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Spells:
Flash
Ghost
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
All about Ashe
LOl
Naturally, Ashe's mana pool is very small, and her regen is very low. Because of this, her abilities, that cost a pretty good amount of mana, are not normally spam-able (able to be used in quick succession). Greater Seals of Clarity are a great compensation for this, and allow you to avoid wasting gold on other mana regen sources.
2. Ashe is extremely squishy.
Slowpow?
Ashe is a ranged champion, and this allows her to stay alive if played appropriately. However, you do need to be able to attack, or you might as well not play. A great way to compensate for this lack of survivability is to increase her crowd control power, and increase her run speed. This is why we select Boots of Swiftness and Greater Glyphs of Celerity. The Boots, allow you great movement speed to kite enemy champions, especially would-be assailants who think they can take a squishy Ashe down. The Greater Glyphs of Celerity, allow you to spam your crowd control ability Volley, and have a nice short cooldown on Enchanted Crystal Arrow.
15.03 Armor Penetration It's important to have armor penetration runes. With full armor pen you gain an additional 25 armor penetration which is absolutely invaluable.
Greater Seal of Clarity x9
0.9 Mana Per 5 Sec per level (16.2 at 18) These seals will allow you to avoid wasting gold and item slots on any mana regen items.
Greater Glyph of Celerity x9
0.45 Cooldown Reduction per level (8.1 at 18) These Glyphs will allow you to spam Volley, and have a nice low approx 45 second cooldown on your Enchanted Crystal Arrow.
Greater Quintessence of Desolation x3
9.96 Armor Penetration Armor penetration for the win.
3/3 Increases your champion's critical strike chance by 2%
1/3 Increases your ability power by 0.2 per champion level.
4/4 Reduces the cooldown of your champion's abilities by 3%.
2/4 Increases your champion's attack rate by 2%.
1/1 Your magical spells penetrate 15% of the target's magic resistance.
3/3 Your physical attacks ignore 6 of the target's armor.
3/3 Increases your champion's attack damage by 3.
3/3 Increases your champion's critical strike damage by 10%.
1/1 Increases your base damage, and magic damage by 5%.
3/3 Increases your total health and mana regeneration by 4%.
1/1 Your ghost spell increases movement speed by an additional 8%, and increases the duration by 1.5 seconds.
4/4 Increases the amount of experience your champion gains by 5%.
1/3 Increases mana regeneration by 0.33 per second.
Flash
Teleports your champion to target nearby location. Best survival spell for Ashe. This is your get out of jail free card if you make a poor positioning choice. It's also good for chasing if the situation calls for it.
Ghost
Your champion ignores unit collision and moves 32% faster for 14 seconds. This spell is great again for increased survivability, coming to allies aid quickly, and chasing running champions.
Due to Ashe's squishiness, you really cannot go with exhaust or ignite. Ignite is purely offensive in nature. And Exhaust won't protect you from AP Carries nuking you down.
As per title, here are some Frequently Asked Questions, and my answers ^^
Q: What Summoner Spells should I take?
Flash, Ghost and Teleport are the best Summoner Spells on Ashe, and it's up to personal preference on which you'd rather get. When I play Nasus, I get Teleport no matter what, so I can Teleport to a creep push and take down a tower with Fury of the Sands and Siphoning Strike. Lately when I play Ashe I'm finding that Teleport isn't as useful unless you're winning.
Q: Why is Ashe a viable choice?
Ashe is one of the best soloers in the game. In 9/10 of my games, I, as Ashe am the tower killer, because if I've run with Teleport and Ghost, generally I can teleport to a tower, kill it, then pop Ghost to get away safely.
Q: R > W > Q > E, right?
It doesn't show you on MobaFire, but Ashe's Hawkshot range increases as you level it up, so you can see more area with it. However, Frost Shot is just as important, as Volley applies the level of Frost Shot, thus it would be useful to alternate between each skill. I've recently changed the guide to suggest Volley > Frost Shot > Hawkshot, but it's up to you whether you decide the utility of Hawkshot is too good for you to ignore (thus leveling it equally with Frost Shot).
Q: Which are better, Mercury's or Berserker's?
Berserker's Greaves are not better than Mercury's Treads. Merc's is possibly the most useful item in the entire game: the ONLY boots that reduces CC by 35%, that ALSO give Magic Resist AND are Movement Speed 2 Boots all in one. Wasting an item slot on other CC reduction items, such as Cloak and Dagger might not be a great choice. Not every single player has a spell immunity shield (ie: manual Banshee's Veil. Ashe is targeted first 9/10 games. Nocturne's always use their ultimate on me in team fights. Urgot would commit suicide to swap places with me. Having Merc treads means that all SLOWS, TAUNTS, SNARES, are reduced by 35%. Read More Here.
Q: Why do you get Zeal after Infinity Edge and not some other damage item?
With the Infinity Edge, Ashe does a lot of damage, but at less than one hit per second. You need more attack speed to vamp up your DPS (damage per second), and a way to catch up to fleeing enemies. That is why you need Zeal: for the attack speed and movement. And of course Zeal gets upgraded into a Phantom Dancer.
Q: What about Survivability?
You can always buy Banshee's Veil much earlier in the build. Or even buy Catalyst the Protector early, after the Infinity Edge for example.
Q: High damage > Attack Speed + Lower damage. So why are you getting items that give Attack Speed?
This is all explained in my guide, but I'll repeat myself here. DPS = Damage per second. IF you can deal more attacks in that second, you'll be dealing more damage. Phantom Dancer increases your critical strike chance, and Stark's Fervor decreases enemy armour. These two together should give you plenty of damage. But as I've said throughout the guide, "IF YOU DON'T WANT (INSERT ITEM HERE) GET (INSERT ITEM HERE)."
Q: What if I'm up against a heavy DPS team?
That's what my situational items section is for. It is very extensive, and I've outlined why and when each situation item should be bought. For example, if the enemy team is stacking armour, buy Last Whisper. If there are a lot of squishy DPS or casters on their team, rape their armour with The Black Cleaver.
Q: Why don't you go 9/0/21 Masteries?
I never said Utility Ashe is bad. Never once. And in fact, if you actually bothered to read my guide properly, you'd have noticed that I mentioned a 9/0/21 option in my Mastery Section. I mentioned it, because if you're going to be getting Flash as a summoner ability instead of Teleport, you're going to want to utilise the Utility Tree.
Q: When should I get Madred's Bloodrazor?
Madred's gives you percentage magic damage based on their health. So, for an example. The enemy has 5000 health, and 300 armour. With your armour reduction of The Black Cleaver, and the Last Whisper, you'll be dealing around 200 Damage because they still have 150 armour. With the Madred's Bloodrazor, you'll be dealing 200 Damage in one item slot if they have no Magic Resist.
Q: When should I get Executioner's Calling?.
If you have no DoT champions in your team, and they have a Mundo, Vladimir, Swain, healing trolls, what item do you think will reduce their healing rate? In a Ranked game, you'd replace Executioner's Calling with someone on your team getting Ignite.
Feel free to ask as many question as you can think of. I'll be sure to answer as soon as I can, and post my answer up here for all to see.
Thanks to Trojan995 who suggested this section!
Other things you may like to know: Why/Why Not?! - Runes/Masteries/Items
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