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Ashe Complete Botlane Guide






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Runes: Lethal Tempo
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Heal
Items
Ability Order Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Threats & Synergies
Draven
Draven gains access to higher damage output much sooner then Ashe. Its better to poke him down to deter his all ins. Try not to risk trading during laning phase as your almost always going to lose. Extend the game to fight him with help. Exhaust works pretty well against him
Champion Build Guide
My name is Shrouded and I have been playing league since its Beta. Throughout my years of playing league I have played almost all the champions and all the roles with the exception of jungling which I am taking up more this season. I believe that to be a better player you'll need to understand all the roles and what each champion looks to accomplish. I've been playing a lot of Ashe this season so I decided to make my first guide and impart what I know with the hopes that you will be able take something away from this guide and apply it in game. This is currently a work in progress and I intend to update this page frequently.
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¥ Backloaded damage ¥ Has a delay before activating ¥ Can be queued with spells ¥ Longer sustain burst Lethal tempo tends to offer more control over when you want to proc it and how through your rotations while offering a steady sustained burst before going on cool down |
φ Frontloaded damage φ No delay to activate φ Requires AA to activate φ Only activate for 1 AA Reset + 3 AA's Hail of blades tends to offer short upfront burst and in Ashes case allows her to access her Q at a faster rate in immediate combat without preparation which you may frequently find yourself in. Additionally Hail of Blades allows Ashe to short trade with enemies with relative ease as the nature of the rune is not generally used for extended combat |
Summary
In summary I believe both runes are viable on Ashe and should be a personal preference, in solo queue I personally prefer Hail of Blades at this time as I feel it gives me more reactive options and allows me to play more aggressively at times but there is an unquestionable damage sacrifice as it removes you from having access to runes like Cut Down and Coupe de Grace
+ Perma Slows + Unlimited range hard CC + High pick potential + Good late game scaling + Easy to play + Teaches ADC mechanics Ashe is considered a utility pick ADC as she is not a traditional hyper carry or duelist but has a balanced kit. Her hawkshot allows you to scout out incoming ganks, jungle positions, baron / dragon plays and her R allows for her to pick off opponents that are out of position or roaming. Her passive allows her and her team to stick onto any target or to kite away enemies that are running at her. Due to the nature of her kit there is no complexity to learn her. |
- Squishy - Does not have access to critical strikes - No mobility - Functions better with peel - Requires good positioning Ashes biggest issue is her mobility which will cause her to be punished much more then others ADC's when making positioning errors. This con however is what I consider her best trait because once you learn these positioning issues you will become a much better ADC player and those skills will transfer to any other ADC you play. |
Lane Terminology
Freezing - Freezing is when you keep the minions just outside of tower range. This has 3 main benefits:
* Forces the enemy to overextend and makes it easier for them to get ganked by your jungler
* Allows you to poke/trade with the enemy to force them to miss CS
Slow Push - Slow pushing is when you only last hitting minions that are about to die as you are receiving a reinforcement wave while slowly creating a large minion wave this has 3 main benefits:
* Forces your opponent to take free damage in order to reduce the size of the minion wave
* Makes it almost impossible to freeze
Crashing - Crashing as its name implies is when you push the wave into the enemy teams tower this has 3 main benefits:
* Allows you to take plates - if you have created a big enough wave and there is no threat of ganks then you can potentially damage the tower enough to take turret plates
* Forces your opponent to miss CS - if your opponent is dead or has recalled when you crashed your wave then they do not get experience or gold from the minions that were killed by the turret
At level 1, I always take Volley first. This will give you safe damage early as well as some minor wave clear.
If your lane composition is aggressive compared to your opponents you may push for the level 2 first put 1 point into Q and then short trade with your opponent.
If your opposing lane composition is stronger then match their CS so you can reach level 2 at the same time and put 1 point into E. This will allow you to scout the enemy jungler at either their Red or Blue camp for early level 3 ganks. If the enemy jungler finished Red and Blue and Kruggs or Gromp depending on which side of the map your on then they will likely be recalling and going back to the side they started on. This is extremely useful to deter jungler ganks early on.
Your priority during laning phase should be:
- Not dying
- CS
- Wave management
- Vision
- Objectives
- Forcing your opponent to miss CS/Poke
- Kills
Overextending changes based on the map state. How far behind/ ahead are you, how much vision you have, how many players are visible on the map and how many turrets you have left. If for example you have all of your towers are up and you decide to catch a creep wave in the top lane, pushing the creep wave beyond the river without knowing where all the enemy champions are would be overextending. It should be assumed that any enemy that you cant see on the map is closest to you, especially when playing Ashe.
It will be important to establish vision especially from flanking positions which are common along the river and jungle entrances/walls facing towards the lane. Preemptively accounting for enemies before they appear and where they commonly want to attack from is crucial to playing Ashe as this will affect your positioning.
Your priorities during this time will be to take turrets, dragons, inhibitors and baron while steeling extending your gold farm however forcing towers with team fights will cause the game to have a coin flip outcome unless your team is really far ahead. As Ashe having good vision control and looking to catch enemies out of position will give your team a numbers advantage when looking to take objectives. It will always be easier to win a 5v4 instead of a 5v5.
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