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Ashe Build Guide by jhoijhoi

League of Legends Build Guide Author jhoijhoi

Ashes to Ashe's

jhoijhoi Last updated on October 7, 2015
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

Threats to Ashe with this build

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Threat Champion Notes
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 and Why Ashe?
Greetings MOBAFire! I'm jhoijhoi, a casual gamer who's been playing League Of Legends since the end of Season One. I was playing back when ADCs went mid and Ashe used to Enchanted Crystal Arrow down the lane from base and Teleport for the kill.

League has changed a little since then, with multiple changes throughout the seasons and Ashe receiving a rework that has proved she is THE utility ADC... but the role of the Marksman stands the test of time, and Ashe is still the most basic ADC out there - playing her is like riding a bike, you never forget. Hence this rerelease; a guide that has changed as much as the game since its original conception. I hope you've enjoyed the ride with me through the Seasons, and find that this version of the guide is just as good as it was during its highest hour.

Good luck of the Fields of Justice, Summoners!
❤ jhoijhoi

Previous Iterations


Intricacies of Ashe, the Frost Archer
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 and team fights with Enchanted Crystal Arrow, but this comes at the cost of low mobility and few defensive abilities.

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 or Corki, Ashe has no burst damage as she relies more on chasing 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 protect her in lane.

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, or 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 deal a lot of damage in a short amount of time.

Get Out of Jail Free Cards
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. 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 is currently the strongest defensive summoner spell (aside from Flash) due to its low cooldown and added utility in the form of a short-duration speed buff. Since it affects both you and one other champion, it’s quite powerful in 2v2 bot lanes and retains it’s 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.

Leveling the Playing Field
Running 2x 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. Running 1x Lifesteal Quint can help your sustain in lane until you pick up a Vampiric Scepter until mid game. It goes without saying that 1x AD Quint will allow you to last hit better.

9x Greater Mark of Attack Damage are taken for the early game potential. AD runes also allow you to push the minion wave more quickly, sustain more from Lifesteal, deal more damage with Volley etc.

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 Greater Seal of Health 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.

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, 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.

Customising Your Laning Experience
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 auto-attacks. It is standard to run 21 points in the Offense Tree on marksmen to maximize their damage output. , , , , , , and 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 and ) also scale well later into the game. synergises well with Frost Shot and scales well into the late game after completing crit chance items.

Marksmen are renowned for being somewhat squishy early game. Ashe is especially vulnerable due to lacking an escape mechanism. To beef up our ADC, I recommend spec'ing some points in the Defense Tree. Top up your health with and . Scale up your late-game survivability with . You could choose to go further down the defense tree and pick up and for reducing enemy auto-attack damage.

As Ashe relies heavily on Volley for her poke in lane, it can be useful to forgo defense and opt for mana regeneration ( ) in the utility tree. However, summoner's who decided on the utility tree are more concerned with for more life steal and for lowered cooldown on Flash and Heal; both masteries could be the difference between surviving a trade or a gank.

Ashe's Skillset & What to Max When

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 grants Ashe stacks of focus whenever she applies Frost Shot. When activated, it consumes all stacks of focus grants a boost of attack speed and 20% additional slow on her frost shot for 5 seconds. However, if she has 5 stacks of focus, her autoattacks are replaced with 5 smaller arrows that deal more total damage each attack. These attacks do not apply on-hits more than once, however, they do apply 5 stacks of The Black Cleaver on each attack. This is your primary offensive steroid and should be maxed second.
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 will only hit a target once with damage - it is not like Graves's Buckshot. This should be maxed first.
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.
Enchanted Crystal Arrow is a skill-shot stun that can travel map-wide. Hitting a target from across the map results in a longer stun duration. Max ECA as soon as possible for the damage and lowered cooldown.

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. Don't upgrade this item - it holds little priority and we swap it out for a Scrying Orb mid/late-game. 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. 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)
Try to refrain from going back until you hit level 6. By that time you should have enough gold for Boots of Speed and a component for Infinity Edge. If you've recalled with less than 1300g, buy Pickaxe, otherwise, B. F. Sword; 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 last-hitting terribly, pick up another Doran's Blade or a Vampiric Scepter. Always buy a few Health Potions with left over cash!

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 Phantom Dancer ensure that at least every 2 out of 5 attacks is a crit and Phantom gives Ashe the ability to phase through minions, giving her the positioning tools she needs. Alternatively, Statikk Shiv synergies especially well with Ashe due to its AoE lightning charge that can critically strike (likely with Frost Shot). You should upgrade your boots after or during the purchase of your first big item.
Armour Penetration
While it's incredibly 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 early game. Build it before it becomes necessary - when you start to notice that you can't kill their initiators straight away due to items like Warden's Mail, you know you've waited too long. The Black Cleaver is back on the scene for Ashe - as Ranger's Focus applies 5 physical damage stacks, Black Cleaver's armour pen is applied instantly to the target.
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.

Late Game Buys
Choose Survivability
Banshee's Veil is the best passive survivability item you can buy; 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 Guardian Angel may soften those blows and give you a chance to escape after death. 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 an upgraded trinket. Greater Stealth Totem will greatly increase your team's sustained vision of the map, whereas Farsight Orb is beneficial for Ashe in particular to line up Enchanted Crystal Arrow more accurately or as a healthy alternative to facechecking brush late game.
Enchantment: Homeguard is useful for when your base is under siege, or you have a need for getting to lane quickly; only buy this if necessary. Otherwise, you're better off buying Enchantment: Alacrity, which gives you a little bit more movement speed, regardless whether you're in base or not.
These Elixirs are for late game power or defense spikes. If the game drags on long enough for you to become full build, an Elixir is your last purchase - the reason why it is not that idea to buy before end-game is that 400 gold is money that should go towards items, not buffs that expire. Elixir of Wrath grants you an attack damage buff and 10% life steal for 3 minutes.

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 on the river 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 30 seconds. At 1:55, 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 before heading to lane.

Getting to Lane & CSing
Regardless if you're on Blue side or Purple side, don't walk through brush or river to get to lane. Take the safe route there. Once you get to the lane, you have two options:

1. Harass the enemy with a Frost Shot-infused auto
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. If they're not in range, 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.

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. At the beginning of the game, you want to kill as many minions as possible, as early as possible. Read on.

Level 1 - Using 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. 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 and farm under tower.

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. 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 to the left you can see how far Volley reaches and how the arrows separate in distance the further they travel.

Level 1 - Using Frost Shot - Kiting
Ashe's passive, Frost Shot is useful for deterring an enemy. When slowed, the natural response is to panic, as any sort of CC is scary. Often enemies will turn away to escape the slow - if you simply follow them, kiting, you'll deal a lot of free damage.

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.

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.

HINT: Juggle your auto-attacks! The slow lasts 2 seconds; that means if you auto 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.

Level 2 - Ranger's Focus - Steroids!
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, Ashe gains an attack speed boost and additional slow for her autos. But the cool part is the bonus damage gained if you have 5 stacks. Stacks are gained by auto-attacks or damaging spells (Volley or ECA). As such, it's best to wait until you have 5 stacks before activating Ranger's Focus for the steroid.

Scratch Damage & Minion Aggro
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. If you're lucky, the enemy ADC will panic and become scared, backing away from you and the minions, 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. You can lose minion aggro by dipping into brush; when minions lose sight of you, their aggro is reset.

Level 3 - Using Hawkshot
At 3:30, you'll hit level 3: allocate a point into Hawkshot. Early game, 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.

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 occurs when you push enemies back from minions by making them fear your zone. This is beneficial because they 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.

Your support will 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. You can zone by standing behind the enemy minions (closer to their tower), as seen in the screen shot to the left. 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. Your only option is to auto the Leona and get a Stealth Ward into that brush; it is too risky for your own support to attempt to stay in the brush. Now you have the added threat of a Leona engage from close quarters, so you need to back up and ensure you are NOT near the river - if fleeing becomes a necessity, you want to be able to get under your tower as quickly as possible.

Early-Mid Game: Hitting Level 6, Using Enchanted Crystal Arrow & First Items
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 - distance yourself as much as possible from your opponents. You want to be a proactive player, not a reactive player. 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 closest target; it does not matter if the closest target is the enemy support or the ADC. 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. 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. Analyse the field.

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 lethal.

Jungle Ganks & You
Prior to level 6, your jungler probably has not come to gank your lane. The jungler can opt to snowball one lane (top or bottom), or go bot. 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). However, keep your eyes open - just because allied jungle hasn't swung past bot doesn't mean the enemy jungler won't. 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, 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. Do not blame the jungler if he/she opts to ignore your plees for help, however. If you've lost lane, that means the enemy bot lane is fed - this is not an ideal circumstance for a jungle with little items and valuable buffs to gank. If worst comes to worst, let the tower fall and try and recover under your Tier Two Turret.

Jungle Farming
Depending on whether you are on Purple or Blue side, you can grab Gromp/Krugs on your way to lane; 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.

Do not attempt to farm jungle minions when the enemy lane is pushed to your tower - lane minions are worth more than jungle minions, do not miss out on lane minions! (Not to mention that your jungler needs to the farm) 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 = Overextending?
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. 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 see the enemy jungler top lane 10 seconds ago? That means they can't be bot lane to gank you. 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.

Level 7+ - 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). 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.

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 and possibly tanky mids like Swain. Realistically, you ain't getting anywhere close to their AD/AP carries, so just fire away! 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"; unless you have the opportunity to target someone squishy, you're going to need to take down their front line first.

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 - Wha, Good God, Y'all

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 war, 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 :) You can request an in-depth guide review from him here.

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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