Give Me Ashe Tips

use dynamite as much as you can. ashe is overall an easy character to get a the hang of

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try and reload when you have downtime dont know how many times i actually forgot that part and only had a few bullets left. your pretty much screwed if combat and have to reload. your useless so you basically have to dip out of the fight till 5 bullets probably

Don’t forget to check your Zoom Sensitivity When Scoped in the Ashe GamePlay Options, in case you want it different to Widow and Ana, etc. Worth playing around with!

Also, get a good idea for BOB’s range. He’s big and healthy, but sometimes hiding him away from the fight can work well!

BOB into Coach Gun for annoying double boops!

Don’t get stuck committing to one type of reload. I’ve seen some pro players load 2-3 shots at a time, and others rely on going back into the fight with 10+ ammo. Be flexible, I guess, but don’t be afraid to start shooting again with 4-5 ammo–you might secure the kill, and not get another chance!

GL!"

He’s also really good to throw into a choke or hallway for area denial and often will buy you time as well as help build a new Bob. I often use him if my supports are dead and I know I’m gonna die too. Drop him on point to buy team time to get back. Do you best to keep track of Ana sleep though, she’ll just knock him out otherwise.

He’s also fantastic at body blocking, and he stops moving as soon as he hits a player or obstacle (well sometimes, there are some sketchy walls he’ll just jump over and yeet himself off the map), you’re skinny, he’s fat, basically a wall between you and the enemy in front of you if you’re in a pinch.

Hate to break it to you, but no hero, weapon, or ability is designed in a vacuum. The developers have to take in account interactions such as these when balancing. Like outside of Hanzo widow no other hero that could headshot broke the 80 points of damage mark with a single shot.

McCree is 70 pod (points of damage)

Mei is 75 pod

Zen is 60 pod with damage orb

Torb is 70 pod

So with mei the highest damaging in the bunch a head shot and mercy boost (pod *2 *1.3) is 195 pod; or just below that one shot mark. Even then thats on a projectile and not hit scan.

mcree and torb do 182

While Zen is at a wapping 156.

So ya when the originally released Ashe with the 80 damage mark they were well aware of that with both mercy and zen that she could one shoot squishy heroes. That was intentionally part of design.

Fun fact this is also why most tanks sit at the 600hp mark, as with a nano’ed Widow maker with mercy boost can do a maximum of 585 damage. meaning that it would take the coordination of four team mates and the skill of one to completely one shoot a Rien, hog or d.va.

Be it that dynomite ended up being a rather consistent tool in it’s self, meaning just with her own kit she could easily get multiple heroes in headshoot range. with out the need of a mercy or zen. This fact is still true. As the initial explosion damage by it’s self is enough to get any 200hp hero into headshot range. Let alone the 100 burn damage along the way.

Meaning that the 200hp threshold that damage boost allowed her to reach was ultimately over kill.

this was only ever an assumption made by the community regarding it’s game feel, and not something the devs ever said directly.

She also has a lot of boons as well, Aoe 150 damage dynomite, a mobility tool to allow her to reach most high ground, that is also great at pushing back Divers specifically dive tanks, her none scooped priamry is perfect for contesting those pesky genji’s and tracers that like to get into your face. She can charge her ultimate while its actively on the field.

like Her headshot damage isn’t the end all be all M8.

This a common theme in a lot of recent damage nerfs, Like how the recent Genji balance shift took ten points of damage off his blade. Meaning that he can no longer kill these three while nano’ed with a dash and swipe. Old (1201.5 + 50 1.5 = 255) new (1101.5 + 501.5 = 240);

Fun fact she is still being played in OWL as we speak.

the first could have a been an option however you would have to apply that same rule to discord, as it also reaches that 200 hp mark. not mention that Nano and orisa ult, would allow her to one shoot the likes of 250 hp heroes. So then you would have to put the same rules on them. And you kind of see how that gets kind of out of hand, as any future damage boost would need this special rule. This in turn becomes a programmers and designers headache.

The second option however is completely out of the window as it would be confusing more then anything, As I doubt the casual player would be able to recognize the fact that damage boost just doesn’t effect this one random offensive option. Even then you would still have to make more exceptions for other damage boosts and the likes, as they are still breaking other thresholds because of the 85 damage mark.

o yea with bob always make sure ana is dead. she always puts bob to sleep its annoying. now im pretty conscience of it. if i know there is an ana i wait till i see her on the kill feed or if i know she has a bad angle

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If you consistently land dynamite’s in groups you can pretty much have Bob every team fight, im not kidding

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Just wanna say thank you all so much. Been playing her today and was doing waaaaaaay better than before. Think I finally got the hang of her. It isnt as hard as it seemed at first anymore.

Hopefully some other people who might be looking into picking her up will find this thread useful.

Bob’s hit detection with the environment is absolute garbage, so make sure you’re facing a wall front on for where you want him to land or he’s going to slide along it and run into the sunset.

Dynamite is fantastic for finishing off low health targets, you also don’t have to aim if you time it correctly (with distance), it will always pass over your reticle (you can also immediately coach gun it to detonate it point blank).

If they have a widow, don’t even bother shooting her unless you’re absolutely sure you’re well within ashe’s optimal range, you will lose that duel 9.9/10 if you don’t. Otherwise you will do little more than tickle damage and get immediately dinky dinked to death for your trouble.

Best advice though, just press H and keep playing mccree/ soldier. There is very little reason to play ashe over mccree anymore after the 3 consecutive nerfs that turned her ranged damage from almost sniper level, to shooting literal wet noodles out of the barrel of your gun.

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Thanks for the tips :heart: however for the last tip, I dont mind playing weaker characters. Also Ive played Cree and soldier sooo much, need to change it up. So I dont mind playin Ashe. Shes really fun!

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Ohh yeah don’t get me wrong, I love her too, she’s my only gold gun actually (gold bob is SSS tier).

Its just sad playing her these days. You actually used to feel like a threat at range with her. I absolutely agree that the whole mercy pocketing one shot was busted af. But her ADS sight was what set mccree and her apart, and now it barely has more effective range than mccrees hand gun.

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Take highground. Please. I know it’s not much to ask and you probably already know this but too many people don’t.

You can take off angles sometimes. As in, you can shoot the tanks from alternative angles instead of spamming into shields to no avail. But don’t flank.

Dyna is good for farming BOB.

Don’t waste coachgun if they enemy has flankers.

Place BOB smart, as in denying a sightline or smth to force away enemy attention instead of yeeting it straight into the enemy team each time.

Against DF, during rocket punch, he is immune to coachgun. And he has 2 types of Seismic Slam, Arced and Homing. Arc slam is when he move in a simple arc, in this Slam he can receive the knockback from coachgun. During Homing Slam (also known as Indicator slam, guess why) is where he moves in a straight line, here, he doesn’t receive knockback. It’s also important to know that Doomfist’s Seismic Slam cancels the momentum from coach gun, so if you knock yourself back but before you move too far, he hits you with slam, you stop moving and are lunch.

False. Genji was 28x3, he’s now 29x3. He has a slower fire rate than Ashe, however. Genji is supposed to be aiming for critical headshots in most situations.

False. Up to 50 damage on dynamite, 20 damage burn over 5 seconds, 100 damage total.

False, as others have pointed out.

These strategies would be more effective if you have relevantly attentive supports. Many damage won’t take high ground or flank anymore because the Support attention isn’t there.

False.

False.

Then what are they?

that is not in one shot, as those projectiles aimed at the head have a habit of lagging just enough to miss moving targets.

So he van do a total of 89 with all three but on a squishy where that number matters it’s rare all three land cleanly to the head.

Same goes for lucio who can technically do a touch to death combo between a head shot, melee and boop. with damage boost.

LMB distance between each shuriken ensures that if the first connects, the rest will follow.

There is an issue where you can manually spread them out, but I chalk this up to poor gunplay issues endemic to Overwatch. Similar issues exist on Baptiste as well.

Lucio’s about the only one with a multi-shot that has enough space that they could be avoided from successive shots, and this is probably intended.

Fan is different in operation and different from intention of LMB. So, it is expected.

Not entirely no, have a mid size hero like soldier walk perpendicular from genji one will consistently miss even if you aim ahead. Be it that this is if you are aiming at the head, body shots are more likely to connect.

This is not including tanks or wide hit box heroes like zen or sym.

Keep in mind this was tested at mid range, between 15 ~ 20 meters lower then that results are more consistent.

That is false.

That is actually true.

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I’ve never had this happen. In fact, iirc there was a patch in beta to prevent this from happening.

If it is still happening; I’m positive they’ll have it fixed for OW2.

  • When an enemy Genji dash ults towards you, Coach Gun up instead of backwards. This will leave him confused, slashing a couple of times before he realizes he messed up. At least that’s my experience most of times.
    If you have TNT available when this happens: Coach Gun up, TNT straight down and ignite it with a shot. This is somewhat of a trick shot, practice it.
  • If you’re getting chased around corners or confined spaces on low health and have no way out, drop a TNT on the corner without necessarily detonate- or look back for it. This will stop chasers. You have no idea how effective this can be (and how few people use
    this mechanic).
  • If possible, always combine your Bob with TNT for more pressure.
  • Don’t rely on Mercy pocket too much. Ashe can do very decent pressure without the need for a Mercy pocket.
  • Depending on your distance, most enemy spawn distances allow your TNT to be thrown at their spawn door at about 2.5-3 secs before the match starts so when they walk out, it will blow up in their face for some juicy ult charge.
  • If you have someone burning at close range and you have the ammo, finish them off with unscoped spam. Make sure you hit your targets otherwise it will leave you reloading, dead in the water. Also works for medium distances when you landed a scoped headshot first.
  • When you Coach Gun up to reach high ground, make sure to jump first for extra height (there’s some places you can’t reach without this mechanic).
  • Obvious one but sometimes overlooked: when deploying Bob, try to let him collide with targets. The collision does instant 120 damage (if I recall correctly), that’s a lot of burst damage, especially against squishies.
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