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As for my runes, I'll compare yours and mine side by side. Your runes give extremely small bonuses only useful at the begining of the match. Your Runes of Resilience only give 12 total armor, which any Armor Penetration item can easily punch through. And, as far as your Quintescences of Strength, they only give 6 more damage per hit. SIX. There is not a more insignificant number in this game, my friend. It may be "more effective at last hitting" at level 1, but past that, they become completely useless. In total, my runes give me 25 armor penetration. There is NO WAY that you can mathematically even SUGGEST that 6 extra damage is better than 10 extra armor penetration. These rune effects combined with the 65 armor reduction of the black cleaver and Stark's Ferver means 90 reduced armor. That means I'm destroying a large portion of even the most heavily armored enemies, just by being there. Also, comparing our builds, I have a combined bonus of 166% attack speed, while you have only 86%. That means I am literally attacking TWICE as much as you are (although you're doing 20 more damage per hit than me, whoopie). Add in the effects of my 25% cooldown reduction combined with my increased mana regen, That means I can continuously cast Volley. You say that Ashe "slowly breaks the enemy down with a few hits here, a few volleys there," my mana regen is 25 per 5 seconds, Volley costs 60, and I can cast it every 3 seconds, effectively meaning I cast it for 40 mana. That means I can cast it CONTINUOUSLY, every 3 seconds, 17 times. I'm not "slowly break[ing] the enemy down with a few hits here, a few volley there," I'm raping them in 10 seconds with about 20 attacks and 3 Volleys to deal in total 9956 base damage (yeah, I did the math.) with 90 armor penetration, slow effects, 20% lifesteal, PLUS 4% of their life in magic damage, PER HIT.
NOW tell me that I'm building wrong.
Updated the guide a little bit, added some pretty pictures to liven it up a bit, as well as included a little more tactical information.
To address Love's comment, The Black Cleaver, in conjunction with the other items, is replacing the need for Last Whisper. Stark's Ferver and The Black Cleaver give armor reduction of 65 (after 3 hits) which surpasses the ability of Last Whisper, especially when considering the 25 armor pen that the runes and masteries give.
I disagree with you about the need for resistance/armor in my rune setup, because little armor is just as good as no armor. Most mages pack Magic Penetration, rendering the little bonus you would get from runes useless to begin with, and even if they dont, what's the difference when combo'd for 3000 damage if you ignore 10% of it? The point is not to end up in that situation in the first place, to know that weakness and avoid it.
CDR gives me the ability to fire off my spells MUCH more often (1 second quicker on Volley and 20 seconds quicker on Crystal Arrow, max level for both) which the mana regen runes help with. This, combined with the massive increase in attack damage provides for some VERY powerful skills. (Volley does a set damage PLUS your Attack Damage)
Stark's Fervor is a great item but not for Ashe. You would be better off with a Bloodthirster for lifesteal and indirect survivability. The tanky DPS on your team should be buying a starks fervor if it is even needed.
As for the magic resist runes, the current meta game is AD carry and support bottom lane. Why would you get magic resistance if you are facing Caitlyn, Vayne, Pantheon, etc. Late game fights should consist of your 4 teammates and you out of sight. You should be waiting for the other teams to nuke your tanks or tanky DPS jungler or whoever can take the damage then Ulti them. My point is, you want to win your lane, early game is like the base of a house. without a good start, your game will tumble.
Boots of lucidity is completely non-sense for Ashe and no arguement will change that. The black cleaver is only useful if you are auto-attacking and Ashe is a champ who slowly breaks the enemy down with a few hits here, a few volleys there. As for last whisper, the 40% armor penetration even work with your Volley. The Quints of Desolation are almost equal the damage late game as AD quints but AD quints give you a little early game advantage.
just my opinion of course.
To address Love's comment, The Black Cleaver, in conjunction with the other items, is replacing the need for Last Whisper. Stark's Ferver and The Black Cleaver give armor reduction of 65 (after 3 hits) which surpasses the ability of Last Whisper, especially when considering the 25 armor pen that the runes and masteries give.
I disagree with you about the need for resistance/armor in my rune setup, because little armor is just as good as no armor. Most mages pack Magic Penetration, rendering the little bonus you would get from runes useless to begin with, and even if they dont, what's the difference when combo'd for 3000 damage if you ignore 10% of it? The point is not to end up in that situation in the first place, to know that weakness and avoid it.
CDR gives me the ability to fire off my spells MUCH more often (1 second quicker on Volley and 20 seconds quicker on Crystal Arrow, max level for both) which the mana regen runes help with. This, combined with the massive increase in attack damage provides for some VERY powerful skills. (Volley does a set damage PLUS your Attack Damage)