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Thanks for all the help,and see you guys later after I get the math fixed!
Well ****.
Thanks a ton, guys!
Edit: And sorry to ignore you, Wickedeye. Your comments did help, I just didn't respond to them.
+rep in apology. ;)
Edit Edit: Oh, I see what happened, Wickedeye! I didn't see your Edit to your post! Yes, that info about supports is really useful. When I try doing the "suggested build order" portion of my program, I will account for the possibility of the support rushing thornmail. Thanks for the heads-up!
It's an order of operations problem.
My math:
attackSpeedFromLevels = (ASHE_ATTACK_SPEED_PER_LEVEL*level-1)
What my math should have been:
attackSpeedFromLevels = (ASHE_ATTACK_SPEED_PER_LEVEL*(level-1))
Order of operations bit me in the butt. Hah! A grad student, still making lowly coding errors based on high-school algebra math mistakes. Do not follow my example, Emi-kun! It will kill your AP stats test!
So... all the math on my guide is now wrong. What do you think I should do? Archive, then Copy/Paste and try again come the 4.11 patch?
Firstly, I don't know where you got the attack/second stat from but with PD + Zerker boots gives you about 1.3-1.5 attack speed (not sure about the exact amount). However, you've got to imagine that attack speed only gets used marginally due to loss through kiting, and that raw AD (and thus armor pen as well) also amplifies most of your spells.
I checked the math myself, assuming a base AD at level 18 of 101 and base AS of 1.05 (caitlyn base). Not taking runes/masteries into account for simplicity's sake.
Standard LCS build:
80+80+40 AD (bt, ie, lw) = +200 ad -> 301 AD
25+50% AS modifier = +75% as -> 1.8375 as (not sure if I did the AS calculation well)
35% armor pen
55% crit
So the dmg before armor reductions is 548 on average, attack speed of 1.8375 -> 1007 dmg.
Assuming 150 armor, 0.4 damage multiplier, after armor pen 0.5
so that's roughly 500 damage per second
Your build:
80+80 AD = +160 ad -> 261 AD
25+50+50 as modifier = +125 -> 2.3625 as
85% crit
So the dmg before armor reduction is 594 on average, attack speed of 2.3 -> 1365 dps
Assuming 150 armor = 545 dps
So that means without taking spells or kiting into account, the DPS are already very close. You also forget to take blade of the ruined king into account which is a very common first item but getting PD on top of that would mean hitting the AS cap and some of its effectiveness going to waste.
That's not to mention most bruisers in the game will have OVER 150 armor which brings it even closer, and that LW is cheaper overall.
Just one small thing though: For the build at the top of the guide, I'd switch the Barrier to Heal and add Last Whisper instead of the double life steal option. Ashe is long ranged, so the short range active on BotRK isn't all that useful.
To be honest, I would go ahead and just use one mastery page. A lot of masteries seem like really good "in theory", like running 30/0/0 masteries, but in the actual game have a lot of flaws. Some individual choices might be debatable, such as choosing between
I feel like 200 armor is still kinda low, but maybe that's just me, haha. Like I said in my last post, it might be useful to look through some builds to reduce any bias one might have and have a better understanding of how tanky tanks really are. Also, you have to keep in mind that you're calculating a full build, level 18 ADC. This means that you also have to take into account a full build, level 18 Tank. I think you said you're using your wife as an example with her Udyr jungle, but 9 times out of 10, you won't get to complete 6 item build.
(Again, I might be a little biased here)
And it's no problem ^_^ Ashe was my first champion and to this day is one of my favorite ADCs. It's wonderful to know she's getting some love and appreciation in this guide!
These are some good points. Thanks for the help!
I am not factoring in Runes/masteries. This is mostly because there are slightly more than 600,000 different combinations of Physical Attack quints and marks, so if I test each build with each combination of runes, my program will run about 600,000 times slower. And right now, it takes about five minutes to run (and checks literally millions of different item combinations!) I could perhaps find clever ways to "prune" it and short circuit combinations that are completely non-viable (Like Crit Chance runes on any build with 100% crit chance...)
So, here's my plan for next update (Which I want to coincide with the 4.11 patch, because I'll have to rerun my numbers anyway...)
Thanks for all your feedback, Emi-Chan!
Also, if Counter-Logic Gaming has a statistician, I'd love to meet him and ask him how he got his job. I'd love to crunch numbers for games all day. I'm in the process of getting a Masters in Computer Science (In fact, I should probably be working on my thesis right now... -_- ) and I think that job would be really sweet.
I'm just a high school student, so I'm really don't know what to tell you what you could add to make your statistics more accurate (I am taking AP Probability and Statistics next year though! And I'm only 16 :D). I only know from experience that in teamfights, 90% of the time I won't be able to get all of my AAs off like your guide suggests. One thing that I did indeed notice you left out was stats from runes and masteries. They can give you around 20 extra AD, which can give that edge to damage dealt. In addition, masteries like
I think you mentioned somewhere in the guide that you left out champion abilities as well. In this case, since it's
Regarding your points as to why LW isn't matching with the calculations:
Also, you said something aimed for Emi-chan (sorry if that's too intimate, but your name just asks for a chan at the end y.y), but I will take the liberty and say what I think. Doublelift plays for Counter Logic Gaming, these e-sports teams are from famous companies that invest their precious money onto these teams, so they have analysts, coaches and everything to maximize their teams performance during a game. So my logic, and the logic I think other people follow is that the pros play the way analysts think is the better way at the current patch/meta, thus, they try to follow the same thing.
Of course I might be wrong, but that's just the way I see it.
EDIT: I play most at the support role because I really like it, so I have to protect myself from the enemy ADC, when he's getting fed, the first thing I'll build is
First, is there anything you think would be more useful than DPS to run my numbers on? I admit that DPS seems to only apply when people are "all in" duelling you, like when you accidentally run into the enemy jungler while passing through your jungle. When you kite, attack speed helps, but not as much as the numbers show. In a teamfight situation, DPS is more useful than when kiting, but still not as good as the multiplier would seem. How would you recommend I adjust my core assumptions to more accurately model an in-game situation?
Second, I like your comment in tiny text about the last whisper. You'll notice that I stop just short of recommending the second phantom dancer. This is because I have seen many professional players and high elo players swear by the last whisper. I am familiar with the correlation between elo and LW purchases. Thing is, mathematically, I can't quite get it to stack up.
I can see perhaps four reasons for this:
Thanks again for your comment. I hope to make this guide more useful in the future based on reader suggestion. These numbers should reflect your games as much as they can.