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Ashe Build Guide by Hanjaro

Support [10.2] Hanjaro's Ashe Supporting your way to Challenger.

Support [10.2] Hanjaro's Ashe Supporting your way to Challenger.

Updated on January 23, 2020
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League of Legends Build Guide Author Hanjaro Build Guide By Hanjaro 108 18 264,384 Views 2 Comments
108 18 264,384 Views 2 Comments League of Legends Build Guide Author Hanjaro Ashe Build Guide By Hanjaro Updated on January 23, 2020
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Runes:

Sorcery
Arcane Comet
Manaflow Band
Transcendence
Scorch

Domination
Taste of Blood
Ultimate Hunter
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite





Hey guys! Hanjaro here!
A little bit about me

I started playing League in Season 1, towards the end of the season. Since the beginning I was a support main, I enjoyed the 2v2 dynamics much more than 1v1s so I've stuck with it throughout my league career.I have achieved the rank of challenger at multiple points during seasons 4, 5, 6, 7, 8 and 9, and continue to push for the highest elo I can get.
I love competitive games and have yet to find anything for me that compares to League.
Aside from League, I am a happily married man, father of 2 kids and I am a beloved pet owner. If you guys have any questions about my guides, champions or really anything in general, feel free to stop by my stream!

Why Ashe?

Ashe is a very easy to play, beginner friendly champion. She offers peel, helps others to kite with her slows and a global stun. With this build, she has her ultimate on an extremely low cooldown, along with high amounts of harass and slows, while still outputting a decent amount of damage as a secondary carry.

If you enjoy playing, or want to learn more about Ashe, you can read and discuss more over at
/r/asheMains.




Flash and Ignite are the staple go to for nearly all support champions.

The reasoning behind Ignite is that it gives you a lot of extra pressure in lane, and furthermore adds a 40% healing reduction. If you play with an aggressive ADC, and want extra kill pressure, Ignite is the best spell to take.

Exhaust is used when there are high damage threats on the enemy team, such as Zed, Kayn, Draven etc
It gives you an extra chance at escaping with the damage reduction, as well as the slow it provides. The slow also can help set up a Enchanted Crystal Arrow, or the damage reduction can be used to negate all in damage, from something like a Zed's Death Mark.

Flash is used as your primary escape summoner, and can be used offensively as a gap closer for your abilities.






Arcane Comet allows Ashe to have a stronger laning phase, contributing high harass damage and zoning the enemies away.

Ashe is primarily an ADC, making her mana costs significantly higher. Manaflow Band helps negate running out of mana in laning phase as fast, and grants passive mana regen when you reach the 250 threshold, as well as increasing your mana cap permanently.

With this Ashe build, we're focussing on getting max CDR asap, and overcapping will give us an invaluable amount of extra damage that we need, as we're not building high, ADC damage items.

Scorch is used for early game, laning harass. It adds extra damage on your first ability used, and then again after the 10s cooldown. It falls off late game, so if you think the game will end up going 30+ minutes, you can switch out extra harass for Gathering Storm, securing some late game damage.

Taste of Blood helps to provide you sustain in lane, and pairs well with our primary rune choices to give Ashe the ability to spend her support gold, on CDR and damage items, instead of health pots to heal through laning phase.

Ultimate Hunter provides Ashe with a shorter ultimate cooldown, providing a heavy, global stun utility to her team every minute, reduced by every unique takedown on an enemy champion. Perfect for our CDR build.



Ionian Boots of Lucidity > CDR
Our build focuses on getting as much CDR as possible, increasing the amount of uptime on our Enchanted Crystal Arrow, and poke with Volley. These boots are the cheapest boots other than Mobi's, and provide us with that tasty CDR we are seeking out.


Liandry's Torment > DAMAGE
Liandry's Torment is very good on Ashe support, as it burns enemies fir 4.5% of the targets maximum health when she casts Volley, which is increased to 7.5% of a targets maximum health when the enemy is slowed. Ashe's whole kit is built around slowing the enemy, making us do insane amounts of damage easily.


Essence Reaver > CDR/DAMAGE
CDR!! And more CDR! As well as damage, and critical strike. Due to Ashe's passive, Frost Shot, any crit's she deals do not deal increased damage but increase the strength of the slow that's applied, up to 60% based on level.


Trinity Force > DAMAGE/CDR/EVERYTHING
A little bit of everything comes with Trinity Force, making it a great item for Ashe, even while played as an ADC! It gives us attack speed, critical strike, movement speed, CDR, health and mana, and also bonus physical damage after using an ability - which we're always spamming due to our high CDR.


Mortal Reminder > DAMAGE/UTILITY
If the enemy team is packing healers such as Soraka, Sona, Vladimir, Dr. Mundo or even enemies who build lifesteal such as Draven, you want to take Mortal Reminder, offering grievous wounds on every auto attack, preventing 40% of healing, and you also gain armor penetration, helping us take down tanks easier.


Maw of Malmortius > CDR/SURVIVABILITY/UTILITY
A good item if you're being deleted by AP champions, granting you a shield that absorbs 350 magic damage if you fall below 30% maximum health. You also gain +20 AD, 10% spell vamp and 10% life steal until combat ends.





Frost Shot

Frost Shot (Passive)
Ashe's basic attacks and abilities apply Frost to enemies, slowing them by 20% − 30% (based on level)(increased as of 9.19) for 2 seconds and causing subsequent basic attacks against them to deal 10% (+ (100% + Infinity Edge 25%) critical strike chance) bonus physical damage while they remain slowed.

CRITICAL SLOW: Ashe's critical strikes deal no additional damage, but double Frost's slow strength to 30% − 60% (based on level), decaying over 1 second to its normal strength.[/i]


Ranger's Focus


Ranger's Focus (Q)

COST: 50 mana + 4 focus
PASSIVE - FOCUS: While Ranger's Focus is inactive, Ashe's basic attacks grant Focus for 4 seconds on attack, stacking up to 4 times. After 4 seconds, each stack thereafter will fall off every 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.


Volley


Volley (W)

EFFECT RADIUS: 1200
ANGLE:: 57.5°
COST: 50 As of 9.22 70 mana
COOLDOWN: 14 / 11/5 / 9 / 6.5 / 4
ACTIVE: Ashe fires 9 arrows in a cone in the target direction, dealing physical damage to enemies, and applying Frost Shot to enemy champions. Enemies do not take damage from arrows beyond the first.


Hawkshot


Hawkshot (E)

TARGET RANGE: Global
EFFECT RADIUS: 1000
COOLDOWN: 5
COST: 1 charge
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, exposing the area along its path for 2 seconds and in a large radius at its destination for 5 seconds.

  • Hawkshot grants standard sight, which does not reveal stealthed units.
  • Hawkshot's recharge timer seems to start at the beginning of the game, even prior to ranking the ability, but when you actually rank the ability, you start with one charge and the recharge timer starts from 0.
  • Hawkshot will ping enemies it spots if your team didn't already have vision of them.
  • Hawkshot will grant assist credit if a previously-unseen enemy is killed within 10 seconds of being revealed by Hawkshot.


Enchanted Crystal Arrow


Enchanted Crystal Arrow (R)

TARGET RANGE: Global
EFFECT RADIUS: 125
COST: 100 mana
COOLDOWN: 100 / 90 / 80
ACTIVE: Ashe fires a missile of ice in the target direction. The arrow shatters upon hitting an enemy champion, dealing magic damage and stunning them for 1 − 3.5 (based on distance traveled) seconds.

Enemies surrounding the main target also take 50% damage.




Early Game


Level 1 you will be taking Volley, it's your primary source of damage and harass in laning phase, and the best way to proc Arcane Comet.

You can use Volley to check brushes while you have Arcane Comet available, which is useful to make sure you don't face check into an invade and give up Flash or first blood.

During laning phase, you want to try and harass the enemies away from taking CS, from a safe distance using Volley. You proc Arcane Comet, adding to your harass and zoning the enemy away. When the ADC comes up to the wave to take CS, you can easily throw some autos on them, doing a nice chunk of damage and slowing them, which can be followed up easily by your own laning partner.

You have Hawkshot to scout out the map for your allies, potentially foiling any ganks, or letting your team know where the enemy jungler is. If you uncover a previously unseen enemy, Hawkshot will ping, letting you know an enemy has been spotted and drawing your attention to where they are.

If you're in the middle of a skirmish and you're auto attacking, you can stack Ranger's Focus for increased slows and damage, along with using Volley on cooldown for maximum damage and slows. You can engage with, or even disengage with Enchanted Crystal Arrow, offering a stun for up to 3.5s - based on distance travelled. You can also rake in the assists, or even a lucky kill, from across the map as your ultimate is global!

You want Control Wards around your bottom brushes to be aware of any impeding ganks coming, and to deny the enemies any vision of where your jungler or you, may be.

Once you get your first back, hopefully with at least one or two kills under your belt, you want to be looking to buy Ionian Boots of Lucidity for that tasty CDR, to enable more uptime on our abilities, and proceeding to start your core items. You can set up kills for your midlaner with your Enchanted Crystal Arrow and get them ahead, along with your ADC.



Mid - Late Game


Outside of laning phase, you're going to want to be setting up a lot of wards around objectives, such as Baron Nashor and the drakes. If your team is ahead, and it is safe to do so, you can set up deep vision in the enemies jungle, allowing yourself and your team to get important picks, that allow you to take the previously mentioned objectives.

You generally want to be around your team as much as you can, especially late game, where warding alone can get you caught out and potentially lose the game in a 4v5 teamfight. You can use Hawkshot throughout the game to scout out enemy positions, potential Baron Nashor or sneaky drake steals.

During teamfights, you want to be spamming Volley as much as you can, from a safe distance. If you can safely get in range for auto attacking, and stacking Ranger's Focus for strong slows. Throw an Enchanted Crystal Arrow in, trying to hit the strongest target but the main thing is just getting that guaranteed stun on one member of the enemy team.

You can be the engage with your ultimate as well, setting up big fights with a stun on the primary damage dealing target, enabling your team to quickly run them down. You're still very squishy, so you want to be prioritizing teamplay, and staying alive, you can't peel anyone with your strong slows and stuns if you're dead.

Unlike Ezreal support, you're not there to be dealing extremely high amounts of damage, you're there to provide utility, slows and stuns, along with the burns from Liandry's Torment - which is very good if you're vs high health tanks such as Dr. Mundo. The main thing to be aware of, is making sure your teams threats stay alive, while removing, or zoning, the enemy teams threats.

Control Ward's are a staple part of any support, both to deny your enemies vision, and to provide your team extra vision. You should make sure to buy one at least every time you back, preferably to have 2 on you at all times.


I hope you enjoyed, and learned enough from my Ashe guide, to play her as well as the pro's.

If you enjoyed my guide, you can check out my other guides here, in which I've covered more styles of supports, incase you want to branch out on supports such as mages ( Zyra, Lulu etc!).

If you're interested in seeing more of me, please follow my stream! I stream every day but Saturday, from 12:00pm - 11:00pm GMT. I play a wide variety of supports, and I am always engaging with my stream chat.
  • 08/13/2019 - Published Guide.
  • 09/25/2019 - Updated for 9.19.
  • 11/06/2019 - Updated for 9.22.
  • 11/26/2019 - Updated for 9.23.
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Hanjaro Ashe Guide
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[10.2] Hanjaro's Ashe Supporting your way to Challenger.

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