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Spells:
Clarity
Heal
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
About Ashe




















This build is very well suited to my style of play: a somewhat passive-aggressive early game, a very passive middle game, and a very aggressive late game. Variations can be made to the build to suit different styles of play and different situations.
One of
Ashe's main characteristics is her mobility when compared to other champions. Other champions such as
Talon have moves that can place them in the middle of a fight, but
Ashe is just highly mobile. Use this to your advantage and don't let you enemies do too much damage to you with skill shots. This can also be used to your advantage in landing a few
Volley shots as well as getting good lane position and, sometimes, harass with
Frost Shot. This build captializes on her already high mobility, giving extra move speed with the two
Phantom Dancers and the
Trinity Force. This ashe can be used not only as a standard DPS carry, initiator, and CC'er, but also as an assassin-like high-damage single-target elimination machine.
One of








Start with



Once you finish your




After you finish one





Finish your











Afterwards, start your third





If the game has time, buy a


This build is very good for a mid. Your early mobility creates many openings for harass. Using
Volley for harass is a good option,as you are almost guaranteed a hit. Keep in motion, as you are very squishy, do not use your auto-attack for early harass, and do not use
Frost Shot early, as it is a huge mana drain early game. Use
Volley early and often, but do not use your
Clarity until you reach level 6. Once you have your
Enchanted Crystal Arrow, use it to lead into a large damage fight. Toggle on your
Frost Shot, and your enemy will usually retreat, recalling if they have taken enough damage. It is OK to wait until later in the game to start this fight, as you need to find a good opportunity to do so. The same applies to an outside lane. Afterwards, farm as much as you can, as you need all the gold you can get.






At this point, the entire game becomes a huge ganking game. Do not run alone, as you do not have much damage output during the middle game. Also, this
Ashe is very team dependent and needs protection from enemies in order to create enough damage output to make a large difference, particularly in the early and middle games. During this phase of the game, I usually use my
Enchanted Crystal Arrow to initiate ganks and team fights. Since this stuns whoever it hits and slows every enemy unit around it, it works quite well to give your team the upper hand. Afterwards, I use my
Volley for the crowd control and the damage. Toggle on
Frost Shot when aiming for enemy champions, but do not use it against the minions, as it is just a huge mana drain. If you have another initiator, let them initiate and save your
Enchanted Crystal Arrow to stun an enemy champion running away outside of your auto-attack range.
However, you need to be somewhat careful during this phase of the game and later, as you are an AD carry and will be singled out during a team fight.





However, you need to be somewhat careful during this phase of the game and later, as you are an AD carry and will be singled out during a team fight.
At this point, you should have enough items, particularly your two
Phantom Dancers that you could deal large amounts of damage in a short amount of time. Still be careful during team fights and watch for enemies trying to single you out, but you can fight without being quite as conservative. Also your extra mobility from your
Phantom Dancers and your
Trinity Force will allow you to run faster than most every champion. Use this to your and your team's advantage by putting pressure on your enemies' outside lanes. Still use your
Enchanted Crystal Arrow to initiate if necessary, but you should be able to kill certain enemy champions with nothing but
Volley and
Frost Shot. This will allow you to save your
Enchanted Crystal Arrow as an escape mechanism as well.















Pros / Cons
spaaaaaaaaaaaaaace |
Pros
+ Very high DPS + Good late-game sustainability + ![]() + Amazing slow with ![]() + Good initiation with ![]() + Everyone loves your late game |
space |
space |
Cons
- Very squishy early game - Incredibly expensive build - Singled out as the DPS carry - Very weak to tanks, fighters - Middle game does not do well (usually) - Everyone hates you early and middle game for dying so much |
There are several variations to this build; I always build the same way when I go DPS carry with
Ashe - this way, but you may choose to build a little differently. Keep the core the same, but the
Zeke's Harbinger and/or
Trinity Force can be exchanged for these:



Bloodthirster
Black Cleaver
Executioner's Calling
Nashor's Tooth - unconventional, but it might work. I haven't personally tried it.
Tricks of the Trade
Matchups
Annie: Move early and often. Stay out of range. You win.
Ashe: Meh.
Brand: Avoid his
Pillar of Flame. If he doesn't burst you down, you win.
Caitlyn: Constant motion. Avoid her
Piltover Peacemaker and you win.
Cassiopeia: Too much AoE damage and not enough single-target damage. You win.
Corki: Haven't seen too many people play him. Can't pass judgement.
Ezreal: Don't try it. He is as mobile as you and does more early game damage.
Fiddlesticks: If you can avoid his drain, you can win.
Graves: A good one will be like
Ezreal,but you can destroy a bad one.
Heimerdinger: If you sit back by your turret, you can win this. Don't be aggressive.
Karthus: Avoid his
Lay Waste. You win this matchup handily.
Kassadin: Stay back, but be aggressive. You can destroy him with your mobility.
Kennen: I hate him. Go for it, but be wary once he hits level 6.
Kog'Maw: No. Long range+Slow+Ult=DEATH.
LeBlanc: A good one and you get raped by burst damage. A bad one and you win easily.
Lux: Mobility, mobility, mobility. She depends on slows and snares too much.
Malzahar: Don't feed early and you destroy him.
Miss Fortune: Don't try it. Her burst damage is powerful enough to keep you down.
Morgana: Same as
Lux. She relies on her snare too much.
Ryze: If they are good, this could go very badly. Otherwise, you win hands down.
Sivir: Only if you can avoid her throw.
Swain: Maybe if you are very skilled and/or lucky.
Teemo: Not in a million years.
Ashe is too dependent on auto-attacks.
Twisted Fate: I have not seen post-patch TF. I will change this with my thoughts ASAP.
Twitch: If you are willing to buy wards, go for it. Otherwise, don't try this. EVER.
Urgot: If they are good, you lose instantly. If they aren't, you might have this.
Vayne: You win until she gets her stacking shot. Then you lose.
Vladimir: You win this if you can stay out of range of his drain. Don't try for harass.
Xerath: No zoning control for him. You win.
- You have mobility. USE IT.
Frost Shot is great for running down enemies at the end of a gank.
- You got hit by
Exhaust?
Volley.
- Strike and Retreat.
- Don't be afraid to run.
- Spam
Volley. It comes off of cooldown every 4 seconds and it does burst damage.
Matchups



































This is my first guide, and I would like to hear feedback from anyone and everyone about the design of the guide and how to improve it. Also, I would love to hear variations on this build that you have tried and have succeeded/failed, as my
Ashe game has become somewhat repetative. I will try to record a video and add it, along with some game stats, to this guide, but, being a novice at coding, I doubt they will appear anytime soon. Again, please leave feedback and variations on this build.
Also, I would recommend trying this build at least once before you pass judgement on it. It seems quite unremarkable to begin, but you will be surprised at the endgame results.

Also, I would recommend trying this build at least once before you pass judgement on it. It seems quite unremarkable to begin, but you will be surprised at the endgame results.
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