Store 3-4 Q stacks and let W start the run-down, because Ashe’s lane pattern is "tag once, then keep walking" and she loses a lot when Q gets spent on the wave or W gets burned for chip
Hawkshot is a permission spell, not a bonus ward: fire it at camp timers, lane-gank routes, and the dark path you want to walk through so Ashe can step up on information instead of guesswork
A lot of Ashe’s best arrows are short or mid-range arrows along a wall or straight into the diver already entering your screen, because that keeps the chase alive better than saving R for a heroic max-range shot
If the fight is already coming into you, peel first. On Ashe, a short or mid-range arrow on the diver who has already spent their gap close is usually worth more than holding R for a backline dream that never opens. You want the fight to stay in your range, and the fastest way to lose that is letting the first threat walk through your screen untouched. Use engage arrow when your team already has the angle or your support has created the window. Use peel arrow when the fight has started on top of you and you need to keep autoing instead of repositioning forever.
Ashe's attacks slow their target, causing her to deal increased damage to these targets.Ashe's critical strikes deal no bonus damage but apply an empowered slow to the target.
Ashe builds up Focus by attacking. At maximum Focus, Ashe can cast Ranger's Focus to consume all stacks of Focus, temporarily increasing her Attack Speed and transforming her basic attack into a powerful flurry attack for the duration.
Ashe fires arrows in a cone for increased damage. Also applies Frost Shot.
Ashe sends her Hawk Spirit on a scouting mission anywhere on the map.
Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion, stunning for longer the farther arrow has traveled. In addition, surrounding enemy units take damage and are slowed.