•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