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Recommended Items
Spells:
Flash
Heal
Items
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Graves
Watch the dash; that will be your death early game
Synergies
Ideal
Strong
Ok
Low
None
Introduction
PLEASE UNDERSTAND THIS IS MY FIRST GUIDE.
PROS
- Slowing passive that also lets you deal more damage early game
- Has an ability to increase attack speed and allow for even MORE damage early game
- Global ult that stuns the target and slows all others in the immediate vicinity
CONS
- Ult is unweildy, as it follows a straight path, making it hard to reliably hit with.
- Squish central
- Ice puns inevitable from enemy, and sometimes allies (seriously, when it gets to be viable for a con...)
The Runes are negotiable between Attack speed and AD for the marks and Quints, so I used what I normally do. However, I'm sure there are better Glyphs and Seals, I just don't exactly know of what they might be.
As for masteries, I see no reason to take anything but what I have set for them already, unless you will have an exceedingly absent support, in which case Assassin may work better.
As for masteries, I see no reason to take anything but what I have set for them already, unless you will have an exceedingly absent support, in which case Assassin may work better.
For me, it follows this order: R>W>Q>E
Always level the E last, unless you REALLY need that reduced cooldown on the vision. But never level it above level 2 until you have both others leveled to max, otherwise you're liable to fall behind.
Q is not as important as W because it doesn't really provide any poke, which is necessary to prevent Ashe from being jumped too soon.
Always use your E to check the brush when nearing it with your minion wave, or to place a ward in river/tribush, as enemies could be hiding there and you don't want to have that nasty surprise. (Also a good idea, if the enemies seem to be playing too passively compared to usual, send your E out a little bit into River if possible, as it passes over the brush you can see into it.)
When in teamfights, you may find your W is useless because their tanks absorb more than one arrow, and their damagers don't even get hit. If that's the case, use your Q always, and forgo the W.
Always level the E last, unless you REALLY need that reduced cooldown on the vision. But never level it above level 2 until you have both others leveled to max, otherwise you're liable to fall behind.
Q is not as important as W because it doesn't really provide any poke, which is necessary to prevent Ashe from being jumped too soon.
Always use your E to check the brush when nearing it with your minion wave, or to place a ward in river/tribush, as enemies could be hiding there and you don't want to have that nasty surprise. (Also a good idea, if the enemies seem to be playing too passively compared to usual, send your E out a little bit into River if possible, as it passes over the brush you can see into it.)
When in teamfights, you may find your W is useless because their tanks absorb more than one arrow, and their damagers don't even get hit. If that's the case, use your Q always, and forgo the W.
As noted in the Starting Items notes, I only take Cull because of the gold boost on last hitting minions. It can take a while to get maxed, but it generally helps get more ahead faster.
As far as the rest, that's just basic Ashe to me. I consider Last Whisper situational because if you get enough damage doing with attacks and such, you can melt almost anyone. Really the only person to beware of for that is Malphite or Taric, whom both scale (at least partly) on Armor.
As far as the rest, that's just basic Ashe to me. I consider Last Whisper situational because if you get enough damage doing with attacks and such, you can melt almost anyone. Really the only person to beware of for that is Malphite or Taric, whom both scale (at least partly) on Armor.
At first you will need to play a bit passively with your support, last-hitting and maybe pushing here and there, using your W to poke at them every now and again. Something I myself am horrible about is using it too much and running out of mana. This is not good, so try to conserve for when they try to rush you, or when they are getting a gank with their jungle so you can escape, or when your jungle ganks so you can help slow them down
When team pushing, it's usually nice to let the ADC have some of the farm. You may notice, as an Ashe, that you don't get as much farm. This is because you're a pretty slow farmer with not much clear, so usually others take it. Just let it go, and if necessary try to take one person and split push another lane. You always have your ult to help out (if you haven't used it recently) if they get in trouble, or if you do you can use it to escape.
Always notify your team when your ult is up. It's just a good idea because then they can request it when they need it. (Like if mid is being ganked and needs some long-range artillery support because your jungle can't get there in time.) But likewise, always have enough map awareness to realize when someone is in trouble, and send some help their way, even if it's from bot to top. You never know when someone will walk into it and give you a double kill that causes the whole game to stop for a second while they just admire what you did.
Always notify your team when your ult is up. It's just a good idea because then they can request it when they need it. (Like if mid is being ganked and needs some long-range artillery support because your jungle can't get there in time.) But likewise, always have enough map awareness to realize when someone is in trouble, and send some help their way, even if it's from bot to top. You never know when someone will walk into it and give you a double kill that causes the whole game to stop for a second while they just admire what you did.
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