Ashe Build Guide by Fraginlikeapro6
Champion Build: Ashe
| Health | 2217 |
| Health Regen | 14.4 |
| Mana | 803 |
| Mana Regen | 13.5 |
| Armor | 97 |
| Magic Resist | 54.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 432.6 |
| Attack Speed | 101.105 |
| Crit Chance | 68.78%S |
| Crit Damage | 50% |
| Ability Power | 0 |
| Life Steal | 30% |
| Spell Vamp | 0 |
| Armor Penetration | 29.2 |
| Magic Penetration | 0 |
| Cooldown Reduction | 17.47% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated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.
Masteries
Introduction
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.
Summary/Updates
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
Lore
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
Pros
- Fun to play
- Easy to play overall
- Hits extremely hard mid-late game
- Excellent CC
- Fantastic team fighter
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Cons
- Hard to play early game before
B. F. Sword
- Often targeted first
- Squishy
Masteries
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
I'm pretty sure people are asking, "why not put your masteries in the Utility Tree and grab some
Runes
These are the runes that prefer to use.
Marks
Seals
Even though
Glyphs
The more that
Quintessences
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!
Abilities





This is an AMAZING passive!
This is probably by far one of the best team fight abilities.
- 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.
The range on this shot is phenomenal! This is another great team fight ability that does a considerable amount of damage.
- 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.
The gold acquired from this ability is a little bonus. It adds up eventually, but the greatest aspect of this ability is the range it has and the sight it acquires.
- 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.
This is the best CC ability that
- 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.
Ability Sequence
I normally start off with one point in
Summoner Spells
Flash A fine choice for
Exhaust This is also a good choice for |
_____ |
Ghost 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.
Ignite 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 |
Clairvoyance Dumb choice. The ward can be somewhat useful, but being able to see the outside lane defeats the purpose of this ability. You are
Clarity 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.
Promote One of the poorest spell choices in Dominion period, but an even poorer choice for |
_____ |
Smite 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
Teleport 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. |
Items
Prospector's Blade 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 |
_____ |
Berserker's Greaves 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 |
Infinity Edge This is usually the first item i get. It provides
Phantom Dancer In order for |
_____ |
Sanguine Blade This is a good item for
Black Cleaver This item further grants |
Gameplay

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.
Team Work
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
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.
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