The Ashe Build Guide
For people who like to win (using Ashe)
Written by: Goosewoman
Introduction
I don’t dare claim I’m the best and smartest Ashe player out there (Though I would really like to believe I am), so don’t take my guide as gospel. Take it as something to build on.
The Primary Powers
The primary powers are the powers you’ll be picking in your first or third round. They’re the main powers your builds will revolve around. I will simply be listing what I think the pros and cons of the builds built around these primary powers are. These pros and cons are more or less what I use to decide what power I will be building around.
Incendiary Rounds
{Incendiary Rounds}Notes
- The extra damage is weapon damage, and therefore scales with higher weapon damage values.
- Unscoped shots and shots into deflect/matrix do not reset this.
- Barriers count as a target.
Pros
- Extremely strong round 1 and stays strong all throughout the match.
- Scales with weapon damage.
- Stronger against barriers. Especially lower health barriers like Zarya bubbles.
- Does not rely on specific items or powers to get more value.
Cons
- Does not have as powerful a round 3 as {Calamity} .
- Very heavily relies on scoped shots and thus makes it easier for you to get picked off by projectile spam.
- Unscoped primary is very weak early-game compared to {Calamity}
- Very high requirement for aiming consistency.
Calamity
{Calamity}Notes
- The 3s additional damage counts as burning and thus synergizes with any items that work with burn.
- Because the additional damage counts as ability damage you can combine this with any effect that triggers on “Dealing ability damage”
- The damage of this power does not stack upon itself. It only refreshes the additional damage burn time.
Pros
- Frequent application of burn damage causes the enemy team to play a lot more passively.
- Synergizes extremely well with the <Infrared Lenses> item
- Has a healthy mix of unscoped shots (to apply the burn) and scoped shots (to get the infrared damage boost)
- Plays extremely well versus teams with 3 or more enemies without cleanses.
Cons
- Somewhat weak round 1 compared to {Incendiary Rounds}
- You use more bullets and thus spend more time reloading.
- Worse against teams with a lot of cleanses or barriers blocking you from hitting shots
- Requires you to get <Infrared Lenses> round 2 to get good value.
- Requires you to get {Double Barreled} round 3 to get good value.
Early Detonation
{Early Detonation}Notes
N/A
Pros
- Incredibly strong when you’re against few or no cleanses.
- Has multiple followup powers for a variety of situations. ( {My Business, My Rules} , {Molten Munitions} , {Out with a Bang} )
- Can still pivot towards {Incendiary Rounds} and weapon damage at any time.
- Reloading 5 ammo increases your weapon uptime considerably in every round.
- Can be a strong source of AoE debuffs through <Cybervenom> and <Liquid Nitrogen>
Cons
- Requires <Stacked Sticks> to truly become powerful.
- Cleanses really give this build a hard time.
- Has a harder time dealing high amounts of single-target damage compared to the other builds.
- Has a high up-front cash cost due to <Stacked Sticks> and debuff items costing more than 10k each.