Ashe Build Guide by poinears
Champion Build: Ashe
| Health | 2697 |
| Health Regen | 21.4 |
| Mana | 1003 |
| Mana Regen | 13.5 |
| Armor | 92.7 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 317.6 |
| Attack Speed | 315.205 |
| Crit Chance | 194%S |
| Crit Damage | 50% |
| Ability Power | 30 |
| Life Steal | 20% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 0 |
| Cooldown Reduction | 20% |
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Mastery Tree Is Outdated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
About Ashe
For all of you that are new to playing
Ashe's Skills
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Focus: This passively increases
Ashe's critical chance by three percent for every three seconds she is out of battle when at level one. This bonus is increased as levels increase, and by level 18, it is 18% per 3 seconds.
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Frost Shot: When toggled on, this applies a slow to all of
Ashe's basic attacks at the cost of mana. This can sometimes be used as a getaway mechanism, or to chase down fleeing enemies.
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Volley: This fires arrows in a cone in front of
Ashe. This is an aimed shot. Also, if you have at least one skill point in
Frost Shot, it is applied to all of your
Volley shots. This works quite well as an escape mechanism, or to apply slows to multiple targets at once.
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Hawkshot: This is a skill shot with a range limitation that reveals all but stealthed units when it flies over. Upon reaching its destination, it explodes, revealing the area of the map for a short period of time. This also passively grants more gold per kill by 1-5 depending on how far levelled it is. For those of you new to
Ashe, this does not damage enemies, so it is a waste shooting it at an enemy unless it is to find where they are.
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Enchanted Crystal Arrow: This is a skill shot without any form of range limitations. The move itself stuns the first enemy champion it encounters, dealing damage and splashing slows and a smaller amount of damage to those enemies around it, including enemy minions. This is great for multiple purposes: using
Enchanted Crystal Arrow as an escape mechanism works quite well. It can also be used to initiate on an enemy team, particularly if a high-priority target is out front, such as
Morgana or some other AP or AD carry. The third use is as a skill shot to stop an enemy from fleeing. Shooting it at their back causes a multiple second stun, allowing you and your allies to close in.
About the Build
This build is very well suited to my style of play: a somewhat passive-aggressive early game, a very passive middle game, and a very aggressive late game. Variations can be made to the build to suit different styles of play and different situations.
One of
The Build - Full Walkthrough
Start with
Boots of Speed. When you go back, finish your
Berserker's Greaves.
Once you finish your
Berserker's Greaves, go for a
Zeal, starting with the dagger. Build what you can when you can until you have a full
Zeal.
After you finish one
Zeal, build your
Infinity Edge, starting with your B.F. Sword, followed by your
Pickaxe.
Finish your
Infinity Edge, then finish your first
Phantom Dancer. Again, build the
Dagger, then the
Cloak of Agility. Afterwards, immidiately start your second
Phantom Dancer, again starting with the
Dagger, the
Brawler's Gloves, building to
Zeal, then the
Dagger, followed by the
Cloak of Agility, and the finish.
Afterwards, start your third
Zeal, then go
Phage, starting with your
Ruby Crystal. Finish your
Trinity Force.
If the game has time, buy a
Vampiric Scepter. Build to an
Emblem of Valor, and finish
Zeke's Herald.
Early Play
This build is very good for a mid. Your early mobility creates many openings for harass. Using
Volley for harass is a good option,as you are almost guaranteed a hit. Keep in motion, as you are very squishy, do not use your auto-attack for early harass, and do not use
Frost Shot early, as it is a huge mana drain early game. Use
Volley early and often, but do not use your
Clarity until you reach level 6. Once you have your
Enchanted Crystal Arrow, use it to lead into a large damage fight. Toggle on your
Frost Shot, and your enemy will usually retreat, recalling if they have taken enough damage. It is OK to wait until later in the game to start this fight, as you need to find a good opportunity to do so. The same applies to an outside lane. Afterwards, farm as much as you can, as you need all the gold you can get.
Middle Game
At this point, the entire game becomes a huge ganking game. Do not run alone, as you do not have much damage output during the middle game. Also, this
Ashe is very team dependent and needs protection from enemies in order to create enough damage output to make a large difference, particularly in the early and middle games. During this phase of the game, I usually use my
Enchanted Crystal Arrow to initiate ganks and team fights. Since this stuns whoever it hits and slows every enemy unit around it, it works quite well to give your team the upper hand. Afterwards, I use my
Volley for the crowd control and the damage. Toggle on
Frost Shot when aiming for enemy champions, but do not use it against the minions, as it is just a huge mana drain. If you have another initiator, let them initiate and save your
Enchanted Crystal Arrow to stun an enemy champion running away outside of your auto-attack range.
However, you need to be somewhat careful during this phase of the game and later, as you are an AD carry and will be singled out during a team fight.
Late Game
At this point, you should have enough items, particularly your two
Phantom Dancers that you could deal large amounts of damage in a short amount of time. Still be careful during team fights and watch for enemies trying to single you out, but you can fight without being quite as conservative. Also your extra mobility from your
Phantom Dancers and your
Trinity Force will allow you to run faster than most every champion. Use this to your and your team's advantage by putting pressure on your enemies' outside lanes. Still use your
Enchanted Crystal Arrow to initiate if necessary, but you should be able to kill certain enemy champions with nothing but
Volley and
Frost Shot. This will allow you to save your
Enchanted Crystal Arrow as an escape mechanism as well.
The Use of Spells
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Frost Shot: Use this during middle and late game, as it is useful for running down champions with low health. During middle and late game, each shot will do enough damage that you will almost always be able to kill them before they can get back to their base. However, you need to be careful and watch for potential ganks if your opponents are trying to save their teammate. Also, this can allow other teammates to catch up to whoever you are shooting.
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Volley: This is good for early game harass and mid/late game crowd control. This also makes for a good escape mechanism once you get your first Phantom Dancer. For use as an escape mechanism, shoot it at whoever is chasing you, then continue to run.
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Hawkshot: This spell is nice to have to scout and for the extra gold. Although the extra gold is nice, it isn't really enough to make that much of a difference in this build. This is good for team ganks and such, but is semi-pointless for this build.
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Enchanted Crystal Arrow: This is perfect for initiation in solo and team fights. This will remove one person from the fight for some time, or, in solo fights, allow you to gain the upper hand very quickly. Come the end of the game, you can sometimes kill an enemy champion while they are completely under the influence of the stun. This also makes for a good escape mechanism, stunning one and slowing the rest your pursuers. Do not be afraid to use this as a long-distance skill shot with this build, either to save a teammate, kill an enemy with almost no health, or to help in a gank across the map. This build does not rely on the ult to get kills.
Pros / Cons
| spaaaaaaaaaaaaaace |
Pros
+ Very high DPS + Good late-game sustainability + + Amazing slow with + Good initiation with + Everyone loves your late game |
space |
space |
Cons
- Very squishy early game - Incredibly expensive build - Singled out as the DPS carry - Very weak to tanks, fighters - Middle game does not do well (usually) - Everyone hates you early and middle game for dying so much |
Variations
There are several variations to this build; I always build the same way when I go DPS carry with
Ashe - this way, but you may choose to build a little differently. Keep the core the same, but the
Zeke's Herald and/or
Trinity Force can be exchanged for these:
The Bloodthirster
The Black Cleaver
Executioner's Calling
Nashor's Tooth - unconventional, but it might work. I haven't personally tried it.
Tricks of the Trade and Matchups
Tricks of the Trade
- You have mobility. USE IT.
Frost Shot is great for running down enemies at the end of a gank.- You got hit by
Exhaust?
Volley. - Strike and Retreat.
- Don't be afraid to run.
- Spam
Volley. It comes off of cooldown every 4 seconds and it does burst damage.
Matchups
So...
This is my first guide, and I would like to hear feedback from anyone and everyone about the design of the guide and how to improve it. Also, I would love to hear variations on this build that you have tried and have succeeded/failed, as my
Ashe game has become somewhat repetative. I will try to record a video and add it, along with some game stats, to this guide, but, being a novice at coding, I doubt they will appear anytime soon. Again, please leave feedback and variations on this build.
Also, I would recommend trying this build at least once before you pass judgement on it. It seems quite unremarkable to begin, but you will be surprised at the endgame results.
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