Ashe Build Guide by charlotter
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crit ad carry build
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.
Pros / Cons
Ashe is a hard champion to play. Annnnd, it's recommended for new players.
1. Surprisingly good damage on level 1~3
2. Ice = Slow = Sustain Control
3. Averagely better than normal ad carry in lane pushing
4. E does scout
5. ult is op
2. If you play ashe , you need a good support
3. Averagely need more time than normal adc to build up until carry (blank time longer)
4. Hard to last hit
5. No gap closer to chase/run for life
6. Team fight couldn't hurt enemy squishy champ, have to fight the closest first
Let me explain each one of them see if you guys agree with me.
Pro 1: Surprisingly good damage on level 1~3
Everyone knows ashe's first hit does critical, but how many opponents actually careful for that? And when they don't care with level 1 A+W+A combo , you can cut over half of your opponent's health , if your support can control him, makes you extra 2 hit and with ignite, first blood. This attack power I would think it only weaker than graves
Pro 2: Ice = Slow = Sustain Control
With her Q and your support Champion you can put your opponent on an embarrassing situation either keep running and get hit or kited by you. Especially when they're at 2/3 health, it's a situation they have to consider and many times people makes wrong choices.
Pro 3: Averagely better than normal ad carry in lane pushing
let's name some mainstream ad carry, Graves, Ezreal, Caitlyn, Miss Fortune, Corki, not really lot of them have a low mana cost low cool down AOE skill like ashe does. And, better lane push means also if your support doesn't suck, you get better lane control, not just pushing.
Pro 4: E does scout
Just a notice that during the actual line of E, you can spot more than your enemy thinks you can. at the edge vision of your E, if you spot someone they're not gonna know it. And you know, the half screen scout does not only spot the vision for 5 seconds, it gives your support safety to walk there and put down wards.
Pro 5: ult is op
Ashe's ult can do lots things, crowd control, specific target stun, the most advantage is range, actually we don't really need cross-map ult, we just need the ult further than others
Con 1: Squishy
She is squishy even in the ad carry list. Whenever I play as jungler and I see ashe, I would consider she a not-alone or easy kill champion.
Con 2: If you play ashe , you need a good support
you need a Sona who knows how to poke, you need a blitz who knows how to grab, you need your support to place wards at dragon place but not the bush. You have a long blank time and needs money. Try to play smart in mid-game, it will earn you a lot.
Con 3: Averagely need more time than normal adc to build up until carry (blank time longer)
you only have W as ad plus skill, this makes your damage lower than other ad carry in mid-game when people can only afford a attack speed boots and at most one single blood thirst.
Con 4: Hard to last hit
at level 1 you have 15 sec cool down W, and averagely lower attack damage than other champions. early last hit is quite hard for you, one of my friend tried to train last hit with no rune and masteries, he tried Corki and got 100 minion kill/10 min then he tried Ashe and he just couldn't do it and quit.
Con 5: No gap closer to chase/run for life
yes she can slow, but not gap closer skill also because she is squishy, she's quite often gank target.
Con 6: Team fight couldn't hurt enemy squishy champ, have to fight the closest first
You might can actually jump into the team fight, but your enemy would see a squishy no gap closer skill ad carry in the middle of chaos, what would they do? well, easy kill first. and not like KogMaw who can just spam his R and use his W to gain the range attack chance.
I'd pick all attack Quintessence because Ashe without rune at start have 49 attack damage. now she has exactly 60 attack damage at start.
piking critical chance mark is the main point of this guide, I made the critical chance add up to 10% in the runes and with the equipment of this guide you can get almost 20% critical chance right at the start and extra gold. As we all know the critical chance appear its power at around 50%, so it's only one phantom dancer's distance.
The rest, as they say is armor and MR/level.
23/0/7 Masteries, more offend, less defend, you can pick 21/9/0 or 21/0/9 as you wish, doesn't really affects a lot
I would put level 2 E at champion level 10 because on level 10, an extra field scout would be more important than 5% slow for your team.
Ok, the last big part, I did consider about if I would suggest infinity edge complete first then phantom dancer, but after all I didn't. I want to make this guide letting Ashe's blank time shorter and shorter. So that I'd suggest half build infinity edge and half build phantom, after that you can move on build the rest. do check on enemy's armor to decide either ruined king or armor breaker bow.
If any comment please leave a reason over here and let me consider, I'll keep updating this guide and try to make a better one. Thank you.