Ashe Build Guide by ThedarKOne
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Ashe, Your All Purpose ADC
Not Updated For Current Season
Ashe is a great AD carry (ADC) for both new players and veteran players alike. She has great utility, great damage, and one of the best initiating spells of any ADC. If you make it to late game with Ashe, you can usually out carry any other carry in the game.
Pros / Cons
- Can permanently slow enemies with Frost Shot
- Good harassment ability through Volley
- One of the best initiating spells in the game, and one of the only ADC's to have an initiating spell
- Once you hit an enemy with Frost Shot, they typically will have to Flash in order to get away from you
- She has a passive that has a great synergy with Infinity Edge
- Very squishy, requires nearly flawless positioning and kiting skills
- Weak against crowd control from the enemy team. She has to be able to sit in the back of a fight in order to be effective
- Newer players can drain their mana if they forget to turn their Frost Shot off when not attacking champions
Recommended Summoner Spells:
Having Flash on Ashe is great in the event that you need a quick way to re-position in the middle of a team fight. Almost a must have summoner spell on an ADC simply for its escape and re-positioning potential. This is my go to summoner spell for most champions, especially ADC's, as it is typically their only means of escape or instant re-positioning in a team fight.
Ghost is a great addition to Flash as it allows you to move faster than usual for a short amount of time. This is much more useful for trying to make it to a team fight, or running away from an enemy over a distance. It also makes Ashe virtually impossible to escape if she is using Frost Shot. The only problem is that if your enemy has a stun or disable of some sort, Ghost becomes very useless. I only recommend taking this if you don't think you will need any of the below summoner spells.
Like Cleanse, Barrier can be a life saver. It can help negate the initial burst damage from that bruiser that leaps through your entire team trying to pull a Tyson and bite your ear off. But, on a serious note, it can mean the difference between a bruiser insta-killing you, and you being able to kite away from them after they jump on you. I recommend taking this against a high burst damage team as it can help greatly to keep you alive through burst damage.
Cleanse can be a life saver early game, or in a team fight. It can literally be the difference between you dying and your team losing the team fight, and you surviving and acing the enemy team. I would recommend taking this against a heavy crowd control team.
Ignite is great for securing kills on your lane opponent early game. Those early kills allow Ashe to get her items much faster and begin to snowball out of control. It also helps against strong sustain opponents like Taric, Sona and Soraka. I would recommend taking this against a Sona or Soraka support to reduce their healing.
Teleport is nice to have for those lanes that you know will be tough. It allows you to go back to base and buy items, as well as replenish your health and mana, and then return to lane almost immediately. This is GREAT for an ADC that requires as much farm as possible to function late game, which happens to be pretty much every ADC. I would definitely recommend taking this for those tough lanes.
I would only recommend grabbing Exhaust if nobody else you your team is getting it. However good Exhaust can be when trying to kill somebody alone, it is not as useful on Ashe as it would be your team's tank-ier champions that tend to get into the heart of the action in team fights, unlike she does.
Standard ADC masteries. Increased attack speed, damage and armor penetration in offense, as well as health and armor in defense, and picking up improved Barrier. If not taking Barrier put the extra point into increased damage to towers, or improved Teleport/ Flash.
Greater Mark of Attack Damage gives you more early game damage for easier last hitting, which is essential on an ADC. It also allows you to do more damage with your spells early on, and with Ashe having a really good harassment/farming ability in Volley these runes are great on her.
For added durability. You usually will not be picking up any items with armor on them, so the little extra you get from scaling runes is a must.
Having magic resistance late game will actually negate quite a bit of damage. The reason being is that champions that are dealing physical damage are typically doing so through basic attacks, which happen a lot more frequently than spells would, and so magic resistance helps a lot to negate the burst damage and then they have to wait for their cool downs before they can attack again. It requires a lot more armor to negate damage than it does magic resistance.
Greater Quintessence of Attack Damage See reasoning for Marks. You can switch these out for armor penetration Quintessences as well.
For now I am merely adding in all of the content. I will be going back through and formatting it at a later time. Ratings are Avoid, Difficult, Rough, Easy, No Challenge.
ADC Lane Matchups
Kog'Maw: No Challenge
Miss Fortune: No Challenge
Twisted Fate: No Challenge
Support Lane Matchups
Karma: No Challenge
First and foremost, I would like to thank you for reading my guide, and ask that you vote so I may know how good of a job I did or didn't do on this. Also, comments would be very appreciated as well. That being said, I just want to say that Ashe is a very powerful ADC if played correctly. She can destroy 90% of the ADC's in the game if you play properly against them. I do hope you enjoyed this guide, and that it helps you to be successful with Ashe, and thank you again for taking the time to read it.