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Spells:
Ignite
Ghost
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Introduction.

Sifting through the guides on the site, I found there were a lot of strong guides, however there were a few things I didn't like about each of them, so I decided to make my own.

- Strong damage output throughout the game.
- Survivability through movement speed, summoner spells, and cooldown reduction (allowing you to continually slow enemies).
- A knowledge of how to play
Ashe and other ranged carries.
- Utility through
Frost Shot,
Volley,
Hawkshot and
Enchanted Crystal Arrow.

This guide does take time to pick up and will take some practice to utilize properly, but when you do, it is very rewarding.

Please read and comment before voting. Please and thanks.
Farming.
The one single thing that will improve your gameplay more than anything else is learning how to properly last hit. I cannot stress this enough, the number one reason people have problems with ranged carries is because of their inability to last hit. This should be your main focus early and mid game. In order to last hit well, you need practice. You must learn how to time your attacks with the rate the creep is dying, and become used to the damage your autoattack deals. Good farming means the difference between an 18 minute


For melee minions: Usually each melee minion will take 2 tower hits and 1 autoattack to kill. So wait for 2 tower hits and then smack it with an autoattack afterwards. (After the tower has attacked the minions a few times, you may be able to treat them as caster minions).
For caster minions: Usually each caster minion will take 1 tower hit and 2 autoattacks to kill. So you want to make sure to autoattack each caster minion once before the tower targets it, and then after it takes a hit of tower, last hit it before the next tower strike.
Remember: Do not autoattack minions unless you are getting a last hit. Pushing the lane is the single easiest way to get ganked unless everybody is accounted for. Holding off on autoattacks will also help your passive

Positioning.
Another crucial part of playing a ranged carry is being able to be in the right place for teamfights. If you are in the wrong place, and get hit by a crowd control, or are charged by and anti-carry, 90% of the time you will die. You must be positioned properly to be an effective force in teamfights. Most of the time, you want to be near the back of the fight, continually firing off



Use Your Skills Often.







Laning.
In the current metagame,









Why Good Hands over Perseverence?
Perseverence provides next to nothing throughout the whole game for a costly 3 point investment. Just looking at a benefit comparison, we find that in the late game (where death timers can be ~70 seconds) we slash 7 seconds off of that, which can be game-breaking. Looking at perseverence, with our 44 hp5 and 24 mp5 at level 18, 3 points in this mastery would give us 1.76 hp5 and .96 mp5, which is almost nothing late game. Unless you think regenerating 25 health in the course of a teamfight will make or break the game, take Good Hands.
What is my job in teamfights?
Simple, kill important targets while chain slowing the enemy team. You should be providing the main source of damage on the focus targets, while using





Early Game Items.











Mid Game Items.





Late Game Items.








Situational Items.























As a sidenote: At the end of the game, you may want to sell your boots in order to buy a second

Another sidenote: After a completed build, always remember to pick up elixirs in the order of




Runes.
Marks:
Greater Mark of Desolation - Pretty much standard on any ranged carry, makes your late game immensely better and synergizes well with

Seals:







Glyphs:






Quintessences:



Greater Quintessence of Desolation - These will provide a damage boost mid/late game. It will be a slight damage increase over the flat AD runes if you can get a long streak of autoattacks, however they are very close, and I like the extra last hitting from the flat AD.


Summoner Spells.

A must have on








This is another great spell that can used both offensively and defensively. Can be used to escape that assailant, or continue kiting a fleeing opponent. This spell has a lot of utility and the speed boost should not be underestimated.
Other Options.

A good option against a very CC heavy team, or if for some reason you plan not to go


This can be a choice if you need a way to shut down an enemy carry such as



Good for getting back to the lane or setting up ganks with the max duration stun of


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