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Ashe Build Guide by jhoijhoi

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League of Legends Build Guide Author jhoijhoi

Ashes to Ashe's

jhoijhoi Last updated on March 26, 2016
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Ability Sequence

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

Masteries

5/
Fury
 
 
Sorcery
 
 
 
 
 
 
 
 
5/
Vampirism
 
 
Natural Talent
 
 
 
 
 
Bounty Hunter
1/
Oppressor
 
 
 
 
 
5/
Battering Blows
 
 
Piercing Thoughts
 
 
 
 

Ferocity: 18

Wanderer
 
 
5/
Savagery
 
 
 
 
 
 
 
 
5/
Merciless
 
 
Meditation
 
 
 
 
 
Bandit
1/
Dangerous Game
 
 
 
 
 
Precision
 
 
Intelligence
 
 
 
 

Cunning: 12

Recovery
 
 
Unyielding
 
 
 
 
 
Explorer
Tough Skin
 
 
 
 
 
Runic Armor
 
 
Veteran's Scars
 
 
 
 
 
Insight
Perseverance
 
 
 
 
 
Swiftness
 
 
Legendary Guardian
 
 
 
 

Resolve: 0



Threats to Ashe with this build

Threat
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Threat Champion Notes
3
Quinn Quinn's lower range and little harass in the form of abilities gives Ashe an advantage in lane. However, you must be careful of her hard engage where she can bring a blind from Blinding Assault and move into range of you with Vault.


Who am I?
Greetings MOBAFire! I'm jhoijhoi, a casual gamer who's been playing League of Legends since the middle of Season One. I’m currently sitting on Platinum 4 on the OCE servers this Preseason. Ashe was the first champion I unlocked and I have played over 500 games as her through every Season and Elos from Silver to Plat (and hopefully Diamond someday soon!). In addition to my own experiences playing Ashe, this guide has been picked over with a fine-tooth comb by the following players: Roxil (Diamond 4, ADC Main), Warlemming (Platinum 4, APC Main) and more to come (currently reviewing).


Why Ashe?


Ashe can be a viable pick in Ranked or Normal Queue to fulfill the role of AD Carry bottom lane in Summoner's Rift; however, she is heavily dependent on team composition. As all champions, Ashe has her weaknesses and her strengths. Ashe’s greatest asset is her ability to initiate ganks, skirmishes and teamfights with Enchanted Crystal Arrow, but this comes at the cost of low mobility and few defensive abilities.

pros
cons

Guide Contents
This is a Marksman Ashe guide, written specifically for duo-bot lane on Summoner's Rift . This guide will cover runes, masteries, summoner spells, ability sequencing and ADC tactics and gameplay. Items will be discussed in-depth, as will the potential competition bot lane. In short, this guide aims to cover as much as possible about playing Ashe bot lane.

Good luck of the Fields of Justice, Summoners!
jhoijhoi





Ashe’s Allies & Foes
Ashe synergises well with some champions and is countered by others. Below is a brief guide of which types of champions would be ideal in your team composition, and the types of champions who can prove difficult opponents for Ashe on the Fields of Justice.

Synergy
Ashe is a champion who relies mainly on landing Enchanted Crystal Arrow to catch someone out of position. As such, any champion who can capitalise on a long range stun + slow on the surrounding enemies is a good pick with Ashe. Compared to other AD carries like Graves, Corki or Draven, Ashe has little to no burst damage as she relies more on chasing and kiting her foes with Frost Shot and harassing with Volley (and dealing sustained damage with Ranger's Focus), thus Ashe is best off with a support who can help protect her in lane and help her reach the power spike of level 6 without being punished too hard.

Counter
A lot of champions can counter Ashe in many different ways. Any sort of CC or multiple CC that disrupts Ashe OR her allies that are supposed to be protecting her is a good counter. Junglers and top laners who can bypass Ashe's line of protection spell trouble for Ashe, such as Irelia, Jax, Olaf, Singed, Shen; they can get to Ashe and then displace her/damage her, or force her out of the fight so it's 4v4. Enemy bot lane compositions of marksmen and supports that pretty much pwn Ashe in lane are those that can capitalize on her weak dueling ability before level 6.



Get Out of Jail Free Cards
Summoner Spells are extra abilities that give you various advantages in game. Marksmen traditionally pick Summoner Spells that have a wide range of utility. Other than the two primary picks below, Ashe could also take Cleanse if against team compositions with tonnes of CC or Exhaust if against auto-attack based champions with dive potential like Jax or Tryndamere.
Flash
Flash is vital on Ashe in order to stay alive in early engages and late game team fights as it is an incredible positioning tool. Flash can be used to create a gap between you and a bruiser or assassin, to dodge dangerous CC spells, to retreat over walls or sometimes even to secure kills if you do not have the range to finish off a low health opponent with a standard Volley or auto. Without Flash, Ashe is very vulnerable, so play cautiously when the spell is on cooldown. Replace this with Ghost if you are not yet summoner level 12.
Heal
Heal is currently the strongest defensive summoner spell to take on Marksman (aside from Flash) due to its low cooldown and added utility in the form of a short-duration speed buff. Do not get the idea that this is not only a defensive spell though, you can use this to bait out your opponents and have that extra health you need to win a fight in the bot lane or even a team fight. Since it affects both you and one other champion, it’s quite powerful in 2v2 bot lanes and retains its efficiency in team fights. It’s very important for marksmen to remain alive during team fights in order to continue dealing damage, so Heal is recommended for most situations.



Levelling the Playing Field
Quints
Running 3x Greater Quintessence of Attack Speed allows you to auto-attack more in lane and gives you a faster projectile animation, which can be an advantage early game. Alternatively, running 1x Lifesteal Quint can help your sustain in lane until you pick up a Vampiric Scepter until mid game. If you’re just getting into the ADC role and only have AD Quints (which are cheaper than AS Quints), 3x AD Quints are reasonable to run until you can afford AS Quints

Marks
9x Greater Mark of Attack Damage are taken for the early game potential as AD is such a potent stat to acquire throughout the game. AD runes allow you to push the minion wave more quickly (and sustain from Lifesteal), which makes it easier to trade with a minion advantage, harass with Volley without obstruction, and damage the enemy tower. I personally run 8x AD and 1x Crit Chance - that 1% extra crit chance can turn an early fight in your favour if you get lucky.

Seals
As you will be taking damage from the enemy marksman, autoattacks from the enemy support, minion damage and often physical damage from the jungler early game, Greater Seal of Armor and are very useful. These runes will also allow you to trade damage more effectively and the small amount of damage resistance can save your life at any stage of the game. You most likely have Armour Seals, but in the event you don’t, Flat or Scaling Health will be an okay substitute.

Glyphs
9x Greater Glyph of Magic Resist serve mostly to protect Ashe from early harass from the enemy support (most supports deal some magic damage) as well as mitigating some magic damage from marksmen such as Corki, junglers and especially mid laners - I recommend these runes if you know you will be up against a lot of magic damage harass. Most champions deal some sort of magic damage, even if they don’t build AP. Greater Glyph of Scaling Magic Resist protect Ashe in the late-game. Alternatively, if playing ranked and you notice that bot lane does not have much magic damage at all, run 5x Attack Speed Glyphs for more power early game. Snatching the advantage early game can close out games much faster.



Customising Your Laning Experience
Let me preface this chapter by explaining the Mastery Trees in Season 6. Keystone Masteries are supposed to completely synergise with your champion and beyond that, the other mastery points have been rejigged so that now more than ever, you can customise to suit your playstyle. In that sense you can choose to focus on covering areas of weakness, maximising areas of strength or increasing the utility of items/mechanics in the game. There are a few masteries that are absolutely vital on Ashe, and the others are my personal preference.

Ferocity
Ashe is an attack damage carry, or marksman. As such, her primary role on your team is to dish out as much damage as possible via Volley and Ranger's Focus-infused auto-attacks. It is standard to run a 18/12 set up, to get a keystone mastery in one tree. To maximise your last hitting potential in lane, take Fury for the increased attack speed that will allow you to CS easier in order to earn gold to buy items later. Sustain in lane is important and Vampirism will allow you to maintain a healthy status. Grab Battering Blows for increased damage throughout the game. Oppressor synergises well with Frost Shot, as does Fervor of Battle with Ranger's Focus and both scale well into the late game. The above mastery points are essential on Ashe. Below are suggestions for the remaining 12 points.

Cunning
This mastery tree is an amalgamation of all sorts of goodies. I run 12 points here on Ashe and depending on the bottom lane composition, switch between Bandit (some extra gold gen in lane when harassing, when with or against a support who promotes a passive lane) and Dangerous Game (instant health and mana restoration on kill or assist if with a support who can help set up kills). Grab Secret Stash for tasty biscuits that upgrade your potions. Merciless is vital towards killing low health opponents. Savagery helps with last hitting minions.

Resolve
Marksmen are renowned for being somewhat squishy early game. Ashe is especially vulnerable due to lacking an escape mechanism. To beef up our ADC, you could spec some points here. Top up your passive health regen with Recovery and scale up your early-game survivability with Veteran's Scars . Take Tough Skin for reducing enemy auto-attack and aggro’d minion damage. However, summoner's who decided on the Resolve Tree are more concerned with Runic Armor for strengthened heals, shields and lifesteal and Insight for lowered cooldown on Flash and Heal; both masteries could be the difference between surviving a trade or a gank.



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

Frost Shot
Frost Shot is Ashe's passive. It grants Ashe an on-hit slow that is more powerful as she levels up, and changes how she critically strikes. Instead of a % chance to crit, she deals 10% + her crit chance (times 1.5 with inf edge) additional damage to targets affected by frost shot. For example, if you had an Infinity Edge and no other critical strike items, your attacks would deal 10% +(20%*1.5) = 40% more damage on every attack after frost shot is applied.
Ranger’s Focus
Ranger's Focus grants Ashe stacks of focus whenever she does a basic attack. When she has 4 stacks of focus, she can activate this skill, consuming all stacks of focus grants a boost of attack speed and additional damage for 5 seconds. Her attacks become a flurry of arrows, applying on-hit attacks only once, but on-attack effects 5 times. For example, they apply 5 stacks of The Black Cleaver on each attack. This is your primary sustained offensive steroid and should be maxed second.
Volley
Volley is a cone AoE ability that deals physical damage and applies Frost Shot. The cooldown lowers significantly with level along with a minor damage increase. The arrows of this ability can only deal damage once to a target, but can hit a target multiple times, so a large target such as Cho’Gath can block Volley for his teammates. This should be maxed first.
Hawkshot
Hawkshot should be maxed last since the cooldown reduction is not significant. It has a travel time unlike Scrying Orb, but reveals everything along the way temporarily, and has global range. When using Hawkshot, aim to cover the whole map unless you need lingering vision of a certain area, such as when identifying key locations in the jungle to grant vision and thus knowledge of the enemy jungler’s route - this information can prevent lanes from being ganked and save lives.
Enchanted Crystal Arrow
Enchanted Crystal Arrow is a skill-shot stun that can travel map-wide. The further you are from the target, the longer the duration of the stun - this mechanic essentially rewards Ashe players who can time and aim ECA across great distances. Please do note that landing map-wide stuns requires practice. Max ECA as soon as possible for the damage and lowered cooldown.


Item Specs Breakdown
Critical Strike

Attack Speed

Life Steal

Armour Pen.

Armour

Magic Resist

Health
Early Game Items
On Spawn
These are the standard items to buy on any ADC on Summoner's Rift. Warding Totem grants you vision bot lane; learn to juggle warding brush with your support. After level 9 swap it out for a Farsight Alteration. Doran's Blade gives you stats that increase your damage, boost your health and give you sustain via life steal; don't build more than two of these items. Buying Doran's means you don't need to buy Vampiric Scepter until much later. Attacking minions or enemies in lane, when equipped with a Doran's Blade will result in small amounts of health regen. This first Health Potion can be used in many different scenarios early game - using potions effectively will be discussed in the gameplay section.
First Back (#1 or #2)
Ideally, you will not be recalling until after you hit level 6. That’s not to say you should aim to remain in lane until 6 - don’t stay in lane if you are on low health and getting zoned, that’s a key time to recall. I won't spend too much time here talking about unsafe conditions and tower dives, but don't stick around in lane if you're concerned about ganks or dying in general. By level 6 and assuming you have been CSing well, you should have enough gold for a component of Infinity Edge. If you've recalled with more than 1300g, buy B. F. Sword, otherwise buy Pickaxe; these items will increase the damage of your auto attack Frost Shot, Ranger's Focus and Volley. If you are low on cash (forced to recall early or missing significant amounts of last hits), pick up another Doran's Blade or a Vampiric Scepter. Consider how much cash you have left - keep a Health Potion in your inventory until level 15, in which case if you have a spare slot, purchase a pink ward.

Mid Game Buys
Core Items
Ashe is as traditional as ADCs can get; she performs the best through auto-attacking. The best way to amp your auto-attack damage on Ashe is through critical strike and attack speed. Infinity Edge and Statikk Shiv ensure that she crits on half of her auto attacks. Statikk Shiv gives Ashe strong waveclear due to its charged lightning chain that can hit up to 4 targets. You should upgrade your boots after or during the purchase of your first big item.
Life Steal
The Bloodthirster is an offensive AND defensive pick; it grants you a shield on attack that absorbs more damage the higher level you are, and gives you a significant boost in life steal. Again, build it when necessary - early/mid game the Vampiric Scepter component is enough to keep you healthy. Blade of the Ruined King is useful against health-stacking enemies. Its active slow is as good as Ashe's Frost Shot at level 12 - but what is useful is the instant health heal upon using the active.
Critical Strike Powerspike
To significantly boost your dps, build either Rapid Firecannon or Runaan's Hurricane. Both have different advantages and disadvantages. Rapid Firecannon synergizes with Statikk Shiv, allowing for extremely powerful energised shots (as much as 700 damage on critical strike), while Runaan's Hurricane allows you to attack (and slow) three targets simultaneously.
Armour Penetration
While it's likely that you'll be facing a tanky enemy of some sort, whom has a Randuin's Omen or Frozen Heart, you're not going to need Last Whisper or it’s upgrades early game. Build it when it becomes necessary - it recently was changed to affect Bonus Armour only, so it is only effective against opponents building large amount of armour. The Black Cleaver is back on the scene for Ashe - as Ranger's Focus applies 5 physical damage stacks, Black Cleaver's armour shred is applied instantly to the target. Additionally, Black Cleaver affects total armour, making it more effective against non-armour stacking opponents than Last Whisper items.

Late Game Buys
Choose Survivability
Buy a defensive item that best counters your biggest weakness. Banshee's Veil is the best passive survivability item you can buy against burst casters; it gives you a spell shield, some health, some magic resist and boosts your health regen. However, if you're up against a primarily auto-attack team (AD mid, AD top, AD jungle), a Randuin's Omen may soften those blows and give you a chance to escape. Lastly, Quicksilver Sash into Mercurial Scimitar gives you a Cleanse that removes all debuffs, including ultimates such as Zed's.
Trinket Upgrades
Ashe has great map vision with Hawkshot. This does not mean she should forsake the utility of her trinket. Farsight Alteration will greatly increase your team's sustained vision of the map, granting vision at a huge range instantaneously and leaving a 1HP ward for ongoing vision. It is very useful for scouting brush before entering it, and for checking Dragon and Baron to make sure they’re not being taken by the enemy team.
Enchantments
Enchantment: Furor is useful when in combat, granting a large amount of movement speed, which will aid Ashe in kiting opponents. Otherwise, buy Enchantment: Alacrity, which gives you a little bit more movement speed at all times, making it easier to traverse the map.
Elixirs
Elixirs are a temporary power spike. If you’re looking for a boost in damage for the next teamfight, or if the game drags on long enough for you to become full build, purchase an Elixir of Wrath. Keep in mind that elixirs only last 3 minutes and cost 400g, so you need to weigh the benefits of spending 400g when it might delay your full build (obviously no longer matters at full build). Elixir of Wrath grants you an attack damage buff and 10% life steal for 3 minutes.



Loading Screen


As the game is loading, check to see what you'll be up against. In the above image, you can see that I'll be facing Kalista+ Bard bot lane, that mid will be a match up of Cassiopeia and Riven, top lane is Vladimir vs Alistar and the junglers are Jax and Lee Sin. Simply knowing where each champion will be informs you of what could occur bot lane. Is there a Karthus? Watch out for when he reaches level 6 and don't let yourself get low. Was that a jungle Rengar? He's got a lost of burst and favours lane ganks through brush. Mainly though, take the time to look at who'll be bot lane. Below I've got a brief sort of summary of volitile vs defensive compositions and what to watch out for. (coming soon)


Before Minions Spawn

As soon as the game starts, purchase your Doran's Blade, Health Potion and Warding Totem from the shop (press "P" on your keyboard to bring up the shop menu). Allocate your first skill point into Volley. Now head to the strongest jungle buff closest to bot lane; if you're on Blue Side you'll be walking to Red Buff - if you're on Purple Side, you'll be walking to Blue Buff. Blue Side typically hangs around the brush surrounding Red, or in the tri-brush joining river to jungle bot lane. Purple Side hangs just on the edge of the river/entrance to allied jungle in front of Dragon. What you're doing is providing vision for your team - when you are standing in these areas, you are guarding your jungler and giving him advanced warning of an invade.

Minions will spawn at 1 minute and 15 seconds. At 1:40, all jungle camps will spawn. You and your support should help the jungler get the camp's health (Gromp, Kruggs, Blue or Red) down low. The jungler will typically Smite the camp straight away to obtain the buff and give you a clear indication of how much you should help with a few auto attacks (~3) and a Volley before heading to lane. Make sure you don’t stay too long and miss a minion or two in lane!


Getting to Lane & CSing

Regardless if you're on Purple side, don't walk through brush or river to get to lane; if on Blue side, you may have to walk through tri-brush, but use caution and don’t walk through river to lane. In general, try and take the safe route there, taking into account the information on the screen (can you see enemy bot lane?). Once you get to the lane, you have two options:

1. Harass the enemy with a Frost Shot-infused auto and/or Volley
2. Last hitting (CSing)

If the enemy is within range, tag them an auto. As Ashe's auto-attacks apply a slow, she is rewarded greatly for harassing enemies - we will go more in depth about harassing later. If they're not in range (or behind minions so a Volley would be ineffective), start auto-attacking the minions, but ensure you get the last hit when the creep is on low health. Landing the killing blow on an enemy minion or neutral monster not only awards you Experience and Gold, vital towards buying items and levelling up, but also allows you to farm safely without unintentionally pushing your lane. Last hitting as the ADC is incredibly important. At the beginning of the game, you want to kill as many minions as possible, as early as possible.

Exceptions to the rule: If your support has a Relic Shield charge up, allow them to last hit the siege (these start spawning on wave 3) or melee minions, as they grant more gold. Communicate with your support before laning phase as to what minions they want to last hit with the Relic, tell them to ping which ones they want to take and when they ping them let them have it.


Level 1: Volley & Rushing Level 2

The first few minutes in lane are essential. Both sides will be competing to get to level 2 first, as this is a considerable power spike for many duo lanes - the ADC traditionally gains access to two damage abilities and the support will now have two CCs or a sustain. To get to level 2, you need to auto-attack the minions as much as possible to speed up the experience gain (ensuring you get the last hits also, for the gold). Ashe's all-in at level 2 isn't the best, so if the enemy ADC pushes the lane to get to level 2 first, back up as this is a crucial time where the enemy will attempt to push their level advantage.

While Ashe's level 2 burst damage isn't the best, her level 1 ability does a lot of AoE damage. Volley is Ashe’s primary damage ability, her form of waveclear and her harass tool. Volley’s range exceeds Ashe’s autoattack range, so it can be used to poke more safely from a distance. However, remember that Ashe has a relatively low mana pool and poor mana regeneration, so don't spam Volley too often and keep your mana bar at a minimum of 60 mana (though preferably 100). Keep in mind that Volley can be blocked by minions, monsters and champions so make sure you don’t waste your mana trying to hit an enemy behind a minion. Lastly, multiple Volley arrows cannot hit the same target. In the picture above you can see how far Volley reaches and how the arrows separate in distance the further they travel.


Level 1: Frost Shot - Kiting & Orb Walking vs Auto’ing
Let’s take a second here to talk about the difference between auto-attacks and targeted attacks and how orb walking and kiting go hand-in-hand. Orb walking refers to attacking something, moving, attacking and then moving - rinse and repeat. Specifically, attacking and then immediately moving; this cancels the full attack animation. Ashe's attack animation consists of drawing back the bow, firing and winding down. By moving straight away after the arrow hits the target, Ashe does not complete her full animation, meaning she does not have the wind-down animation that prevents her from another attack. Animation cancelling/orb-walking is different to auto-attacking, as auto’ing refers to right clicking a target and letting the command continue indefinitely, that is Ashe will continue to attack automatically (hence auto-attack) and complete a full cycle of her attack animation each time.

What's all this got to do with Frost Shot? Ashe's passive, Frost Shot, applies a slow to her auto-attacks, making Ashe the Queen of Kiting. In general, kiting refers to attacking an enemy with ranged attacks or abilities while maintaining a safe distance via orb walking when pursuing/chasing (offensive) or fleeing (defensive). Kiting originated from the analogy of flying a kite, where the attacking champion (the person) holds the target (the kite) at a safe distance (the string). This feat is often performed by ranged champions against enemy melee champions. While kiting, the ranged champion makes use of their superior range, mobility and/or CC to damage the enemy champion without taking damage themselves. Everything in moderation, however. Whilst you can kite an enemy all the way to their tower, as I've done in the screen-shot, you have to be aware of your surroundings.

Additionally, there are some cases when you will want to focus fire and juggle your attacks to apply slows to multiple enemies. The slow lasts 2 seconds; that means if you attack one person, then another, then go back to the original, you've slowed two targets. Splitting focus like this often occurs bot lane when your original target burns summoner spells to escape, OR when you are being chased and need to slow multiple people to ensure safety for yourself/an ally. It is important to note that split-focusing can be detrimental if applied unnecessarily, as an ADC’s damage (even just one auto) can be the difference between one kill or none at all. Rule of thumb: focus down one target first, don’t let greed or the promise of multiple kills fool you into slowing the entire enemy team, but not killing any of them.

Level 2: Ranger’s Focus

Ranger's Focus is Ashe's Q ability. Put simply, it's a steroid that you can access as soon as you skill a point into Q. When activated at four stacks, Ashe gains an attack speed boost and increased damage for her autos. Stacks are gained by auto-attacks only.


Scratch Damage & Minion Aggro

425 525 500 550 575 600 650 700

The above gives you an indication of the ranges of ADCs at level 18, without taking into account abilities or items. Generally, it is easier for Ashe to poke opponents of shorter ranges. So how to poke? An ADC will always move towards a low health minion to get the last hit. You can abuse this mechanic by waiting for the enemy ADC to go in to last hit, and hit them with an auto-attack. When the enemy ADC fires a projectile, they will not be able to fire another one until the last hit is complete, meaning this is the safest time for you to get in some scratch damage. A natural response to being attacked is to back away from the source of the damage, hence missing CS. If you keep this scratch damage up, the enemy ADC will get lower and lower in health, and you'll establish lane dominance.

Keep in mind that you will be at risk of receiving scratch damage too. When one of the enemy minions is low and you're going in for the last hit, he will auto you. To avoid this from happening, try and position yourself behind allied minions and some distance from the enemies. This will not always be possible, but try and minimise the risk of being hurt. If you are tagged with scratch damage, kill the minion and then auto-attack the enemy. Use Volley straight away to prevent the enemies from being able to retaliate. If the support goes in on you, tag them with a Frost Shot imbued auto-attack and walk backwards, out of their range.

So the theory of scratch damage is not a technique that exists in isolation from the rest of the game. In the lane with you are enemy minions who will switch their focus to you when you attack their allies. Early game 12-25 damage doesn't sound like much, but turn that into a whole wave of minions autoing you and you've lost half your health by not paying attention. To quantify minion aggro: 6 melee minions = 3 caster minions (the ranged ones) = 1 cannon minion = the equivalent of a Pickaxe of damage. With this knowledge, you can attempt to position yourself in locations that cause as little minion aggro to yourself as possible, but maximum minion aggro to the enemy, so when they retaliate, 4-6 minions will rain fire on them. Note, you can drop minion aggro by dipping into brush; when minions lose sight of you, their aggro is reset.

Level 4: Hawkshot

Once you hit level 4: allocate a point into Hawkshot - why wait to level 4? Ashe’s early game laning is weak and if the enemy lane knows this, they will engage skirmishes continuously. Grabbing just that one extra point in Volley can help you win a trade. Hawkshot functions primarily as a tool for gaining vision in lane bushes and checking the river or tribush for the enemy jungler. Some junglers have the capacity to gank at level 2/3, but most will have cleared the jungle once and recalled to buy an upgraded jungle item.

Hawkshot's long cooldown make it less than ideal for general map vision, so use it only if you need vision of the target area immediately. You can use Hawkshot to reveal an area of the map ahead of your support (or another teammate) that wants to place a ward there. Checking the area with Hawkshot first reduces the likelihood of your teammate getting caught and killed trying to ward. You can also use Hawkshot to check enemy jungle camps to check their progress. Below is an image of some of the common Hawkshot paths I aim for, with the revealed camps listed. In general, I try to provide as much information to my team as possible. If they know that Blue and Wolves are gone on enemy side, that narrows down the places where the jungler can be.




User Interface
So far I've covered a few aspects of gameplay that I'd like to discuss a little further with this chapter about tacit knowledge; the stuff you inherently pick up as you play the game, but when pointed out seem so obvious, despite how much they impact on your gameplay.

::Bounty Count:: This indicator will give you an at-a-glance understanding of how fed the enemy champion is. Please note that this only gives you an idea of the kills a champion has, not the CS, assists or items of the enemy.

::Champion Level & Experience:: As per the level 2 rush, watching the experience gain of your enemies is an absolute necessity bot lane. Knowing your opponent and when they unlock their power spikes is key to a steadier laning experience.

::Health Bar:: Look very closely at the bar. You'll notice that there are little blocks inside. Each block represents 100 HP. While all health bars are the same size, the little blocks are different and tell you how much health the champion is actually on.

::Mana (or Resource) Bar:: Watch yours, your ally's and the enemy's. Ally has no mana? Don't rely on them for cc/damage/healing/shielding in a fight. Enemy ADC has no mana? Now they can't utilise any escape or cc abilities. You have no mana? The enemy will see this and may try to engage on you.

::Cooldowns:: Take note of when summoner spells or abilities are on cool down. If enemy Janna's shield has just disappeared, attack, as it won't be up for another 10 seconds. Exhaust just been used? It's not down for 210 seconds. Inform your jungler when the enemy bot lane uses summoner spells.


Controlling Your Zone

Your zone is the area you are able to control with your champion. Zoning is the act of controlling your enemy's positioning and/or making them afraid of entering your zone. Zoning effectively will mean the enemy will have a much harder time funding items mid- and late-game due to not being able to last-hit minions for gold. Additionally, by pushing enemy champions far back enough, you can even deny them experience from dying minions. Both of these things together can be extremely advantageous throughout the game, as your opponents can be both undergeared and underleveled.

Different supports and ADCs have different zones. For instance, champions who can engage with distance automatically have a bigger zone ( Leona, Thresh, Blitzcrank). Buffer zones (coming soon).

At the beginning of the game, your support will most commonly zone automatically by taking control of the brush in lane closest to your tower. Their presence in that brush means the enemy cannot occupy it without facechecking or placing a ward. That's not to say that your support WILL REMAIN in the brush - this is just a possibility. You can zone by standing behind the enemy minions (closer to their tower). This type of zoning so close to the enemy tower can be dangerous if they have good engage, so only zone like this when you have vision to warn of incoming ganks and an allied minion wave to retreat behind.

Now flip the tables. You've lost control of a zone, either because the support has left it to ward the river, a ward has expired, etc. In some cases it will be difficult or impossible to regain a lost zone; imagine a support Leona has walked into "your" lane brush and bullied your support out of it, making it too risky for your own support to attempt to stay in that brush. You have three options if this occurs: (1) respect that you have no vision (thus information) about Leona and stay away from the brush, ensuring your support is nearby to protect you, (2) ward the brush in a manner that doesn’t endanger either you or your support or (3) you can communicate with your support to face check the brush and force Leona out of the brush together (proceed with caution and do not attempt if unnecessary). If Leona retains control of the brush, you are in an unfortunate predicament as it means at any time she can cut you off from the safety of your tower. Always be aware of how you are zoing or being zoned.


Level 6: ECA & Early-Mid Game

If you do not hit level 6 first, be very cautious of the enemy bot lane. Like the level 2 power spike, level 6 is when ultimates are unlocked, ranging from AoE stuns to damage amplification to global heals. As you are in a duo lane, top and mid lane have most likely already hit 6, so you have to have a lot of respect for potential interference from other lanes. So keep an eye out and if bot lane gets level 6 before you do, back right off to a safe distance from your opponents. You want to be a proactive player and reactive player - by this I mean you want to be able to predict plays and then react if they do happen. Anticipating trouble means you can force a fight to go the way you want - don't let yourself ever fight under their terms if you can help it.

If you hit 6 first (or if you've backed up into a favourable position that is on your terms), be ready to engage. Skill a point into Enchanted Crystal Arrow and aim your cursor at the target who you’ve determined is the most valuable to disable. For instance, against a Soraka lane, killing Soraka is more beneficial as it allows you then to zone the enemy ADC. However, consider Janna - ulting Janna will not result in a kill, as once out of the stun, Janna will shield the ADC, not herself. You need to be prepared to capitalise on your stun landing - this means knowing your support can follow up with more CC and damage, and actually following up your engage with Volley and auto attacks.

How do you aim ECA? It is a skillshot, so it relies a lot on your prediction skills and whether the enemy team has vision of you/whether you're telegraphing your your intent to ECA. In fact, ECA is often more successful if fired in the opponent's Fog of War. I want to talk a little about landing ECA. You're playing Ashe and you will feel a lot of pressure to land your ults. In fact, the chat will be alive with "Ashe has ult, let's go" or "Ashe, ult!". Firstly, don't just shoot blindly into the fog of war. Analyse the field, and as airy-fairy as this sounds, follow your instincts. Hesitating on firing an Ashe arrow can cost you the teamfight. In a worst case scenario, you score a field goal with your arrow, best case scenario you hit the target. Once you get a feel for how long it takes ECA to travel across certain distances, the ability to time and successfully hit targets will feel natural to you, it just takes practice. Please be aware that champions have multiple methods of evading ECA, so if an ally lands CC, you need to follow up immediately.



If your ECA doesn't hit a target, clear the minion wave and recall. Ideally, that was your first recall and now you have a few nice items ( B. F. Sword or Pickaxe + Boots of Speed). Your ability to last hit will now be easier, due to increased damage, so if you've been last hitting poorly, now's the time to make up. The enemy ADC will also have a few items, so be wary of that - for instance, as soon as Vayne builds Bilgewater Cutlass she becomes a lot more of a threat, lethal - or consider a Draven with a BF Sword and empowered Q.



Jungle Farming

Depending on whether you are on Purple or Blue side, you can grab Gromp/Krugs on your way to lane or during waves if you have been zoned away from the lane too much; killing jungle camps gives you an increase in experience and gold, meaning you will hit levels faster. Practise this in a custom game with a friend before trying it yourself in a normal, to gauge the amount of damage you/your support can take. Once you have some lifesteal, you can tank the minions yourself. As Ashe is ranged, you can stand is certain positions where the monster won't be able to reach you, but will keep trying to get to you, meaning you actually take no damage - practising in a custom game will reveal these spots to you.

In general, do not attempt to farm jungle minions when the enemy lane is pushed to your tower and your support is with you - jungle minions take longer to kill and can soak up a lot of time as well as damaging you/your support and meanwhile, your tower is being chipped. (Not to mention that your jungler needs to the farm) An exception to this rule is if you are in a 1v2 lane (for whatever reason, your support is roaming or died etc) and you will get tower dived if you are alone under tower - it's safer to farm the jungle until your support returns. While lane minions are better, dying is worse! As you progress through the game, and leave your lane, jungle farming becomes more and more important; the extra gold and experience can mean everything in a teamfight.


Pushing a Lane vs Freezing
Often you'll read or hear statements such as, "Don't over-extend or push the lane, you could get ganked", but the author never really explains what that means. The river SHOULD be warded for your duration bot lane, but there are other places that a gank can come from. The idea of "not pushing a lane" ensures that you are near your tower, thus far less vulnerable from ganks. However, there does come a time when you will WANT to push the lane in order to cause pressure. Pressure refers to causing the enemy team to focus on reacting to something occuring on the map.

How to push? (coming soon)

When to push? For instance, if you just killed bot lane, it is ideal to push your creep wave to the enemy tower, so that the tower kills the creeps, denying enemy bot lane that experience and gold. Pushing the wave to the enemy tower also gives you a safer opportunity to attempt dragon. In the screenshot to the left you can see that I'm safe to push bot lane as I have clear vision. Even if you don't have vision of the river, you can use awareness of enemy positions to help you make the decision on whether it is safe to push - did you just see the enemy jungler top lane? That means they can't be bot lane to gank you until he runs all the way down which takes around 40 seconds with Boots of Speed. Did allied top lane call that Hecarim used Teleport top get back to lane? That means you don't have to be worried about a Teleport gank for another 5 minutes.

Slow push? (coming soon)

Can Ashe split push? Should she? What does “split-push” actually mean? Split refers to the idea of an ally that is “split” away from the whole group and pushing is causing a lane to build up with minions. When you are split from your team, the enemy has to decide whether to deal with you, or with your team. Let’s talk about how to split push. Once you've acquired Statikk Shiv or Phantom Dancer, your split-pushing abilities combo'd with Volley are potentially high. Due to the extra movement speed you gain from the built-up Zeal, you are able to get to lanes quicker, AND return safely to allied territory faster from danger zones. Head to a lane that is not pushing in your favour and push it as far out as you dare before retreating and heading mid, grabbing jungle minions along the way. Why head mid lane? One you've pushed another lane so that it becomes a problem, you need to immediately capitalise on that and pressure another lane; commonly mid, as it's the shortest path to the Nexus. If you're now mid lane with allies, and another lane is pushed, the enemy team has to decide whether to defend mid lane against you, or go clear the minions at a side lane tower. This can result in a split enemy team, giving your team a numbers advantage OR, the enemy team losing a side-lane tower to allied minions. Now as to whether Ashe should split - it depends on what’s going on. As the ADC, you are the primary sustained damage, and as Ashe in particular, you are often the team initiator. Most split pushers are champions who can duel whoever is sent to defend and/or have a means of arriving to a fight ( Shen ult, Teleport etc). As Ashe is vulnerable and highly team reliant, split-pushing is a highly risky move as she cannot protect herself against high damage champions, such as assassins. Split-pushing as Ashe is not a game goal.

Freezing? (coming soon)


Jungle Ganks & You
The jungler can opt to snowball top or mid, or go bottom lane. Often getting a kill bot is difficult for a jungler due to the disengage and healing abilities of the support (the odds of winning a 2v1 fight is better than that of a 3v2); all dependant on the lane, of course. If you are bot with a Janna, and the enemy is Kalista + Blitz, it’s likely that a gank from your Elise could result in Kalista getting double buffs - this is only one example of when an allied jungler won’t swing by. However, keep your eyes open - just because allied jungle hasn't swung past bot doesn't mean the enemy jungler won't.

Reacting to a gank? Being aggressive in lane often means you are pushed to the enemy tower, leaving you susceptible to ganks. Suppose you've been ganked, despite Hawkshot and Warding Totems; use Enchanted Crystal Arrow to disengage if needed (ECA is vital to laning, as it’s hard to stay in lane without it, followed by Volley (this is also the procedure for starting a coordinated gank). If you are successfully ganked and start losing your lane, don't despair; it is now the time to ask for help. Sometimes your jungler can camp your lane and put some pressure on the enemies, or your mid lane can come and gank a few times. Before you ask, assess the situation. By pressing TAB you may notice that mid lane is being snowballed by the jungler, so it’d be more favourable if they continued to do that and ignore your lane. As Ashe you have a ton of utility, it's okay if you do less damage late game because of your CC being able to set up for your team later on. If you've lost lane, that means the enemy bot lane is stronger than you - this is not an ideal circumstance for a jungle with little items and valuable buffs to gank. If worst comes to worst and your tower is about to die, let the tower fall and try and recover under your Tier Two Turret.

Setting up a gank? (coming soon)


Team Objectives

Around about now you should be taking/have taken Dragon as a team (or, like in the screen-shot to the left, you've missed first Dragon and are going for the second one). If you're bot lane, push the wave to the enemy tower to ensure they're preoccupied with the minions. Ensure the ramp to Dragon is warded, or any other entry/exit points that are of concern. Only attempt Dragon if your Jungler has Smite, elsewise risk it being stolen by the enemy team. Keep in mind if your jungler has called you to come help with dragon it is okay to leave the minion wave regardless of how much gold/experience you may lose; Dragon is very important objective for your team you want to help your jungler get it whenever you can!

Beyond this point, it's really up to you, how your team is doing and what objectives are left to take. You should be around level 10-13. Some team compositions can attempt Baron at this time, so wards should be placed around there. After you've destroyed bot tower, it's time for you to group up with your team and walk around the map, taking other objectives like towers and enemy buffs.


Positioning & Targeting

Where you stand and who you attack during a teamfight can make or break a game. You are an ADC, thus you are squishy and susceptible to being targeted. As such, the enemies that are going to be closest to you are those that are tanky enough to get close. These champions include junglers such as Maokai, top laners like Irelia, tanky mids like Swain, hard engagers like Malphite or Morgana and assassins like LeBlanc and Zed. Realistically, you ain't getting anywhere close to what you may consider a “priority target”, so just fire away at whatever is feasible. Try to remain behind your team (your team will naturally be your first line of defense), but shoot anything that's close to you. There's no such thing as a "wrong target" (besides Rammus, who is always the wrong target); unless you have the opportunity to target someone squishy, you're going to need to take down their front line first. To clarify, take down the biggest immediate threat to you. What does that mean?

1. Are they on your face and dealing damage? If yes, this is who you should be targeting.
2. Are they primarily CC with no damage? If yes, you should be ignoring them.
3. Are they the closest target and it’s not safe to go after anyone else? If yes, target them.

Compositional Awareness - Champions & Items

This melds with the above. In addition to sticking behind your team so they can peel easier for you, you need to keep in mind, at all times, the enemy team composition in terms of champions and items.

CHAMPIONS: Champion picks will dictate who to target, who to avoid and how to position yourself in a teamfight. For instance, if they have an Amumu, Malphite, Morgana - anyone with multi-target AoE CC - do not clump up with your team. If they have a Lee Sin, Tristana, Miss Fortune - just standing behind allies is a chance for these champions to hurt you. Lastly, Zilean - ensure that if you're targeting a low health enemy, that they have not been Zilean ulted.

Items: Press TAB to view an overall summary of ally and enemy purchases, summoner spells, CS and KDA. Having a working knowledge of the items the enemy has will improve your teamfighting. Enemy Lissandra has a Zhonya's Hourglass? Now you know she'll be untargetable twice in the upcoming teamfight. Janna has a Mikael's Crucible? Okay, so now that she's used it to Cleanse your Enchanted Crystal Arrow from her ADC, it's on cooldown for 3 minutes - ideally wait for your ECA to be back up and engage again. Someone has a Thornmail and they are constantly on your face? Looks like you need to ramp up your life steal, or buy some MR.

Teamfighting

Ashe is a great initiator if an enemy champion lets themselves become out of position. Fire your Enchanted Crystal Arrow - aim for a place that has a high chance of hitting someone, the important part is that it needs to hit, not who it hits. If they're grouped up, the AoE slow will hit them all, effectively CCing them anyway. And if you've hit a tank - all the better, now he can't CC your team.

Once your ECA has landed, wait for your team to follow up with some more CC, then go in yourself. Spam Volley from a distance. As per the above section, positioning, start auto-attacking whatever enemy champion is closest. Of course if there is a lower health enemy, you can try to get them down first, but there are several factors to consider:

1) Are they a threat? If the low health enemy is a support who has used all their offensive/defensive abilities and is merely fleeing the fight, don't be fooled into chasing them for the kill. You are the ADC. YOU deal the consistent damage over time the teamfight requires. If you go off chasing a non-threatening target when the rest of your team is engaged in battle, you're going to have a bad time in chat ("wtf noob ashe where were u in teamfite¿") AND lose the teamfight.

2) Do they have resistances? This is a common thing to see during teamfights. The enemy tank gets low, so everyone focuses him. Hint - that's what they want. Sometimes people get carried away trying to kill a low health enemy, even going to the effort of flashing after them or whatever. Stop doing that. Be intelligent. Yes, eliminating an enemy to make it 5v4 is great - but not at the cost of letting the rest of the enemy team whale on you. The time it takes for you to kill a low health tank with resistances is actually LONGER than the time it'd take for you to switch focus and nail the enemy support/adc/mid.

3) Can they beat you? The last thing to consider before going off to take down a low health enemy. Low health means nothing on Zed, Evelynn, Sion, Aatrox - certain champions are renowned for being able to duel at low health. Keep this in mind.



Ashes to Ashes
by jhoijhoi

OCE: jhoijhoilion

Special thanks to PsiGuard for all his help with this guide, and his continued awesomeness! <3

Indebted thanks to utopus for his part in turning my guide around for S5. Thanks buddy :) Request an in-depth guide review from him here.

Words are inadequate to express my gratitude to Roxil, my amazing friend who has supported me throughout my ranked journey and has spent hours with me, helping me improve my game mechanics and this guide.

All my love to Warlemming for reluctantly proofreading my guides over the years - you’re the best!

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... And that’s all she wrote!
Whelp, that's about it. The rest is up to you. I hope that you enjoyed reading my 6th iteration of this guide. I feel like this is the best version yet. Please feel free to leave a comment or question in the discussion section of this guide, or personal message me. I'll respond as soon as possible.

I am continuously updating the content and graphics on the guide. Stay turned! At this moment in time, I will not be updating my other guides, but you can still read them if you want; just click on the banners below :) Thanks for reading Ashes to Ashes and supporting me for all these years!

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Good luck of the Fields of Justice, Summoners!
jhoijhoi

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