He can't capitalize on the poke since he just gets jumped on and killed anyways. He can pick off a single target caught by an Arrow, but not as well as most other ADCs can. The slow of his W doesn't stack with Ashe's slow. Ashe can't reliably peel for Twitch. They don't have notable synergy in general.
Ashe
Look I don't think that would quite work out.
Synergies
IdealStrongOkLowNone
Jhin
Ashe and Jhin have excellent synergy. Jhin can connect his W off of a Volley and they can generally confirm their hard CC off of each other's. Ashe's slows help Jhin hit his skillshots and their kiting/rundown capabilities synergize and "stack" really well. One misstep against this lane will probably result in a catch and a kill for the Jhin.
Seraphine
(FYI I absolutely hate Seraphine) If you were telling me today, that an Ashe is more likeley to support a Seraphine than the other way around, I would absolutely believe that. These two mainly have the synergy of Seraphine's E, rooting slowed targets, meaning an almost guaranteed root off of a Volley without doublecast and a stun with doublecast. Seraphine herself has good catch potential and a long CC-Chain, but if you pair that with Ashe's Arrow and their insane synergy and you get an awfully toxic catch/Oneshot-you-from-anywhere-on-the-map lane.
Miss Fortune
Both Ashe and MF have strong early poke. This makes it incredibly annoying and oppressive to lane against this combo. If Ashe hits a long-range Arrow, MF is also free to release her R on a target that is stunned for up to 3.5 seconds.
Draven
Draven wants to fight pre-3 and Ashe can very well assist him in that. The slow helps draven run enemies down and get more time to catch Axes before closing up again. Also if Ashe hits an Arrow, Draven can unleash all of his damage onto the stunned target without interruption or fear of being killed himself.
Neeko
(Onhit Neeko!)
Ashe and Neeko actually work pretty well together. They have great chain-CC and burst damage and Neeko can engage off of Volleys by throwing a fruitloop though the wave. Arrows can set up Neeko-Rs and her lacking damage at some stages can be compensated for with Mandate. She also has a lot of self-peel nullifying Ashe's main weakness.
Ezreal
Ashe's slow makes it really easy for Ezreal to connect his skillshots and he is able to hit his R for free if Ashe lands an Arrow. They both have really strong poke and can punish poor positioning with a lot of damage. Ezreal also has his E as a defensive tool.
Lucian
Lucian exels at dominating the early game and short-trading to get burst-damage off. Ashe can assist Lucian with getting in his opponent's face, which is normally rather hard for him, because of his limited attack- and dash-range. If Ashe hits and Arrow, Lucian is also free to hit his R and execute a free combo for a kill.
Ziggs
Ziggs is a poke mage making him really strong together with Ashe, since he can hit skillshots off of her slows and Arrow. If Ashe hits an Arrow, Ziggs will almost always be able to follow up with his R. Zigg's R deals so much damage, that this can potentially oneshot squishy targets. Ziggs does have some kind of get-off-me tool, which is a knockback. Unlike other knockbacks this one is rather slow and has an indicator, which reduces the odds of the potential anti-synergy Ashe's Arrows have with most self-peel-knockbacks. Also after two or three good pushes, the enemy botlane can kiss their tower goodbye, because Ziggs seems to not like towers. This enables Ashe to roam and look for catches from a better position (midlane) way earlier than with other ADCs.
Vel'Koz
Vel'Zoz's general damage, E-knockup and R are an incredibly reliable follow-up on Arrows and will almost always result in a kill. The slow on his Q, which good Vel'Koz players will be able to connect when it matters, can lead into an Arrow, a CC chain and most probably a pick. He doesn't work with Ashe's poke too much, but Volleys do help hit his combos and skillshots.
Caitlyn
Both Ashe and Caitlyn have great range and lane dominance, which makes this combo especially strong in applying a lot of pressure and getting ahead, which Ashe can play from really well. Their kits also function decently together, with Caitlyn being able to place traps and set up combos on a stunned target. (Note: Drafting Ashe before Caitlyn will automatically remove one of her hardest counters from being picked by the enemy team)
Kai'Sa
Kai'Sa herself is really strong in 1v1 situations and can reliably follow up on most Arrows using her R. The slow helps Kai'Sa stick consistent damage and get that last AA off to proc her 4 passive stacks. In the midgame they will be able to confirm a kill off of a single skillshot.
Karthus
While Karthus does mainly want to scale up, he can still dish out decent single target damage in the early game. Ashe's slows make it way easier to connect Qs and Karthus can reliably follow up on an Arrowed target by either being close and placing W and Qs or just pressing R. Speaking of which, since they both have global ults their impact beyond the lane is very high as well. Karthus is however incredibly immobile and vulnerable to CC, which Ashe can't account for that well.
Senna
Senna wants to scale, but works rather well with Ashe's early poke regardless. She herself has good poke and great range, which makes her also really potent at procing your Mandate-mark as poke. These two don't have much self peel, but a great CC-Chain and good combo of global Rs to follow up on each other's CC and hae impact on the game.
Syndra
Ashe's slows can make hitting Qs and Ws much easier and they both have really long-range stuns to execute long-range CC-chains and catches. Syndra's combo and R are also incredible Arrow-follow-up. Beware of the knockback though, since her E may knock enemies out of your Arrow's trajectory.
Heimerdinger
In general Heimerdinger isn't too reliant on the synergy with his support. He does have great follow-up potential on Arrows though with his E, or RW. If an enemy gets caught within his turrets, Ashe can Arrow them to keep them inside turret-impact-range for even longer. In lane Heimerdinger just lets his turrets' pushing-power do the dirty work, but your range and poke damage can zone enemies away from destroying his turrets.
Xayah
Xayah can use the slow from Volley to hit a Q-AA-E, or get even more feathers to hit with E off of an Arrow. Her R also makes her untargetable and she has amazing kiting capabilities amplified by Ashe's slow. Since Xayah only really gets strong after she gets hold of a few Items, she can't capitalize off Ashe'S early poke as well as other ADCs.
Varus
Varus's Q is very easy to connect off of a Volley. If timed correctly you can have up to 5.5 seconds of Hard-CC with both Rs and the single target damage is incredibly strong. Varus is immobile, but both Rs offer long hard-CC and are easy to hit on close-up targets making them not as vulnerable to gapclosets as other immobile lanes. Varus is very weak in the earlygame however, so he doesn't play as well to Ashe's strengths as some other ADCs.
Twisted Fate
(AD-Twisted Fate!)
TF lacks early damage, but has great synergy with Ashe's arrow during the mid and lategame. TF can use his R to follow up on almost any Arrow with a gold card and consistent damage. He gains true sight on all enemy champions and can evaluate the risk of following on the Arrow, which other's (e.g. Kai'Sa) can't. In lane they don't have the best synergy, but if they get ahead TF can always pick a gold card and run towards a Volley-slowed enemy with them having very little chance of escaping.
Corki
On the offchance you have a Corki as your ADC, you do have the nice synergy of corki being able to follow up on Arrows from almost anywhere using his Package. in lane he wants to scale up and farm, but he does have the benefit of having a dash for his W which gives him more agency when being engaged on, which Ashe struggles with compensating for pre-6. So yes these 2 do have decent synergy and work especially well if ahead.
Yasuo
Yasuo's main weakness in lane is being melee. Ashe does compensate for that a bit with her own incredible range. Ashe and Yasuo actually have decent synergy, since Yasuo can run enemies down, without wasting his dash on them. Ashe lacks a knockup however, so she's not as good of a support for a Yasuo as others. He also can't really capitalize on Arrow's as well as other champions can.
Tristana
Since tristana mainly wants to use her W to gapclose and doesn't benefit from the slow other than being able to stack her E without using her W to cluse up. Tristana can jump on an Arrowed target and oneshot it, but if Tristana uses her R she may knock the enemies out of the Arrow's trajectory creating an awkward anti-synergy in an uncoordinated environment.
Kalista
Kalista is heavily reliant on synergy with her support. She likes engage-/tank-supports, supports who can use her R to their advantage and those who can help Kalista get onto a target to collect 300 gold. (Prime example: Braum; he can use her R to connect an AA or land his R and landing a Q on an enemy is practically a death sentence.) Ashe can help Kalista get onto a target and run it down with her slow, but she doesn't benefit from her R at all, since she already has very high range and her Arrow actually is more effective from further away.
Samira
Ok so like screw Samira that champ is BS, she literally just does what she wants and can get away with it. Ashe's slow can keep enemies from escaping her R or routrunning her, but Samira generally isn't too concerned about that and would rather have an engage support with many CC-abilities to synergize with her passive.
Sivir
Sivir needs a few Items to get strong and therefore has a harder time capitalizig on Ashe's early opressiveness. She does deal a lot of damage anyways though. Her Ult makes Ashe's slow basically useless though and only really synergizes with her Arrow to run up to a stunned target.
Cassiopeia
Cassiopeis has enough movement speed and CC to be able to utilize Ashe's slow effectively. She doesn't work off of the early poke, since she needs some time to get her core items online. Her Miasma is a great tool to connect an Arrow off of and to follow up on an arrow, but that's about it with their synergy.
Aphelios
Really don't have any synergy. He doesn't need to poke with Calibrum, since Ashe already does that. Running people down using Severum-Q or Gravitum is unnecessary, since Ashe already does that. A single target catch with an Arrow doesn't benefit Aphelios as much, because his follow up damage is easy to hit anyways and more focused on damaging multiple targets. He just doesn't benefit much from most of Ashe's utility and early poke. His biggest weakness, being immobile, is also not accounted for when picking Ashe. She can peel, but most other supports do it better.
Jinx
Jinx can follow up on long range Arrows with an R herself, but Jinx can't really capitalize off of the poke and pressure Ashe creates. She gets a free Passive proc off a caught target, but in a teamfight, where that would matter, that target would get peeled for making it very hard for Jinx to stick her damage and get a reset. Overall Jinx isn't too reliant on her supp-synergy anyways, since her kit works without any other assist, but Ashe really isn't a good support for her.
Kog'Maw
Kog'Mag wants to scale up and needs an enchanter support with a lot of peel to be able to deal enough damage and survive. Ashe's mediocre peeling-capabilities aren't enough to keep a Kog'Mag alive. He also isn't reliant on hard-CC to unload damage onto to deal damage, but he'd rather have movement speed to close the gap and be able to kite.
Vayne
Ashe's slow doesn't do anything for Vayne, since she already gains movement speed towards enemy champions anyways. Vayne wants to scale up, while Ashe wants to play agressively and punish poor positioning. While they are able to execute a CC-Chain, there is the possibility of the Vayne Condemning an enemy out of the Arrow's trajectory making this lane really inconsistent, if the players are not perfectly coordinated, in which case it's not worth to pick Ashe with a Vayne.
Twitch
Twitch wants to scale up and barely has any earlygame damage. He can't capitalize on the poke since he just gets jumped on and killed anyways. He can pick off a single target caught by an Arrow, but not as well as most other ADCs can. The slow of his W doesn't stack with Ashe's slow. Ashe can't reliably peel for Twitch. They don't have notable synergy in general.
I run a small Youtube-channel for fun on which I also upload short video guides on off-meta picks. This guide is an in-depth version of one of these video-guides to complement it and cover it's lack of in-depth information.
I am not very good at the game, so take all of this with a grain of salt, but I did put a lot of thought into this idea, so please give it a shot.
Why Ashe Support?
Ashe-support is a flex pick. Most people will expect her to be the adc if picked early. While the existance of Ashe-support is widely known and the pick has been played at all levels of play already, in a draft-scenario she can still go either adc or supp.
Ashe can create great catch-situations. Her Enchanted Crystal Arrow (referred to as Arrow throughout the rest of the guide) can be the longest stun in the game and can be cast from anywhere on the map. Spotting enemies being mispositioned as Ashe will almost always result in a catch.
Ashe has a great gank setup. Her slows and arrow-catches make it really easy to gank an Ashe-lane. You can play strong side incredibly well and Ashe is really strong if your adc is ahead.
Ashe has incredible poke really early in the game and after completing Imperial Mandate. Volley has very long range and is almost impossible to miss. Your AAs have 600AR as well.
Pros & Cons
Pros:
- Strong early poke
- Spikes during midgame
- Insane catch-/engage-potential
- Good kiting and rundown-potential.
- High range
Cons:
- Rather weak peel
- Barely any utility pre-6
- Struggles against gapclosers
- Arrows have a high cooldown
Playstyle
Laningphase:
In lane you mainly wanna poke the enemy laner and apply as much pressure as possible. Make them think twice about walking up to CS, threatening a lot of poke damage.
When planning to engage start off with a Volley followed by an Arrow or anther hard-CC ability from your adc. Keep running them down with your AAs and Volleys.
In case of a gank/counterengage/countergank, Volley as many targets as possible to try and kite away.
Mid-/Lategame:
What Ashe mainly wants to do during the mid- and lategame is create catches. Punish every single misstep enemies make. If you spot an enemy out of position using Stealth Wards or Hawkshots, and you have enough information to assume a free pick, immediately Arrow them and call it out. Having champions like Kai'Sa or Ornn, who can follow up from a distance are great with this strategy.
Spotting out an enemy close to you may not even require an Arrow to catch. Just Volley and run them down until your team can follow up.
Teamfights:
In teamfights, you either want to be the one engaging them with a pick, or stuff out an engage or dive using your Arrow. Once the fight has been engaged, just stay in the backline, keep dishing out Volleys and procing Imperial Mandate/ Moonstone Renewer. In case of a dive onto your adc, you want to have held your Arrow to peel for them. AA targets, who want to move out of the fight (e.g. Fizz uses his E to engage onto his R, fails to oneshot your adc and uses Q close to them in an attempt to dash out) or stick to an ally champion, to slow their advance.
Mandate has great synergy with Ashe's Volley. It applies it's damage everytime a Volley hits and it's mythic-passive gives you AP to power up your Arrow. The MP5 helps you sustain through long drawn out sieges and put out constant poke.
How to hit Arrows
Your sole purpose as AP- Ashe support is hitting Arrows. You are gonna have it on roughly a 60 second cooldown pretty early, which makes it really tempting to just throw out an Arrow and hail-mary it towards toplane. However, since it's your only real disengage- and peel-tool, 60 seconds of downtime can be extremely dangerous for you and your team, so you want to make sure to get as much value as possible out of every single Arrow. Completely whiffing an Arrow obviously results in no value at all. So here are some tips to make your Arrows more consistent:
Easy targets are opponents whose pathing and movement is forced. If the enemy Nunu & Willump gets caught invading your jungle and has to run away, fire an arrow at his escape path. He will be forced to take the shortest route to safety making his pathing really easy to predict. Champions with no complicated mobility are generally always easy to catch out with Arrows in these scenarios. Likewise against champions like Kayn or Rek'Sai, who can cross walls with their abilities and don't have to stick to predictable pathing, you have to either predict, how they use these abilities, or just wait until they used them up.
It's even easier to hit targets that are standing still. Champions may stand still when attacking a tower, clearing camps, recalling, or they might just not move much while farming or clearing a wave. Some abilies like Jhin's Curtain Call or Xerath's Rite of the Arcane lock champions in place for extended periods of time. All of these actions make them really easy targets to hit and catch.
When trowing an Arrow inside a fight taking place further away, predict the outcome of it. Will they run away from or chase after yur teammates? Will the enemy Olaf turn, because he just got his Tough It Out up again? If you are unsure, wait until the outcome of the fight is decided or communicate the Arrow to your teammates for them to force an outcome. They can keep hitting, if they would have lost the fight, or run away although they would have won to bait or displace enemies inside your Arrow.
In general look around the map and identify habits: When does the enemy mid walk away from hitting the tower? Does someone stand still while pushing or hitting the tower? Where do they back? How much does the enemy jgl kite camps? All of these habits can give you small patterns to confirm Arrows off os or make previously established concepts more consistent.
When trowing an Arrow at fight, you can also just throw them at locations, where they are most likely to hit something:
I will sooner or later add a graphic here, showing arrow, angles. As a general rule of thumb, throw it along tight corridors, points where many pathways come together or just down mid lol.
Itemization
Quick explanation as to what is going on here. The different Items/Item-Groups are seperated by thin lines. The context of the thicker lines os a bit complicated. They seperate this section into 4 parts. The 1st one contains the starting items and components of your core-item, the 2nd and 3rd one contain the core item and items that only really work with that build for Mandate and Moonstaff respectively. The 4th part contains all items that work well in either build. Don't consider the order of the items when looking at their strength (e.g.: Horizon Focus > Morellonomicon). For better visualisation just go to the top of the guide and look at the items there.
You want to buy Spectral Sickle, since you get rewarded for agressively poking. You mostly buy it for the poke in the really early stages of laning phase, where Spellthief's Edge is useless, since only your Arrow scales with AP at all.
For your first back you wanna aim for Ionian Boots of Lucidity. The 20 Haste are really valuable when poking early and reducing the Arrow-cooldown later. You don't want to buy AP, since you can't get any use out of it right away. Instead take the Haste from Kindlegem and mana-regen from Faerie Charm and only finish Bandleglass Mirror when there's nothing else to buy.
Imperial Mandate increases your damage by a ton. Together with Ionian Boots of Lucidity you get 40 Haste, which greatly decreases the cooldown of your Arrow. Your W procs Imperial Mandate's passive, greatly increasing your poke-damage and damage in fights. The AP you gain from the mythic-passive just add even more damage to your Arrow.
The Imperial Mandate-buildpath is rather damage-focused, so you get to buy damage-focused AP-Items. Rabadon's Deathcap has synergy with Imperial Mandate's mythic-passive and just increases your damage. It is VERY expensive though. Void Staff increases the damage on your Arrows and Imperial Mandate-procs. It is also rather cheap, making it ok to buy as supp. Morellonomicon is a bad item, but your only grevious wounds option.
Since you're damage-focused, you also get to buy either Manamune for damage and synergy with your Volley or Umbral Glaive, since that's still the single best vision-control-item in the game. You can also buy Rapid Firecannon or Runaan's Hurricane to apply your Frost Shot to multiple targets or from a longer range.
Moonstaff, is one of the strongest item-combinations in the game as of now and has decent synerg with this build as well ... for some reason. You gain even more Haste from Moonstone Renewer's mythic-passive, than you would get from Imperial Mandate, and you get to consistently proc it from a safe distance using Volley. You can permanently gain movement-speed, which helps you kite and run down enemy champions and your Arrow still does a reasonable amount of damage.
Mikael's Blessing and Redemption don't give you any AP, but they give you a whole 20% increase on your Moonstone Renewer-heal, which isn't as valuable by itself, but considering the raw utility of these two items, I can see them be built on Moonstaff- Ashe. Redemption is a great for following up on your Arrows and can act as kind of a pseudo- Hawkshot, to connect Arrows. Mikael's Blessing's cleanse and MR make it a great tool to keep your ADC safe from catches.
Horizon Focus can consistently be proced by Volley, since it has incredible range. The vision helps you facecheck and get vision through walls and brushes, without needing to Hawkshot mid-fight. It also greatly increases your Arrow-damage, since it also procs Horizon Focus.
Defensive AP-Items are always great options for any AP-champion. Zhonya's Hourglass is a great item with great stats and great components. Banshee's Veil protects you from poke damage and catch-abilities. Both are good items and an excuse to build AP.
Runaan's Hurricane and Rapid Firecannon help you apply your Frost Shot to multiple targets of from further away. They don't give you valuable AP or Haste, but since the items are very cheap, you can build them just for the passives. The crit-chance also increases your Frost Shot-slow, which makes the AS you get from those items carry value, since they help you stack your Q faster. Q-AAs are almost guaranteed to apply a crit-slow.
Runes
Primary Runes/Keystones:
When deciding wether to pick Arcane Comet or Summon Aery, you just decide to go with Arcane Comet. Summon Aery is only good into a few matchups, that you can constantly keep AAing. Arcane Comet just does way more damage, is guaranteed to connect off of Volley's slow, but doesn't get proced by AAs. You mainly pick Arcane Comet, but if most of your damage will come from constantly AAing, you may also take Summon Aery.
Ashe has a really limited mana-pool, which picking Manaflow Band aims to work around by rewarding poke with eventual mana-regenertaion. Once it is stacked, you will most probably never run oom after.
Since AP- Ashe greatly benefits from stacking Haste to reduce to CD of her Arrow, Transcendence is a good rune for her. The CD-refund doesn't do much for her, but neither do Celerity or Absolute Focus, so you just take the Haste and leave.
Ashe-support relies on early poke damage with Volleys and Scorch increases your early poke better than any other rune could. You may also pick Gathering Storm for the flat AP to increase your Arrow-damage, but it takes some time to become really valuable, where as Scorch plays into Ashe's strenghts in the earlygame.
Secondary Runes:
All of Ashe's attacks alow and therefore can proc Cheap Shot, which makes this rune really easy to proc and convenient to use. Any combo of two consecutive moves will deal bonus true-damage increasing Ashe's poke-damage even more.
Ultimate Hunter is probably the most important rune for AP- Ashe-support, since it decreases your Arrow-cooldown even more. Even if you are theorycrafting your onw pages, always pick Ultimate Hunter.
Main Setup:
This is AP- Ashe-support's main rune-setup. It gives you Haste/CDR from Transcendence and Ultimate Hunter and early poke-damage from runes like Arcane Comet, all complementing this pick's playstyle. You get to spam Arrows and poke a lot with Volley and AAs, while not having to worry about mana-issues, because of Manaflow Band.
Conclusion
Ashe is a really special support-champion, who fits into catch-compositions and complements the playstlye of agressive and self-sufficient adcs. Her amazing gank-setup and ability to support a strongside make her really strong to play there and her utility is just through the roof. She struggles against gapclosers and divers without her Arrow, but makes up for it with incredible range and engage-potential. While none of these build paths are ideal, depending on your playstyle and the situation you can build a lot of different items, which all serve their unique purpose inthe context of AP- Ashe's kit.
I hope you enjoyed this guide!
Feel free to try it out in normals, experiment and give feedback or suggestions, so I can improve this guide. This time around I will actually try to keep my guides up-to-date. And look into community-feedback.
Tanks for your time and attention and I wish y'all a great time in real life and on Summoner's Rift.
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