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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by leaguesdf » August 21, 2011 4:46am | Report

Great guide! Really like it.
just few stuff about the build:
-Flash+Exhaust is the best setup for AD carries. consider trying it.
-AD Quints are best Quints for Autoattacking champs. Arp are better for champs who do their damage through physical abilities.



Thanks to Nyoike for the sig!
My Corki guide. My Way of the Trinity Force+Atmog's guide
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by jhoijhoi » August 21, 2011 4:53am | Report

League: Yes, I have been running Exhaust + Flash on my AD carries. But this set-up is safer for newer Ashe players. But I may update just to reflect the current meta (Wriggles on AD bot).

AD Quints are only good until level 4.




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by JEFFY40HANDS » August 21, 2011 12:54pm | Report

jhoijhoi wrote:

Thanks for the comment Jeffy. In my guide I listed 21/0/9, 15/0/15, 9/0/21 and 0/21/9 as possible set-ups, and it's up to the user and their proficiency levels to choose what they would prefer.

A new Ashe player may consider taking 0/21/9 for the defense bonuses (and I won't lie, those bonuses are really nice when you're uncertain of how to play a champion). An experienced Ashe would probably take 9/0/21 for the cooldown on the summoner spells. A balanced take on masteries is 15/0/15, which is perfect for players who don't have the armour penetration runes, OR the mana regen runes. 15/0/15 means they get the best of both worlds.

21/0/9 is for champions who do a whole lot of damage naturally. So Panth, Vayne, Caitlyn. On Ashe I wouldn't take 21/0/9 unless I knew who I was up against and if I knew I could get first blood (perhaps Sona + Sivir).


That didn't answer my question. I asked as to why YOU personally prefer 15/0/15 with your specific rune set up. I want to understand the logic, the CDR you get isn't all that wonderful, nor is the massive mana regen. Depending on scaling past level 1 the mana regen could actually be fine as is but you immideately start out with such a massive CD on your main harass that your MP5 over compensates for it. The CDR runes and mastery shave ~1.5 seconds off of your Volley, which is negligible. I can understand if it's comfortable for you, but with MP5 like that you could avoid the meditation mastery for something (I would consider) more lucrative AND still not suffer mana issues.

Or it was my understanding that you run with 15/0/15 and the rune set up when you play Ashe. I'm not concerned about other people who are less experienced or new to Ashe. I'm wondering why you choose to do what you do ^_^; just looking for some more insight into your play style of Ashe if that makes sense.


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by Inhale Death » August 21, 2011 7:53pm | Report

Good job on the build! I really like how descriptive you were and I really stop and think about how long it took you to make this! My build is simple, short but also not doing very bad at 75% :) +1 from me


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by jhoijhoi » August 21, 2011 11:25pm | Report

It's a looooong convoluted story, Jeffy, but here's the reasoning behind 15/0/15 back then.

+ I posted a thread in the Build/Item Guide Discussion.
+ 90% of the feedback consisted of "21/0/9" is ****.
+ So I changed my guide from 21/0/9 to 15/0/15.

After the Havoc changes, I considered changing it back to 21/0/9, but haven't done so.

Personally I used Exhaust + Flash and 21/0/9 on carries. But I'm not changing my guide to reflect that. I also play Vayne more than Ashe nowadays.

Inhale: Thank you :D




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by ThaHood » August 22, 2011 8:13am | Report

+vote! I really liked your guide, going into every single detail. Don't know if I read it and forgot but I would add a little section for tower pushing.
When teams are 5v5 and one is waiting near a tower. I always try to get 1 or 2 hits when minions have agro of tower and I'm safe to hit it once or twice. If you have enough damage mid game you can actually get a easy towerkill even with a full enemy team around it. It just takes great awereness of what's happening. Tower pushing adds a whole new dimension to a game, even bringing it's own game if you want. Really like your work on Ashe, good job!


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by jhoijhoi » August 22, 2011 2:38pm | Report

That sounds like a great idea. I used to have somewhere in my guide, "When you can, go attack a tower because in 9/10ths of my games, I'm the tower killer as Ashe", but some people took that negatively saying, "Push push push, always away from teamfights, bad Ashe player."

So I took that section out.

Perhaps I can make a new section about "Pushing" and see where that takes me. Thanks for the suggestion, Hood :)




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by ThaHood » August 23, 2011 12:09am | Report

Since when is a towerkill bad ;D It gives you more map control, meaning more strategic possibilities


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by jhoijhoi » August 23, 2011 12:46am | Report

Well, back when I released the guide, split-pushing didn't really occur, so if someone pushed alone, people would rage at them for being an easy target.

In today's metagame, it's acceptable for one sole person to distract the enemy team by pushing by themselves, often resulting in a 5-man gank on that pusher, leaving the rest of the allied team to push another lane (Master Yi, and Tryndamere come to mind).

Remember also, that destroying a tower leaves that lane to farm while you take off to gank. The last thing you want to do is leave a Nasus solo top for 30 minutes, and then have him two shot someone in a teamfight.




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by JakofAllSpaydes » August 24, 2011 8:02am | Report

Great build. Very in depth and well.. explains everything I need to know. I would love to give some good ideas, but i dont play ashe often and this guide seems to say everything I would know.


Thx to Jhoi, nyoike, xiao, Jeffy40Hands, AlexPT, Wafflewarrior, Wrath and myself for the sigs <33333
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