Overwatch: The Pros & Cons of Playing Ashe

The Deadlock Gang leader has fallen to the wayside since her release. Widely received by content creators, streamers and hitscan enthusiasts, Ashe’s kit offered something interesting compared to the typical sniper: the dynamite, her ultimate, how she traverses the map.

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Soon after Ashe’s release, her pick rate dropped drastically, and she is in a worst place than ever in the meta. Despite this, she is still a fun hero and an engaging hero to most players that pick up the cowgirl. Here are the pros and cons of playing Ashe in Overwatch.

10 CON: Ability-Reliant

Ashe has a pretty diverse kit, from her Dynamite to her Coach Gun. This makes her an ability-reliant hero, however. To be the most effective at Ashe, most situations require the player to blow all their cooldowns at once. Throw Dynamite at the team, Dive hero comes in, use Dynamite to disengage, use the time to reload.

Both her Dynamite and Coach Gun have a cooldown of 10 seconds, which is pretty long in Overwatch time. Having these cooldowns active during a team fight puts Ashe in a vulnerable position. The character mainly boils down to cooldown management.

9 PRO: Her Gun

The Ashe family heirloom is one of the most fun aspects of Ashe. Her semi-automatic rounds are a great way to fight in close encounters. Her scoped rounds offer strong damage and good rhythm. Unlike Widowmaker and Hanzo, Ashe does not need to “charge” her shots. She can automatically dole it out a bullet every quarter-second.

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Ashe’s semi-automatic rounds act similar to Soldier: 76’s Pulse Rifle. “The first two shots are precise, the third is more random, and everything after that experience maximum spread,” according to the Overwatch Wiki about unscoped shots.

8 CON: The Reload

Ashe has one of the longest reload times in the game Overwatch. If the player completely empties their magazine, it takes a whole 3.5 seconds to fully reload it.

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One can only shoot a certain number of bullets and reload afterward to avoid the long reload. Things can happen, and players empty their magazines often. When this happens, that is enough time for an enemy to put down Ashe, especially if they are a Diver.

7 PRO: Disengage From Divers

Coach Gun is a great tool from disengaging from Dive heroes. Not only does it deal damage, but it puts almost 10 meters of distance between Ashe and the Diver. Coach Gun is also a great way to access high vertical locations. There are some areas Ashe cannot reach, but she can get to most high ground.

Here’s a tip: immediately after creating distance, deploy the Dynamite and explode it on the Diver. Not only will it force them to retreat, but they are still vulnerable from the Coach Gun distance. It’s a great opportunity to put them down before they fall back.

6 CON: Double Barrier

Double Barrier is a bane to snipers in Season 18. Sigma can shove his Experimental Barrier in Ashe’s face, forcing the player to reposition themselves. If Ashe tries to pick off someone on the frontlines, Orisa or Rein’s barrier will obscure her targets. While Dynamite can be detonated over the team easily, Orisa can tank the damage with Fortify. Sigma is more vulnerable, but healing from his team can easily mitigate it.

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Sigma can also engage Ashe from both long-range and mid-range with Accretion and his Hyperspheres. If not careful, an Ashe’s Dynamite can be consumed by Kinetic Grasp along with some of her bullets.

5 PRO: Defending Against Dive Tanks

Dive tanks are a little more predictable for players like Ashe. Their big bodies make it easier for Ashe to land headshots and body shots. Their large hitboxes also make them more vulnerable to Dynamite damage. If the tanks are not careful, an Ashe can put down a Winston and D.VA. Wrecking Ball is not as easily deterred, however. He has a high damage output when he dives enemies and a strong defensive capability. Wrecking Ball can also roll out easily if the situation gets sticky for him.

Ashe’s should be falling back to their team when they get dived, so the dive tanks are less likely to be successful. Crowd control and burst damage from the team are also great deterrents.

4 CON: Vulnerable To Dive Damage Heroes

Like all the snipers, Dive heroes are a real pain for Ashe. She is a 200-HP target and it doesn’t take much to bring her down. Most of Dive damage heroes can dish out high damage in a fast amount of time, which doesn’t allow much time for Ashe to escape. Ashe’s Coach Gun has the same cooldown time as Widowmaker’s grappling hook but with half the range and not as much flexibility. Ashe can go in a few directions and Widow can go in all sorts of directions or angles with Grappling Hook. So while Ashe can both damage and disengage temporarily from Dive damage heroes, they can close the gap if their cooldowns are available.

It doesn’t help that characters like Doomfist are meta right now. While Ashe can disengage from Doomfist, she only has one option to do that; and that only option is on a long cooldown. Doomfist has three options to re-engage with Ashe, including Meteor Strike.

3 PRO: Bob The Contestant

Bob's biggest utility is his ability to act as a seventh player. Most Ashe players deploy BOB to contest the objective while putting pressure on the enemy team. He can also disrupt team group-ups pretty effectively; if the player aims BOB at the center, the team easily gets broken up. Any player knocked into the air, usually a tank, sets up for an easy shot from Ashe and other teammates. After colliding with a teammate, BOB will dish out a staggering 1000+ damage for his entire 10-second duration. By the time he’s done, Ashe would have all her cooldowns back.

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To maximize damage out, detonate the Dynamite over the team and send BOB out. It’s a lot of pressure on healers to keep the team up while burn damage and BOB is active. Oh, and don’t forget to wave at BOB while he’s out! He’ll wave back at you.

2 CON: Bob Is Pretty Counterable

BOB is a pretty useful ultimate, but his biggest drawback is how counterable he is. Sombra can hack him. Ana can sleep him. McCree or Roadhog can stop BOB from colliding with another player. Orisa, Rein or Sigma can put up their shields while the team unleashes huge burst damage into him. It doesn’t help that his head has a big hitbox.

In the Season 18 meta, BOB is better as a contestant or distraction for the enemy team. While this is useful, his primary goal is to be an extra player AND another source of damage. God forbid the player accidentally launches BOB off the map or in a corner where the enemy can easily avoid him.

1 PRO: Dynamite

This is Ashe’s strongest ability. It does 100 burn damage, making it a little better than Widowmaker’s Venom Mine. The initial burst damage from the explosion is pretty sizable, ranging from 30 to 75 depending on the explosion radius. The explosion can affect up to six players on the team, as well. Unlike most deployables (e.g. Translocator, Steel Trap) in the game, Ashe's dynamite cannot be destroyed. For most of the community, it’s a decent litmus test to how competent of an Ashe player one is. Consistent aim, detonation and a grasp of the explosion radius go a long way.

It can harm the player if exploded close enough and does half the amount of damage. Either way, it can still be damaging, especially with a Dive-oriented damage hero attacking. Most Ashe players who are good at the character know how to gauge this. A player can learn over time.

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