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Ashe General Guide by lemonturtles

Support Ashe - New Stoneborn Pact Support Build Patch 7.6

Support Ashe - New Stoneborn Pact Support Build Patch 7.6

Updated on March 27, 2017
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League of Legends Build Guide Author lemonturtles Build Guide By lemonturtles 10,055 Views 0 Comments
10,055 Views 0 Comments League of Legends Build Guide Author lemonturtles Ashe Build Guide By lemonturtles Updated on March 27, 2017
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Spells:

LoL Summoner Spell: Ignite

Ignite

LoL Summoner Spell: Flash

Flash

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Introduction

Hey, I am Zephýr on the NA server and I mainly play Top lane but, I occasionally play the Support role with friends and in normals. I have only played a few games on this build but I thought it was fun and unique so, I decided to write a quick guide on it.

I peaked at Plat V last season and am Gold I this season and am looking to climb back to Plat soon.

This is my first Mobafire guide, and I hope to learn from it. I will therefore appreciate and accept all constructive criticism towards my guide. I will also try my best to answer questions too.
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Summoners

Flash - No explanation is really needed, almost every champion goes with flash. It is good for closing the distance between yourself and the enemy, dodging skillshots and many other things.

Ignite - Good in easy lanes. You can use ult on an enemy laner and then quickly burst them with your ADC and ignite them to secure the kill, even if they flash away or heal, as healing is reduced when ignite is applied on them.

Exhaust - In lanes where you cannot expect to kill the enemy laners, exhaust should keep you and your ADC from dying (lanes like Blitz, Thresh, Nautilus, Leona, Draven, etc).
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Pros / Cons

Pros:
    Good laning with harass
    Acceptable CC with many slows from Autos/W and a good stun on ult
    Can track enemy jungler with good usage of Hawkshot (E)
    Does not need to face check, as you can just use Hawkshot


Cons:
    Very squishy and cannot peel that well for ADC
    Forces your Top/Jungle to pick a tankier, CC heavy champion
    Loses to hard engage supports
    Expect flame if the game doesn't go well, people will look for something to blame and an unconventional pick is an easy excuse
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Runes

You want AD reds and quints to do relevant damage in lane with your W and autos.

Armour yellows or Scaling Health are fine. Armour is better in lanes against more aggressive ADCs, as you don't want to die or get poked out early. Scaling Health is better in an easy lane matchup, where you can be less squishy late game and not get instantly killed. Dying early in a teamfight is bad, as you will not make any use out of your keystone and in turn, no use out of your Ardent Censer either.

You get plenty of CDR with this build already so, there isn't much of a need for CDR blues. MR or Scaling MR is the go-to. You want it especially against a mage support. Scaling MR is better if there is an AP threat on the enemy team but, is not directly laning against you. Flat MR will help you during the lane phase against an AP support.
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Masteries

Stoneborn Pact is the very core of this pick. It allows you to proc Ardent Censer, as the healing from Stoneborn Pact procs it.

Masteries in the Cunning tree are the standard ones for support.

The masteries in the resolve tree are pretty standard and aren't anything out of the ordinary.
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Skill Sequence

R > W > E > Q

Q can be levelled up if you get the level 2 power spike over your lane opponent for the all in at level 2 when your opponents are still level 1. It's use is only really for all-ins, as it's really hard to stack when you don't auto minions.

Use W liberally in lane to be really annoying, it procs Stoneborn Pact for your adc to heal back when they hit the marked targets too. Once you get some CDR, the cooldown gets lower than the duration of Stoneborn Pact's marks so, you can have it permanently up in teamfights for fat heals and Ardent Censer buff up on your whole team.

E should be used to scout out the enemy jungler in their jungle to see which camps they have taken or still have up. Spotting out their jungler is really good, as you can predict where they will go next and plan accordingly. If you are pushed up, you can scout out the entire enemy jungle with a single Hawkshot and plan according to the camps which have or have not been taken and predict their pathing.

R should be followed up with pings so that your team knows where it is going and can really cheese people across the map. It travels pretty slowly so you should plan accordingly with the distance the arrow needs to travel. Keep in mind that the farther it goes, the longer the stun is. The stun can get pretty ridiculous if you land one across the map and can turn a top lane fight around if you land it.

You can slow enemies with autos/W to land ults better. Also, you can kind of mask your ult animation with a W for unexpected ults.
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League of Legends Build Guide Author lemonturtles
lemonturtles Ashe Guide
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Ashe - New Stoneborn Pact Support Build Patch 7.6

League of Legends Champions:

Teamfight Tactics Guide