Ashe Build Guide by LoveMeTomorrow
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Not Updated For Current Season
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Hey guys, this is a complete guide for Ashe. Ashe is one of the best AD carries in LoL when it comes to ranked games. Her presence in important team fights is game changing because she can continuously slow the other team almost 100% of the time and devastate them with her ultimate. She has to rely on her teammates a lot more than any AD carry because she has no natural escape (besides flash) when champions focus her. That being said, Ashe is not that great in solo queue because she needs communication and coordination with teammates.
Ashe's early game is weak (except lvl 1 team fights) but as she gets level 6 towards end game, she will make all the difference when it comes to initiation, slowing (Q/W), and just doing constant auto-attack damage.
What I LOVE about Ashe is that she has one of the best ultimates in the game as well as permanent slows.
I personally go 15/0/15 for Ashe because I love the mana from Meditation (constant spamming of volley in teamfights), movement speed by 2% (which will make harder to catch when someone is chasing you or chasing down), and lesser flash CD. I don't get Utility Mastery because Ashe already has a built in slow, so red buff on Ashe isn't all that necessary.
With these masteries, you should be able to lash out damage and be more mobile at the same time. Ashe is a weak type of AD carry in terms of damage, so getting utility for the ups in the Utility tree and keeping the enemy slowed while kiting is what you need to do.
Marks: Armor Penetration is the best way to go for any AD carry.
Seals: Mana Regen/lvl Seals are vital for Ashe being that you will want to spam Volley, toggle Frost Shot, and be able to use your Enchanted Crystal Arrow when you get to Level 6.
Glyphs: Magic Resist/lvl Glyphs are a strong choice. If you ever find yourself overextended and you are attacked by an AP caster, you will want magic resistance to take the damage.
Quintessences: Flat AD Quint's are typical for Ashe. They synergize well with your Volley and can help you last hit creeps early game. Armor Pen quints are overrated but are very viable for an AD carry.
Exhaust - Exhaust helps you become a strong duelist, run away from enemies, or even chasing enemies down while lowering their resistances. Get this if the other team have a lot of champions that have the ability to dive at you. Exhaust is not always the right choice (see Ghost).
Flash - No excuse for not using this. It helps you control yourself in every situation and helps you survive as well. You may also use this offensively but only if you know 100% its safe.
Ghost - I get Ghost on Ashe as much as I get Exhaust on Ashe. That is because every team comp you're facing against can be different every single time. I get Ghost if I rely on kiting and not getting dove on to stay alive. Most people don't get Ghost anymore, so if you get Ghost on Ashe then you'll be able to outrun anyone as well as perma-slowing them. Ghost is safer than Exhaust.
While out of combat, Ashe's critical strike chance increases by 3/6/9/12/15/18% every 3 seconds, removed after next attack. Focus will now display a buff showing how much extra crit chance Ashe has
A good passive once in awhile but becomes hardly noticeable after you engage battles. With this passive and the right team comp, you can burst someone down at level 1 fights effectively.
Q: Frost Shot
Toggle: Ashe's basic attacks slow her target's movement speed by 15 / 20 / 25 / 30 / 35% for 2 seconds.
Cost 8 mana per attack
Toggle on or off. While on, you can keep your target slowed and letting you keep your distance a lot easier. This ability doesn't deal additional damage, so turn this ability off while taking towers/farming creeps.
Ashe fires 7 arrows in a cone dealing attack damage + 40 / 50 / 60 / 70 / 80. Volley also applies Frost Shot.
Cooldown 20 / 16 / 12 / 8 / 4seconds
A good zoning ability as well as offensive/defensive. Don't spam this ability too much in lane unless you have Soraka. Your mana/lvl Seals are mainly to help you mid-late game so you can spam it more then. It does an ok amount of damage but it is mainly used for AoE slow in team fights. Great to use while pushing a lane to a tower or to hit creeps/poke if you're getting denied. Also great to push enemies back while attempting to take down a tower or defending a tower.
Passive: Ashe gains 1 / 2 / 3 / 4 / 5 extra gold whenever she kills any unit.
Active: Ashe animates a Hawk to scout for her, revealing terrain as it flies toward target location.
Cooldown 20 seconds
One of Ashe's defensive abilities when it comes to spotting ganks. Used in many possible scenarios: making sure its safe when attempting dragon/baron, hawk-shotting a brush that you're about to check, or even hawk-shotting an area you see (like a warded Golem) to scare them away. This ability does no damage. Do not shoot at the enemy.
R: Enchanted Crystal Arrow
Fires a large arrow in a straight line. If it hits an enemy champion, it will stun that champion for up to 3.5 seconds, based on the distance the arrow traveled, and deal 250 / 425 / 600 (+100% of ability power) magic damage. Additionally, surrounding units take half the damage and are slowed for 3 seconds.
Cooldown 100/90/80 seconds
Cost 150 mana
Ashe's signature ability. Being one of the best initiation skills in the game, it can force any fights that is in your teams favor (like 4v5) but it also requires some coordination and communication. Also, try aiming the arrow through Fog of War (darkness) so it gives the enemy a lot less time to react to the arrow, like shooting from a brush. Also, it is a lot easier to land arrows if the enemy is in narrow areas (like jungles) or if they are running in a straight line, unsuspecting of your ultimate.
Can be used defensively if someone is chasing you.
Absolutely not a poking ability unless you kill the guy.
Stack W because this is your only poking ability that increases in damage as well as providing stability in lane.
Stack Q next because you can chain slow anyone your team is focusing and kite them with ease.
Get 1 point in E and then stack it last. The only thing that increases when you stack it is the range and cooldown, and the only thing you use this ability for early game is to check ganks which isn't as significant as controlling the map end game with level 5 E.
Stack R whenever possible because a shorter cooldown on R will always do you good since the initation is so strong.
Doran's Blade is going to give us a little survivability and some damage. This is the best starting item for Ashe aside from Boots of Speed and 3 health potions. You might want to buy 2-3 Doran's Blades if you are having a hard time laning.
Doran's Blade, Boots of Speed, and B.F. Sword going to give you the main components of Ashe's needs. Movement Speed, Attack Damage, Lifesteal, and Health. These 3 items are a great combination for Ashe early game.
At this point, you want to build your Infiniti Edge, purchase your final boots, and grab a Zeal. Again, all of these items supply what Ashe needs. More movement speed, attack speed, attack damage, critical chance, and more lifesteal.
Your late game items are very important. Last Whisper is going to give you attack damage and a passive that penetrates 40% of your targets armor. After Last Whisper, you want to finish building Phantom Dancer for attack speed, crit chance, and movement speed. Kiting will become much easier with Phantom Dancer.
By this point, you want to buy your Banshee's Veil. Banshee's Veil gives us health, mana, and a passive that will help prevent you from being nuked by AP casters. This is Ashe's best choice for survivability.
The Bloodthirster is the last item you want to purchase. Attack damage and life steal makes Ashe stronger then she already is and gives a source of indirect survivability.
Early game is simple to explain for Ashe. Two words, LAST HIT. Last hitting creeps is extremely important early game, especially for Ashe. Do not push your lane too hard because Ashe doesn't have good escape ability and will most likely be caught and killed. Punishing overextending enemies with Volley and Frost Shot is vital for keeping control of your lane. Lastly, make sure you Hawkshot the bushes and river as much as you can whenever you are unsure of where enemy players are. Hawkshot is like a long distance ward that has a cooldown and costs no mana.
When you transition into mid game, then you should have some damage items and do a decent amount of damage. Mid game is also when you should continue farming and always be there for dragon fights.
Here, begin playing a lot safer than you have been before as the enemy gets stronger, you're still the most vulnerable and targeted champion on your team.
It is your responsibility as Ashe to land arrows on champions who are out of position (in mid game, arrow anyone who is alone and vulnerable to a gank because no champion should be tanky enough to survive a strong gank until late game).
With stacked Volley, you should be farming easily and swiftly. Mid game, you can clear waves of minions quickly but make sure you prioritize your team when they attempt to take dragon. When they do attempt to do dragon, make sure you hawkshot around the area to ensure a safe dragon attempt.
If this game isn't turning out your way, try your best to play safe and just focus on farming without putting yourself in danger. You will excel late game regardless (but hopefully your team isn't feeding, and thats why Ashe is less effective in solo queue because everyone feeds). Just don't dig yourself deeper into the hole if you're already doing bad, just try to drag it out until late game and try to land arrows on enemies who are overextending and out of position or vulnerable to an easy gank.
Do not roam too much (if not at all), because whoever does this and gets no kills
from it will waste too much time when they could be focused on farming for late game, where it all matters.
Late Game (Teamfights)
Late game is when it all matters. Play the game extremely safe at this point.
In 5v5 team fights, make sure you ALWAYS keep yourself in a safe position. Attack what you can, even if that means sitting on the Alistar the entire time until its safe (safe meaning after the enemy team blew their ultimate and vital abilities already). You will do consistent damage (especially with Last Whisper) and keep using Volley to slow down the enemy, then hit whatever you can and don't dive at their carries unless they overextend.
Save your Flash for when it matters. Especially on Ashe, Flash is the most dependent escape ability she has when it comes to teamfights. Don't try to flash at the enemy to try to secure a kill because that is not what she does. She will die anyways if you do that, so 1 for 1. Plus, Ashe sitting in the back safely with Flash and doing consistent damage and slows is the most threatening thing in a team fight, which is why Ashe is so effective in team fights. Keep your Flash available for when you need it - same with all other AD carries.
You can make all the difference when it comes to using your arrow on enemies who are out of position (ex. their AD carry is farming minions middle and is vulnerable). However, try not using your ultimate on fed tanks who will not be taken down fast enough because that may bait your team into engaging into a team fight in which you shouldn't.
It should always be easy for AD carries to stay at a safe position with flash up, and everything else will work out well if your teammates do their jobs as well.
Ashe excels late game (as does most well-farmed AD carries), but never put yourself in a dangerous position and do what you can to stay alive.
I would just like to thank Jhoijhoi for the skill sequencing and Westrice from solomid.net. they greatly influenced this guide. Some stuff is even taken word for word because i couldnt explain it any better.