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Ashe Build Guide by Chaeha

ADC [11.12] Chaeha's Challenger ADC RANK 1 Ashe Guide

ADC [11.12] Chaeha's Challenger ADC RANK 1 Ashe Guide

Updated on June 9, 2021
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League of Legends Build Guide Author Chaeha Build Guide By Chaeha 132 4 270,802 Views 8 Comments
132 4 270,802 Views 8 Comments
League of Legends Build Guide Author Chaeha Ashe Build Guide By Chaeha Updated on June 9, 2021
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Runes: Traditional Lethal Tempo Build

Lethal Tempo
Presence of Mind
Legend: Bloodline
Coup de Grace

Biscuit Delivery
Approach Velocity

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


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ADC Role
Ranked #3 in
ADC Role
Win 53%
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ADC Role Ranked #3 in
ADC Role
Win 53%
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Champion Build Guide

[11.12] Chaeha's Challenger ADC RANK 1 Ashe Guide

By Chaeha

Hey there, I’m Chaeha. I’m a season 9 Challenger and current Grandmaster adc main and Ashe is one of my favorite champs. I used to play her as a meme in season 9 and accidentally realized how strong she truly was providing tons of utility while also having extremely high damage per second.

I was rank 1 Ashe in season 9 before I quit and people realized just how strong Ashe was. However after quitting at the end of season 9, I still enjoy playing Ashe today with much more build diversity than in past seasons. I am also currently the Rank 1 Ashe in NA and hopefully will hit rank 1 Ashe in the world.

If you have any questions or simply want to talk, I'm most active on my discord, so come join the community

You can also check me out on where I will try and stream informative ADC gameplay and hopefully grow my stream to something worthwhile.
Why Ashe?
Ashe is a lane bully at level 1 and at level 6. I really enjoy turning my brain off sometimes and just constantly auto attacking the enemy at level 1 with my passive Frost Shot, Lethal Tempo, and Approach Velocity to chunk the enemy out of lane and either force them to use a health pot, a summoner spell, or a kill.

Ashe is also one of the few ADC’s that can initiate plays across the map with her Enchanted Crystal Arrow and start team fights. Most other ADC’s are required to let their team start the fights and take on a much more passive role in the game following up on their engage.

Ashe is also very interesting as she doesn't crit with each auto attack but rather she does a flat % increase in damage. The Lethal Tempo build with Immortal Shieldbow, Runaan's Hurricane, and Infinity Edge is the traditional Ashe build looking to do high amounts of damage per second with her Ranger's Focus and be a primary damage dealer in these fights.

Frost Shot (Passive) INNATE - FROST SHOT: Ashe’s basic attacks and abilities apply Frost to enemies, slowing them by 20% - 30% (based on level) for 2 seconds. Basic attacks against enemies with Frost deal 110% (+ (75% + infinity edge 26.25%) of critical strike chance) modified damage

INNATE - CRITICAL SLOW: Ashe’s critical stricks deal no extra damage, instead they double Frost’s slow strength to 40% - 60% (based on level). Decaying over 1 second to its normal strength.

Ashe has a really unique two part passive, the first part is that her auto attacks and Volley apply Frost which is a slow which gets modified by critical chance. Then auto attacks on units that already have Frost applied onto them take 110% modified damage and bonus damage with critical chance. Ashe’s passive works extremely well with Approach Velocity as she can constantly apply crowd control in the form of a slow on her enemy every auto attack.

Ashe has very consistent damage per second with her passive as she cannot crit anymore taking the RNG out of her damage per second. Instead her damage gets increased by a linear percentage on frosted enemies and when she does crit, it’s double the Frost slow value allowing Ashe to chase targets extremely well.

Ranger's Focus (Q)
COST: 50 mana + 4 focus
PASSIVE: While Ranger’s Focus is inactive, Ashe’s basic attacks on-attack against non-structures grant a stack of Focus for 4 seconds, stacking up to 4 times, with the duration refreshing on subsequent attacks. Stacks are lost by one every 1 second.

ACTIVE: Ashe gains bonus attack speed for 4 seconds and causes each of her basic attacks to fire a flurry of five arrows.

Flurries trigger on-hit effects only once, and each arrow deals modified physical damage that benefits from Frost Shots and life steal.

Ranger's Focus is an active ability where it transforms Ashe’s auto attacks into a flurry of five different auto attacks. It increases the damage per second that Ashe can dish out however it’s important to note that in certain scenarios it’s better to not use Ranger's Focus.

In most scenarios, you want to quickly auto attack and then use Ranger's Focus as an auto attack reset, meaning while the animation of the basic auto attack has just started flying in the air, then you quickly press Ranger’s Focus to begin the new animation for an auto attack to maximize your damage per second.

However against certain champions, it’s best to not use Ranger's Focus, some examples being Amumu and his Tantrum and Leona and her Eclipse. These two abilities both have a flat physical damage reduction which proc on all 5 instances of attacks in a single flurry of Ranger’s Focus.

Volley (W)
RANGE: 1200
COST: 70 mana
COOLDOWN: 14 / 11.5 / 9 / 6.5 / 4
ARROWS: 7 / 8 / 9 / 10 / 11
ACTIVE: Ashe shoots a volley of arrows in a cone in the target direction, each dealing physical damage to the first enemy struck, and applying Critical Slow to enemy champions hit.

Enemies can intercept multiple arrows but do not take damage from any beyond the first.

Volley is a great poking tool in the laning phase to quickly apply Frost Shot to get the increased damage modifier when attacking units that have frost applied to them. Volley followed by a quick auto attack is your bread and butter poking combo in the laning phase as you have the second highest range out of ADC’s.

It’s important to try and hit both the enemy ADC and support when using Volley in lane to get the most out of the high mana cost of the ability. From level 1 volley to level 5 volley, the amount of arrows increases from 7 to 11, so the power of the ability scales up with levels and makes it easier to hit multiple units.

Hawkshot (E)
RANGE: Global
RECHARGE: 90 / 80 / 70 / 60 / 50
PASSIVE: Ashe periodically stocks a Hawkshot charge, up to a maximum of 2.

ACTIVE: Ashe sends a hawk spirit toward the target location, revealing the area along its path repeatedly for 0.5 seconds after every 100 units traveled and at its destination for 5 seconds

Hawkshot, in my opinion, is one of the best basic abilities in the game. The amount of information it gives to your team in tracking the enemy jungler and seeing which side of the map he’s at is unparalleled.

You’re able to send a Hawkshot into every single one of the enemy jungler’s camps, from bot lane to topside if you’re pushed into the enemy outer turret and see where the enemy jungler is. This should, in theory, notify your team where the enemy jungler is and you can ping your teammates to play safe with this information. In the later stages of the game, it removes the dangers of having to facecheck multiple areas when walking through the jungle and also giving vision of major objectives like dragon and baron.

Enchanted Crystal Arrow (R)
RANGE: Global
COST: 100 mana
COOLDOWN: 100 / 90 / 80
ACTIVE: Ashe fires a massive arrow of ice in the target direction, granting brief sight of the area it flies through every 1 second. The arrow shatters upon hitting an enemy champion, dealing magic damage, stunning them for 1 - 3.5 (based on distance traveled) seconds, and revealing the area around them for 1 second.

Enemies surrounding the main target are struck for 50% damage, but only slowed by frost shot.

Enchanted Crystal Arrow is Ashe’s largest level spike, she can apply an insane amount of pressure when her Enchanted Crystal Arrow is up and the enemy doesn’t have Cleanse. If the enemy support is ever in a roaming position, with your support in lane, you should always look to send an Enchanted Crystal Arrow on the lone enemy ADC and look for a pick.

If you’re in a matchup with zero kill potential across the board, we should look towards sending our Enchanted Crystal Arrow to fights in the top lane, mid lane, and jungle. When throwing these global enchanted crystal arrows, you don’t want to aim where they’re standing at the moment but where you think they’ll stand in the next 4-5 seconds. It’s fine if you miss these ultimates because it provides pressure on the map for your teammates and there are no downsides or negatives to it.
Runes and Summoner Spells
Traditional Lethal Tempo Build


Damaging enemies with volley is an extremely easy way to proc Lethal Tempo which after a short delay grants an attack speed steroid which synergizes very well with the attack speed steroid on Ranger's Focus. It amplifies Ashe’s already high damage per second to absurd levels and it’s necessary to take trades and look for engages after proccing Lethal Tempo with Volley.
Presence of Mind is a great tool for mana regeneration because Ashe’s Volley costs lots of mana early game and it’s necessary to top your mana off to keep applying pressure with your Volley. When you run out of mana on Ashe, it’s extremely difficult to poke the enemy duo, proc Lethal Tempo before an engage and look for picks with your Enchanted Crystal Arrow.
Legend: Bloodline is the rune we prefer to take over Legend: Alacrity because our mythic item contains no sustain as we opt to take Galeforce after the buff it received on the base attack damage it has and the active cooldown being much shorter than it usually is. Thus we will have enough sustain with this rune without having to itemize for life steal.
Coup de Grace has the most widespread usage in most games as enemies will always fall below 40% health, meaning the 8% damage boost will maximize our damage per second and allow us to fulfill our role as a carry. Depending on the team composition and if the enemy team has 3 tanks, it might be beneficial to instead take Cut Down.

Biscuit Delivery is a great rune to provide sustain and mana in the laning phase to allow our strong laning phase to shine. This rune makes it less punishing to take bad trades against the enemy duo and also stay healthy enough to ensure we get optimal reset timings. In the best case scenario where you don’t even need to use the biscuits, you can sell it for extra gold.
Approach Velocity is single-handedly the best rune on Ashe. Anytime, Ashe auto attacks an enemy champion or volleys enemy champions applying Frost Shot, she gains 15% movement speed when moving towards them. Whenever she gets a lead and the enemy is forced to run from her, Approach Velocity makes it so she can easily chase the enemy down for either a kill or a burned summoner spell.
You will always go the offensive runes attack speed and adaptive force to maximize your damage per second but the defensive rune is quite fluid. Most times than not, you will go armor, but in terms of double Ability Power bot lane champions, then you can run magic resist.

FLASH: Flash is mandatory to take as the game has exclusively been balanced around Flash for the past 8 years. Flash can be used both offensively and defensively in the bot lane 2v2 and it’s important to track flash cooldowns to force plays onto players that don’t currently have flash up.
HEAL: Heal is the most frequently taken secondary summoner spell as it heals both you and your support and it also provides a small movement speed buff which can aid you in evading ganks and saving your Flash for other plays. It’s important to remember to heal before the enemy support ignites you because the grievous wounds on Ignite reduces all incoming healing by 60%.
CLEANSE: Cleanse is a situational summoner spell depending on the enemy team composition, is necessary to take, if they have lots of crowd control effects and if you don’t dodge a single crowd control ability where you would be dead. Some champions you’d take Cleanse against are Varus and his Chain of Corruption with a Leona support, or Caitlyn Yordle Snap Trap and Morgana Dark Binding
EXHAUST: Exhaust is also a situational summoner spell when the enemy has very telegraphed damage and once they use their rotation are very vulnerable to dying. Some examples of ADCs in the bot lane are Tristana and her Explosive Charge combo and Samira and her Inferno Trigger. It’s also good against teams of assassins as exhaust reduces incoming damage from a single target by 40%.


Because of the recent nerf to Imperial Mandate and its builds we will most likely always go Lethal Tempo.

Galeforce is best on lethal tempo Ashe because it gives Ashe much more mobility and thus survivability in situations where lots of champions require you to have perfect positioning. A lot of champions in the current meta that punish bad positioning include Hecarim and Malphite but with Galeforce, it allows you to play much more aggressively while also having some self peel options. It's also important to note that if the enemy team has lots of beefy front liners and tanks then it's important that we can go Kraken Slayer. Kraken Slayer allows us to much more easily shred tanks combined with Lord Dominik's Regards later on. However if they have abilities that are point and click, it's important to be flexible with your build and look for Immortal Shieldbow in that case and take Legend: Alacrity if you do so.

Berserker's Greaves are, although not mandatory like Kai'Sa, are highly preferred as they’re extremely gold efficient as you spend 1100 gold for 35% attack speed and 45 movement speed, but if you need some resistances midgame to survive against a fed single damage type you can opt for Plated Steelcaps or Mercury's Treads to make the effective health of Immortal Shieldbow larger however your damage per second will take a hit.

Runaan's Hurricane is our direct approach to shredding multiple frontline units and increasing our damage per second by at least 2x. It synergizes incredibly well with Ranger's Focus as each flurry of attacks also creates Runaan's Hurricane bolts. However if you want to spec into maximizing single target DPS, it's very important to look into buy Phantom Dancer as I think this op is very strong at the moment.

After the recent buffs to Infinity Edge in patch 10.25, Infinity Edge increases crit damage to 210%, but this synergizes with Ashe’s Frost Shot and increases the modified damage amplification on auto attacks on already frosted units. So this item is extremely important when fighting against both squishies and tanks as it increases our damage by a lot.

Once our core items are completed, we purchase items depending on the game state. If the enemy has multiple high health tanks in the top, jungle, and support role, then it might be optimal to buy a Blade of the Ruined King, or an armor penetration item like Lord Dominik's Regards. If the enemy has multiple assassins that can lock you down and one shot you, it might be best to build defensive items like Maw of Malmortius, Mercurial Scimitar, or Guardian Angel.

After our core items are completed, we once again look to build situational items depending on the enemy team composition. If they have lots of assassins and dive potential, we can go items like Guardian Angel, Mercurial Scimitar, or Maw of Malmortius. If they have tanks with sustain then we can go items like Black Cleaver or Chempunk Chainsword.
Early Game
It’s necessary to understand how the laning phase will pan out during the draft phase of the game to incorporate a game plan into our early levels. It’s important that we not only look at the ADC matchup but also the support matchup as the support matchup is what dictates the lane state.

Our level 1 gameplan on Lethal Tempo Ashe is not impacted by what our support picks.

On Ashe, our strongest level spikes are level 1 and level 6. She is strong at level 1 because of her 600 range, passive Frost Shot continuous slows, 110% auto attack damage on frosted enemies, and how her passive interacts with Approach Velocity which gives 15% movement speed while moving towards enemies affected by her passive.

Our level 1 gameplan is to look for opportunities where we first hit a Volley in lane, proccing either Lethal Tempo, and get the enemy duo to fear our level 1 and run away from us while we simply chase them with the approach velocity movement speed buff. Rekkles, the pro player, once stated that you automatically win a trade if you hit the enemy and the enemy doesn’t hit you. Ashe level 1 is a perfect example of this and you can get the enemy duo to waste potions, waste summoner spells, or even get a kill if they’re greedy with potions and summoner spells.

After getting level 1 priority in the lane, we look to push the wave in for a faster level 2 than the enemy duo. It’s important to note that the first 9 minions: 3 melee, 3 casters, and 3 melee lets the duo reach level 2. Another way to get level 2 is 10 minions: 3 melee, 3 casters, 2 melee, and 2 casters. It’s necessary to posture up against the enemy duo and exert kill pressure after getting this level 2 advantage over the enemy duo. If done correctly, this should get the enemy duo to either fall back, waste summoner spells, or get a kill or double kill. Our next spike is at level 6 which is where the support matchup begins to matter.

If we have a tanky engage support like Leona or Nautilus, we look to reach level 6 before the enemy duo and Enchanted Crystal Arrow as soon as we hit 6 and they’re still level 5. This is because the amount of kill pressure that a level 6 Ashe and a level 6 tanky engage support is unmatched in the bot lane besides Morgana and her Black Shield to fend this engage off. However, if done correctly, if the enemy doesn’t use flash or cleanse, then they should die 90-100% of the time.

When playing with an enchanter support after hitting our level 6 powerspike, if you notice that there is no kill pressure for your bot lane duo, you should look for plays around the map top lane, the jungle, mid lane to use your enchanted crystal arrow for cross map plays. This will provide additional forms of pressure for those roles and allow your accelerate your teammates.

For the Lethal Tempo build, if both supports are roaming and it’s a 1v1 bot lane for both ADC’s, it’s important to note that Ashe can use an Enchanted Crystal Arrow against the solo enemy ADC and one shot them if they don't have summoner spells. This is because the Lethal Tempo build has enough damage per second to threaten a solo kill on the enemy ADC as long as the enchanted crystal arrow connects. It’s worth to trade an enemy summoner spells for enchanted crystal arrow because of the cooldowns for the two. The next time enchanted crystal arrow is up, their summoner spell will be down. Arcane Comet Ashe cannot do this because she does not have the sufficient damage per second to one shot the enemy ADC.

TLDR: Abuse level 1 powerspike with frost shot and approach velocity. Use volley first then continue auto attacking as enemy duo frantically runs away. Get level 2 advantage, look to abuse enemy with level 2 advantage. At level 6 with tanky engage support, use ultimate as soon as you hit level 6 and chain your ults, with enchanter support look to make plays across the map with ultimate.
Mid Game
If Ashe and her duo take down the first turret before the enemy duo, then the next priority should be dragon or the solo lane turret depending on which enemy solo laner has less waveclear (the ability to quickly clear a minion wave without putting oneself in danger) if the dragon is down.

If the enemy duo takes the first turret however, Ashe should send the support player to roam and make plays around the map and look to set up a freeze in the bot lane under the tier 2 inner turret if there are no objectives that the team is looking to fight for on the map. To set up a freeze, always make sure that there are 4-5 more enemy minions than allied minions, and make sure to simply last hit the minions and don’t let it exceed or go below 4-5 more enemy minions.

You should look to keep farming until you hit your Galeforce Runaan's Hurricane spike on Lethal Tempo Ashe. One way to ensure getting these objectives like turrets in other lanes and dragons, is to start fights on lone enemies who are trying to get vision or clear vision and send out an Enchanted Crystal Arrow to catch an enemy out and to make the fight a 5v4 or the enemy will give the dragon or turrets for free.

TLDR: After getting first turret, look for dragon next but if dragon's down gone, go for solo lane turret against champion with less waveclear. If enemy takes first turret, send support to go roam, freeze bot wave at tier 2 turret, and look for item spikes. Before objectives look for picks on lone enemies with ultimate
Late Game
How do we play these fights late game and how do we close out these games?

Ashe is a very interesting ADC in late game because you can initiate the fights with your Enchanted Crystal Arrow. You almost always want to play fights front to back which means you attack the target closest to you trying to kill their frontline first and then their backline.

To impact the game and create a winning 5v4 situation, we play around the cooldown of our Enchanted Crystal Arrow and secure vision around a set area. Once we see all the enemies on the map and we notice a lone person by themselves trying to clear vision or get vision, then we throw the Enchanted Crystal Arrow at them and look to get a pick with our team first. If we miss the Enchanted Crystal Arrow, we have to play defensively for a bit, farm up, and wait for the cooldown of it to come back looking once again when it’s up.

A general ADC way to create winning 5v4 situations however is we can buy a Control Ward and choose a certain bush to place this Control Ward in that the enemy is most likely going to facecheck. With your team, we can burst this individual. It’s important to make sure to not facecheck bushes and areas when you have no vision as the enemy team could stack a bush, so it’s important to send Hawkshot into these no vision very dangerous areas.

Then either through a pick with our Enchanted Crystal Arrow or a bush cheese, we would convert this lead into larger objectives like baron, dragon soul, and inhibitors.

After getting larger objectives like baron, dragons and inhibitors, we should try to once again look for picks with Enchanted Crystal Arrow to one shot anyone that’s alone. However, if not, we should siege towers with the team and look for favorable fights and then siege towers and end the game after a successful resulted fight.

TLDR: Play around ultimate cooldown and initiate on lone enemies but ensure that your team can follow up on the play. Create a death bush with teammates by using a control ward in an area the enemy team is most likely going to facecheck. Convert these 5v4 leads into bigger objective leads like baron, dragon, turrets. Repeat until you break their nexus.
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[11.12] Chaeha's Challenger ADC RANK 1 Ashe Guide

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