Ashe Build Guide by Midgey
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Bad Arnold Schwarzenegger Mr Freeze puns aside,
Hello, I am Midgey and welcome to my Ashe guide!
Ashe was the hero I picked up when I decided to start playing the role of AD Carry and I am quite confident that all that time after time of playing her I have grasped the main concept of Ashe and the role she plays in any team composition. I find Ashe to be one of the most fun heroes in the game from just how many big plays can be made from her kit and how well you can do with her with good mechanics, through her slows and her ability to initiate fights. Before we start I will give a quick run down on Ashe's main roles in the game and how she plays differently from the other ranged AD carries.
Without further ado,
- Like any other AD Carry, you farm during the early stages of the game, this is when you are the weakest, you need items to be able to actually be able to carry later on, and to get items you need to gold. Later on in the game, you are the team's main damage dealer, you are the most important player on the team so positioning is vital! Good positioning would often mean being able to deal out DPS without risking yourself getting caught, now this changes from each scenario so I believe the best way to learn positioning is by playing the game.
- Typically you would find yourself going bottom lane with a support. Ashe is typically more of a passive laner type of AD Carry, so pairing yourself with supports such as Janna or Soraka would be ideal, where as aggressive supports such as Taric or Leona wouldn't be as great.
- Ashe is not the insane hyper-carry type of AD Carry such as Kog'Maw or Vayne, although she will still be pumping out massive damage (just not as much as those two), she is chosen for her insane amounts of utility to the team. Her kit brings a permanent slow on her auto attacks in Frost Shot, meaning she is amazingly good at kiting and fighting against bruisers without any solid gap closers as well as chasing down other heroes. Her Hawkshot prvodies some early gold during farming but it's main role of course if to be a free CV basically. Her Enchanted Crystal Arrow is one greatest if not the best initiation in the game. This is huge late-game, it means your team would be able to chose where to fight and when.
You would want to pick Ashe if your team is lacking a hard initiate and/or want to be able to pick advantages easier before team fights. Ashe also does well against teams with high mobility and good pushing/split pushing power.
Pros / Cons
- Has one of the best initiations in the game.
- Has a built in Frozen Mallet.
- Destroys bruisers through her amazing ability to kite.
- Great level 1 burst damage.
- Deals tons of damage!
- Has no built in escapes unlike other AD Carries.
- Doesn't have the highest amount of DPS compared to other AD Carries.
- Doesn't really do amazingly well against any other AD Carries in lane.
- Extremely squishy.
- Weak laning phase.
- Very item reliant.
You should only be choosing from three set of Summoner spells on Ashe. The three that I constantly choose between are:
These two are what I would call your 'standard' spells on Ashe. Heal is good for laning and baits as well as those early team fights, the main problem is that it will fall off completely as the game goes late. Flash is compulsory for obvious reasons, don't ever not run it.
Cleanse is really good for teams with lots of CC, run it if you're scared of getting stunned, snared, slowed etc.
I have recently tried these two as my spells and the results have been pretty good so far. With these two spells there are no reasons for you to get caught in a team fight, Ghost will make you unchaseable and coupled with Flash, you will be kiting everythig in fights. The only downside is that your laning may be a tad weaker.
As for any other Summoner spells, don't run them.
Generally I run these runes for every AD Carry I play, I find them the most reliable and worth while runes to run.
For Marks, I prefer Greater Mark of Attack Damage for the early attack damage, it also makes it that tad easier to farm during the early stages of the game as well as farming under tower if you are getting pushed, which is usually the case with Ashe.
For Seals, I run with Greater Seal of Resillience, the armour is great for her and you will usually always end up with another AD Carry in your lane, this will make trading easier for you. These also help as you will be getting targeted alot over the coarse of the game.
For Glyphs, I go with Greater Glyph of Scaling Magic Resist, the magic resist is great for when you are getting targeted by AP Carries, without them you will be getting chunked from their bursts.
For Quintessences, I usually run Greater Quintessence of Attack Damage for the obvious early attack damage, it will help loads in trades and overally early damage output. However with Ashe I would also consider running some Greater Quintessence of Movement Speed runes, as that extra movement speed can really help as you will be utilising your Frost Shot alot and it can really help in kiting.
I run the standard 21-0-9 masteries on Ashe as I find these masteries the most useful on her. I take the obvious attack damage route down the offensive tree, and nine in the utility, taking a couple of points into some mana regeneration as she actually does use a bit of mana through her Frost Shot and her Volley during laning phase.
You can opt to run 21-9-0 masteries on her to beef her up a little in the defense department to help her during the lane phase and during the later stages of the game. However I don't really go with this route often, I usually just roll with 21-0-9 on her.
Focus (passive): While out of combat, Ashe's critical strike chance increases by 3/6/9/12/15/18% every 3 seconds, removed after next attack. Focus will now display a buff showing how much extra crit chance Ashe has.
This is a pretty good passive for Level 1 for the great burst of damage and is what makes Ashe so good at Level 1, but other than that, this is really useless, you probably won't notice it at all after Level 1.
Frost Shot (Q): Toggle: Ashe's basic attacks slow her target's movement speed by 15 / 20 / 25 / 30 / 35% for 2 seconds.
This is what makes Ashe so strong and it just has so many uses; landing an attack with Frost Shot on someone out of position can gurantee a kill, you can use it to catch anyone running away, you can use it to keep a constant distance between a melee, it's such a strong ability and gives so much utility for your team.
Max this SECOND.
Volley (W): Ashe fires 7 arrows in a cone dealing attack damage + 40 / 50 / 60 / 70 / 80. Volley also applies Frost Shot.
This is your harrassment and poking ability. It does some pretty good damage early game, a couple of Volleys with a few auto-attacks can really do some damage during laning. However Volley does start to fall off quite hard as the game goes on, you'll mainly be utilising it for the slow later on, throw a Volley in between your auto-attacks for the even more slows and the extra damage.
Max this FIRST.
Hawkshot (E): Passive: Ashe gains 1 / 2 / 3 / 4 / 5 extra gold whenever she kills any unit.
Active: Ashe animates a Hawk to scout for her, revealing terrain as it flies toward target location.
A really good utility ability. Basically use it for when you need to grab vision of an area. The extra gold is also pretty nice when farming.
Max this LAST.
Enchanted Crystal Arrow (R): Fires a large arrow in a straight line. If it hits an enemy champion, it will stun that champion for up to 3.5 seconds, based on the distance the arrow traveled, and deal 250 / 425 / 600 (+100% of ability power) magic damage. Additionally, surrounding units take half the damage and are slowed for 3 seconds.
This is one of my favourite ultimates in the game, it is just so strong and game-breaking if landed correctly. Use it for when you want to initiate a fight or for your own survival if you caught out. If you are able to, try to aim for squishier targets that your team can collapse on and be able to quickly turn a fight into a 4v5 if you manage to land it on them. This is also great during lane when your jungler comes to gank, also, if you feel like nothing big is going to happen that requires an Enchanted Crystal Arrow, feel free to send it across the map into other lanes to help with ganks or aggressive plays, but think wisely about it!
Max this WHENEVER YOU CAN.
Early Game Items
I pretty much always starts Boots of Speed and 3 Health Potions, I really like having early game mobility for jungle invasions and during laning phase as well as having more sustain through my Health Potions than that extra damage when starting with Doran's Blade, I like to be able to stay in lane for as long as I want to while having that extra mobility.
I will usually try to aim to get around 1500 gold before going back so I can afford the 2 Doran's Blades and Berserker's Greaves. The 2 Doran's Blades will help you alot in lane, the extra damage and health works wonders, given how weak Ashe's laning phase is.
This is a great item for laning, it provides a good amount of sustain and will help alot if you are caught in an early fight, it will be your main source of life steal before you upgrade it to The Bloodthirster which will be much later in the game.
Shouldn't really be getting any other boots on any AD Carry let alone Ashe. Try and get it on your first back along with your Doran's Blades. You cannot go wrong with the extra movement speed and attack speed which means more damage and kiting!
Main Damage Items
This should be your first completed main item on Ashe. It gives such good stats and should be your main damage source during the early-middle stages of the game. You should finish building this first before finishing any other item!
This should be your second completed main item on Ashe and is where you will mainly be getting your Attack Speed from. The extra critical hit chances and the movement speed work great on any AD Carry, ideally you should finish this after finishing Infinity Edge and before you start building your next items.
This item is a must during late game! By the time you start getting deeper into your build, so would their tanks and bruisers, this means they would be getting more and more armour! You must start building this item as they are building their armour, armour penetration is extremely important, I cannot stress this enough. I usually build this after finishing Phantom Dancer, it's great to shred through your opponent's base armour as well! This item will amplify your damage loads.
I usually finish this item last, I don't prioritise it that much on Ashe then let's say Vayne or Graves. It's pretty much a great item for any AD Carry, espcially once completely farmed.
Main Defensive Items
I really only consider 3 different defensive items on Ashe.
This is what I normally purchase for my defensive item, that 1 hit of CC that you take could mean the difference between a won or lost team fight, making the active of a Quicksilver Sash invaluable. It's also relatively cheap for how good of an item it is.
Great item for those all or nothing team fights during the late stages of the game. I generally buy this for defense when the enemy team has alot of burst damage. The main disadvantage of a Guardian Angel is that generally when you get revived you are still in the bad position that got you killed in the first place, leading to a quick death.
This item is very situational, I only get it when 1 spell could mean you the difference between life or death such as a Rocket Grab.
IDEAL GENERAL FULL BUILD
It's situational whether you sell your Berserker's Greaves for another Phantom Dancer or not. I would only do it if you are confident your team has enough CC to counteract needing that extra movement speed, otherwise I would keep it or sell it for a Mercury's Treads to help keep your mobility. Remember that mobility and speed are your best friends as Ashe.
The main weakness of running Ashe as the team's AD carry is that her laning is probably one of the worst. There are actaully no winning match ups for Ashe instead there are only just match ups that Ashe does decent against. If you are managing to keep up in CS with the other AD carry and not dying repeatly you are doing very good.
You need to be very careful if he is paired up with an aggressive support such as Leona or Blitzcrank. He will outtrade you almost all the time and if you get caught by CC you will be forced to burn Flash or die as Ashe has no escapes. Make sure you keep the bushes warded and still be able to poke with Volley and your longer range.
Caitlyn has alot of zoning over you due to her sheer range and her abilities to poke. I usually just try to get you and your support to keep constant harrass on her to keep her at bay, her biggest damage during lane, Piltover Peacemaker should be very easy to predict and dodge. If worst comes to worst just tower hug and ask for jungler assistance.
Graves has probably the biggest burst damage of any AD Carry early during the game, similar to Corki he will outtrade you. However Graves does have a fairly short range so you should be able to poke him down a little but you have to make sure you are aware of his cooldowns as he can gap close with Quickdraw and 100-0 you instantly with his combo.
Kog'Maw has a very weak Level 1-6, you should be able to win trades, outpoke him and beat him for the most part but once you both hit Level 6, he will start having an advantage in lane. His Bio-Arcane Barrage combined with his Living Artillery will start to hurt alot, Kog'Maw will simply start to outdamage you once his Bio-Arcane Barrage is activated, look for trades when his Bio-Arcane Barrage is on cooldown as you will most likely lose in trades when it is up.
This is a really gay lane, Ashe can literally not trade reliably at all during the early stages of the game against Miss Fortune who basically does great against any AD Carry during laning. I can only suggest playing really careful and just focus on farming and avoiding trades if you can. A support like Janna would be much more useful because of Miss Fortune's debuff, just focus on farming and you should outscale her into late game by far.
Most of Ezreal's main damage comes from his skillshots which also trigger Rising Spell Force, if he manages to land his skillshots he will start doing damage. Ashe can do fairly well against Ezreal in lane if you can play smart and avoid his skillshots. Don't underestimate his damage as he can quickly burst you down rather fast and chunk rather hard after Level 6 if you're not careful. You have to be wary of him hitting his Essence Flux as you will get destroyed with the attack speed debuff.
You should be able to win this lane actually, you outrange her and can put in a whole lot more of harrass. Although she can put out some unexpected burst damage if you are not careful on your positioning. Make sure you stay clear of structures and terrain if she is in range for a quick Tumble into a Condemn for some very quick damage. This is even scarier if she is paired with aggressive supports with CC. Make sure you avoid getting hit by the third hit of Silver Bolts which, combined with her combo will chunk you alot.
Tristana can put in some very unexpected burst damage and once she hit Level 6 you will have to play extra careful. Thankfully you outrange her for the most part during the laning phase but a quick Rocket Jump onto you could burst you down pretty hard with her combo. Make sure you don't die and she will completely fall off after lane until she hits Level 18. Until then you should dominate team fights.
Urgot is there to shut you down in lane, he is meant to be a bully and you really can't do much against him if he manages to land his Noxian Corrosive Charge. Just focus on farming as much as possible, avoiding risky positioning and making sure you don't get hit by his Noxian Corrosive Charge because those homing Acid Hunters really hurt early on. Be very careful after Level 6 as Hyper-Kinetic Position Reverser coupled with his Terror Capacitor with a jungler gank will mean certain death.
Ashe can lose very hard to this match up if played wrong, alot of Sivir's damage will come from her Boomerang Blade and her Ricochet, so being able to avoid the Boomerang Blade and trading with her Volley, you should be able to do fine during lane. Her Spell Shield will be annoying and ganks will be harder to pull off unless you can bait it out or chain CC. You should be able to put in more harrass as you outrange her by 100. Also standing behind creeps is a very good idea, Boomerang Blade's damage will fall off hard if it goes through a number of targets.
Laning With/Against Supports (WIP)
Ashe is probably the worst AD Carry when it comes to laning and therefore needs a good support to help her through the toughest part of the game. You will usually never do well with a kill-lane support as Ashe does not have that big kill potential and burst damage compared to Graves or Ezreal.
Laning with: Soraka is a very good choice of support, she provides armour, health and mana to help her stay in lane as well as keep her alive during skirmishes. She is overall well suited to babysit Ashe through the lane phase.
Laning against: Ashe should generally feel a bit safer laning against an enenmy Soraka as Ashe would get destroyed by CC in lane. Just make sure you know what the enemy AD Carry can do as Ashe is not a strong duelist in lane against other AD Carries.
Laning with: Janna is overall a very strong pick when paired with Ashe, Tailwind is great to help kite with, Howling Gale provides good disengage and engage as does Zephyr, Eye Of The Storm is overall great for protection and the AD boost and Monsoon can be a game changer in lane and in team fights, Janna's kit was made specifically to compliment Ashe.
Laning against: Laning against a Janna can be really annoying, it's tough trying to break her Eye Of The Storm without some items and her Howling Gale and Zephyr can screw you over quite a bit but it shouldn't be too difficult of a lane, Ashe should be able to farm comfortably.
Ashe has probably the best Level 1 of any other AD Carry in the game. A critical hit and a Volley combined will chunk a huge amount of health while adding a slow effect on top of that. Remember this when invading or watching for invades, a Level 1 fight against an Ashe can be brutal, also don't forget about it when heading into lane, try to force a trade straight up, you will definitely come out on top and gain an early advantage during lane.
Ashe is a passive laner for the most part, your main focus during this time is to farm, farm, farm! Volley however does provide some nice harrass and poke but spamming it can leave you with a small amount of mana really fast. Remember to ward the river while you're farming on your opponent's side of the river, Ashe has no built in escapes after that, so it may be really hard to escape a gank. On the other hand, it's quite easy to set up ganks for your jungler once you hit Level 6. Enchanted Crystal Arrow and your Frost Shot should keep your target in place while you and your jungler melt your target.
Remember that farming under tower can be a bit difficult until you get your Doran's Blades.
For melee creeps: Let tower hit twice, then CS.
For caster creeps: Attack once, let tower hit once, then CS.
Middle and Late Game
As team fights start for objectives such as
start to break out, you need to remember that as an AD Carry you are the main source of damamge for your team while also being the most vunerable as well. It is vital that you position yourself smartly during team fights and know when to engage head on or start backing out. Luckily as Ashe it is much easier to avoid being caught out and dying straight away.
Ashe's utility comes into great play at these stages of the game, Hawkshot can be a lifesaver if you can not grab vision of the enemy team. Your team is at a major advantage pre-fight with you as well, Enchanted Crystal Arrow is a great initiation, landing a good arrow on someone that your team could completely collapse upon will almost gurantee a team fight victory unless you are severely outpositioned.
In fights you always want to have Frost Shot toggled on, this is what makes Ashe such a great hero to kite with or to chase down stragglers with. You want to immediately focus on kiting once an enemy bruiser starts running straight at you, just attack once, move back, attack, move back, attack, move back and repeat. It may take some practice to get the hang of it but once you can nail it down you should not be able to be chased at all. However there are some heroes where you just have to rely on the help of your team to deal with such as Jax, Irelia or Olaf who for the most part don't care about your Frost Shot.
I will be trying to get some replays of me playing Ashe during ranked games whenever I can, so far I only have one in a Ranked 5s game. I don't know if I can get multiple replays, I don't really want to play Ashe in solo queue so it'll probably be whenever I get to play her in Ranked 5s. Anyways here it is, there are some things to note in the replay like I could have kited better in one fight etc. but in general it was a pretty good game of Ashe, I ended up carrying pretty hard.
Make sure you have LOLReplay.
Thanks for reading my Ashe guide, I hope you find any of these tips helpful. I don't claim to be the best Ashe player out there, I just believe I understand enough about this hero to be able to write some tips and tricks about her. Ashe is an unbelievably strong hero who only suffers from a weak laning phase but really shines as the game goes on and on through her amazing utility as well as her massive DPS.
Feel free to leave feedback as this is my first guide.