Ashe Build Guide by Fraginlikeapro6
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
I want everyone to know now that this is a Dominion guide, not a Summoner's Rift or Twisted Treeline guide. I sucked it with Ashe when I first bought her. My first champion was Rammus and I was not used to sitting back in kiting. I would run in and tank with Ashe, which is definitly NOT how you play her! Ashe is a pretty fun and easy AD carry. Please read the whole guide which explains my reasoning for everything that I've posted in this guide. Thank you.
Guide built: 02/16/2012
Updated Runes/Masteries: 03/23/2012
10,000 views!!! WOOT!: 03/30/2012
Edited gameplay: 05/4/2012
20,000 views!!! WOOT!: 05/7/2012
30,000 views!!! WOOT!: 06/7/2012
40,000 views!!! Moved some Masteries around adjusted some Runes. Switched summoner spell from Ghost to Flash both of which are viable options, however, I prefer Flash as of late. It gets you out of tricky situations and alows for a much needed Frostshot or two: 06/7/2012
60,000 views!!! WOOT! Moved some items around. Even though survivablility is of great importance but Ashe would do much better to have Zeal before Vampiric Sceptor the movement and attack speed for her are absolutely crucial. Crucial enough to put before life steal: 10/28/2012
One of the perennial favorites of summoners in the League of Legends is the Freljordian beauty known as Ashe. She is a direct descendant of Avarosa - one of three legendary sisters who each claimed dominion over the scattered tribes dwelling in the icy tundra of northern Valoran. Ashe mirrors her ancestor's unparalleled mastery of the bow, earning her the title of ''The Frost Archer'' the way Avarosa did during her era. Ashe is a literal Princess amongst her people, though she prefers to be addressed by outsiders as her tribal title rather than any form of royal moniker. There are those in Freljord, however, that would prefer to address Ashe as the ''late'' Frost Archer; the other two tribes that are descendants from the Three Sisters are historically sworn enemies of Ashe and her people. Having survived more than one assassination attempt in her life, Ashe is always aware of her surroundings regardless of where she is.
Ashe originally came to the Institute of War in service of the League summoners, seeking enough influence and favor to finally bring peace to her realm - one that has endured civil strife since Avarosa and the Time of the Three Sisters. With countless victories under her belt, she has started to put the influence she has earned in the League to use. Rumors abound that Ashe has begun to associate herself with fellow champion Tryndamere outside of the Fields of Justice. While she denies such talk as frivolous, all eyes will remain on Ashe now that her success in the League may finally allow her to restore lasting peace to her people.
"It's a good idea to spread out. Ashe can hit five birds with one arrow." - Tryndamere
Pros / Cons
- Fun to play
- Easy to play overall
- Hits extremely hard mid-late game
- Excellent CC
- Fantastic team fighter
- Hard to play early game before B. F. Sword
- Often targeted first
These are the masteries that I prefer to use. You can grab Vamperism if you prefer some bonus life steal over armor. However, because of Ashe's passive, I prefer the bonus critical strike damage over the life steal. A lot of people scream for Havoc however, it is not that great in the Crystal Scar compared to the other masteries. I prefer the one point in Summoner's Wrath 5 bonus AD stacks up pretty well when you have at least 1.5 AS. I also enjoy the bonus speed I get from Ghost. Feel free to play around with the other masteries but these are my personal preference.
I'm pretty sure people are asking, "why not put your masteries in the Utility Tree and grab some Good Hands ? Less time dead means more time in the field which means a win!" In Summoner's Rift this might be true. However, in the Crystal Scar, the respawn is on a global cooldown. Don't ask me when it starts because I can't find the numbers for it. But many a time my team would lose a team fight and we would all spawn the same time despite when we died and if we had Good Hands or not, thus the masteries would be better suited in the defense tree to make Ashe a little more surviveable.
Greater Mark of Armor Penetration
Greater Seal of Critical Chance
Greater Seal of Scaling Armor
Greater Glyph of Cooldown Reduction
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Armor Penetration
These are the runes that prefer to use. Ashe is a ranged version of Master Yi. With this build, Ashe carries by her basic attacks, as well as her precision shots of her ultimate ability, Enchanted Crystal Arrow. As stated earlier, Ashe will be hard to play early game before you purchase the B. F. Sword. These runes help a little to compensate for that.
Ashe needs armor pen! For those champions that will get Thornmail in an attempt to stop Ashe from destroying them, these runes will help to dismiss that pesky little tank item; and allow you to continue on your warpath with just a little scratch.
Even though Ashe's passive, Focus, guarantees a critical strike after a certain amount of time, it always helps to have some extra crits while in the middle of team fight. This will allow greater DPS and more of a help for your teammates. Another good choice for additional survivability would be armor runes. I prefer armor per level runes but the choice is up to you. These grant Ashe a little bonus protection against those AD carries that are extremely quick and nimble that you can't seem to kite such as Shaco or Master Yi. The recently added Fiora is harder to kite as well.
The more that Ashe can use her abilities, the more damage and CC can be done. Picking CDR runes for glyphs are a key asset for Ashe. This means that she can use her ultimate, Enchanted Crystal Arrow a whole lot more as well as the rest of her moves that make her such a great team player. Much like the armor seals, magic resistant glyphs are another valid option for Ashe. It is better than having nothing against a Veigar that knows how to use his abilities.
Additional armor penetration runes here are phenomenal for those tanky champions that just absolutely refuse to die. This will either force the tank to grab health instead of additional armor, or grab more physical damage armor and making him neglect magic resistant armor allowing your AP carry to wreck shop on that tank!
Ashe thrives on crits and then enemy team will definitely rage at this passive. The guaranteed crit is phenomenal especially when paired up with Infinity Edge.
Ashe slows the target allowing her team to come in and assist in getting the kill against an enemy that would have more than likely gotten away.
- Unless you are fighting minions, this ability should be turned on!
- This ability can allow you to get away from an enemy. If you are getting chased down, shoot an arrow at the enemy and run away, the time that he is slowed will allow you to get away.
- This ability should be cast whenever it is available during a fight. It damages and slows the targets in range as well.
- This ability can be cast through walls and has a considerable range.
- Use this ability to help uncover those enemies camping out in the nearby bush.
- This ability should be used right before you cap a base to insure that no one is waiting to gank you right as you start to cap a turret.
Ashe has. This used to initiate a fight plus the first hit crit that Ashe deals with her passive Focus will deal a huge amount of damage and will win you the fight.
- Use this ability when a big group of enemy champions are clustered together. It will stun whomever it hits and slow nearby champions, allowing your team to get a jump in the team fight.
- This ability can be used to stop an enemy champion from acquiring a turret. Ashe can shoot this ability across the map to stun a champion preventing the tower from being captured. If timed correctly, Ashe can Ghost in and kill the champion before he leaves the turret.
I normally start off with one point in Frost Shot and two points in Volley. This will give some good initial burst damage with Volley. My team normally tells me to grab the middle turret. If this is the case, then I will usually level up before I get to the team fight at the top turret and by then I will grab my one point in Hawkshot. I max Volley first to lower its CDR and grant more damage. I max Frost Shot second to allow my basic attacks to slow even more allowing my team to easily pick off the fleeing enemy champion. I max Hawkshot last as it is least important to my team overall in the Crystal Scar.
A fine choice for Ashe as it allows her to get away from ganks, and get the killing blow on a fleeing champion.
This is also a good choice for Ashe. This spell works fantastically in a team fight to wear down that hard hitting AD champ or to chase down that fleeing one-shot.
This is one of my preferences. I typically choose this to get across the field quickly to get to my team in finishing off team fights, holding points, etc.
Another one of my choices. I prefer ignite because of the bonus damage i can cause to the enemy champions. Whether its to give me the upper hand in a 1v1 situation or get the killing blow from a fleeing champion. You can't go wrong with Ignite
Dumb choice. The ward can be somewhat useful, but being able to see the outside lane defeats the purpose of this ability. You are Ashe you need to stick to spells that enhance surviveability and/or damage.
This is a good early game spell as mana can become a serious issue. But, due to the Enhanced Recall ability, and the fact that Crystal Scar is an smaller map, this spell is not as useful as the other spells that enhance surviveability.
One of the poorest spell choices in Dominion period, but an even poorer choice for Ashe in Dominion. The sheer fact that champions, in the Crystal Scar, can bypass an enemy minion wave and go straight for the enemy tower point to cap makes this a useless spell. It may distract the enemy for a second and get them thinking, "Dang! That's a huge minion," but a tower will kill it. Totally useless for Ashe in my opinion.
One of the other poorest choices in Dominion period. All the buffs you can acquire are picked up by capturing them, not killing jungle trash or minions. Poor choice for Dominion even poorer for Ashe whose is not a jungler.
This ability will get you out of your base a lot quicker, however, this spell is not a good choice due to the smallness of the map.
I prefer this as a starting item. It gives a decent amount of starting health for increased early game survivability as well so bonus attack damage and life steal.
Boots of Speed
Ashe needs to move around the map rather quickly. These are just the starting boots that I prefer to get along with Prospector's Blade. These give Ashe an acceptable amount of starting speed
These are a good starting item. Normally I will get them first after I go back for health. You can start out with these from the get go, but it's not my preference to do so.
Boots of Mobility
Ashe needs to move around the map rather quickly. I personally do not prefer these boots with Ashe because I enjoy the 25% increased attack speed that Berserker's Greaves offers. In addition, these boots are useless in a team fight compared to Berserker's Greaves.
This is usually the first item i get. It provides Ashe with a ton of damage early on. The bonus damage it offers towards crits are invaluable towards Ashe. This is a MUST item for her.
In order for Ashe do some serious damage and CC, she needs some attack speed. This item works wonders for Ashe in numerous ways. First, of course, is the attack speed bonus. Definitely need that for damage and CC to assist team. Even better is the critical strike chance increase. Ashe loves to nuke things, this item allows that to happen. Then of course the movement speed increase which effectively allows Ashe to kite.
This is a good item for Ashe to have. It's another tool in her arsenal that will grant you greater attack damage and greater surviveability. Another good thing about this item is that its passive allows you to grant even more life steal and attack damage. This is an overall good item.
This item further grants Ashe some bonus attack damage. A key factor with this item is that it allows her to penetrate through that pesky Thornmail a character like Rammus or Malphite will be sure to stack against you.
The object of the Crystal Scar is to get the enemy team's Crystal to 0. To do this, teams capture different points around the map. There are five points: The Windmill, The Drill, The Boneyard, The Quarry, and The Refinery. If one team holds more points than the other team, then the enemy team's crystal will begin to lose health/points.
At the start of the game Ashe needs to rush mid (The Refinery or The Drill). Ghost comes in extremely handy here. I will start to grab it to give my team a head start in points. After my team gets a little closer to the point, I will break off and attempt to intercept the enemy team before their weak champions can get away. If my team focuses on getting the tower, I can take out a lot of health and leave the enemy team wounded as well as gaining that 3rd tower for our team. About this time, Ashe will have enough to finish her Berserker's Greaves. I will recall back and purchase them and start racking up gold for the B. F. Sword.
From here on out it's chaotic. The enemy team will usually send two champions bottom to gank your ally minion pushing to get to that tower. Ashe needs to be everywhere at the same time. Your mini-map usage will win/lose the game for you. Look where the enemy team is heavily concentrated near a friendly tower point, ping the map and head off in that direction. Assuming your team isn't incompetent, they should head over there to assist you.
Read the enemy team, if they are heavily aggressive and tower diving to get that killing blow, play extremely defensive and tower hug like it's your day job. After all, you just need to hold 3 points to win.
Summoner's need to be aware that Dominion is not about getting kills. They do help in capturing bases and 4 or 5 capping an enemy team, but capturing/holding points is what is crucial to winning this game.
The goal of Ashe in the Crystal Scar is to support the team and do a considerable amount of DPS. She is an offensive champion and excels at tower hugging, kiting, and team fights. Ashe is a fantastic 1v1 champion however, before Ashe gets that initial B. F. Sword she will be extremely hard to play because she will not be able to do that much damage. At this point, she is mostly a CC to assist your team in getting kills. Ashe landing her Enchanted Crystal Arrow will make or break the game for you. If you cannot land that arrow, Ashe probably isn't the champion for you. It's all about predicting where the enemy will go. If you see an enemy fleeing from a friendly champion, predict if he's going for that health pack or straight to his base. Lead him with your shot and let him walk right into it allowing you to either yoink the kill or allow your teammate to mop him up.
Ashe is an extremely fun to play champion and she is extremely powerful in Dominion. She is weaker early-game but powerful mid to late-game. Stick with your teammates and focus on capturing points to win. See which of your towers the enemy is concentrated near and head over there to help defend it. Your team will see that your carrying with Ashe and will be around, eventually, to help you out.
Enchanted Crystal Arrow can be used to stop enemies from grabbing your tower, and stuns those pesky AD carry's from tearing your team to shreds. If it's a neutral tower and there are lots of enemy champs in the process of taking it, simply start to cap the tower as well. This will stop all people trying to cap it. Volley into the midst of them and wreck havoc. Prepare to Dominate Dominion!
Thank you for your time in reading my guide. Like I said this is my first guide so any critism or advice would be phenomenal. Anything to make the guide better is more than certainly welcome.
Ashes to Ashe's
AD Ashe - Fire away!
Support Ashe: Carrying Your Team's ***
Ashe's TRUE potential.
By Asten J