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Ashe Build Guide by clydeyap

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.


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League of Legends Build Guide Author clydeyap

Ashe(niss) Ashe(rdine), 74th annual summoner games champion

clydeyap Last updated on October 18, 2012
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Ability Sequence

4
8
10
12
13
Ability Key Q
2
14
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Table of Contents
Guide Top

Hello there and welcome to my guide for Ashe. This build is called the Glass Cannon build.

I'm pretty sure most of you have already heard the term "Glass Cannon".

If you have not, the term refers to a full out offence character that is very fragile and obviously, will pretty much rape in the fields of justice.

Before you begin, not that the seals that are above are not correct, instead of Greater Seal of Attack Speed, it should be Greater Seal of Attack Damage. I selected the wrong runes because mobafire wouldn't allow me to select the strength runes. My apologies for that.


Guide Top

Ashe is a pretty simple champion to play.

She is an AD carry.

A good Ashe player would tell you that she can be one of the best AD carries around.

However, for beginners, Ashe could be difficult and require practice.

Ashe is a kiting and auto-attacking hero.


Guide Top


PROS:

  • She has a pretty decent range
  • She has her Volley to create a sudden "burst" of damage
  • She has an in built far ranged scout ability
  • She has a slow that takes a lot to escape from
  • She has a global ultimate
  • She is one of the few characters in the game who can have a stun duration of above 2 seconds
  • She can kite well with her slow.
  • She has good poke potential
  • She can have good money with the passive from her Hawkshot


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CONS:

  • She has weak defense and health
  • She is item dependent
  • She has low damage
  • She requires a certain level to be really effective in hunting and killing(Around level 13)
  • She has no escape or movement abilities
  • She has a useless passive after the first wave of minions of the game
  • She requires patience to use(farming and waiting for the right time)


Guide Top

Runes

Greater Mark of Attack Damage
9

Greater Seal of Attack Speed
9

Greater Glyph of Attack Damage
9

Greater Quintessence of Attack Damage
3

As said in the first section of this guide, they wouldn't allow me to select the seals for flat damage so I have to use Greater Seal of Attack Speed as a substitute for Greater Seal of Attack Damage.

Here is theACTUAL runes if you are still confused:
Marks: Greater Mark of Attack Damagex9
Seals: Greater Seal of Attack Damagex9
Glyphs: Greater Glyph of Attack Damagex9
Quintesence: Greater Quintessence of Attack Damagex3

Total Bonuses:
22 Attack Damage

Why did i pick such runes? Simple, for a glass cannon, all you do early is farm and these runes MAXIMIZE FARMING POWER.

Some may say these runes are wrong because last hitting is based on skill, which is true, however, this build requires you to rush a Phantom Dancer first.

If you use any other runes can you imagine how low your damage would be? If that is the case, what is the point of getting attack speed and critical chance?

The runes were meant to get you to at least 110 damage as soon as possible and this is the fastest way i figured that would work.

This damage has good synergy with your critical chance, allowing you to deal at least 230 damage per hit(not counting reductions). On most AP carries and AD carries, this can mean a lot.


Guide Top

Masteries
3/5
1/1
4/1
4/1
1/1
3/5
1/5
3/1
1/
1/5
3/1
4/1
1/1
Offense:21
Defense:9
Utility:0

Having a standard 21/9/0 mastery tree for an AD carry would mean that you have all the attack damage boosting masteries plus a small farming help bonus from Butcher and a small attack speed boost from Alacrity . Self explanatory, you are an AD carry so it's all needed.

Being a glass cannon, your health pool is really pathetic. Being up against an AD carry(considering a standard line up), maxing Hardiness will help increase resistance against their main form of damage. Taking a point in Resistance has minimal use but it is the most useful mastery to pump to move to the next level in the defense tree. Maxing out Durability and Veteran's Scars will increase your chances of survival when a fight breaks out. This also makes the opponent have second thoughts of rushing straight in you face to take you on, unless of course, a gank is coming to your lane.

Word of advice, get a ward or tell your support to do his job properly.


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HIASDASNDASUSADAADSASDADSASDASDBDASJViable Summoner Spells:

HIASDASNDASUSADASASASDADASDBDASJ
Flash is picked on almost every single champion, it is Ashe's only mobility/escape/chase skill. Since using Ghost can be countered by slows and Flash puts you immediately out of range for most champions, Flash is often picked. Being the fastest escape spell, Flash guarantees the highest safety for a champion like Ashe.

In earlier sections of this guide, Ashe's early game survivability was addressed as one of the problems in playing her, Flash improves this situation a massive loads.

MY PERSONAL RATING FOR Flash ON Ashe:10/10


Heal is one of the most underestimated spells in the game since the amount of life healed in the early game is low due to level and the amount healed in the late game is hardly noticeable due to a larger health pool.

Like every other spell, Heal has its right and wrong situations to be used in. For example, when you fighting in melee range of your opponent and he has a healing reduction effect placed on you, using Heal is not very wise.

However, if it takes one more hit to kill you and your opponents attempt to tower dive you early, it can be a baiting tool where once he comes into tower range, you cast Heal and counter attack. This takes your enemy by surprise and sometimes, grants you a free kill.

When used correctly, this spell benefits the user a lot.

MY PERSONAL RATING FOR Heal ON Ashe:9.5/10


Exhaust could help you last in a fight 2.5 seconds longer in a fight but it has a drawback. The drawback of using exhaust is that it has a cast range shorter than your auto-attack range. This uses time for you to walk and puts you a little more in front where an AD carry should NEVER be.

Exhaust can save a teammate's life in 1v1 situation or a 2v1 situation, this is the only thing i like about exhaust, however, saving teammates is NOT YOUR JOB.

MY PERSONAL RATING FOR Exhaust ON Ashe:7/10

HIASDASNDASUSSADAADSASDADASSASDSDBDASJOther Choices:
HIASDASNDASUSADASASASDADASDBDASJ
In the eyes of some, Ghost works it's magic to earn their undying favor and loyalty, but not in my guide.

Ghost covers longer distances and lasts way longer than Flash. Covering a good distance is a good thing, but you have 2 Phantom Dancers in the build, you run fast enough. If you use this to kite, you have frost arrows to do so, I just don't see the purpose of Ghost on Ashe in this build.

Starting you kite with ghost requires you to back off a certain distance and if your opponent has a gap closing skill, you could be in trouble even with the move speed.

Flash beats Ghost in this sense where it allows you to start the kite at one hit of a button, in the blink of an eye.

MY PERSONAL RATING FOR Ghost ON Ashe:5.5/10


Cleanse takes you out of a crowd control immediately. This can be useful in certain situations as well,but if you were to be against someone like Janna or Amumu with a heavy loads of crowd controls in their pockets waiting for a good time to strike? [[Cleanse just doesn't work out that well.

MY PERSONAL RATING FOR Cleanse ON Ashe:5.5/10


Mobility in a champion is good, but would you sacrifice Heal and replace it with Teleport? Having mobility with no sustain can look pretty bad for you in most situations. Teleport also has one of the longest summoner spell cooldowns which makes this spell even more ineffective for use in this build.

MY PERSONAL RATING FOR Teleport ON Ashe:5/10


Guide Top

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

Some of you Ashe players out there might argue against my build and skill order, but if you read myWHOLE GUIDE, I hope you haven't forgotten that this guide features a glass cannon.

Ashe's Q ability:
This is skill is maxed second, taking the first point at level 4.

Ashe's W ability:
This skill is maxed last, taking the first point at level 2.

Ashe's E ability:
This skill is maxed first and a point is taken when the game starts.

Ashe's R ability: ULTIMATE
Take a point in this skill whenever you can, as with all ultimates, to be pumped at levels 6,11 and 16.

Maxing out Hawkshot first is not mainly for scouting, it gives you extra gold and playing as a late gamer, you need your items to kill. The way to get your items fast is to focus farm and rush the items out. This skill has a passive gold generator for each minion killed, which helps.

Every minion you kill grants around 20 gold, with this skill, every minion grants around 25 gold. Killing 4 minions yields the gold of 5 minions, this could be very helpful in the early game where you need to rush farm to get your items fast.

An example would be, to rush an Infinity Edge:
Without Hawkshot bonus: 3830/20=191.5
With Hawkshot bonus: 3830/25=153.2

This saves you the time of killing near 40 minions, which could mean a lot to the team or you getting your next item faster than the usual 1 gold from level 1 Hawkshot.

I cannot stress this enough but maxing first Hawkshot is only for this build, which is the glass cannon.

After maxing Hawkshot, you should focus on maxing Frost Shot for increased kiting potential. A maximized Frost Shot completely cancels out the effect of Ghost and makes your opponent move extremely slow. In 97% of the times, a person getting caught by a fed Ashe with a maxed out Frost Shot has 0% chance of escaping. At certain times, even a Flash or a short stun is not enough to stop Ashe in her tracks of chasing and hunting you.

This ability is amazing, however due to Ashe's low early damage, maxing this first has little use.

Next, would be Volley. Taking one point early would ensure you have fighting potential and the ability to hit multiple enemies at the same time. This skill also has a superb range for poke. Once you hit level 7, other skills like Volley and Frost Shot starts to be more useful than Volley. In the late game where your opponents start to stick as a team is where Volley shines. Moving in for an auto-attack poke can mean suicide and is very dangerous, using Volley, which has a superb range ensures you take no damage from counter attacks.

Lastly, your ultimate, I don't think i really need to explain this. A stun, a slow, it's global, what other explanations could one possibly ask for?


Guide Top

STANDARD ITEMS:


VS HEAVIER CASTER TEAMS:


VS HEAVIER TANK TEAMS:


VS HEAVIER AD OFFENSE TEAMS:


Note that I didn't mention how to fight fast enemies, if you haven't figured it by now, you deserve a facepalm from the world.

Selection of items:
Berserker's Greaves:Every hero needs boots, this is the boots that suits Ashe best.

Phantom Dancer:This supplies a fair ammount of movement speed, attack speed, and critical chance to help, chase and heavily increase your damage output. One of this provides decent kiting and harassment potential. Two of these and you can pretty much chase any hero that doesn't have a movement ability. Two of these ensures you have decent move speed to kite and chase, decent critical rate to cover for your low damage and some good attack speed to cover your low damage even further.

Infinity Edge:This item is every AD carry's dream. Having it massively boosts your damage output. You would notice that in all the builds, there will be a boot, 2 phantom dancers and 1 Infinity Edge. This gives heavy attack speed, 85% critical rate and massive damage. With such a critical rate and attack speed, you can pretty much melt any unarmored unit in your path.

Madred's Bloodrazor:Most units tend to have an armor increase per level but not all champions have a magic resist increase per level, the damage and attack speed from this item contributes to making you even more destructive. The 4% of your opponent's hp in magic damage is a form of damage that melts tanks. This damage is NOT reflected onto you when your opponent has a Thornmail, which makes it perfect to melt tanks who massively armor themselves(including Thornmail) and ignore magic resist.

The Bloodthirster:Finally!!! AN ITEM WITH A LIFESTEAL! This item is gotten for its damage, not the lifesteal. The lifesteal is a bonus you have from this item to keep yourself alive when you are injured. To do this, just keep away from any enemies and attack the minions. Maximizing you damage is important as you have a 260% critical damage amplifier on each critical strike which will be every single hit once you pop the an Elixir of Agility. The critical damage modifier doesn't stack, so to max out your damage get a The Bloodthirster or a Sword of the Occult(NOT RECOMMENDED!) if you can guarantee that you won't die once at all and get this item to maximum stacks within 2-5 minutes. Otherwise, trust me, a The Bloodthirster works great.

Banshee's Veil:Having a Banshee's Veil will increase your health and magic resist, giving you increased protection against burst casters. This item has a passive effect that has a 45 second cooldown which will protect you even more. Blocking one spell can mean a massive lot of damage, for example, LeBlanc casting sigil of silence and then fires Mimic at you will cause her burst damage to drop drastically. Her Distortion would probably be used to close the gap between you and her for her to fire her full combo at you. Her Ethereal Chains is a skillshot and has to be aimed, dodge that and you'll only be hit by an ultimate dealing a little more than a single sigil of silence. This damage is reduced by your magic resist and tanked by the extra health from Banshee's Veil.

Last Whisper:Teams that stack both resistances makes it hard for you to take them down with a Madred's Bloodrazor, using a Last Whisper drops their armor and increases your damage by a massive loads. Some may ask, why not get a The Black Cleaver? Well, this Last Whisper and The Black Cleaver item decision occurs in the late game, a The Black Cleaver has a little more damage and some attack speed which can benefit you, but cutting the enemies' armor by 40% is far more precious to deal with a tank having 200 armor. Occurring in the late game, the enemies' armor is high, let's take 200 as an example and do the math.

Calculations


I hope now you see why i picked Last Whisper over The Black Cleaver.

Guardian Angel:Having this item would mean increased resistances but that's not all, with a team that fully aims at you first, your death and role as a "tank" when they aims attacks at you buys your team some time to damage the opponents a little before your revive and run or revive and finish the job. Of course in most situations this doesn't happen but if it doesn't, sorry to say, your team is weak.


Guide Top

As mentioned above in this guide, Ashe is a kiting hero. What do i mean by kiting? It means orb walking with your Frost Shot in a reversed motion where the enemy is the one chasing you and you are backing off. While backing off, while you fire your Frost Shots to slow your opponents from getting into range of you.Here is a video to show you what i mean. Pay attention to how to Vayne in the video moved and attacked.

Video:
Vayne doing an orb walk

The video demonstrates how to orb walk. Attacking and walking in this motion with your Frost Shot on ensures that your enemies cannot get into range for an attack, after all, Ashe has a pretty decent auto attack range of 600.

Oh did I miss what you should do in the early game? That was my bad, here is a pie chart i drew to show you exactly what to do in the early game.
!REMEMBER THAT THIS GUIDE REQUIRES MASSIVE EARLY FARMING, PATIENCE IS KEY, DO NOT GET TAUNTED OR TEMPTED INTO KILLING ANYONE! Loads of time for that when you're fed!


Guide Top

This is a short sector where i summarize what is important to Ashe.

  1. She needs to farm a Berserker's Greaves, Phantom Dancer, Phantom Dancer and an Infinity Edge as fast as possible to be effecttive.
  2. KITE WITH Ashe
  3. ABUSE THE Frost Shot FOR HAVING NO COOLDOWN and USE IT TO ORB WALK.
  4. View the enemy team before deciding on your last two items, do not just rush into the standard build.
  5. Try not to miss your ultimate :)

Knowing all these things, you can start playing Ashe already. The following sections are for your information and credits.


Guide Top

Teammates can help you a lot, you just never know when the situation calls for it.


Soraka is your best bet in the lane with you as a support, she restores your mana, heals you, gives you resistance and heals you again with her ultimate. If the opponents would win by casting spells, she can silence them to stop the casting for awhile. Any early game farmer's fantasy lane mate.


Janna is another decent lane mate to have with you, having a short knockup with Howling Gale can grant you a free attack, her shield from Eye Of The Storm protects you from damage and her Zephyr grants greater slow and decent harassment. If the enemies are sticky or have gap closers, a Monsoon is perfect, healing you and knocking them away, keeping you in safety's reach.


Sona isn't exactly the best laning partner for such a build of Ashe, however, it never hurts to have a double stun which can mean an easy kill or a lengthy lockdown for your opponent's mobility.


Galio literally puts a wall between you and the enemy where you can stand back and shoot calmly. With Idol of Durand activated, you have 2 seconds to take their prime target out, which is usually pretty easy because most of the time, their prime target is an AD or AP carry that has minimal resistance and no support from his/her friends when Idol of Durand hits their whole team.


Amumu again is not the best friend you can have but him locking down your opponents means you get large amounts of free auto-attacks that hurts on the enemies.


Malphite has an ultimate called Unstoppable Force to stop your opponents in their tracks for a little while, and his ground slam buys more time for you from some of their characters. If Malphite gets both a Frozen Heart and a Randuin's Omen, can you imagine how slow your opponent's attacks will be?


Shen has a short taunt where it can get you into range for Frost Shots. That's where the opponents cannot run. His Vorpal Blades also give some regeneration to you. An ultimate called Stand United for extra health? Why not?


Guide Top

Your worst enemies are gap closers. The following champions demonstrate such an ability.
Another type that can really mess you up is the invisible ones.
The last things I know that might mess you up are these:


Guide Top

My guide is finally complete, thanks to Jhoijhoi, I can decorate my guide a little more with the dividers he made, which is often seen in my guide.These are the dividers if you have not seen them.
THE REST OF THE IMAGES WERE MADE AND EDITTED BY ME.(ICONS ARE NOT IMAGES)