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Runes:
Precision
Inspiration
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
1
2
3
Standard
Flash
Heal
Items
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal
Strong
Ok
Low
None
Champion Build Guide
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Ashe's basic attacks and abilities apply Frost to affected enemies, slowing them for 2 seconds and causing subsequent basic attacks against them to deal 10% AD bonus physical damage while they remain slowed. CRITICAL SLOW: Ashe's critical strikes deal no additional damage, but instead triple Frost's slow strength, decaying over 1 second to its normal strength. |
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| COST: 50 MANA + 4 FOCUS | Ashe gains bonus attack speed for 4 seconds and causes each of her basic attacks to fire a flurry of five arrows. Ashe cannot gain Focus while this ability is active. Flurries trigger on-hit effects only once, and arrow deals modified physical damage that benefits from Frost Shots and life steal. |
You can autoattack reset with this ability, granting you a free AA. This will amp up your DPS by a huge amount, combine this with lethal tempo your DPS is off the charts. You can use this to trade during laning phase to limit test, and even try to all in an enemy if they do not respect you.
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| RANGE: 1200 | COST: 70 MANA | COOLDOWN: 14 / 11.5 / 9 / 6.5 / 4 | Ashe fires 9 arrows in a cone in the target direction, dealing physical damage to all enemies hit. Enemies can intercept multiple arrows, but do not take damage from arrows beyond the first. Volley applies Frost Shot's Critical Slow to enemy champions hit. |
This ability is great at keeping enemies at bay, trading or even a way to engage by slowing them down. This is also a great ability for self peel for safety. MAKE SURE TO SPAM THIS ABILITY WHEN YOU HAVE COMPLETE.
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| RANGE: Global |COST: 1 CHARGE | COOLDOWN: 5 | RECHARGE: 90 / 80 / 70 / 60 / 50 | Ashe sends a hawk spirit toward the target location, granting sight of its path for 2 seconds and in a large radius at its destination for 5 seconds. The hawk's sight is not obstructed by brush or terrain. |
This is an excellent tool to keep track of where the enemy jungler is at. Every time you have 2 charges you want to send one out, to either enemy blue buff or red buff or dragon to check where he could be, this will prevent you from dying to enemy junglers gank or mid laners roam.
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| RANGE: Global | COST: 100 MANA | COOLDOWN: 100 / 90 / 80 | Ashe fires a 20px missile of ice in the target direction. The arrow shatters upon hitting an enemy champion, dealing magic damage, stunning them for 1 - 3.5 seconds. Enemies surrounding the main target also take 50% damage. |
This ability is great for engaging, when most other ADCarries does not have a way to come back into the game if behind, Ashe can, with her ultimate arrow. Do not be afraid to use it when you see an opportunity, even just to test out if the situation will allow it to work out or not. At level 6, if you have an engage support you will have very high kill pressure, if the enemy steps up too far, test out the arrow and look for an all-in.
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Ashe might come across as a very simple champion, however, there are still mechanics you have to learn that can improve your Ashe gameplay. One of thing is a very simple autoattack cancel, where the moment you activate your Q ability, you can immediately autoattack again, resetting the previous autoattack. So that you are able to AA+Q+AA with almost zero delay.
When playing Ashe, especially during laning phase, it is critical that you are familiar with her trading pattern. The idea is to keep your ranger's focus stacked 4 when possible and if the enemies walk up, you can apply trading stance where you attack or use an ability on the enemy when they go for a CS making them unable to retaliate. So you {AA + W + Q(for the AA reset) + AA} and then from here on, you can decide, whether to continue chasing down the enemy and attempt to all-in or back off from the trade because you do not want to be CC by the enemy support. This is one of the main reasons that Ashe is so potent in lane, she has the ability to dictate the lane state.
One of the thing that gives me a big signal to use the ultimate is when the enemies stand near a wall, so that he really has only one direction to dodge the arrow, blocking his own route. The arrow hitbox is fairly large so that if you aim slightly away from the wall it may graze him and still count as a direct hit. And usually hitting your arrow on a squishy target will mean that either you or your teammates will get a free kill.
Another good time you want to use your ultimate to engage/start a fight is when you know you will be fighting with numbers advantage i.e. a 5v4 or 4v3 (this will be explained in the map awareness chapter) it is either that or you know you can blow that enemy up immediately upon CCing him with your arrow, giving his team no chance to retaliate onto you or your team.
In the video above I talk about the following concepts:
- Respecting Fog of War
- Hitting/Starting Objectives without a Reason
- Dealing with Assassins
- Knowing what good fights to take and what bad fights to avoid
It is recommended that, you take one of those tips and attempt to apply it in your next game to reap its benefits. Make sure you only do one at a time if it is too overwhelming, otherwise you will not learn from it. Even playing in a normal game will help, it need not be ranked.
In the video above I talk about the following concepts:
- Level 2 Power Spike
- How to punish your enemies with this power spike, or respect it and back off of it
- Knowing how many minions it takes to reach level 2 first in a duo lane
- 3 Clips of 3 Different ADCarry; Tristana, Caitlyn and Ezreal show casing what we have mentioned above.
Make sure you test this out in a normal game first before attempting it in ranked. It is okay to make mistakes, go all out and learn from your mistakes. Best to record with some sort of software so you can go back and watch your own replay to analyse what has happened.
This video is not owned by me but I think it is very well detailed on how to teamfight in general as a carry.
- Direct Initiate
• Create fight or flight response.• Go in 1v5 if you have to.
• Carries DO NOT go in.
- Follow Up Initiate/Hit Tanks
• Tank pressure backline, or tankline.• Forces everyone to use cooldowns/abilities
• Carries stay OUT until tank cooldowns/abilities are used.
- Hit Tanks
• Hit tanks after tank cooldowns/abilities are used.• Forces out backline cooldowns/abilities
• Carries in range of 1 person.
- Kill Backline
• APC flash on backline or finish off tanks.• ADC can dive if no enemy burst cooldowns/abilities are up.
• Tanks can make a flash play.
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