As the game is loading, check to see what you'll be up against. In the above image, you can see that I'll be facing Kalista
bot lane, that mid will be a match up of Cassiopeia
, top lane is Vladimir
and the junglers are Jax
and Lee Sin
. Simply knowing where each champion will be informs you of what could occur bot lane. Is there a Karthus
? Watch out for when he reaches level 6 and don't let yourself get low. Was that a jungle Rengar
? He's got a lost of burst and favours lane ganks through brush. Mainly though, take the time to look at who'll be bot lane.
As soon as the game starts, purchase your Doran's Blade
, Health Potion
and Warding Totem
from the shop. Allocate your first skill point into Volley
. Head to the strongest jungle buff closest to bot lane; if you're on Blue Side you'll be walking to Red Buff - if you're on Purple Side, you'll be walking to Blue Buff. Blue Side typically hangs around the brush surrounding Red, or in the tri-brush joining river to jungle bot lane. Purple Side hangs just on the edge of the river/entrance to allied jungle in front of Dragon. What you're doing is providing vision for your team - when you are standing in these areas, you are guarding your jungler and giving him advanced warning of an invade.
Minions will spawn at 1 minute and 15 seconds. At 1:40, jungle camps will spawn. You and your support should help the jungler get the camp's health (Blue or Red) down low. The jungler will typically Smite
the camp to last hit. Help with only a few auto attacks (~3) and a Volley
before heading to lane. Make sure you don’t stay too long and miss a minion or two in lane!
Regardless if you're on Purple side, don't walk through brush or river to get to lane; if on Blue side, you may have to walk through tri-brush, but use caution and don’t walk through river to lane. In general, try and take the safe route there, taking into account the information on the screen (can you see enemy bot lane?). Once you get to the lane, you have two options:
1. Harass the enemy with a Frost Shot
-infused auto and/or Volley
2. Last hitting (CSing)
If the enemy is within range, tag them an auto. As Ashe's auto-attacks apply a slow, she is rewarded greatly for harassing enemies. If they're not in range (or behind minions so a Volley
would be ineffective), start auto-attacking the minions, but ensure you get the last hit when the creep is on low health. Landing the killing blow on an enemy minion or neutral monster not only awards you Experience and Gold, vital towards buying items and levelling up, but also allows you to farm safely without unintentionally pushing your lane. When you auto-attack your lane without deliberation you tend to kill your minions faster than the enemy team (unless they also do the same thing). This can lead to you pushing the lane towards the enemy tower, which isn't necessarily safe if you don't have vision of the enemy team. Last hitting as the ADC is incredibly important. At the beginning of the game, you want to kill as many minions as possible, as early as possible.
Exceptions to the rule: If your support has a Relic Shield
charge up, allow them to last hit the siege (these start spawning on wave 3) or melee minions, as they grant more gold. Communicate with your support before laning phase as to what minions they want to last hit with the Relic, tell them to ping which ones they want to take and when they ping them let them have it.
Level 1: Volley & Rushing Level 2|
The first few minutes in lane are essential. Both sides will be competing to get to level 2 first, as this is a considerable power spike for many duo lanes - the ADC traditionally gains access to two damage abilities and the support will now have two CCs or a sustain. To get to level 2, you need to auto-attack the minions as much as possible to speed up the experience gain (ensuring you get the last hits also, for the gold). Ashe's all-in at level 2 isn't the best, so if the enemy ADC successfully pushes the lane and gets to level 2 first, back up and be wary as this is a crucial time where the enemy will attempt to push their level advantage.
's level 1 ability does a lot of AoE damage. Volley
is Ashe’s primary damage ability, her form of waveclear and her harass tool. Volley’s range exceeds Ashe’s autoattack range, so it can be used to poke more safely from a distance. However, remember that Ashe
has a relatively low mana pool and poor mana regeneration, so don't spam Volley
too often and keep your mana bar at a minimum of 60 mana (though preferably 100). Keep in mind that Volley can be blocked by minions, monsters and champions. Lastly, multiple Volley arrows cannot hit the same target. In the picture above you can see how far Volley reaches and how the arrows separate in distance the further they travel.
Let’s take a second here to talk about the difference between auto-attacks and targeted attacks and how orb walking and kiting go hand-in-hand. Orb walking refers to attacking something, moving, attacking and then moving - rinse and repeat. Specifically, attacking and then immediately moving; this cancels the full attack animation. Ashe's attack animation consists of drawing back the bow, firing and winding down. By moving straight away after the arrow hits the target, Ashe does not complete her full animation, meaning she does not have the wind-down animation that prevents her from another attack. Animation cancelling/orb-walking is different to auto-attacking, as auto’ing refers to right clicking a target and letting the command continue indefinitely, that is Ashe will continue to attack automatically (hence auto-attack) and complete a full cycle of her attack animation each time.
Level 1: Frost Shot - Kiting & Orb Walking vs Auto’ing|
What's all this got to do with Frost Shot? Ashe's passive, Frost Shot, applies a slow to her auto-attacks, making Ashe the Queen of Kiting. In general, kiting refers to attacking an enemy with ranged attacks or abilities while maintaining a safe distance via orb walking when pursuing/chasing (offensive) or fleeing (defensive). Kiting originated from the analogy of flying a kite, where the attacking champion (the person) holds the target (the kite) at a safe distance (the string). This feat is often performed by ranged champions against enemy melee champions. While kiting, the ranged champion makes use of their superior range, mobility and/or CC to damage the enemy champion without taking damage themselves.
is Ashe's Q ability. Put simply, it's a steroid that you can access after you gain 4 stacks through auto-attacking. When activated at four stacks, Ashe gains an attack speed boost and increased damage for her autos. Stacks are gained by auto-attacks only.
Scratch Damage & Minion Aggro|
The above gives you an indication of the ranges of ADCs at level 18, without taking into account abilities or items. Generally, it is easier for Ashe to poke opponents of shorter ranges. So how to poke? An ADC will always move towards a low health minion to get the last hit. You can abuse this mechanic by waiting for the enemy ADC to go in to last hit, and hit them with an auto-attack. When the enemy ADC fires a projectile, they will not be able to fire another one until the last hit is complete, meaning this is the safest time for you to get in some scratch damage. A natural response to being attacked is to back away from the source of the damage, hence missing CS. If you keep this scratch damage up, the enemy ADC will get lower and lower in health, and you'll establish lane dominance.
Keep in mind that you will be at risk of receiving scratch damage too. When one of the enemy minions is low and you're going in for the last hit, he will auto you. To avoid this from happening, try and position yourself behind allied minions and some distance from the enemies. This will not always be possible, but try and minimise the risk of being hurt. If you are tagged with scratch damage, kill the minion and then auto-attack the enemy. Use Volley
straight away to prevent the enemies from being able to retaliate. If the support goes in on you, tag them with a Frost Shot
imbued auto-attack and walk backwards, out of their range.
So the theory of scratch damage is not a technique that exists in isolation from the rest of the game. In the lane with you are enemy minions who will switch their focus to you when you attack their allies. Early game 12-25 damage doesn't sound like much, but turn that into a whole wave of minions autoing you and you've lost half your health by not paying attention. To quantify minion aggro: 6 melee minions = 3 caster minions (the ranged ones) = 1 cannon minion = the equivalent of a Pickaxe
of damage. With this knowledge, you can attempt to position yourself in locations that cause as little minion aggro to yourself as possible, but maximum
minion aggro to the enemy, so when they retaliate, 4-6 minions will rain fire on them.
Once you hit level 3: allocate a point into Hawkshot
. Hawkshot functions primarily as a tool for gaining vision in lane bushes and checking the river or tribush for the enemy jungler. Some junglers have the capacity to gank at level 2/3, but most will have cleared the jungle once and recalled to buy an upgraded jungle item.
Hawkshot's long cooldown make it less than ideal for general map vision, so use it only if you need vision of the target area immediately. You can use Hawkshot to reveal an area of the map ahead of your support (or another teammate) that wants to place a ward there. Checking the area with Hawkshot first reduces the likelihood of your teammate getting caught and killed trying to ward. You can also use Hawkshot to check enemy jungle camps to check their progress. Below is an image of some of the common Hawkshot paths I aim for, with the revealed camps listed. In general, I try to provide as much information to my team as possible. If they know that Blue and Wolves are gone on enemy side, that narrows down the places where the jungler can be.
So far I've covered a few aspects of gameplay that I'd like to discuss a little further with this chapter about tacit knowledge; the stuff you inherently pick up as you play the game, but when pointed out seem so obvious, despite how much they impact on your gameplay.
::Bounty Count:: This indicator will give you an at-a-glance understanding of how fed the enemy champion is. Please note that this only gives you an idea of the kills a champion has, not the CS, assists or items of the enemy.|
::Champion Level & Experience:: As per the level 2 rush, watching the experience gain of your enemies is an absolute necessity bot lane. Knowing your opponent and when they unlock their power spikes is key to a steadier laning experience.
::Health Bar:: Look very closely at the bar. You'll notice that there are little blocks inside. Each block represents 100 HP. While all health bars are the same size, the little blocks are different and tell you how much health the champion is actually on.
::Mana (or Resource) Bar:: Watch yours, your ally's and the enemy's. Ally has no mana? Don't rely on them for cc/damage/healing/shielding in a fight. Enemy ADC has no mana? Now they can't utilise any escape or cc abilities. You have no mana? The enemy will see this and may try to engage on you.
::Cooldowns:: Take note of when summoner spells or abilities are on cool down. If enemy Janna's shield has just disappeared, attack, as it won't be up for another 10 seconds. Exhaust just been used? It's down for 210 seconds. Inform your jungler when the enemy bot lane uses summoner spells.
Level 6: ECA & Early-Mid Game|
If you do not hit level 6 first, be very cautious of the enemy bot lane. Like the level 2 power spike, level 6 is when ultimates are unlocked, ranging from AoE stuns to damage amplification to global heals. As you are in a duo lane, top and mid lane have most likely already hit 6, so you have to have a lot of respect for potential interference from other lanes. Solo laners reach level 6 around the time duo laners are level 4. This is because Experience is split between nearby champions, so solo laners get a lot more experience than each of the duo laners. So keep an eye out and if bot lane gets level 6 before you do, back right off to a safe distance from your opponents. You want to be a proactive player and reactive player - by this I mean you want to be able to predict plays and then react if they do happen. Put yourself in your opponent's shoes and guess what they would do - see yourself on low health? Guess what, the enemy sees that too. Anticipating trouble means you can force a fight to go the way you want - don't let yourself ever fight under their terms if you can help it.
If you hit 6 first (or if you've backed up into a favourable position that is on your terms), be ready to engage. Skill a point into Enchanted Crystal Arrow
and aim your cursor at the target who you’ve determined is the most valuable to disable. For instance, against a Soraka lane, killing Soraka is more beneficial as it allows you then to zone the enemy ADC, not just that, but Soraka can only heal allies, no herself. However, consider Janna - ulting Janna will not result in a kill, as once out of the stun, Janna will shield the ADC, not herself. You need to be prepared to capitalise on your stun landing - this means knowing your support can follow up with more CC and damage, and actually following up your engage with Volley
and auto attacks.
How do you aim ECA? It is a skillshot, so it relies a lot on your prediction skills and whether the enemy team has vision of you/whether you're telegraphing your your intent to ECA. In fact, ECA is often more successful if fired in the opponent's Fog of War. I want to talk a little about landing ECA. You're playing Ashe
and you will feel a lot of pressure to land your ults. In fact, the chat will be alive with "Ashe has ult, let's go" or "Ashe, ult!". Firstly, don't just shoot blindly into the fog of war. Analyse the field, and as airy-fairy as this sounds, follow your instincts. Hesitating on firing an Ashe arrow can cost you the teamfight. In a worst case scenario, you score a field goal with your arrow, best case scenario you hit the target. Once you get a feel for how long it takes ECA to travel across certain distances, the ability to time and successfully hit targets will feel natural to you, it just takes practice. Please be aware that champions have multiple methods of evading ECA, so if an ally lands CC, you need to follow up immediately.
If your ECA doesn't hit a target, clear the current minion wave and recall. A quick way to clear a minion wave is to use Volley
on as many minions as possible and push up to the enemy tower, so your minions are also destroyed. Recalling after using your ult is a safe option, as you're far more vulnerable when ECA is on cooldown. Ideally, that was your first recall and now you have a few nice items ( B. F. Sword
+ Boots of Speed
). Your ability to last hit will now be easier, due to increased damage, so if you've been last hitting poorly, now's the time to make up. The enemy ADC will also have a few items, so be wary of that - for instance, as soon as Vayne
builds Bilgewater Cutlass
she becomes a lot more of a threat, lethal - or consider a Draven
with a BF Sword and empowered Q.
The jungler can opt to snowball top or mid, or go bottom lane. Often getting a kill bot is difficult for a jungler due to the disengage and healing abilities of the support (the odds of winning a 2v1 fight is better than that of a 3v2); all dependant on the lane, of course. If you are bot with a Janna, and the enemy is Kalista + Blitzcrank, it’s likely that a gank from your Elise could result in Kalista getting double buffs - this is only one example of when an allied jungler won’t swing by. However, keep your eyes open - just because allied jungle hasn't swung past bot doesn't mean the enemy jungler won't.|
Reacting to a gank? Being aggressive in lane often means you are pushed to the enemy tower, leaving you susceptible to ganks. Suppose you've been ganked, despite Hawkshot and Warding Totems; use Enchanted Crystal Arrow to disengage if needed (ECA is vital to laning, as it’s hard to stay in lane without it), followed by Volley (this is also the procedure for starting a coordinated gank). If you are successfully ganked and start losing your lane, don't despair; it is now the time to ask for help. Sometimes your jungler can camp your lane and put some pressure on the enemies, or your mid lane can come and gank a few times. Before you ask, assess the situation. By pressing TAB you may notice that mid lane is being snowballed by the jungler, so it’d be more favourable if they continued to do that and ignore your lane. If you've lost lane, that means the enemy bot lane is stronger than you - this is not an ideal circumstance for a jungle with little items and valuable buffs to gank. If worst comes to worst and your tower is about to die, let the tower fall and try and recover under your Tier Two Turret.
Depending on whether you are on Purple or Blue side, you can grab Gromp/Krugs on your way to lane or during waves if you have been zoned away from the lane too much; killing jungle camps gives you an increase in experience and gold, meaning you will hit levels faster. Practise this in a custom game with a friend before trying it yourself in a normal, to gauge the amount of damage you/your support can take. Once you have some lifesteal, you can tank the minions yourself. As Ashe
is ranged, you can stand is certain positions where the monster won't be able to reach you, but will keep trying to get to you, meaning you actually take no damage - practising in a custom game will reveal these spots to you.
In general, do not attempt to farm jungle minions when the enemy lane is pushed to your tower and your support is with you - jungle minions take longer to kill and can soak up a lot of time as well as damaging you/your support and meanwhile, your tower is being chipped. (Not to mention that your jungler needs to the farm) An exception to this rule is if you are in a 1v2 lane (for whatever reason, your support is roaming or died etc) and you will get tower dived if you are alone under tower - it's safer to farm the jungle until your support returns. While lane minions are better, dying is worse! As you progress through the game, and leave your lane, jungle farming becomes more and more important; the extra gold and experience can mean everything in a teamfight.
Around about now you should be taking/have taken
as a team. If you're bot lane, push the wave to the enemy tower to ensure they're preoccupied with the minions. Ensure the ramp to Dragon is warded, or any other entry/exit points that are of concern. Only attempt Dragon if your Jungler has Smite
, elsewise risk it being stolen by the enemy team. Keep in mind if your jungler has called you to come help with dragon it is okay to leave the minion wave regardless of how much gold/experience you may lose; Dragon is very important objective for your team you want to help your jungler get it whenever you can!
Where you stand and who you attack during a teamfight can make or break a game. You are an ADC, thus you are squishy and susceptible to being targeted. As such, the enemies that are going to be closest to you are those that are tanky enough to get close. These champions include junglers such as Maokai
, top laners like Irelia
, tanky mids like Swain
, hard engagers like Malphite
and assassins like LeBlanc
. Realistically, you ain't getting anywhere close to what you may consider a “priority target”, so just fire away at whatever is feasible. Try to remain behind your team (your team will naturally be your first line of defense), but shoot anything that's close to you. There's no such thing as a "wrong target" (besides Rammus
, who is always the wrong target); unless you have the opportunity to target someone squishy, you're going to need to take down their front line first. To clarify, take down the biggest immediate threat to you. What does that mean?
1. Are they on your face and dealing damage? If yes, this is who you should be targeting.
2. Are they primarily CC with no damage? If yes, you should be ignoring them.
3. Are they the closest target and it’s not safe to go after anyone else? If yes, target them.
Compositional Awareness - Champions & Items|
This melds with the above. In addition to sticking behind your team so they can peel easier for you, you need to keep in mind, at all times, the enemy team composition in terms of champions and items.
Champion picks will dictate who to target, who to avoid and how to position yourself in a teamfight. For instance, if they have an Amumu
- anyone with multi-target AoE CC - do not clump up with your team. If they have a Lee Sin
, Miss Fortune
- just standing behind allies is a chance for these champions to hurt you. Lastly, Zilean
- ensure that if you're targeting a low health enemy, that they have not been Zilean ulted.
Press TAB to view an overall summary of ally and enemy purchases, summoner spells, CS and KDA. Having a working knowledge of the items the enemy has will improve your teamfighting. Enemy Lissandra
has a Zhonya's Hourglass
? Now you know she'll be untargetable twice in the upcoming teamfight. Janna
has a Mikael's Crucible
? Okay, so now that she's used it to Cleanse
your Enchanted Crystal Arrow
from her ADC, it's on cooldown for 3 minutes - ideally wait for your ECA to be back up and engage again. Someone has a Thornmail
and they are constantly on your face? Looks like you need to ramp up your life steal, or buy some MR.
is a great initiator if an enemy champion lets themselves become out of position. Fire your Enchanted Crystal Arrow
- aim for a place that has a high chance of hitting someone, the important part is that it needs to hit, not who it hits. If they're grouped up, the AoE slow will hit them all, effectively CCing them anyway. And if you've hit a tank - all the better, now he can't CC your team.
Once your ECA has landed, wait for your team to follow up with some more CC, then go in yourself. Spam Volley
from a distance. As per the above section, positioning, start auto-attacking whatever enemy champion is closest. Of course if there is a lower health enemy, you can try to get them down first, but there are several factors to consider:
1) Are they a threat?
If the low health enemy is a support who has used all their offensive/defensive abilities and is merely fleeing the fight, don't be fooled into chasing them for the kill. You are the ADC. YOU deal the consistent damage over time the teamfight requires. If you go off chasing a non-threatening target when the rest of your team is engaged in battle, you're going to have a bad time in chat ("wtf noob ashe where were u in teamfite¿") AND lose the teamfight.
2) Do they have resistances?
This is a common thing to see during teamfights. The enemy tank gets low, so everyone focuses him. Hint - that's what they want. Sometimes people get carried away trying to kill a low health enemy, even going to the effort of flashing after them or whatever. Stop doing that. Be intelligent. Yes, eliminating an enemy to make it 5v4 is great - but not at the cost of letting the rest of the enemy team whale on you. The time it takes for you to kill a low health tank with resistances is actually LONGER than the time it'd take for you to switch focus and nail the enemy support/adc/mid.
3) Can they beat you?
The last thing to consider before going off to take down a low health enemy. Low health means nothing on Zed
- certain champions are renowned for being able to duel at low health. Keep this in mind.