Ashe Build Guide by jhoijhoi

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League of Legends Build Guide Author jhoijhoi

Ashes to Ashe's

jhoijhoi Last updated on April 25, 2013
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ADC Ashe (Cheat Sheet)

Champion Build: Ashe

Health 2817
Health Regen 14.4
Mana 803
Mana Regen 13.5
Armor 85.39
Magic Resist 42.06
Dodge 0
Tenacity 0
Movement Speed 395
Gold Bonus 0
Attack Damage 282.1
Attack Speed 71.105
Crit Chance 55%S
Crit Damage 50%
Ability Power 0
Life Steal 14%
Spell Vamp 0
Armor Penetration 46.52
Magic Penetration 0
Cooldown Reduction 0%


Recommended Runes + Notes



Ability Sequence + Notes

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

Masteries + Notes

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9




Ashe Basics


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Reading of Youtube closed captions


Pros / Cons


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As all champions, Ashe has her flaws/weaknesses and her strengths. If your team is in need of a DPS (damage per second) champion, Ashe is a solid choice due to the utility she brings to the team composition and the fact she's ranged. However, she does have negative points...

+ Probable Pros +



Ashe can be a viable pick in Ranked to fulfil the role of AD Carry bottom lane in Summoner's Rift ; however, she is heavily dependant on team composition. She is a reliable pick due to good Crowd Control with a toggle slow, Frost Shot and Volley which is also on a relatively low cool down allowing it to be spammed during teamfights or to keep enemies off your tower. In addition to that, her initiations with Enchanted Crystal Arrow can turn teamfights in your favour. Ashe is a good farmer; her auto-attack animation is pretty smooth and the recent remodelling makes it even easier to "feel" for when can land those last hits. Hawkshot grants extra gold upon minion kills, which increases her gold income. Hawkshot's active is a line-of-sight castable sort of Clairvoyance.

- Critical Cons -



Ashe is innately squishy (if targeted, she's two-shotted down). This is combated late game by life steal and defensive items. Early game one needs to mince around with Ashe as to not give First Blood. As all ADCs, she needs items to be of utmost usefulness due to a slow initial attack speed, low initial damage (both sustained and burst) and painfully slow initial movement speed. Unlike other ADCs like Caitlyn or Tristana, she does not have an in-built escape ( Rocket Jump, 90 Caliber Net). In addition to these failings, you may be accused of playing an "easy" champion. Conversely, there are high expectations of Ashe players; people will expect you to land those ultimates and without question, out DPS the enemy ADC.

Counters / Synergy


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Ashe, like all other champions, synergises well with some and is countered by others; before you choose her in Champion Select, think of whether your team composition can result in a victory. The below is a rough and short guide of which champions would be most ideal in your team composition, which champions have absolutely no synergy and the many champions who simply counter Ashe on the Fields of Justice. To the right are possible item builds depending on the synergy of the team. Keep in mind, these suggestions can't apply 100% of the time; for example, I say that Janna could have poor synergy with Ashe's ult - however, the rest of Janna's kit is perfect for helping Ashe in lane. In truth, there are hardly any champions who DON'T synergise well with Ashe!


- GREAT 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. Gragas, for the example of mid lane, can use his ultimate Explosive Cask straight after Ashe's ultimate in order to deal huge amounts of damage and push the caught-out enemy closer to your team.

In terms of solo top, tanky champions who can initiate and cause out of position enemies in preparation for Enchanted Crystal Arrow work well. If Malphite Unstoppable Forces into the enemy team, Ashe can then chain her CC on the nearest victim, resulting in massive damage and most likely a kill.

Junglers that synergise well with Ashe have to have some sort of CC as Ashe cannot always have ECA up for every gank. Champions such as Maokai, Alistar and Nautilus can ensure a snare/knock-up/stun so that Ashe can follow up with Volley and Frost Shot infused auto-attacks.

Supports that work the best with Ashe are the ones that can sustain her. Compared to other AD carries like Graves or Corki, Ashe has no burst damage as she relies more on chasing with Frost Shot and harassing with Volley. As such, her support not only needs to be able to keep her alive, but also needs to synergise with Ashe's kit. Sona is a good choice due to her damage, healing and movement speed auras, as well as her ultimate Crescendo for stun comboing post level 6.
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- COUNTERS -







A lot of mid lane casters 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. Any sort of ranged burst damage that can be "auto-applied" is a good counter ( Anivia's Frostbite if the target is chilled for example). Ashe is naturally squishy and until she gets Guardian Angel, it is unrealistic to assume she will be able to trade damage with an AP carry.

Enemy bot lane compositions of Attack Damage Carry + Support that pretty much pwn Ashe in lane are those that can deal a lot of damage in a short amount of time. Combos like Graves + Taric, Corki + Leona, Ezreal + Blitzcrank. Any support that has a reliable CC to ensure their ADC can go to town on Ashe will do well. There's only so much harass Ashe can handle before she is forced back to base.

In terms of solo top, champions who counter Ashe are those that can dive behind your line of protectors of the support and tank. Irelia, Jax, Olaf, Singed, Shen - these champions all have the ability to run past your line of defence to get straight to squishy Ashe. Once Ashe is eliminated, they can turn their focus on the other threats in the team, such as the AP carry.

Junglers that can destroy Ashe are those that, like solo top champions, can bypass Ashe's line of protection. Nocturne, Skarner, Lee Sin - they can get to Ashe and then displace her, or damage her, or force her out of the fight so it's 4v4. The only way to counter the jungler is to ensure your lane is warded at all times, and that you position yourself behind everyone else in your team.


Summoner Spells


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Flash is extremely useful for closing the gap on enemies if they're running away, or for jumping over walls to escape from salivating enemies vying for your blood. Ensure this is set to smart cast to allow a speedy getaway. Replace this with Ghost if you are not yet level 12.

Cleanse is useful if you can use it during the duration of that 1-2 second stun/taunt/etc, in addition to removing debuffs like Exhaust. If you cannot manage your micro seconds, don't even think about taking this Summoner Spell.

Ignite, coupled with Volley will often net you a kill early game; in addition, grabbing Ignite allows you reduce an enemy ADC's healing whilst they fight you.

Heal/ Barrier are arguably some of the best summoner spells in the game for non-specific survivability. If you're not confident with your Ashe gameplay (or with using Cleanse), you'll find Flash and Heal will solve 50% of your problems in lane. Barrier often catches people by surprise, and can be the summoner spell to turn the tide in your favour when duelling the enemy ADC.


Greater Quintessence of Attack Damage: These provide a significant boost to your damage output and scale well into late game, in addition to giving you a helping hand last hitting in lane, grabbing jungle minions early on and harassing enemy champions. You need to be last hitting really well to afford an early IE or Bloodthirster.

Greater Quintessence of Life Steal: As Ashe has no escape, and you can't rely on your support 100%, starting the game off with some life steal will keep your green bar looking pretty healthy. And of course these quints scale well into the late game.

Greater Mark of Armor Penetration: Due to the S3 reshuffle of starting items, you make up from the lost AD of AD Marks with a Long Sword. As such, it is a great boost to your damage grabbing these marks to supplement your AD. Remember that the enemy ADC most likely has armour runes; these marks will ensure your attacks pierce some of that defense.

Greater Seal of Armor: Your primary opponent bottom lane will be the enemy ADC; armour is the best counter. The runes will also allow you to trade damage more, as they will absorb some incoming attacks.

Greater Glyph of Magic Resist: These runes protect Ashe against early game magic damage from ADCs such as Kog'Maw and supports, such as Sona. Scaling MR is also an option if you know you won't be up against any early game magic damage; just keep in mind that you will probably be ganked by mid lane sooner or later, so it's not entirely wise to skip MR glyphs.


Masteries
4/4
4/4
3/3
1/1
2/2
2/2
1/1
3/3
1/1
1/1
3/3
1/1
3/3
1/1





Ashe is an attack damage carry. As such, her primary role on your team is to deal mainly physical damage via auto-attacks. To capitalise on her damage inducing capabilities, it is standard to run 21 points in the Offense Tree. Pick up Summoner's Wrath for the upgraded Exhaust or Ignite if you grab that summoner spell. Fury , Brute Force , Butcher , Deadliness , Havoc and Executioner will give you an early boost in your damage and allow you to last hit easier in order to earn gold to buy items later. These masteries (excluding Butcher) also scale well later into the game.

Further down the tree is Weapon Expertise and Sunder ; a point here synergies well with Armor Pen Marks in your rune page and will be your armour penetration until you buy Last Whisper. As Ashe is primarily about critical strike damage, Lethality synergises well with her items and passive, Focus.

The remaining 9 points can be allocated either in the Defense or Utility tree depending on your gaming preferences and play style.

/NOTE/ You will want to grab this page if you know you can position yourself well enough not to get caught. As there isn't much defense allocated here, and I recommend a full offense rune page to compliment it, there really is no room for error.




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

1.
2.
3.
4.
Volley first, fine, but what next? Hawkshot or Frost Shot? It often depends on the lane you're up against and the enemy team composition. Both abilities are very important to Ashe's Utility and Damage. The level of Frost Shot is applied to Volley so it's a prerogative to skill up the slow in order to kite when chasing, or fleeing. However, the range of Hawkshot increases each time you skill it, and by last level you can scan Baron from base, in addition to granting more gold per minion kill. It's up to personal preference really - upgrade Hawkshot if you want to gold farm, or upgrade Frost Shot if you want to increase its slow (which effectively resembles a Frozen Mallet when fully maxed).
1.
2.
3.
4.


- FOCUS -

+ Description +
This isn't a bad passive. This passive is most useful at the very start of the game. It's always gratifying to recall back to base, buy a few items, return to lane and then hit someone for a guaranteed critical strike.
+ Tips & Tricks +
If you save your first shot by pressing "S" when you walk up to the enemy minions, and hit an opposing champion with it, the shot should do over 100 damage depending on their armour.


- FROST SHOT -

+ Description +
This ability is your key to survival and killing with Ashe. You press "Q" to turn on your Frost Shot, and you press it again to turn it off. Each arrow only costs 8 mana, but once your attack speed goes up, you'll find it drains your low mana pool very quickly. You should only hit champions with your Frost Shot. You're going to want to max out Frost Shot after Volley and before Hawkshot.
+ Tips & Tricks +
[*] Try and only use your Q when you are attacking enemy heroes, buffs, or jungle minions if kiting.
[*] Turn on Frost Shot when you are chasing or running away. Turning around and smacking them with 1 auto-attack will slow them right down. This is known as kiting and will be discussed later on in the guide.
[*] Always have Frost Shot toggled on during team fights.


- VOLLEY -

+ Description +
This ability is very interesting. Like other spells with other champions, your physical damage from your items is returned as damage with this move. That means if you stack damage items, your Volley will get stronger too. The level of Frost Shot is applied to Volley in terms of how much you will slow the enemies. You will want to max this ability out first (of course getting Enchanted Crystal Arrow whenever you can).
+ Tips & Tricks +
[*] Never give up in a team fight. Constantly spam and auto-attack the enemies.
[*] If fleeing from enemy champions, fire Volley behind you to slow the enemies.
[*] Volley is a great deterrent. Whilst laning, harass enemies with it to keep them off your back.



- HAWKSHOT -

+ Description +
Fantastic active. It's a great scouting tool, and acts as a free ward / line-of-sight Clairvoyance. The cooldown for it isn't too high either. The passive is very nice on Ashe. As you should be last hitting as much as you can, that extra gold will begin to stack up, especially if you're generating gold with Avarice Blade too.

As you level this ability up, the range of the area revealed gets larger. The cooldown remains the same, but the fact that you can scout dragon or Baron from the edge of your base is vital towards late game. You should be levelling this out after or before Frost Shot.
+ Tips & Tricks +
[*] Last hit minions as much as possible to receive the additional extra gold from Hawkshot's passive.
[*] When chasing an enemy champion, make sure to Hawkshot the direction in which they are running. Not only does this reveal any potential ganks, now you can see them even if they do run into brush.
[*] Always tell the team when Hawkshot is back up from cooldown so they can direct you where to use it ("Can you reveal Blue Buff for me?", "Are they at Dragon?") if you're not sure where the enemy team is.
[*] Hawkshot reveals any champions hidden in brush. It does not reveal stealthed units.






- ENCHANTED CRYSTAL ARROW -

+ Description +
This stun can save allies, save turrets, and turn team fights around. Enchanted Crystal Arrow is a stun that can fly all the way across the map, which means it is a great tool for initiations or catching an enemy out of position. Ashe's ultimate is one of the only reasons why you would choose her other another ADC - if you can't mastery this ability, Ashe is not worth your time.

That said, use your Ultimate often. If you hit an enemy with it as soon as you have it, you take off 200 health guaranteed. If you can successfully Volley them and auto-attack them as well, that's another 200 health gone. By now they're at half health. Your ult comes back in 60 seconds. If they didn't recall, you can kill them by repeating the process.
+ Tips & Tricks +
[*] Try to fire Enchanted Crystal Arrow in the same direction enemies are moving, so it is more likely to hit.
[*] If a tower is undefended, and some enemy heroes turn up and start to take it down, fire your ultimate at where they are attacking. Generally when people attack towers, they stay in one spot, trying to take down the tower as quickly as they can. Hopefully by the time the arrow hits, one of your teammates/yourself should be able to: a) kill the enemy, b) hold off the tower from death, c) scare them away.
[*] If the enemy team has champions whose ultimates can be stopped by a stun, save your ult and wait until they use their ults. Ie, Nunu, Fiddles (you can't stop his ult, but you can stun him in place allowing your allies to escape his monstrous damage), Warwick.






ON SPAWN





STANDARD START
Starting Long Sword + 2x Health Potions is a common approach by many ADCs in Season Three. The Long Sword is either rushed into a Vampiric Scepter, The Brutalizer if you're an ADC that benefits from CDR or Avarice Blade for the gold gen.

WHEN TO GET THIS:
- You have a support who can sustain you in lane
- You plan on building early life steal


ALTERNATIVE START
Alternatively, starting Boots of Speed + 3x Health Potions is effective towards sustaining your health and allowing you to trade damage early game. However, the movement speed isn't as necessary early game anymore, the way it was before S3.

WHEN TO GET THIS:
- You don't have a sustain support
- You need the early movement speed boost


BALLSY START
Lastly, starting with this item is surprisingly effective. It gives you a stable boost in health and a little health regen per hit via the life gain. Be wary starting this, however, as laning without potions can lead to being forced off the lane.

WHEN TO GET THIS:
- You have a super sustain support
- Enemy support has low damage output


FIRST BACK




LIFE STEAL
It is imperative that you pick up some early life steal, whether it be via a Doran's Blade, or a Vampiric Scepter. Why? You need enhanced active sustain. The lifesteal will help you in lane and in teamfights when they start. If you also grab Life Steal Quints, your active sustain in lane will be such that you will constantly be at full health, even if you get harassed in lane. To utilise such a life-steal heavy set-up, you will have to be consciously auto-attacking to regain health.

WHEN TO GET THIS:
- Generally speaking, get this before upgraded boots.

SITUATIONAL SUSTAIN
I find this item a really useful choice for players trying to adjust for Ashe's mana issues. Never buy potions after your initial spawn - instead save a little money to buy this. You will rarely use all three charges in lane, but just in case, ensure you recall back to base every now and then to recharge it. The restoration of mana and health is just great, allows you to use your abilities a little more. It is especially useful to grab this item if your support doesn't have an in-built heal to keep you on good health.

WHEN TO GET THIS:
- If you don't have a sustain support (Leona etc)


BOOTS




ATTACK SPEED
This is the cheapest attack speed item in the game. In Season Two, it was custom to buy this item on first recall, or as soon as possible. In Season Three, upgraded boots are not as necessary, so it is acceptable to delay this purchase.

WHEN TO GET THIS:
- You need the attack speed

TENACITY
There are games when you are being caught out by CC and you haven't taken Cleanse for whatever reason, or if you're getting destroyed by ability power damage. Grab these boots instead of Berserker's Greaves for the Tenacity and magic resist.

WHEN TO GET THIS:
- The enemy team is shutting you down with CC


FIRST DAMAGE ITEM




CRITICAL STRIKE DAMAGE + CRITICAL STRIKE CHANCE
This is easily the most common item to buy when building for Ashe. There are many reasons for it, but put quite simply, it works. The critical strike chance, coupled with the significant damage boost of AD and critical strike damage means that Ashe will be dealing huge amounts of damage. Finally, Ashe is a critical strike based champion. Focus gives her passive crit chance, the masteries we choose enhance critical strike damage and the items we buy round it all up. Traditionally (Season One - Season Two), this item was bought first, but with the introduction and rework of BotRK, we're seeing many ADCs delay this item for last purchase. People may be trying to catch up with the hot fix of BotRK, so you will most likely see a gradual return of ADCs buying BT, IE or TF as first items over BotRK.

In-depth explanation by Shenwang


WHEN TO GET THIS:
- You are facing an ADC with shorter range (Quinn, Graves)
- You are facing an ADC who also rushes IE (Caitlyn, Tristana)


ATTACK SPEED CHOICES




PHASE THROUGH MINIONS + CRITICAL STRIKE CHANCE
Infinity Edge + Phantom Dancer is a common combination; either item by itself does not do much, but together they shine. Together with Infinity Edge, it gives Ashe a 55% chance to critical strike on every attack, in addition to giving her an incredible attack and movement speed boost. As Ashe is a very slow champion, any increase to her movement speed helps her ability to kite and escape. Lastly, Phantom Dancer gives Ashe the ability to phase through minions, allies and enemy champions, making the item invaluable.

WHEN TO GET THIS:
- You want the ability to phase through minions

AOE DAMAGE, EARLY GOLD GENERATION
An interesting item that deals AoE damage after gathering charges. Great for crowd control, split pushing and clearing minions if your base is being sieged. However, Ashe's arsenal is pretty preordained; there isn't an item in her standard build that you'd want to replace. Grabbing Shiv is all about pushing your lane and the gold gen from an eventual Avarice Blade. While potentially you can farm minions and earn heaps of extra gold with Hawkshot passive and Avarice Blade, keep in mind that gold gen has diminishing returns.

WHEN TO GET THIS:
- You want AoE damage procs on auto-attacks


LIFE STEAL




LIFE STEAL + STACKING DAMAGE
Bloodthirster is rushed mostly by caster ADCs, especially those with shorter range and thus prone to more skirmishes and trades, in addition to the fact that it is easier to rush BT due to an early Vamp Scepter. Building BT is all about dealing a lot of early game damage and out-sustaining the enemy AD. When tossing up between the decision to buy BT or BotRK, size up the enemy team and decide whether you will need straight lifesteal, or health shred.

WHEN TO GET THIS:
- The enemy isn't stacking health
- You want the extra stacking damage from minion kills

LIFE STEAL + SLOW + HEALTH SHREDDING
This item has been popularised by it's rework and due to the current meta of entire teams buying Warmog's Armor. BotRK deals percentage health damage, and returns half that damage to you via life steal; this makes it a viable choice to replace or supplement the Bloodthirster. Equally important is the active ability to slow an opponent, which isn't as useful on Ashe with Frost Shot, but is infinitely powerful on ADCs with no/little CC.

WHEN TO GET THIS:
- Enemy team is stacking health items
- You want the active slow


ARMOUR PENETRATION




PERSONAL PERCENTAGE ARMOUR PENETRATION
An age-old debate that has sparked arguments since Season One and amplified due to Black Cleaver buffs. The tl;dr version is: If the enemy team has a lot of armour, buy Last Whisper. If they don't, grab The Black Cleaver. Simple.

WHEN TO GET THIS:
- Enemy team has significant armour

TEAM ORIENTATED ARMOUR PENETRATION
Unlike Last Whisper, Black Cleaver applies an armour penetration debuff that your team can capitalise on. This means that if you manage to attack anyone, or hit anyone with Volley, their armour is reduced for everyone on your team.

WHEN TO GET THIS:
- Enemy team has insignificant armour


IDEAL/POPULAR SURVIVABILITY




CLEANSE AS AN ITEM
This is the upgrade of Quicksilver Sash and should be upgraded end game after your other items. The unique active is like Cleanse, and is very useful if you are finding yourself continuously targeted by CC that would be best mitigatable (Malzahar's ult, for example).

WHEN TO GET THIS:
- You are targeted by mitagatable CC

HUGE HEALTH BOOST
Simply put, 1000HP is 1000HP. You add 1% for each point of magic resist and armour you have. So for example, at the end of the game you have Warmog's + 75MR + 75AR. Your base health will be around 2700HP. With resistances, your effective health becomes around 4700HP.

WHEN TO GET THIS:
- You need to bulk up (general use)

ALTERNATIVE SURVIVABILITY




REBIRTH ON DEATH
Ideally the best survivability item for Ashe and any other ADC, especially against a heavy AD team. Grants the owner a nice boost in armour and magic resist, in addition to the ability to revive upon death. The cooldown for this unique passive is quite high, however, and uncoordinated teams may waste the item's potential. Always ask yourself whether a QSS will help you escape the problem of dying in the first place.

WHEN TO GET THIS:
- You need a mix of armour and magic resist

SPELL SHIELD
Banshee's is an optimal survivability item for players who are pre30, or playing at low elo (below 1100). It gives a great boost to health, mana and magic resist, in addition to granting the user a spell shield that takes 45 seconds to regenerated after being popped. Alternatively, it is also a fantastic item for high elo, well coordinated teams; Azubu Blaze recently ran BVs against a heavy AP team and the negated spell every minute helped them smash the opposition.

WHEN TO GET THIS:
- You are up against a heavy AP team composition


BOOT ENCHANTMENTS




MOVEMENT SPEED BOOST ON ATTACK
You can hold off buying this enchantment until end game if you feel the need to conserve cash. However, realise that by attacking anything, you get a movement speed boost - this is great for chasing, and even fleeing if you know how to kite.

WHEN TO GET THIS:
- You are often chasing enemy champions

INSTANT HEALTH + MANA RESTORATION ON SPAWN PLATFORM
This enchantment is best bought if/when your base is being sieged by the enemy team. It allows you to recall and instantly regain your health and mana, in addition to give you a huge movement speed boost to help you get back into the fight.

WHEN TO GET THIS:
- You are losing and recalling often/stuck in base


REPLACING YOUR BOOTS (EXTREME LATE GAME: 1 HOUR)




TENACITY
A great item to replace Mercury's Treads/ Berserker's Greaves late game if you need Tenacity. Remember, Tenacity doesn't stack, so you can't have Merc's and Zephyr, else you'll be wasting a lot of gold and an item slot worth. The cooldown reduction is useful for helping you late game with spamming Volley and Enchanted Crystal Arrow.

WHEN TO GET THIS:
- Enemy CC is hindering your ability to contribute

SURVIVE BEING BURSTED DOWN
This is the upgrade of Hexdrinker and should be upgraded end game after your other items. The unique passive is like Blitzcrank's passive Mana Barrier, and is very useful if you are finding yourself continuously destroyed by the enemy team. The passive means that you can't be burst down by one spell or attack.

WHEN TO GET THIS:
- You are targeted first and often die straight away

Possible End-Game Build Explanations


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BALANCED
This is your standard-to-go Ashe build. It's well rounded in damage, sustain and survivability.

HEAVY AD
Randuin's Passive, Cold Steel, slows attacking enemies, like a reverse Frozen Mallet.

HEAVY AP
Banshee's and Maw will allow you to survive being initiated upon, depending on your reaction speed with Cleanse.

HEALTH STACKING
Blade of the Ruined King excels at ripping stacked health, doing damage via percentage maximum health.

ALTERNATIVE
Statikk Shiv is good for the current push meta. Mercurial is if you don't run Cleanse. Black Cleaver for teh luls.

AD Carry Gameplay


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SUPPORTIVE LANING PARTNER
Head bottom lane with your support. You will want an ally that can keep you safe and allow you to free farm for the first 20 or so minutes. Alternatively, farm champions. If you plan to be aggressive, you are going to need an aggressive support, someone who can initiate skirmishes, soak up incoming damage and deal some themselves. Whilst Ashe can do a fair amount of damage on her own, you will need a competent ally to aid your early game aggression. Ensure you do not over-extend.

GRABBING JUNGLE MINIONS BEFORE LANING
Depending on whether you are on Purple or Blue side, you can grab Double Golems before you head to lane; killing Double Golems (if you are team Blue) gives you an increase in experience and gold, meaning you will hit level two faster. As leashing has changed for S3, practise this in a custom game with a friend before trying it yourself in a normal, to gauge the amount of damage your support can take.

LAST HITTING
The ability to last hit is a fundamental skill of an experienced and conscientious player. 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 pushing your lane. Creep Score (commonly referred to as CS) is often used as a measure of how successful one is whilst laning. Last hitting as the ADC is incredibly important; with Ashe there's an added bonus/incentive of gaining extra gold per minion kill via Hawkshot.

KEEP ON KEEPING ON
Keep your eyes open. Being aggressive in lane often means you are pushed to the enemy tower, leaving you susceptible to ganks. If you are ganked and start losing your lane, don't despair. Ask for help. There's nothing worse than being too proud to ask for assistance. Often your jungler can camp your lane and put some pressure on the enemies, or your mid lane can come and gank a few times. If worst comes to worst, let the tower fall and try and recover under your Tier Two Turret.

TEAM OBJECTIVES
Around about now you should be taking/have taken Dragon as a team. First push the wave to the enemy tower to ensure they're preoccupied with minion farming. 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.

KITING
Kiting refers to attacking an enemy with ranged attacks or abilities while maintaining a safe distance. This term 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. Ashe's Frost Shot (and/or Volley) allows her to kite many melee champions quite effectively as they become too slow to get within range for their attacks.

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 and possibly tanky mids like Swain or Pantheon. Realistically, you ain't getting anywhere close to their AD/AP carries, so just fire away! Try to remain behind your team, behind their defenses, but shoot anything that's close to you. There's no such thing as a "wrong target"; unless you have the opportunity to target someone squishy, you're going to need to take down their front line first.

MAP AWARENESS
This is something that takes a long time to grasp; knowing where each enemy player is located on the map, IN ADDITION to the locations of your allies can make or break games. Just knowing that the jungler was just mid and was heading towards top can mean two things: 1) he's jungling, getting a buff or 2) he's looking to gank top. By watching the minimap and keeping your awareness levels high, you'll rarely encounter fights like the one below.



The Competition Bot Lane (Alphabetical Order)


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So you're up against Ashe. Be wary of her first hit guaranteed critical strike when coming to lane; that coupled with a Volley to the face can easily half health you. Ensure you are not caught out of position, as Frost Shot will cripple your chances of escape. Remember that she can scout brushes from a distance with Hawkshot, foiling ganks. Lastly, try and use your Flash after she has used ECA; ECA is her only form of CC, so escaping it can often mean escape if you Flash out of range of her autos.


Caitlyn is a high ranged ADC with a sort of steroid via Headshot. My most unfortunate experience with her was laning against her, hanging around on 150ish health during the early levels, pre6; she just killed me straight away with a Headshot-infused auto. Her Yordle Snap Traps can be deadly, snaring you in place for her to follow up with 90 Caliber Net + Piltover Peacemaker. After this combo, if you're low enough, she'll net the kill with Ace in the Hole. Remember her Q has a windup time, so there is no excuse to get hit by it if you're constantly watching.


Corki will generally try to farm for the first few minutes; he's not about getting a level one kill. Keep in mind that Hextech Shrapnel Shells mean that his auto attacks deal a little true damage. Mainly keep an eye out for his Valkyrie + Gatling Gun combo which is a sure-fire sign that there's a gank incoming. Lastly, try not to stand still when facing a Corki; he can snipe you with Missile Barrage.


COMING SOON!


Ezreal is a high mobility, high poke champion. He relies on hitting you, your ally, or a minion with Mystic Shot in order to proc his passive Rising Spell Force and give him increased attack speed. Try to stand behind your minions so it is difficult to land Mystic Shot. Try and use Enchanted Crystal Arrow as a last resort, as he can always escape with Arcane Shift + Flash.


Graves is a heavy burst damage carry. His combo of Quickdraw, Buckshot and Collateral Damage coupled with any sort of support CC/damage increase often results in a kill. He is also innately tanky due to True Grit, so it is hard to lower his health. Lastly, Smoke Screen is often used to confuse those trying to gank, or to hinder anyone who tries to flee - don't run through this, back out and go around, or through the side, the lack of vision completely screws up any initiation or follow up.


The "Protect the Kog" strategy was/is popular in high elo play, wherein the team composition would be built around keeping Kog'Maw alive. This is because Kog'Maw is a hyper carry and deals tremendous damage mid and late game. His early game is very weak and he is easy to gank and shut down, despite Void Ooze, which is a very weak utility ability. However, if given the chance and with a Phantom Dancer under his belt, he will be destroying health bars due to Caustic Spittle and Bio-Arcane Barrage. Do not recall on low health once Kog has Living Artillery as he will snipe you from afar; if you are hit by this ability, sight is granted to the enemy team, meaning he can keep landing them on you if his prediction skills are good enough.


Miss Fortune is a common ranked, high elo, ADC due to her early game damage and late game utility with Bullet Time as it can apply team debuffs such as those given by The Black Cleaver. She has high mobility due to Strut and can often escape chases, or catch up to fleeing enemies with Make it Rain. Activating Impure Shots gives MF's auto attacks healing reduction, in addition to an attack speed buff. When facing a Miss Fortune, use ECA to cancel her ultimate. If your ult isn't up when she uses hers, don't run *backwards* through her ult, but to the side to get out of the AoE effect.


COMING SOON!


Like Miss Fortune, Sivir is often chosen for her utility. Her ultimate, On The Hunt is a massive boost to nearby allied movement and attack speed, making her a superb tower pusher when coupled with Ricochet that can clear minion waves very fast. Her Boomerang Blade is often underestimated; getting hit once on the cast, and then again on the return can deal heaps of damage to an enemy champion. Lastly, her "bread and butter" ability is Spell Shield; this allows Sivir to mitigate ECA or Volley, so always use ECA after Sivir has popped her Spell Shield.


Tristana is the highest range ADC due to her passive Draw a Bead, thus making her end game positioning an absolute horror in teamfights with supreme mobility via Rocket Jump, which resets on kills or assists. Unless she is coupled with an aggressive support, she will be content to farm all game until she can deal incredible amounts of damage from afar later on in the game. She tends to push the lane with Explosive Shot; don't use a health potion straight after being hit with an Explosive Shot auto, as it reduces healing. Her ultimate, Buster Shot can be used offensively (to push enemies closer to her team) or defensively (to push an enemy into their team).


COMING SOON!


Varus is rarely seen compared to the other ADCs. His ultimate, Chain of Corruption is a fantastic initiation, similar to Ashe's Enchanted Crystal Arrow. If you or your ally is hit by it, ensure you don't stick together, move in separate directions. Hail of Arrows is similar to Kog's slime trail, or MF's round of bullets - they're more often used for utility, as in slowing an enemy champion from fleeing or chasing, rather than for damage. Watch out for Piercing Arrow, like Cait's Piltover Peacemaker, you have fair warning when Varus will attempt to snipe you with this, as he will often try to increase its range and damage by drawing it out.


Like Kog'Maw, Vayne is a hyper carry, a champion who can deal heaps of damage throughout the game, but especially late game. She shreds health bars due to her true damage Silver Bolts, is the only ADC with a form of non-ult CC via Condemn. When versus a Vayne, do not stand near any walls, as she will Final Hour, Tumble into position and then pin you down with Condemn, getting off a Silver Bolts proc; this, followed with Ignite will often result in an early kill. If you see her activate Final Hour and Tumble towards you for the invisibility, RUN. It is an obvious sign a gank is incoming, or that their support has the ability catch you out of position for a kill.

Conclusion


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My Other Guides










- About the Author -


Hey guys, I'm Jai (or jhoijhoi) and this was my first guide here at Mobafire; I hope that it pleases you to read it as much as it pleased me to write. I have played over 400 games as Ashe (including Customs, Co-op vs AI), and she was my main champion from level 5 to level 30. As such, I believe my experience with her is enough grounds for this guide to be taken seriously. I am currently GOLD V, but intend to move up.

THE END!


Ashe is a fun hero to play. She's cheap to unlock, she's the champion who's been free the most in the weekly rotations, and she's easy to learn.

______I hope this guide helped you somewhat with your endeavours to pwn with Ashe.

______Sincerely, jhoijhoi.
______Last Edited: 26/04/2013

______Please don't hesitate with comments and/or suggestions regarding anything I have outlined above. I will happily respond to any queries. Also, it'd be awesome if you rated my guide after you've tried it. Also, please don't downvote solely based on my build suggestions. I have spent a lot of time on this guide, and the information alone should help new Ashe players.

Thanks!

  • Edited the guide based on suggestions/advice from BarbJ, Wayne3100 and PsiGuard.
  • Added in ShadowNet's QWER buttons. Thanks!
  • MobaFire Wiki for some snipped explanations (I pretty much wrote every other wiki page anyway, but just giving credit where it's due)
  • Thanks to all the people I got formatting ideas from, which you can find here.

Frequently Asked Questions


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Frequently Asked


Answers



Q: What Summoner Spells should I take? // Flash, Cleanse, Ignite, Exhaust and Heal are the best defensive/offensive Summoner Spells on Ashe, and it's up to personal preference on which you'd rather get. If you are not yet level 12, pick up Ghost and Heal.



Q: Why is Ashe a viable choice? // In ranked play, she is frequently chosen due to her powerful initiate, her utility in terms of Hawkshot, and the crippling slow she provides when chasing. She is good at low elo, but very difficult to play correctly at high elo. She needs a team that will work with her and carry her until she can carry the team.



Q: R > W > Q > E, right? // Ashe's Hawkshot range increases as you level it up, so you can see more area with it, and the gold bonus with minion kills increases as well. However, Frost Shot is just as important, as Volley applies the level of Frost Shot, thus it would be useful to alternate between each skill. I've recently changed the guide to suggest Volley > Frost Shot > Hawkshot, but it's up to you whether you decide the utility of Hawkshot is too good for you to ignore (thus levelling it equally with Frost Shot).



Q: Why do you get Phantom Dancer after Infinity Edge and not some other damage item? // With the Infinity Edge, Ashe does a lot of damage, but at less than one hit per second. You need more attack speed to vamp up your DPS (damage per second), and a way to catch up to fleeing enemies. That is why you need Phantom Dancer: for the attack speed and movement. And of course Zeal gets upgraded into a Phantom Dancer. DPS = Damage per second. IF you can deal more attacks in that second, you'll be dealing more damage. The The Bloodthirster is the least important item to buy on Ashe. If you think you need more damage, build the Last Whisper after IE.



Q: What about Survivability? // You can always buy Banshee's Veil. Or even buy Catalyst the Protector early, after the Infinity Edge for example. Elsewise, Guardian Angel is a pretty good survivability item. Alternatively Quicksilver Sash is the item you should be buying over GA if the team is stun-locking you (and possibly Mercury's Treads.



Q: Black Cleaver vs Last Whisper? // If the enemy team is stacking armour, buy Last Whisper. If there are a lot of squishy DPS or casters on their team, negate their armour with The Black Cleaver.



Q: What if I have a question you haven't answered? // Feel free to ask as many question as you can think of. I'll be sure to answer as soon as I can, and post my answer up here for all to see.


About the Author

jhoijhoi
MOBAFire Mother

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Updated April 25, 2013
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