Ashe General Guide by IIShaneII
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Hi my name is shane or ingame IIShaneII.
this is pretty much a newcomer guide to Ashe.
Ashe is Most frequently played by newcomers to the game of League of Legends, she is also the Character you will have to do the tutorials with.
Ashe as we all know is typed as an AD carry, high damage output from long range that works on Attack damage and Attack speed.
The key to playing a succesful AD carry is all about being able to put out a high amount of damage when needed while always remaining safe, this mean you position yourself behind you're team in team fights and mainly focus on taking out the enemy carries from a long range while staying out of harms way as much as possible.
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
Ashe Base Statistics
Ashe, the Frost Archer (450 IP) or (260 RP)
Ranged, Recommended, Carry
Release Date :February 21, 2009
Health 395 (+79)
Attack damage 46.3 (+2.85)
Health regen. 4.5 (+0.55)
Attack speed 0.658 (+3.34%)
Mana 173 (+35)
Armor 11.5 (+3.4)
Mana regen. 6.3 (+0.4)
Magic res. 30 (+0)
Range : 600
Mov. speed : 300
Note: these are the base statistics, the numbers behind the base values are the amount her base values increase per level.
For Ashe you want the pretty much standard 21/0/9 or 21/9/0 mastery, taking the 21 points in offense to max out you're damage output, now i suggest the 9 points in defences since utillity has nothing special to offer for ashe, yes more movespeed (outside of combat/useless).
anyway i believe 9 points in defence is the best option to go as it gives you the most sustain in combination with this item build
now you could go for the 9 points in utility if you are planning on taking red buff, if you do take this following spell to increase the duration of buffs that you carry as the red buff or baron buff, it is called "Runic Affinity"
i would prefer 9 points in defense as Ashe myself since Ashe does not need the red buff in lane to harass or slow.
Because as we all know Ashes' Q is a toggle move called "Frost shot"
Toggling this on to an active status will cause all her auto attacks to slow the enemy, this is the reason why Ashe does not necessarily need the red buff.
second of all i would prefer taking defense over utility since early game death timer is very short so no need to reduce that with another 10% and since Ashe is not all that mana intensive i do not see the need to take the increased mana or mana regen in utility i would prefer more Armour and magic resistance and not to forget increased total health for easier sustain during lane phase.
for Ashe i would recommend a pretty standard rune set up which i would pretty much use on any other AD carry.
for Red's or MarksI would recommend taking Flat AD called "the greater mark of strength" some people might prefer Armour penetration, i however think that with flat AD you're early game harass damage is more imposing and flat AD makes it a lot easier to last hit creeps because of higher base damage letting you kill the minions with auto attacks at higher health then when using Armour penetration.
for Yellows or sealsi would prefer to use Flat Armour called "the greater seal of resilience" gives you good resistance to the enemy Ad carry during lane phase as well as the rest of the game, pretty self explaining.
for Blue's or GlyphsI would take Magic resistance per level called "the greater glyph of shielding"
I prefer to have my Magic resistance stack as the game goes on, specially since in early game the damage's are not that high yet plus it is very common to see bottom lane played AD carry and support vs another Ad carry and support, so there is no real magic threat yet in lane phase, therefor i do not see the reason to take flat magic resistance.
for Purple's or QuintsI would again recommend the Flat Ad runes called "the greater quintessence of strength" for the same reason as the marks
For Items, i pretty much always start with Boots of Speed with 3 health potions, i do this on pretty much every AD carry, main reason is because carries are usually pretty slow champions not taking boots for start will leave you very slow in lane and therefor easy to engage and gank upon, specially if you're lane is even the slightest bit pushed.
the health potions are self explaining, they provide you with a huge amount of sustain during the early level's.
vampiric scepter, easy enough more flat ad and lifesteal and after i go for attack speed, you could go for the Berserker's greaves. I however go for the zeal first to build into static shiv. after i go for the BF sword, you need the damage, and it is another part towards your bloodthirster any money that you have remaining i would spend on either getting and extra ward if you're support does not ward well or buy extra health potions for lane.
the next item i wish to finish it the static shiv, easy farm tool and also the attack speed is a welcome extra, after it is very situational, do you need more flat damage and crit the infinity edge is ur thing, you need armour pen ?, go last whisper, i would always go last whisper before infinity anyway but sometimes it wont hurt to get infinity first, specially if they are not building any armour anyway.
after this i usually go for tier 3 boots, specially the furor upgrade is great for ADC's.
after finish what you think is best, Guardians angel for the revive and sustain if you need it, or build more damage as you think is fit.
Toggle): Ashe's basic attacks slow her targets for 2 seconds.
Cost: 8 mana per attack
Slow: 15 / 20 / 25 / 30 / 35%
Here you see the arrow, being all shiney and it creates a sort of spider web / frost idea under you're target, this way you see the Frost shot is toggled into active status.
As you can see here it is the perfect kiting skill
(Active): Ashe fires 7 arrows in a cone, dealing physical damage to each target hit. Each arrow will only hit one enemy, and each enemy will only be hit by one arrow. Volley also applies the current rank of Frost Shot.
Cost: 60 mana
Cone Width: 57.5º^(citation needed)
Projectile Speed: 2000
Cooldown: 16 / 13 / 10 / 7 / 4 seconds
Physical Damage Per Arrow: 40 / 50 / 60 / 70 / 80 (+1.0 per attack damage)
This is the cone in which the spread will fire, you can manually aim it
As you can see here how it works
(Passive): Ashe gains bonus gold whenever she kills a unit or destroys a structure.
Bonus Gold: 1 / 2 / 3 / 4 / 5
(Active): Ashe animates a hawk to scout for her, revealing terrain for 2 seconds as it flies towards a target location. Hawkshot reveals a wide area for 5 seconds when it reaches its destination. The hawk will reveal units in the brushes, but will not reveal stealthed units or objects.
Cooldown: 60 seconds
Travel Range: 2,500 / 3,250 / 4,000 / 4,750 / 5,500
Here you wil actually see it work.
It does have a range limit, but that range is quite long on it as you can see here
Enchanted Crystal Arrow
(Active): Ashe fires a large arrow in a straight line. If it hits an enemy champion, it will deal magic damage and stun that champion for up to 3.5 seconds based on the distance the arrow traveled. Additionally, surrounding units take half the damage and are slowed by 50% for 3 seconds.
Cost: 150 mana
Explosion Radius: 250
Projectile Speed: 1600
Cooldown: 100 / 90 / 80 seconds
Magic Damage: 250 / 425 / 600 (+1.0 per ability power)
It does have a minimum travle length as you can see here
Here you wil see how it actuallt works.
i find this very personal, i always try to max out volley and frost shot at the same time
mainly because volley is a good harass tool and farm tool, since it is a spread shot it will hit multiple targets at once it will hit anything in a cone in front of you, so you aim the cone where you want it to fire and you will see a spread of arrows being fired, so if you have a wave of minions that is all low just volley it to get all the farm at once.
the reason i max out frost shot second is because of its slow, it is a good tool to slow the enemy in any situation, either chasing or being chased, you can auto attack the enemy to slow them down making it easier for teammates to close in on them or to keep you're opponent slowed at distance to secure a get away, keep in mind that volley also apply's the same amount of slow as you're current level frost shot is.
also, the reason i do not max hawk shot
Is because the effect on it does not increase per level,yes it will give more gold per minion kill, instead of one gold per kill you might get 3 bonus gold per kill, but the range it travels does not really matter that much, it does not damage my enemies or slow them, so to me hawk shot is nothing more then a utility spell, left to level last.
You're ultimate "The enchanted Crystal arrow"
You level this every time you can, so that will be at the level's 6 - 11 and 16 final.
The damage on it will increase per level, which is the main reason.
Keep in mind that the stun will last longer, the longer the arrow has traveled, so if you fire it face to face with someone in lane it might stun him for even less then one second, it could also fire straight through them, as the arrow does have a minimum travel length before it will stun.
But on the other hand if you stun someone with you're ultimate all the way on the other side of the map, then the stun could last up till about 3 seconds.
For summoner spells i would suggest flash heal, or barrier if you want to go on the defense, or ignite if ur going for the offense
Heal to survive any type of sudden burst coming you're way think of thins like getting ganked or if the enemy has a blitz crank and he pulls you in, at that moment heal is good to have on Ad carry more then on Support, as the Heal give the user of the spell a healing of 100%, and any kind of ally only 50% and since it is usually the Ad carry that will get focused and not the support it is good to carry with you.
next is flash, flash is a good summoner spell to have to either just flash in on them to get the last hit for the kill or used as a get away tool, if you get ganked you pop heal to survive all the burst that was done to you after that you flash and hope it will get you to safety, this is specially important as Ashe has further no other escape tools.
Pros and Cons
- ashe has an inbuild slow on her Q, aka Frost shot
which allows easy engages as wel as Escaping.
- Next to Caitlyn and Varus one of the longest Auto attack range in the game.
- getting a point in hawk shot
early will give you extra gold to every creep you kill or champion you kill over the enemy. and on top of that you can shoot it to reveal an area for instance if you sense a gank coming in you can fire you're hawkshot in the direction you think it will come and it will reveal anything in it's path.
- Ashe also has a global ult "the Enchanted chrystal arrow"
she can fire this anywhere on the map and the longer distance it travels before hitting an enemy the longer the stun on it will last. it will also reveal the terrain is passes over currently so if there is an enemy traveling on it's path but it does not hit it but is in sight range, he will be revealed for a second or 2.
- very squishy, if you get focused correctly you are pretty much dead in the blink of an eye, so be very careful.
- Has no escape tools of any kind, graves has a dash Caitlyn has he knock back on her net Ezreal has his own sort of flash skill Tristanna has her rocket jump, Ashe has nothing of that.
- She also has a pretty low base attack damage as well as attack speed, but this will compensate later on in the game.
- Ashe's ultimate is really a gamble since there is no guarantee that it is going to hit.
I hope you guys enjoyd reading the guide, i have put quite some time into making it, maybe not as much as some others but stil enough time to hopefully make it a succesful guide to many of you reading it.
Please do not downvote it for no reason, if you feel the need to downvote do it base on a solid and argument based reason, and dont be afraid to post it as a comment to the guide, any critisism is welcome.
If you wish to upvote the guide that would be awsome, thank you for that in advance, if you feel the need to leave a comment while you upvote be my guest, the more constructive critisism or positive feedback on the guide the better is my opinion.
And in the end i hope you had as much fun reading it as i have had making it.
Catch ya'll when ever i decide to make another guide !