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Ashe Build Guide by Seriouswood

Arrow of Legends (ap ashe)

Arrow of Legends (ap ashe)

Updated on June 2, 2011
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League of Legends Build Guide Author Seriouswood Build Guide By Seriouswood 38,230 Views 11 Comments
38,230 Views 11 Comments League of Legends Build Guide Author Seriouswood Ashe Build Guide By Seriouswood Updated on June 2, 2011
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1
Seriouswood | February 1, 2011 3:14pm
Shrillex wrote:

Wouldn't Lich Bane be a good item?

So you also won't be useless in team fights.


you are correct sir, there is plenty of room thanks to the new cdr boots. Lich Bane would certainly be useful for the for the extra attack burst and the movespeed.
1
Shrillex (39) | November 3, 2010 9:15pm
Wouldn't Lich Bane be a good item?

So you also won't be useless in team fights.
1
Pureborn | August 25, 2010 7:58pm
this reminds me of the time i tried AP sivir....
1
Seriouswood | June 25, 2010 5:38pm
Made a rework again, found i like this setup for it better. Getting rage blade helps make close combat a little easier while at the same time increasing ap. Found its actually just better to survive early and since you have no business laning mid def masteries seem to be the way to go with this build. Also clairvoyance doesn't seem needed anymore with the introduction of the hawk skill. Supplemented heal to assist with teammate survival. Took a screen shot of a resent game and will be posting it soon.
1
Seriouswood | June 23, 2010 10:47pm
Your comments are all things that i have considered and tested beforehand, I'm glad that you pointed them out so that i may explain my reasons for making it this way.
To start with there is a cooldown reduction cap at either 40% or 45% cooldown reduction, i've heard both but i'm not sure which one it really is. I just know the lowest cooldown time you can get your arrow is 45 secs. To get any cooldown reduction beyond that would be a waste of resources. Nashors tooth gives me 25% reduction, sorcery mastery gives me 3%, and my glyphs of celerity give me 8% redcution by lvl 18, giving me a total of 36% reduction or puts me around 50 secs for my arrow cd. I cant really use too much more cooldown reduction and my items and runes ensure i never run out of mana. The only thing i could use is movespeed from the Utility section. To make up for this i have move speed Quints. To use this build it is important that you do well early game and offensive masteries just seemed to help with that better than utility. I use armor penetration runes because although the arrow is magic based i found that i still spend more of my time auto attacking with frost arrow and volley to help slow down enemies as my team chases them. Your idea to use Frozen Heart might be a good one, however i think I would have to redo the build to make a support only ashe, as frozen heart is really expensive, i would have to replace nashors tooth in order not to waste cd reduction, and lastly it doesnt give any ap so the arrow would be lacking power for awhile. A support non ap ashe sounds like it might be something to work with though. Not sure how it would work out tho, maybe deathfires, Frozen heart, Shroud, and the aegis shield. Might be coo to look into that, maybe we should work that out.
1
Visfarix (9) | June 23, 2010 6:31pm
lol this build looks like silly fun. Not very practical, but probably lots of fun. I think I'll give it a try in practice. Also, I looked at your build and thought it was extremely inefficient so I want to point out some things to you.

-Consider marks of insight for magic penetration since enchanted crystal arrow deals magic damage not physical damage.
-Instead of a 21-9-0 skill tree consider using a 9-0-21. 9 points in offense and 21 points in utility will give you 9% in skill cooldown reduction instead of 3% on top of increased mana regen, move speed, and summoner spell cooldown reduction. You might do a little less damage, but you'll be able to fire your crystal arrow a little more often.
-Consider the glacial shroud item. Cheap item gives you armor, mana and +20% cooldown reduction.
1
xwave2 | June 20, 2010 9:32pm
Tried it, does not work so well. Had my ult doing over 1k damage and 45sec cd on ult. Not a good idea to have AP Ashe. Sorry.
1
xen (3) | June 19, 2010 9:29pm
I have tried similar builds and gotten to the point that at end game I could just choose who to one shot with my arrow, but I still feel that this isn't as effective as an AS/AD ashe build. Still going to give you a point because it is possible to pull this kind of build off.
1
Seriouswood | June 17, 2010 12:35pm
To address your concern sir, I'm not gonna lie. If you do not do well early game then it will most likely be exactly as you say. You will be close to useless in team battles after your arrow is fired if you fall behind in levels or monez. There will be almost no chance of recovery unless one of your other team members does an exception job as carry. That is the reason this type of build is so difficult to use and is not as reliable. It is for this same reason i've decided to alter the build to make early game play easier. Utility runes were nice to have but aren't as useful to help you farm or get fed early game as offensive masteries. I'll take an end game screenshot for you later. Just don't expect anything fantastic, this is meant to be a support build after all, you are not likely be the lebron james of your team with this build
1
Seriouswood | June 17, 2010 10:41am
Imma do some more work with this build as i continue to try it out more and more. For example i found that im actually wasting potential ap gain by getting the second cooldown reduction item. So i'd say i should get nashors before deathfire and add cooldown glyphs per level instead of mana regen glyphs.. This way the arrow can charge in power sooner. Also im gonna rework the mastery table. I think its best if offensive masteries are used instead to give ashe her same early game advantage, and it seems to be her most vulnerable time period.
1
AnalSamurai (23) | June 17, 2010 8:27am
Probably the most creative build on Mobafire, but I still feel really hesitant about trying this. If Ashe had any other moves that scaled with AP, I would be more likely to try this out. As of now it seems like this build would just make your team have to 4 people + Random Arrow every 45 seconds Vs. 5 people. I'd like to see a replay or screen shot of a score you had w/ this build, but I probably give it an attempt in practice mode.

An arrow montage would be pretty epic...
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