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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 June 19, 2014
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I. Introduction

>> ToC <<

- Patch 4.10 -
Hi guys! I'm currently updating the guide to reflect the changes in my cheat sheet brought about due to the latest patch. Stay tuned!

- About the authors -
Greetings MOBAfire! Loyal readers will recognise snippets of this guide from the original - however, it has had an upgrade. As you may have noticed, this guide now has multiple authors; please remain patient as we work diligently to update the guide. Welcome to our collaborative Ashe guide, written from the perspectives of a wide spectrum of elos, from Silver II to Diamond V! In addition to the original author, jhoijhoi (Gold V), please welcome PsiGuard (Diamond V), Warlemming (Gold V) and Patchness (Gold V). Collectively we have played hundreds of games as Ashe from Season 1 to Season 4.

- What's in this guide? -
This is a Marksman (ADC) 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.

- Last updated -
16th of June, 2014
> Enjoy the guide, Summoners!

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II. Pros / Cons

Pros / Cons
>> ToC <<

Ashe can be a viable pick in Ranked or Normal Queue to fulfil 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.

Positive Pros

+ Can initiate fights at range
+ Frost Shot allows you to easily kite and chase
+ Volley provides waveclear and poke
+ Strong level 1 with Focus and Volley
+ Extra gold generation on minion kill
+ Long autoattack range
Ashe can be a useful pick due to her ability to initiate with Enchanted Crystal Arrow. In lane, she can abuse an autoattack range advantage over most marksmen (all but Caitlyn basically) and poke safely with Volley. Proper positioning for Volley and timing on Focus-empowered autoattacks can give Ashe a surprisingly powerful early game, up to level 9 when Volley will be maxed out. In addition to that, her initiations with Enchanted Crystal Arrow can turn teamfights in your favour. Ashe has a fairly straightforward set of abilities and a responsive autoattack, making her a good choice for players new to the marksman role (she’s also only 450 IP).

Critical Cons

- No escape mechanism or mobility
- Focus is often wasted on minions
- Low damage output from abilities
- Volley can be blocked by minions or tanks
- Enchanted Crystal Arrow can be dodged or blocked
- Low movement speed
- Relatively low out-play potential
Ashe’s biggest weakness is her low mobility and lack of escape mechanisms, only further exacerbated by her squishiness. Where many marksmen have abilities to reposition themselves, Ashe must rely only on her slows to keep away from assassins and bruisers. She is also a little more reliant on farm and items than some other marksmen because she gets very little damage from leveling her abilities and mostly relies on auto-attacks to kill enemy champions. Ashe’s kit is also rather straightforward and predictable, making it difficult to surprise or outplay your opponents (this is partly due to her lack of mobility). Her only ability that depends largely on player skill is Enchanted Crystal Arrow, which can win games or be completely useless depending on whether you can land it or not.

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III. Counters / Synergies

Counters / Synergies
>> ToC <<

Ashe synergises well with some champions and is countered by others; before you choose her in Champion Select, consider the team compositions of both your team and the enemy team (if you’re playing draft pick). Below is a brief guide of which champions would be ideal in your team composition, which champions have absolutely no synergy and the many champions who can prove difficult opponents for Ashe on the Fields of Justice.

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. Assassins like LeBlanc and Nocturne can use a good ultimate to quickly pick off the champion that you stun and turn the fight into a 5v4. Alternatively, tanky champions who can initiate and cause out of position enemies in preparation for Enchanted Crystal Arrow work well too. Ensure your team has multiple options of CC; Ashe cannot always have ECA up for every gank, fight and skirmish. Good peeling supports can also make up for Ashe’s low mobility and lack of escape mechanisms. Sona is particularly strong with Ashe because she can assist in harassing early in lane, but at level 6 contribute to an all-in kill with Crescendo to set up Ashe’s ultimate. A snare/knock-up/stun allows Ashe to follow up with Volley and Frost Shot infused auto-attacks, thus making Janna or Alistar good support choices for utility to your lane and your team. Keep in mind that Ashe brings CC, but little burst damage to an all-in, so she may not synergize as well with kill-lane supports like Blitzcrank and Leona. 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.

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. Once Ashe is eliminated, they can turn their focus on the other threats in the team, such as the AP carry. 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. Combos like Lucian + Annie, Corki + Leona, Draven + Thresh. Any support that has a reliable CC to prevent Ashe from escaping can do well. There's only so much harass Ashe can handle before she is forced back to base.

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IV. Summoner Spells

Summoner Spells
>> ToC <<

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.

+ Exhaust is often taken by the support, but if your support is running Heal instead or if the enemy team contains dive champions such as Zed and Jax that can be shut down by Exhaust, you may consider taking it yourself. While it doesn’t directly protect you from damage, timely use of Exhaust can significantly reduce the damage that an enemy champion can deal to you for a few seconds. It’s particularly effective against Zed because he can’t deal as much damage before he pops Death Mark, as well as against autoattack-based bruisers and assassins like Yasuo, Jax, Tryndamere and Nocturne, since Exhaust reduces not only their damage output, but also their overall attack speed for several seconds.

+ Cleanse can be useful if it allows you to quickly escape a CC spell that would have left you in a vulnerable position. While it’s not usually very useful in 2v2 lane fights, it can later be used to negate CC that might result in your death and even the loss of the game. If you cannot quickly respond to being stunned, don't even think about taking this Summoner Spell. In general I do not recommend this summoner spell as its uses are situational and can usually be covered by Quicksilver Sash and/or your support’s Mikael’s later in the game. It’s not usually worth giving up a summoner spell that could help you more in combat.

+ Barrier is currently outclassed by Heal as a defensive summoner, but it still has a small niche where it can prove superior. If the enemy bot lane has a Tristana, Varus or Miss Fortune, you may opt to take Barrier over Heal because these marksmen can easily apply a Grievous Wounds debuff that will cut your healing in half. In this particular case, Barrier becomes more potent than Heal, but usually the 2-person Heal and speed buff are stronger both early and late game.

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V. Runes

>> ToC <<

As many popular (and strong) supports lack sustain abilities, it is often up to the marksman’s runes and items to sustain in lane. Life Steal via Greater Quintessence of Life Steal, combined with a Doran's Blade, allows you to slowly regenerate lost HP by autoattacking the minion wave. The early game in bot lane can have big consequences for the rest of the game, so it’s important not to get forced out of lane from harass. Alternatively, 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.

As Quints of Life Steal have replaced Quints of Attack Damage, and AD is such a potent stat to acquire early game, 9x Greater Mark of Attack Damage can be taken for the early game potential. With AD marks and one AD quint, you are given enough damage to farm correctly under the tower. AD runes also 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.

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, 9x Greater Seal of Armor 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. Alternatively, as all champions now have a higher base armour, you can choose to increase your health with 9x Greater Seal of Health.

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. Most champions deal some sort of magic damage, even if they don’t build AP. Scaling MR is stronger later in the game, but are not worth the cost if the lack of early MR causes you to lose your lane. Go with the flat runes most games, unless you’re sure that the enemy support will deal very little magic damage to you.

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VI. Masteries

>> ToC <<

Offense Tree


+ Fury
+ Butcher
+ Feast
+ Martial Mastery
+ Brute Force
+ Frenzy
+ Warlord
+ Executioner
+ Dangerous Game
+ Devastating Strikes
+ Havoc
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 Focus and scales well into the late game after completing crit chance items.

Defense Tree


- Recovery
- Enchanted Armor
- Block
- Unyielding
- Veteran's Scars
- Juggernaut
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.

Utility Tree


/ Meditation
/ Phasewalker
/ Fleet of Foot
/ Summoner's Insight
/ Strength of Spirit
/ Vampirism
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.

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VII. Ashe's Abilities

>> ToC <<

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

Volley should be maxed by level 9 as it’s Ashe’s main damage ability and her only waveclear. The cooldown goes down significantly with level along with a damage increase. Frost Shot is prioritized second for the increased slow, which applies both on autoattacks (when active) and Volley passively. Hawkshot should be maxed last since the cooldown reduction is not significant and the increased range is usually not necessary until much later in the game when baron becomes a possibility and it becomes more dangerous to venture into the fog of war. Of course max Enchanted Crystal Arrow as soon as possible for the damage and lowered cooldown.


+ Description +
This gives Ashe her powerful level 1and can improve her harass with a little presence of mind. If you can use each empowered autoattack to harass your lane opponents instead of using it on a minion, you can win a trade every 30 seconds or so. Later in the game this passive will stack faster when you have crit chance items so it’s not too terrible.
+ 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.


+ 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 Frost Shot.
+ 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.
[*] Use Frost Shot liberally during team fights. Not only will you be safer from the enemy frontline, but it also makes it more difficult for the enemy team to position.
[color=#F88158[*][/color] If you’re a more mechanically advanced player, you can toggle frost shot every 2 or 3 autoattacks (depending on your attack speed and enemy tenacity) to save mana. The slow lasts for two seconds, so you don’t need to apply the debuff on every autoattack.


+ Description +
This 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. 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 +
[*] Use Volley liberally in team fights in order to constantly damage and slow several enemies at once.
[*] If fleeing from enemy champions, fire Volley behind you to slow the enemies.
[*] Keep in mind that Volley can be blocked by minions, monsters and champions. Make sure you don’t waste your mana trying to hit an enemy behind a minion, especially in lane.


+ Description +
Early game, Hawkshot functions primarily as a tool for gaining vision in lane bushes and checking the river or tribush for the enemy jungler. The range is very limited early and the long cooldown make it less than ideal for general map vision, so use it only if you need vision of the target area immediately. If you are farming diligently, the passive gold generation will help you bypass Ashe’s relatively weak mid-game and get the items you need to be a damage threat in team fights.

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.
+ Tips & Tricks +
[*] Last hit minions as much as possible to receive the additional extra gold from Hawkshot's passive.
[*] When chasing an enemy champion into the fog of war, fire Hawkshot ahead of them to check for other enemies and prevent your target from evading you.
[*] 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.
[*] Hawkshot reveals any champions hidden in brush. It does not reveal stealthed units.


+ 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 the main reason why you would choose her other another marksman.

Enchanted Crystal Arrow gives your team the potential to start a team fight or make a pick whenever it’s up. Try to look for opportunities to pick off a mis-positioned enemy whenever your ultimate is available. Even if you can only force the enemy marksman out of lane, your team can use that advantage to take dragon or push a tower.
+ Tips & Tricks +
[*] Try to fire Enchanted Crystal Arrow in the same direction enemies are moving, so it is more likely to hit.
[*] The safest places to engage the enemy are under one of your team’s towers or while they are attempting to kill dragon or baron. Stunning an enemy near the safety of your tower or while they are taking damage from a jungle monster can often result in a won team fight if your team is ready to capitalize.
[*] If the enemy team has champions whose ultimates can be stopped by a stun, you can save your ult and wait until they use their channelled ability. Ie, Nunu, Fiddles (you can't stop his ult after he blinks forward, but you can stun him in place allowing your allies to escape his monstrous damage), Warwick.
[*] One trick with Enchanted Crystal Arrow is to fire it straight down the middle lane when you go back to base to buy items and heal. Firing the arrow straight down the lane gives it a decent chance of hitting the enemy mid laner for the max stun duration. Most of the time, your mid laner can get a kill off of a 2.5 second stun. Keep in mind that you might miss and you won’t have your ultimate when you go to lane.

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VIII. Itemisation

>> ToC <<

Start Early - Mid Game Late Game


Berserker's Greaves > 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.

Mercury's Treads > 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.

Vampiric Scepter > 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.

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.

In-depth explanation by Shenwang


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.

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. Don't forget that the AoE can crit! 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.


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.

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.


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.

Blade of the Ruined King > LIFE STEAL + SLOW + HEALTH SHREDDING
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.



Mercurial Scimitar > 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).

Guardian Angel > 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.

Banshee's Veil > SPELL SHIELD
Banshee's is an optimal survivability item for players who are against heavy magic damage. It gives a great boost to health and magic resist, in addition to granting the user a spell shield that takes 25 seconds to regenerate after being popped.


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.

Randuin's gives a great mix of armour and health. If you find that the enemy tanky dps are sticking to you, the active and passive component of this item could save your life.


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.

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.


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.

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.

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IX. Competition Bot Lane

Competition Bot Lane (Match-Ups)
>> ToC <<

Match-Ups Legend
50 / 50








miss fortune








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X. Marksman Gameplay

Playing the Marksman (ADC Gameplay)
>> ToC <<

Make sure you've read the ABILITIES section of this guide - I do repeat some useful tips and tricks from there within this GAMEPLAY section, but most of Ashe's nuances are highlighted in that section! Additionally the COUNTERS/SYNERGIES and COMPETITION BOT LANE sections are also full of knowledge to help you out regarding Ashe gameplay :)

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.

As explained in the ability section, Ashe has a killer combo at level one. Due to Focus, she has a guaranteed first hit critical strike. Utilise this mechanic by either auto-attacking an enemy champion and following up with Volley to nom half their health, or to secure your first last hit.

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.

If you're last hitting, it stands to reason that the enemy will be last hitting too. If you watch both sets of minions, you will see that a pattern emerges: regardless of the danger in doing so, 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. As Ashe, try to follow up an auto-attack with Volley or vice versa to prevent the enemies from being able to retaliate. If the enemy ADC catches on to what you're doing and attempts to auto you when you're last hitting, as they walk towards you, tag them with a Frost Shot imbued auto-attack and walk backwards, out of their range. Due to the slow, they'll be hindered and will probably give up the attempt when they realise you're out of range.

This term originated from DotA; it refers to using an orb effect (like Drow Ranger's Frost Arrow), and then moving as soon as the projectile is "fired". In League of Legends, Orb Walking and Animation Cancelling are very important aspects of gameplay. It requires a lot of practise, but it helps mainly with two things: 1) Last hitting and 2) Chasing. If you fire a projectile to last hit, and then move, you are less likely to start auto-attacking in lane, which can make it harder for you to last hit, AND push the lane when you don't want to. By moving straight after firing a projectile, you are not "static" chasing someone, simply by right-clicking them, you're moving ahead of them, allowing you to catch up. If you played Warcraft, you'll know that right-clicking an ally will allow you to "follow" them. It's the same sort of mechanics for LoL and DotA, but for enemies - you will never surpass their trajectory if you only right click them; you need to orb walk (hit them, and move yourself forwards), if you want to chase effectively.

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.

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; you can zone by standing behind the enemy minions (closer to their tower). This can be dangerous if they have good engage, so only zone when it's "safe" to do so.

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.

Depending on whether you are on Purple or Blue side, you can grab Double Golems or Wolves/Wight on your way to lane; killing jungle camps gives you an increase in experience and gold, meaning you will hit levels 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. Once you have some lifesteal, you can tank the minions yourself. 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!

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.

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.

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. As your mid-game damage is not as intense as other ADCs, you can fulfil another role of pushing the lanes bit by bit to victory. 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. 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.

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. Your support should be warding for you, but make sure to use your Warding Totem when you can: place the totem in the river brush, or in the lane brush. Vision is very important, and not just keeping an eye bot lane. 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.

> Jungling camps without vision.
> Chasing an enemy into an area with no vision.
> Getting split from your group in an area with no vision.

> Watching the mini-map and counting 5 enemy champions.
> Noticing when your allies' ults are up (little green circle on their portrait).
> Warding with your Warding Totem to help increase allied vision.

By keeping your awareness levels high, you'll rarely encounter fights like the one below.

Ashe's initiation is god-tier, and most likely the reason why you've picked her. As such, don't ruin your chances with a poorly timed or poorly executed Enchanted Crystal Arrow. Don't wait until it's absolutely necessary to use the stun; you want to be the one initiating teamfights, or at least immediately following up on a jungler initiate, like Malphite ult. Don't worry about trying to nail the enemy ADC or APC with ECA - even disabling a tank and making it a 4v5 in your favour can win games. Landing good ECAs takes practise, but landing them at all is what you're aiming for! :P

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! Spam Volley and keep Frost Shot toggled on, but watch your mana. Try to remain behind your team's 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.

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XI. Conclusion

>> ToC <<

- 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, PsiGuard, Warlemming & Patchness.

- Last updated -
> Almost all content updated!
> Enjoy the guide, Summoners!

- Want to help out? -
If this guide has helped you and you wish to show your gratitude beyond an upvote, please feel free to donate. Every donation contributes to the resources needed to keep this guide updated. Thank you!

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XII. Frequently Asked

Frequently Asked Questions
>> ToC <<

Q: How can I make a guide that looks like yours? // Most of the coding in my Ashe guide is available as a template in my universal coding guide, Making a Guide. If you have any coding questions, please post in the comment section of that guide :) I have also used some table format coding from Astrolia's Table guide and Nick's Coding guide - please check these resources out!

Q: What Summoner Spells should I take? // Flash, Cleanse, Barrier and Heal are the best defensive Summoner Spells on Ashe, with Ignite the only offensive Summoner Spell I'd suggest. 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? // She is frequently chosen due to her powerful initiate, her utility in terms of Hawkshot, and the crippling slow she provides when chasing ( Frost Shot). 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, revealing more area, and the gold bonus with minion kills increases as well. However, Volley applies the level of Frost Shot, thus making it important to increase the level of Frost Shot to increase the slow on Volley.

Q: Why do you get Phantom Dancer/ Statikk Shiv 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), thus the need for Shiv or PD. 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? // Read up on the itemisation of this guide :)

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.

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