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Ashe Build Guide by

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.



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League of Legends Build Guide Author

Ranked Ashe Carry

Last updated on July 19, 2012
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Ability Sequence

4
14
15
16
17
Ability Key Q
2
3
7
10
11
12
Ability Key W
1
5
8
9
Ability Key E
6
13
18
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 1

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 8


Guide Top

Introduction

This guide is for rank games with Ashe. I have use this build many times and have won many games. The idea of this build is to out gold the other AD carry. But if you find yourself in a tight situation where your under farmed then this build will also allow you to catch back up in gold to late game.


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Runes

The runes I chose are for as much early game damage as possible. Mid game to late game is when you decide which item you need to defend against.


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Skill Sequence

So the skill sequence is as follows and rarely change. The only reason it would change is if your team plans on invading then you would want volley first. But Hawkshot is preferred because for the first few levels your just last hitting creeps anyway. I find that keeping frost arrow at 1 until the end works well. with the move speed you have with your masteries and zeal you don't need anymore slowing. Keeping volley at 3 is all that you really need to do damage. You don't scale that much afterwards so i save that till second to max out.


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Summoner Spells

Pretty self explanatory. I can't count how many times I would get dived and heal gives you the edge at the last second.


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Items

So the items are standard for any AD carry. But because of Ashe and her free Frozen Mallet and Stun, makes those standard items even more powerful on Ashe. Now to start i usually take Doran's blade for the small life steal, and atk damage. If your going against a Caitlyn i would suggest getting boots with 3 health pots because caitlyn will out range you. If you find yourself under farmed, under gold, and just not getting items faster then the other AD, (usually if he has a BF before you do) I would actually take Philosopher's stone for the extra gold generation. If you can survive and not die, you WILL catch up.

Late game i chose Wriggles lantern because of a few reasons.
1. Its cheaper and easier to get then blood thirster.
2. Gives Life steal, some AD, and some armor.
3. Free sight ward. Anytime you can help ward for your team is always a plus. I usually ward 1 side, and use my Hawkshot to check the other which gives extreme map awareness.

Now if your doing extremely well on gold, and have the extra gold to spend, by all means go for Blood Thirster.

Late game defense item. You should either choose Thornmail or Force of nature pending on who on the other team is killing more. Now some would disagree, but these 2 items gives the most defense and I prefer it over banshee's.


Guide Top

Pros / Cons

Pros:

Free Frozen Mallet
Free clairvoyance
Global Ultimate with Stun
High damage output early

Cons:

Squishy
Doomed to fail with a non-tanky team