The first is skill.
Passive plus crit is suitable for playing where no one is around.
Q attack acceleration and deceleration suggest main acceleration.
W suggests adding a level, because if the AD bonus is too high, it is likely to interfere with the rhythm of ADC knife repair and push the line, so use it with caution and try to be a hero.
It is very useful to prevent opponents from catching the initial stage because of their broad horizons.
It's really good for R to have a beginning.
Equip the first core large acceleration crown above, and then accelerate yourself. If you basically don't run the Legion Shield, and the second core is big on the other side, how can you get out of shoes? Attention, I think it is necessary to reduce CD shoes, because W R, two powerful first-hand skills, is bound to help reduce CD.
For runes, it is suggested that soft control and hard control CDs are too long because of the fragility of Essy:
Red and yellow essences are armor, and blue subtracts CD, because the right path is ADC and the opposite auxiliary injury sources are mostly AD, most of which are AD, so you can't become ATM. These armor are necessary.
Just 0.9 2 1 above talent. 9 points defense is to go out and survive by yourself.
The summoner must add blood, and the other must consult with ADC.
The advantages of Essy's assistance are strong harassment ability, good vision control ability, and far-reaching global support control in group warfare.
The disadvantage is that in the early stage, I can't stand the old-fashioned auxiliary offensive play such as the same strong old cow robot gem. If you have a wet nurse, your spending power here is definitely not as good as that of several ADCs, and the opposite is getting more and more depressed.
Generally speaking, I feel that Aishi is not suitable for auxiliary play, but it may not be as aggressive as others, and its consumption power is zero, but Aishi is really good if it is harassed.
I hope it helps you.