Counterplay
Patch 26.16SketchCounter Ashe
The opponents who give Ashe trouble, and how to handle each one.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
You are the champion Master Yi was built to delete. No dash, no blink, and a target big enough that Alpha Strike finds you through the wave.
The matchup comes down to one question: do you still have Enchanted Crystal Arrow when he commits? Everything else is noise. Fire it at a retreating wave and you have handed him the fight. Hold it, and the moment Highlander comes up you have an answer he cannot dodge.
The hard part is that he will not come for you first. A good Yi eats your support, resets, and arrives on you with his ultimate already refreshed. Watch the reset, not the initial jump.
Do not plan around Frost Shot. Highlander makes him immune to slows, so the one moment you want to kite him is the exact moment you cannot. The slow is for the approach, before he presses it. Once the ultimate is up, the arrow is the only thing you have left, which is what makes spending it early unforgivable here rather than merely careless.
Stand behind your front line, keep vision on the side he last showed, and accept that a wave you skipped costs less than a death you fed.
You are the champion Master Yi was built to delete. No dash, no blink, and a target big enough that Alpha Strike finds you through the wave.
The matchup comes down to one question: do you still have Enchanted Crystal Arrow when he commits? Everything else is noise. Fire it at a retreating wave and you have handed him the fight. Hold it, and the moment Highlander comes up you have an answer he cannot dodge.
The hard part is that he will not come for you first. A good Yi eats your support, resets, and arrives on you with his ultimate already refreshed. Watch the reset, not the initial jump.
Do not plan around Frost Shot. Highlander makes him immune to slows, so the one moment you want to kite him is the exact moment you cannot. The slow is for the approach, before he presses it. Once the ultimate is up, the arrow is the only thing you have left, which is what makes spending it early unforgivable here rather than merely careless.
Stand behind your front line, keep vision on the side he last showed, and accept that a wave you skipped costs less than a death you fed.
Lee Sin sets the early tempo and hunts botlanes that pushed one step too far. His mobility makes a blind Crystal Arrow worthless, so stop trying to predict him and start reacting: the frame right after Resonating Strike lands is the one where he is committed, and that is your shot.
Ward the river bush before you need it, not after. Against Lee, a gank you walked away from is worth more than a kill you gambled on.
Count her spells, not her health bar. Once Pyromania is charged, anywhere inside Tibbers range is a place you die standing up.
Lee Sin sets the early tempo and hunts botlanes that pushed one step too far. His mobility makes a blind Crystal Arrow worthless, so stop trying to predict him and start reacting: the frame right after Resonating Strike lands is the one where he is committed, and that is your shot.
Ward the river bush before you need it, not after. Against Lee, a gank you walked away from is worth more than a kill you gambled on.
Count her spells, not her health bar. Once Pyromania is charged, anywhere inside Tibbers range is a place you die standing up.