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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
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Champion Build Guide

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![]() 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 |![]() 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 |![]() 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

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| RANGE: Global |COST: 1 CHARGE | COOLDOWN: 5 | RECHARGE: 90 / 80 / 70 / 60 / 50 |![]() |
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 |![]() 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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When playing





One of the thing that gives me a big signal to use the



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

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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