This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
Ashe Complete Botlane Guide
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Runes: Lethal Tempo
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Threats & Synergies
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
Caitlyn's range is on par with Ashe but she has better disengage utility as well as burst damage threats early. Avoid her poke while landing your own and extend the game to win through teamfights.
Aphelio's is not much of a threat early game which is where you can gain advantages. Avoid standing behind targets when he has infernum and don't all in when he has chakrams. Late game try to lock him down with your ult early in a team fight if possible.
Ezreal is a safe laner with access to free poke so you will have a difficult time fighting him straight up. Late game his poke is way better then yours. If you fight him do it in groups as its harder for him to deal damage. His astral shift will allow him to reposition even if you lane your R
Kaisa has short range and requires a lot of time to ramp up. Stay in groups when fighting her to reduce the damage on her Q. You can abuse this match up during lane phase as her trading is weak
Miss fortune has a lot of damage period and her Q poke makes it difficult to walk up for CS. In lane avoid standing directly behind minions. Try to position yourself and save your ult to match hers in a teamfight.
Jinx requires time to ramp up her attack speed with Q and later in the game her team fight damage output will be higher then yours. You can try to bully her early in lane phase until she gets 2 items. Late game try to lock her down with your ult early in a team fight if possible.
Jhin comes with a lot of up front damage which makes his short trades bad for Ashe. He also has deceptively good wave clear on Q and can force you under tower to miss minions. In lane phase its better to poke him down to deter his all in and don't take Fourth shot damage. Late game try to lock him down with your ult early in a team fight if possible.
Kog'maw has access to extremely high damage output later in the game. Try to abuse him early during lane phase depending on what each of your supports can do. However avoid feeding him unnecessary gold and accelerating his power spikes
Xayah has shorter range compared to Ashe and requires time to setup her feathers for maximum damage. You can fight her when her W is on cool down and avoid standing in a line between her and her feathers
You can punish this pick early in the game before he access to all of his tools however once he gets 2 items it becomes extremely difficult. Avoid fighting in creep waves and when creep waves are arriving. Fight with team
Sivir has short range but much better waveclear then Ashe and can shove you into tower. Her E allows her to absorb you ult and/or W poke. Extend the game out of laning phase
Her early game and poke deals more damage and is cheaper then yours despite her range disadvantage, you'll scale better later into the game. Taking exhaust here lowers her threat level significantly as it will limit her damage output significantly due to her jump mechanic scaling off attack speed
Senna takes a while to ramp up and is like a hybrid adc/support pick. She will have access to safer damage late in the game but you'll deal more. As shes likely to go lethality in the current meta she will likely build Edge of Night making it difficult to land your R's
You can deal with him early during the lane phase but once he gets 3 items it becomes difficult to handle him as he will begin roaming and taking difficult positions during team fights. Be patient with your R and try to wait for him to show before you all in on a fight.
You can bully her early in the laning phase but if the game goes on too long she will get her items and roll you if your caught out
Varus is similar to Ashe except he has more poke and wave clear. You can trade with him after dodging his Q as its on a fairly long cool down when missed just be careful not to be caught by his ult as he gets 3 stacks of blight to proc instantly
Because of her passive her waveclear will be better then yours and she will try to pressure you under tower. Avoid her all ins and consider taking exhaust to reduce her burst
Use your range to poke and deter him from trying to all in he will try to land his full combo on you and bully you in lane just play back outside his range. You will out scale him later in the game
Hes disgusting to deal with due to being able to close the gap and lock you down with no counter play outside of flash. Respect his all in when he walks up and try to safely poke him down to deter.
She is disgusting to deal with due to being able to close the gap with zenith blade and lock you down. Respect her all in when she walks up and try to safely poke her down to deter. Avoid her zenith blade whenever possible.
Blitzcrank presence is difficult to deal with in match ups where the opponent is a lane bully as it forces you to stay in minion waves to avoid his Q putting you within striking distance of your opponent and taking trades or to back off causing you to potentially miss CS. Safely poke when he tries to walk up and punish hard whenever he misses a Q
Brands kit allows him to deal a lot of damage against you without many items you literally just have to dodge everything he throws at you. Avoid staying clumped past level 6 when he has ult
Bard has access to CC and escapes/counter engages which can be difficult to deal with. Make sure to ping when hes missing from lane to collect chimes and try to punish your opponent when he does but be careful going all in as he can appear in awkward positions using magical journey and his R has a very long range
Jannas kit revolves around counter engage, use your poke to bait out her shield before trading and avoid trading when the enemy has shield active as they will get increased damage
Karma deals pretty good damage with her R + Q combo as well as having strong shielding during trades. Avoid taking her poke so you can have enough hp to trade when you need to
Braum can block your R & W with his E but can avoid most of his abilities by dodging. Try to bait out his R when he has it and dont take extended trades
His E is short cooldown and costs almost no mana and he can hit you with the backline creeps his Q allows him to deter any of your all in damage. Once he gets R avoid accepting teamfights and all ins without enough vision on flanking positions
Lulu makes it difficult to fight as her W will poly morph you and her ultimate deters any hard engages. Avoid her poke in lane and try to force her to ult herself if she walks up too close
Morganas black shield will block your W and R other then that she needs to have a clear path to land her Q but if shes paired with another hard CC it can be a very difficult matchup
Lux has alot of poke available on short cooldowns as the game progresses she gets access to more damage. Try to bait out her Q to punish her ADC as she will likely run away after missing
Nami has a pretty balanced kit with sustain, peel and poke. Her damage will fall off after laning phase but you will waste alot of your mana trying to poke out your opponent. Avoid her bubbles if they try to engage on you
Nautilas can R + Q + AA (Passive ) to lock you down and becomes very tanky into the late game. You can poke pre level 6 to deter him from trying to all in
Pyke has alot of tools to displace and stun you he is also very difficult to lock down. Avoid his Q + R combo that give away free trades. Dodge or Flash his R if you can to deny extra gold to his team
Rakan does not deal much damage and lacks attack range but is very slippery. Avoid his knockup to punish his adc when possible but be careful when he hits lv 6 as he will have access to another CC
Most of Sonas damage comes from her empowered auto attack after casting Q. Back up after she casts it and poke when she walks up to auto. Avoid her level 6
Avoid taking damage from her Q as this will give her free healing. You can get an early executioners if her W becomes too much of a problem during lane phase. Dont stay inside of her silence as this will root you in place
Tahm mainly acts as a frontline/ disengage. It takes a while to whittle him if your lane opponent is weak you can take trades from within your own creep wave to avoid the majority of Tahms damage
Taric becomes fairly tanky and has access to anti all in tools with his lv 6. Avoid his stun and punish his ADC if possible
Thresh has alot of utility in his kit that can make him troublesome to deal with. Above all else though avoid his hook. If he walks up to flay you back off and poke to punish
Velkos does extra damage when landing three consecutive spells or every 3rd tic of his ultimate. Once he gets enough mana regen he can spam Q safely however he is extremely vulnerable to CC and all ins due to low mobility and hp
He will try to safely poke you down with Q until you are too low to engage or force trades. He only has 1 hard cc that can be blocked by minions and has horrible mana issues early in the game that you may be able to punish
You probably aren't going to easily kill Yuumi so that idea should be discarded. She has mana issues early in the game when using heal too much and after she has used her ultimate there is little she can do to protect her ADC from all ins. You can get an executioners early if the laning becomes an issue
Zilean will try to poke with time bombs or stun by stacking bombs. Avoid standing near the center of where the bombs land or walking into the center of bombs. You can bait out the R and disengage until it expires before finishing off the opponent. If you proc the R then he will most likely follow up with bombs to stun you that you will need to avoid immediately
Zyra has alot of tools that allow her to poke, cc , deal AoE damage and her plants will block your W. Avoid her Q and unnecessary damage from her plants. Be careful with positioning and all ins when she uses R
Swains E allows him to reach you at max range making it difficult to dodge as you have less time to react when it retracts. Depending on your lane opponent its better to stand closer up near the creeps to dodge. His Q acts like a shotgun blast and will only hit targets in front of him which you can also use minions to block. Once he gets his R he becomes much tankier due to the life steal effect and it will also open him up to more AoE damage opportunity
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.
¥ 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
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.
- 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.
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
- Wave management
- Forcing your opponent to miss CS/Poke
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.
You must be logged in to comment. Please login or register.