Ashe Build Guide by The50MPHMan
Not Updated For Current Season
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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.
Hello Mobafire, this is my first guide. I love Ashe so I think it's fitting that she is the first champion I make a guide for. This build is best for a bottom lane with support that can free farm and get good ganks from the jungle in order to get fed from the beginning of the game.
I go for Armor Pen Reds, Mana Regen Yellows, Attack Speed Blues, and Armor Pen Quints. The Armor Pens reds are basically necessary on any AD champion so that is no surprise. I go for flat Mana Reg so I can use Volley more often and still have the ability to use my Frost Arrow once I hit six if I manage to run low on mana. The Attack Speed blues can be substituted for CDR blues, but I opt for the Attack Speed blues since I don't find a use for the CDR at any point in the game. And Armor Pen quints in order to hit those tanks harder, but I have also seen Move Speed Quints be very viable as well.
For the masteries I tend to go 21-0-9. Ashe has no need for the defense, so that is useless. Ashe really needs to the Crit and Damage in the Offense category, and the Mana Regen and the Neutral Monster Buff duration increase in Utility.
It basically self explanitory. If your team is very far ahead and you tend to not be getting picked off, you can skip the Banshee's Veil and go straight for the 2nd Phantom Dancer, then get a 2nd Bloodthirster. But in the case you get the Banshee's Veil, a 2nd Phantom Dancer can be bought for more crit and attack speed, or I sometimes go for a 2nd Bloodthirster. Basically, the 6th item for this build can be completley situational.
I tend to max Volley as it is the most useful skill on Ashe, besides the Frost Arrow. I usually get Hawkshot next, that way I can get heavily farmed with the extra gold per CS. Then I tend to get Frost Shot since it's the last ability and teamfights usually don't occur until late game.
I tend to go for Ghost + Flash. Ashe is very squishy and needs as much escape as possibly. Although, instead of ghost, one could substitute exhaust in its place. Exhaust would give you advantage 1v1 against another AD or really shut down an AD in a team fight, but then Ashe doesn't have the ability to get away from danger as she won't have ghost.
The most important thing Ashe brings to the table is the ability to use the Frost Arrow. The Frost Arrow should be fired as soon as it comes off of cool down. The only time the Frost Arrow should not be used, is if a team fight is very close to occuring. Ashe can use the Frost Arrow to initiate the team fight, or to stun an enemy once a teamfight begins. Volley should be being fired constantly during a teamfight. With Ashe, make sure to stay behind the tanks, and pick off the enemy as they overextend. When an AP carry or AD carry advances in to range, toggle Frost Shot and chase them down. As soon as a team fight is over, don't just base and call it a win. Look for a chance to take dragon or baron as this Ashe build does a lot of damage. If you happen to be the last alive or the team fight went horribly, back off and wait for the next one, and try to get better positioning.
The build is great for high damage and quick kills. If Ashe is able to take out a huge threat early, this build will just shred through the rest of the team. If this Ashe gets farmed, it's GG if you have at least a somewhat competent team. Ganks from the jungle also help this Ashe build a lot.