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My point is that this guide lacks effort in its entirity and it shows. There are people out there spending many hours on guides and guides like these just make them harder to find.
This might sound mean but take this to heart.
personally I do a 21-9-0 with ashe but if no one is gonna jungle try a 21-0-9 (buffs help a lot)
Getting runes to keep you alive early game is key.
AD....farm farm farm and if you get a chance farm same more. I personally have started off games 0-1, 1-3 early game but farm like a mofo...at the 25 min mark you becomes a beat becuase of those 200+ creeps. I do believe farming is more important then ganking early game (unless ur the jungle) because of the gold and exp lost running from lane to lane.
Ashe can mid, but is best with a support bot. Personally i like Malphite as my support, his slow and ulta are so deadly and add on ashe's frost arrow it is game over.
I will change my vote the second you add a more information.
Check out my guide, it is the first I ever wrote, and I haven't updated a fairly significant amount since then. It being your first gudie doesn't mean you have an excuse for having next to NO coding.
I also heavily disagree with this, considering that beyond the initial stun, there will always be the guarenteed slow of 50% for 3 seconds, which stacks with your slow from your Q. If a Jax jumps on you, you can easily hit him with your ult and kite him backwards for a very easy kill assuming you've hit that point in the late game where AD carries become strong. If you're in the mid game you'll have a tough time killing a Jax by yourself no matter the situation. But that is besides the point anyway so /rant.
A couple points I have to make here. Primarily, runes exist for the bolstering of early game damage, resilience, and utility. And the standard AD carry page is Greater Mark of Attack Damage for early game harass, damage, and ease of last hitting, Greater Seal of Armor since you're against another AD carry in lane, Greater Glyph of Scaling Magic Resist for the mid to late game burst AP carries tend to have, and Greater Quintessence of Attack Damage for the same reason as the marks. I summarized the reasoning behind these, but now I will go more in depth. ALL AD CARRIES HAVE A WEAKER EARLY GAME WHEN COMPARED TO MOST CHARACTERS. This means that your enemy laner will have similar conditions to you. That said, Ashe does happen to have one of the weakest early games of said AD carry class. The two varieties of strength rune have a HUGE impact early game, especially against a player not using them. Considering Ashe's weak early game, you need the early game damage provided by these runes in order to not get zoned. You can't farm if the enemy carry can outtrade by a huge margin and then zone you from minions. Against the two most popular AD carries atm, Corki and Ezreal, who have great early game burst and gap closers, they will give you no room for ease of farming. This is where the strength and resilience runes come in. Your Volley scales 100% of of your AD, meaning that the runes will give you a significant damage increase on that as well as your auto attacks. This allows you to trade damage without falling too farm behind early game. The attack speed bonuses of the runes you chose is near negligible early game, since the AD runes will out-dps you all the way through the early to mid game stages, making it very difficult for you to be useful if you get shut down early. Additionally, you say attack speed is useful for pushing, but don't you think increased damage on your Volley is useful for pushing? And also, consider the harass ability of Ashe with Volley's huge range.
I'm just going to make it clear, all AD carries build critical strike, I get that. I mained AD carry for quite a bit before I switched to maining jungle. However, in order for even your crits to do damage, you need damage since your crits scale with your AD. It is important to pay attention to this interaction in order to do damage. To give an example, I had a Tryndamere with 2 Phantom Dancers and a Avarice Blade back when I was still a lower level. Guess what he was attacking extremely fast and critting almost every hit. However, his crits were doing close to 60-100 damage max in the mid game. This is EXTREMELY low for any carry. Even if it's not the Infinity Edge, although it should be, you need early game damage FIRST, then build crit to further take advantage of your damage.
How does rushing Phantom Dancer NOT leave you vulnerable, considering it has no defensive stats as well, and leaves you with less damage for fighting people who may attack you? Elaborate on this point so it makes more sense.
Here's the problem I have with this. If the enemies start getting fed, and you continue with the build you have here, you AREN'T getting much stronger until you have that Infinity Edge, which you have now stalled to being after Bloodthirster. If the enemy is fed, you better not build for the late game, which is what you're doing here, you need to build for now. A game can snowball to the point where late game is non-existant if you build like this.
I play solo queue ranked, so I think I understand this just as well as you do. And yes, the goal of any team's bruiser/tank line up is to get to you if they can. That is a given.
The one item of Madred's Bloodrazor is extremely situational, and doesn't provide enough magic damage for you to tear through a tank. If you want your crits to do more damage against a tank, Last Whisper lets you penetrate an additional 40% of that armor and stacks with your masteries. I'm sorry, but Madred's Bloodrazor is actually less effective in getting around a target with a lot of armor, and much more effective if 3 or 4 members of the enemy team have 3000+ health. This almost never happens however, which is why it is situational, and not core.
Here's how the damage for Havoc is calculated. Lets say you're critting for 1000 damage late game, which is perfectly reasonable for an AD carry. (AD carries tend to crit for between 800 and 1200 on average late game, with Ashe falling on the lower end of that spectrum.) So assuming you're getting this 1000 damage crit, you will doing an additional 15 damage with the Havoc mastery. When you are doing approximately 1000 damage per per crit, and have over a 50% crit ratio, you get that extra 15 that will obviously help you so much. So now, when dealing with numbers as large as 1000, you get 15 extra damage. That is amazing, I can see why you take this mastery.
(Sorry, only time I'll ever be sarcastic, I don't mean to troll or be mean, Havoc is just one of the least arguable points on my list of criticisms.)
You made a couple more responses to my comments, but I already answered the majority of them in previous paragraphs. Again, I'm more interested in helping you then being mean, so I hope you interpret it that way. Good luck.
EDIT: On another note, this is the longest comment I've ever wrote, and took me 40 minutes to do so. So appreciate it that I'm taking so much time out of what was meant to work on an update to my guide to post this. I would like to continue this discussion if possible.
Ashe is clearly female, also, you build bloodrazor and Maw of Malmortius.
I can not begin to explain to you how bad those items are for AD carries.
Also, more crit doesn't make ashe do more damage.
Madred's Bloodrazor is good. it's a great replacement for the ineffective Last Whisper, and it gives your monotonous Attack Damage some dynamism with the magic attack damage.
Maw of Malmortius looked good until I just now noticed that the Attack Damage scales off of percentage health. I thought it scaled off of missing health points. I swear I read that description a dozen times without seeing the percentage sign. I will gladly replace that piece of **** with a Bloodthirster.
I know that Critical Strike Chance doesn't make Ashe do more base damage in a single hit. You would be a fool to mistake me for one. It opens up her Critical Strike viability, which is more useful than pure Attack Damage early game, because the resultant damage is higher, and the farming viability is increased, and it is cheaper, and it builds to Advanced items cheaper. Plus, it's in basically every good item for Ashe.
This build...
woooooooooooooooowwwwwwwww
Nice job, troll voters.
Ashe is clearly female, also, you build bloodrazor and Maw of Malmortius.
Guys don't you understand what IRONY is?
I can not begin to explain to you how bad those items are for AD carries.
Also, more crit doesn't make ashe do more damage.
If you want to do the maximum damage possible your build should be this.
But you want survivability as well, so you build this instead.
I'm afraid to say you're guide is lacking all around. You lack BBCoding entirely, which makes your guide a wall of text. Atleast it isn't a huge one, since your guide is ridiculously short with almost no detail.
I am learning. This is my first guide. Besides that, you may test out the efficacy of the guide by simply trying it out. I covered the strategy, without going into as much detail about the stuff that Ashe is already known for. I covered the mistakes made in the other builds and I explained my seemingly questionable choices in summoner spells. I also covered the Enchanted Crystal Arrow usage. I also left it short, because I knew ahead of time that I didn't know BBcode for this. It's not ridiculously short. It's just short. If it were ridiculously short, I wouldn't have covered any of the strategy. You should develop more accurate guidelines for passing judgment over builds---that is, if you judge all builds the same way.
You look like you're quoting my explanation word for word. It doesn't have a large hit box, unless it hits. It has two hit boxes: one before it hits, and one after it hits, or so it would seem. I said it was useful for initiation, although I didn't say "initiation". I said it could be used to stun the team and let your allies surround them and pick off a particularly problematic enemy, or the spellcasters. Also, you're wrong about it being useful for peeling off assassins. The stun is useless for defending yourself, because it requires long range for the stun to really interrupt the enemy.
Attack speed stacks percentage. Use it well. More attack speed gives Ashe more chances to land critical strikes, plus you can harass better, because it works with the slowing effect of Frost Shot to give you multiple hits, instead of one, which gives N > 1 opportunities to critical strike the enemy, plus (N > 1)*AttackDamage attacks early on. It also is immensely helpful with farming and pushing, whereas pure Damage makes it difficult to get multiple last-hits on minions or to attack the enemy when they come in to harass you between your attack animations.
You don't need to worry about early game DPS. Ashe is no good at that, because she gets killed when in range of the enemies. Getting a flat Attack Damage bonus is absolutely useless at the end of the game. Go with percentage increases! Also, like I said, her damage is paltry compared to other DPS characters, UNLESS you have critical strikes. That's why I pump her full of critical strike chance. It doesn't require much critical strike chance early game, but it pays off a lot better than rushing the Infinity Edge. Trying to rush the Infinity Edge leaves you very vulnerable, because, if the enemies start getting fed, and if you aren't getting stronger, then your build progress stalls big time. And if you try to reboot your progress by building other items, then you will fill up your item slots too fast.
I found that with Ashe, she often gets focused when I play her, and in case you haven't noticed, alot of the teams in random matches are completely ******ed. I was matched with a level 17 Mexican girl who played as Caitlyn, and she still had Doran's Blade and Doran's Shield at the end of the game--a 55 minute game. Turns out: she didn't know you could sell your beginner items. FACEPALM!
Additionally, Your recommendation of Last Whisper is no good against a tank like Volibear, because good tanks are already stacking armor. Getting the Madred's Bloodrazor allows you to side-swipe their build, dealing magic damage when they're forced to stack armor against your damage. Madred's Bloodrazor and Madred's Razors both give you a necessary staple of armor and damage, and they help with farming. Ashe is a farmer early game. Ashe != Akali
I've heard no such thing until now, but, considering that it is a percentage bonus, it only adds to the overall viability of Ashe's DPS role later in game. Early game she's a less pronounced teammate and more of a selfish little girl, hogging minion kills as needed, while using her ult to possibly provide long-range ganks for her allies to tower dive the enemy.
Ashe isn't an early game character. Your objective is to play keep-away, and stay off the radar of the enemies, and farm the heck out of your lane and others if necessary. Ashe's AD Carry role is only useful after she has blasted through to her middle-high-end build area.
I did it because it's ironic, and because when I'm playing as Ashe, she is more of a he, in my opinion, because I'm a he.
With Ashe being naturally gifted in crit strikes, why wouldn't you want to build damage on her so that her crits do more damage overall? Instead of going for Phantom Dancer so quickly, I think you have to push Infinity Edge first with this build, especially if you are going to stack attack speed runes. Ideally, i'd rather see a more sustain-built rune setup and then you can build the items for attack speed and damage; however, if your runes are going to be AS based, you should really be building either damage (if going for a "knock your socks off" kind of damage build, or you should be building better sustain so you can stay in the lane longer. Those Health Pots will only help for so long).
Again, just my opinion, but unfortunately, without more detail in the guide it's hard to really see where it's going; at this point, I have to downvote it for that.