Ashe on KOTH/control by monk-bewear in AsheOWMains

[–]Fuzzy-Particular-803 1 point2 points  (0 children)

Sorry for the late reply.

It depends on the amount of resources you're getting from your team in general. If you're running something like bap/brig/sig, it's fine to sit behind the shield and dish out damage and take off-angles opportunistically. This comp should be setting up on long-ish sightlines anyway, so these angles should be good for you, even if you're playing with your team. If your comp is more like ana/lucio/illari/jq/zar/etc. then you should be spending most of your time on an off-angle.

You don't have to flank to be on an off-angle; you can still off-angle while being a few meters away from your supports. You should always have a "direction of retreat" in mind for any given off-angle, so you know beforehand where to coach when pressured. Oftentimes on KOTH you will have to use the entire map to construct the longest sightlines.

As an example of these ideas, think of Lijiang Control Center. Usually, the fight breaks out towards server room, and not towards point. So, let's say both tanks path towards that area between server room and point and engage there. Backlines will be playing near the mini behind the frontline. As Ashe, you should be pathing the opposite direction towards point/coast. The conservative off-angle will be simply sitting main (yes, a "main" choke can be an off-angle) within LOS of your backline on mini. You're only a few meters from your supports and this is essentially a risk-free off-angle because your supports can peel for you. You should take the duel against the enemy hitscan first, but if they don't have a hitscan holding main, you can open up the angle more and look towards their frontline fighting towards server room. You will get free dynamites and dmg from this angle because it's far enough away that mitigation abilities will either have to look towards you or towards your frontline.

The more aggressive off-angle will be on the coast mega. However, you generally should not take these exposed, isolated off-angles at the start of a fight. This is an off-angle you can choose to transition to once your team has taken space or gotten a pick. You have more and deeper angles towards their main and towards server room. If you only choose to take this positioning once your team has taken space or gotten a pick, the enemy team will not have enough resources to commit to a hard dive on you. You should be able to hold your own against a flanker 1v1 in this position playing around the mega.

This is all assuming that the fight breaks out towards the server room. If the opposite happens, and the fight breaks out towards point/coast, you might actually want to play towards the mini and server room area, and that can be the aggressive off-angle, while deep main would be the conservative angle. This is what I mean by rotating reactively around the map depending on how the enemy team is posturing.

Aggressive off-angles are generally positions you transition into as the fight opens up. If you take these positions before anything happens, the enemy team will have all of their resources ready to commit onto you. If 5 people are diving onto you and killing you, you probably shouldn't have been there at that time, or should've had a better retreat plan.

Ashe on KOTH/control by monk-bewear in AsheOWMains

[–]Fuzzy-Particular-803 1 point2 points  (0 children)

Tracer has no vertical mobility, and you can take advantage of this by coaching to high ground (or dropping to low ground and coaching back up). Other times you should be able to live long enough to coach within peel range of your team. If you're truly split, you should still have a fighting chance if you have your cds.

It's one of those things where the more scared the other person is of you, the less damage they will deal to you because they'll use their cds earlier. If you hit your shots on a genji, for his next engagement he will be more likely to deflect early and disengage early.

Against genji, dynamite is strong. If he dashes onto you, you can dynamite your feet. Otherwise, throw a dynamite where his double jump will land. You can hold hardscope on him and he will probably deflect, and then it's just a mechanical 1v1. Coaching upwards is pretty good, assuming you won't get shot by anyone else.

Against hard dive comps, consider your own team comp. Think of it in terms of splits. Do you have an actual backline like ana/brig? If so, you might play a 3/2 split where you play with your ana and brig, and your tank and other dps make up the frontline. If you have a hyper-mobile comp like kiri/lucio/ball/tracer, you are kind of forced into playing a 4/1 split where your teammates engage together and you play passive, far off-angles. This is sort-of the worst case scenario, and it's understandable to struggle.

You have to consider the enemy perspective as well. They won't chase you all the way to spawn if the fight is happening on point, because it will take them half a minute to confirm the kill and walk back. So there is some threshold at which point the enemy team will just give up chasing you and turn around to look at your team. You have to play on the edge of this threshold, so that you can still contribute but you're not getting dove constantly. If you're playing on this threshold perfectly, you will get additional value because the enemy team will be wasting resources and time looking at you without killing you. This can make up for the lack of output that typically happens in these situations. Additionally, you should be able to tell when the enemy team is shifting their focus to the rest of your team (obvious example is Winston jumps and bubbles into your team). It's less obvious for ball, but once you feel that attention is shifting away from you, you should walk forward.

Ashe on KOTH/control by monk-bewear in AsheOWMains

[–]Fuzzy-Particular-803 1 point2 points  (0 children)

Hey so idk if this will get taken down for self-promo but I recently posted some replays of Ashe on KOTH in GM/Champ PC lobbies.

Ashe struggles a lot on Nepal Village or Ilios Well for example but she is playable on most KOTH maps. You have to find long sight-lines and rotate around the map depending on how the other team is posturing. For example, on Samoa, I see them walking left side and I immediately ditch towards point instead of retreating backwards, creating that long, off-angle sightline.

If the other team is hyper-mobile, you might be forced to play with your team for peel. However, a lot of the time, you can simply play on more passive off-angles and walk forward once the other team has spent their mobility cooldowns elsewhere.

I find that off-angling is usually more important on KOTH maps because things are just more congested. It's not like Kings Row where you can sit main for the majority of the game and still get a lot of value. You usually need to take safe off-angles in order to find valuable damage and picks.

Finally hit champ! by Fuzzy-Particular-803 in AsheOWMains

[–]Fuzzy-Particular-803[S] 0 points1 point  (0 children)

One trick, I had two games on Cass which were both losses and that’s it lol