Ashe is an immobile, but highly damaging ranged carry champion that comes with innate soft CC in the form of her passive 'Frost Shot'. Her CC allows her high chase potential, and the power to punish mispositioning in lane harder than many other champions.
Ashe also boasts a long range form of engagement in her ultimate, and extra damage from her Q Rangers focus. All of these things mean that an Ashe that can position safetly has an easy time doing damage to people, similarly to an Ezreal with an Iceborn Gauntlet.
Passive – Frost Shot
Passive - Frost Shot: Ashe's basic attacks and abilities apply Frost to affected enemies, slowing them for 2 seconds and causing subsequent basic attacks against them to deal bonus physical damage while they remain slowed.
Critical Slow: Ashe's critical strikes deal no additional damage, but instead triple Frost's slow strength decaying over 1 second to its normal strength.
Q – Rangers Focus
PASSIVE: While Ranger's Focus is inactive, Ashe is granted Focus for 4 seconds on attack, stacking up to 4 times. After 4 seconds, each stack thereafter will fall off every second.
ACTIVE: For the next 4 seconds, Ashe gains bonus attack speed and causes each of her basic attacks to fire a flurry of five arrows. Each arrow deals modified physical damage that benefits from Frost Shots and life steal, and each flurry triggers on-hit effects only once. Ashe cannot gain Focus while this ability is active.
Ranger's Focus reduces Ashe's basic attack delay to 40% if currently any higher for the next basic attack.
W – Volley
Ashe fires 9 arrows in a cone in the target direction, dealing physical damage to all enemies hit and applying Frost Shot's tripled slow to enemy champions hit.
Enemies can intercept multiple arrows, but do not take damage from arrows beyond the first.
This ability can critically strike but deals no additional damage for the purpose of Frost Shot.
E – Hawkshot
PASSIVE: Ashe uses a stock system on this ability; she stores a charge of Hawkshot periodically, up to a maximum of 2 stored at once.
ACTIVE: Ashe sends a hawk spirit toward the target location, granting sight of its path for 2 seconds and in a large radius at its destination for 5 seconds. The hawk's sight is not obstructed by brush or terrain.
R – Enchanted Crystal Arrow
Ashe fires a missile of ice in the target direction. The arrow shatters upon hitting an enemy champion, dealing magic damage. Enemies near the main target also take 50% damage.
The main target is stunned, while nearby enemies are slowed, both for 1-3.5 seconds, based on the distance the arrow traveled.
Ashe dies very quickly and is immobile without flash. Focusing her gets immediate results.
Ashe is weaker without Enchanted Crystal Arrow, and her ability to engage on anyone is removed, not only can you punish Ashe for this cooldown, but her entire team as well.
Getting a QSS and/or Mikaels has a lot of value against any team composition with Ashe on it, and can save you from a tragic demise at the hands of her ultimate.
Thornmail also has a lot of value, since almost all of her damage comes from auto attacking. You're guaranteed to get something out of this item in teamfights, at the very least it'll force her to buy more Arpen and/or Magic resist.
The first Q blows the flash. The second Q kills the Ashe. The ability to speed up to get in position for the Rocket Grab is really what makes this a hard time for Ashe.
See Above. Except Nautilus has targeted CC in his ultimate, so he WILL blow summoners at level 6. Then, his ultimate cooldown is lower than the flash cooldown, so she dies the next time he does it, and his team picks up the kill.
I'm starting to see a pattern. Leona has extreme amounts of CC and Ashe has extremely few ways to run away. In the late game Leona can keep Ashe nearly permanently CC'd, preventing her from doing damage.
She has a large skill shot, an AOE delayed stun and black shield, which is the most painful part for Ashe. Not only does Ashe have to pray to avoid all of Morganas CC, but the Black Shield prevents a target from being stunned by Ashe's ultimate, rendering it useless against a perceptive Morgana.
Items that have value are QSS, Mercury Treads, Mercurial Scimitar and Banshees Veil and armor items. The reality of the situation is that Ashe's slows mean very little against two people, at the same time, the only ability that makes her serious late game teamfighting threat is her ultimate. Unless you just ignore her, but then, any AD Carry will make you sad. The idea is to make her ultimate as difficult to utilize to it's full potential as possible. Obviously spring for armor items for the rest of her damage, but make sure she can't win her team every fight with her ultimate.