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Recommended Items
Spells:
Flash
Exhaust
Items
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Opening Words
Hello, I am InEdibleCake and I will be making my first guide on Mobafire.

And, like many others, HUGE thanks to JhoiJhoi for her Guide on Making Guides. Without it, more than half of the guides here would be Walls of Text, and no one likes Walls of Text :(
Also, another big thanks to my friend Pan****s for recording the First Blood video when I couldn't. <3
My guide begins from here on, I hope you learn a thing or two from it. Remember, PLEASE leave criticism!

She's a unique champion since she has 1.0 AD and AP ratios, she excels in kiting and preventing enemies from escaping with her permanent slow from



However, she's not perfect, she has no "blink/dash" escapes (





Pros / Cons
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Pros
![]() + Auto Attack Oriented Soft CC ( ![]() + Skill Shot Oriented Hard CC ( ![]() + Can easily gain an early lane advantage ( ![]() ![]() + Gains bonus gold for every kill ( ![]() + Capable of scouting a large distance, similar to Clarivoyance ( ![]() + Guarenteed critical hit upon returning to lane ( ![]() |
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Cons
![]() - Absolutely no blinks or dashes. - Relies on ![]() ![]() - Poor base attack speed (0.65 base attackspeed) - Poor base attack damage (48 base damage) - Has low base movement speed (About 325) - Typically cannot defeat other AD carries in 1 on 1, equal farm situations. |
Passive:
Focus
"While out of combat, Ashe's critical strike chance increases by 3% every 3 seconds. This bonus is removed upon Ashe's next attack."
This passive is amazing, it is one of the reasons I choose Ashe over other AD ranged carries, when used in conjuction with



Skill One:
Frost Shot
"When toggled on, Ashe's autoattacks will slow the target for 2 seconds"
This is one of the skills that Ashe is known for. Because of

Whether or not you max

Skill Two:
Volley
"Ashe fires 7 arrows in a cone, dealing physical damage to each target hit. Each arrow will only hit one enemy, and each enemy will only be hit by one arrow. It also applies a slow equal to the one in the current rank of Frost Shot even if it is not toggled on."
This skill is amazing for quick farming and harrassing (however, you should not use this to farm during extended downtime). This skill shoots out 7 arrows in a cone, damaging enemies and slowing them if you have learned

If an oppoment is fleeing you and is relatively far away, do not

On an unrelated note to above, never forget you have

Skill Three:
Hawkshot
"Ashe sends her Hawk Spirit on a scouting mission to a target area on the map, revealing terrain for 2 seconds as it travels in a straight line and granting vision of the target area for 5 seconds. The Hawk Spirit will reveal units in the brushes, but will not reveal stealthed units or objects. "
"Ashe passively gains additional gold for every kill."
Hawkshot is amazing, this allows you to check objectives (Baron, Dragon, Buffs, Injured enemies cowering at their tower recalling that can be killed with



Also, the passive is amazing to help you afford your
The Ultimate:
Enchanted Crystal Arrow
"Ashe fires a missile of ice in a straight line that will pass over all other units and terrain, until it collides with an enemy Champion, or until it leaves the map. If the arrow collides with an enemy Champion, it will deal magic damage and stun the target. Additionally, it will deal half damage, and slow all other units in a small radius of the target, including the target itself by 50% for 3 seconds. The duration of the stun increases the farther the arrow travels before impact and caps at 3.5 seconds."
Ashe's arrow is a very versatile tool, it can be used to gain an advantage during a 1v1 battle, it can be used to initiate a fight, it can be used as a killing blow, it can be used to burst down that fool who steps out of place, and in a pinch it can be used to scout as it gives vision while in flight (don't know why you'd do that, but it works).
Now that I am talking about skills, I may as well stay on topic and tell you why I believe


I believe in maxing




I have the luxury to have a friend be able to play an aggressive support ("The Walking Steakman"

A champion kill = Base 300 gold.
The base gold that Melee Minions give is 22 gold, 3 spawn each wave.
The base gold that Ranged Minions give is 16 gold, 3 spawn wave wave.
3 x 22 + 15 = 81
3 x 16 + 15 = 63
81 + 63 = 144
So in two minions waves, assuming your last hitting is perfect, you will have as much gold as you would if you killed a champion.The base gold that Melee Minions give is 22 gold, 3 spawn each wave.
The base gold that Ranged Minions give is 16 gold, 3 spawn wave wave.
3 x 22 + 15 = 81
3 x 16 + 15 = 63
81 + 63 = 144
Now I know that isn't perfectly accurate, by the time you're level 13 (and thus have level 5

If you are unable to last hit or you do not have a laning partner that will give you all the last hits; I would recommend that you prioritize


Aaaand now that I was talking about Last Hitting (and gold making), I may as well talk about Farming. This applies to when the outer tower has fallen.
Too many times have I seen AD carries go to a lane, autoattack all the minions, back off when they're overextending, then complain that there's no farm and compete for jungle creeps.
Instead of autoattacking the minion wave, wait for the lane to be pushed to your tower. Do something while you wait though, go to the jungle, help your team, go to another lane, alt-tab and talk to friends, etc. Just make sure to tell your teammates not to farm bot and to let it push. Once the creep wave is at your tower, DO NOTHING BUT LAST HIT.
This way you get many more creep waves as opposed to auto attacking; by the time you're at the river, you would have gotten about, 4-7 extra creep waves as opposed to just 2 or 3 if you had autoattacked.
This is very straight forward and simple, yet I never see people doing this.

This map shows where you should ward, although not all of them are warding spots.
- Red: This warding spot is typically used by the Purple team, since if the Blue Jungler wishes to gank and you've warded Dragon (Orange Dot), he can sneak by your ward by going through the left Purple dot. Unless of course, both the Orange and Red dots are warded.
- Orange: Usually warded by the Blue team. This is because the Purple Jungler must pass through the Dragon area to gank, and so, you can cover two places with one ward.
- Blue: These are warded early game for buff control, and should be warded, along with Dragon, to safely farm when the outer turrets have fallen.
- Black: Is simply the turret locations.
- Purple: Is the location of the tri-bushes, these should be warded if the jungler can bypass the Red or Orange warding spots (e.g.
Nocturne,
Fiddlesticks)
Good Summoner Spells
Exhaust: This summoner spell does wonders for you. Exhaust lowers the damage output of your target and greatly reduces their movement speed. If you are engaging an enemy, Exhaust is definitely something you should throw on them. Exhaust is also really helpful as you lack any inbult escape mechanism besides
Enchanted Crystal Arrow and therefore need to make up for this hole via items, teammates, or summoners.
Flash: This summoner spell is good for ANY champion. Flash allows you to close the distance between fleeing enemy, dodge certain enemy abilities, correct positioning mistakes, or teleport over certain obstacles. If you don't take this, prepare to be punished hard when you make positioning mistakes.
Ghost: If you have problems with overextending, or need to cover a distance larger than Flash would. You could use this summoner spell, I recommend this for newer players until they develop the "gut instinct" that they are in danger and should back off.
Ignite: Ignite is amazing for finishing off that straggler as Ignite deals true damage and cuts healing in half for its duration. If you are in a 1 on 1 battle against another AD carry, you can immediately ignite them to reduce their lifesteal; however, in this situation
Exhaust would be better as it reduces their damage output which in turn, reduces lifesteal.
I have recently noticed that many bottom laners are now takingHeal. Taking Ignite will counter this as
Heal's effectiveness is cut in half if you cast it before they Heal.
Cleanse: Cleanse isn't THAT bad, but I just don't recommend it, if you have lightning fast reaction time then by all means take Cleanse. It can decide a death or an escape if used correctly.
Heal and
Barrier: Not the best choice, but does not belong in the chapter below it. Heal can be used to turn a losing fight into a winning one when people go way too far into your territory to kill you (if you do this, don't forget to put on a trollface).
Bad Summoner Spells
Revive: You shouldn't take this spell just to instantly revive after death, you should be taking summoner spells like
Exhaust to keep you alive instead.
Clarity: If you ever find yourself in that much need of mana, get more mana regen seals.
Clairvoyance: Leave this for your support,
Hawkshot should be enough for you.
Promote: Ashe shouldn't be taking this,
Corporate Mundo should (Mundo hands out Promotions when he pleases)!
Smite: Thou shall not Jungle!
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Summoner's Wrath : With this, your
Exhaust will give you an even bigger advantage by removing 10 armour and magic resist.
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Brute Force : Free Damage is always good.
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Alacrity : You do not want to be auto attacking during the laning phase, but you may be able to get that one minion with a bit more attack speed.
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Weapon Expertise :
10%8% Armour Penetration. 'Nuff said. -
Sunder :
+6+5 Armour Penetration. 'Nuff said. -
Deadliness : I prefered Pre-Patch Deadliness's Crit Chance over Post-Patch's AD but we need this for rung progression.
-
Lethality : Lethality synergizes very well with
Focus, with this, your crits will hurt even without an
Infinity Edge.
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Frenzy : As the only champion with reliable crits since level one, this makes Level One Ganking even better!
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Executioner : With
Frost Shot keeping your enemies within your range, you will be able to fit in many autoattacks that are amplified with Executioner. Even better now that it procs earlier.
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Hardiness : As you will likely be laning bot against another AD carry, this can help nullify their damage.
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Tough Skin : If you've laned bottom at all, you will know that a big wave of minions is just as deadly as a turret if you've gotten the aggro of them all.
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Durability : Taking and Durability can help lower your early game squishyness.
- Good Hands: Why are you deep in the defensive tree now? I miss you :(
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Summoner's Insight : Although you should try not to rely on
Flash and be aware of the map to save yourself, those 15 seconds could save your life.
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Improved Recall : Who knows? That one second could be the difference between life and death.
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Meditation : It is very tempting to spam
Volley, this can help pay the mana costs.
-
Vampirism : Why are unreachable in utility now? I miss you too :(
Runes




- Greater Mark of Desolation: Scratch everything I said about ARP being the best. ARP is better used for champions with little scaling and does primarily physical damage.
Greater Mark of Attack Damage: AD Runes work well with
Volley's 1.0 AD Ratio, it also makes last hitting easier than Desolation. However, I have done a few calculations (may be flawed though, nothing's perfect) and when Autoattacking Champions, the Greater Mark of Desolation give more damage.

Greater Seal of Armor: Again, you will likely be facing an AD carry, and that AD carry will be dealing most of the damage to you. Armour Seals help negate their damage.
- Greater Seal of Replenishment and
Greater Seal of Scaling Mana Regeneration: Since
Volley is a great harassing tool, you may find yourself low on mana after spamming it, mana seals help compensate. Also, as your attackspeed increases,
Frost Shot will begin to rapidly eat at your mana, with a few mana seals you can regenerate lost mana between fights. Personally, I take a mix of both Armour and Mana seals.
Greater Glyph of Cooldown Reduction and
Greater Glyph of Scaling Cooldown Reduction: CDR is always nice on any champion, you'll be able to nail your enemies with
Volley more, and your
Enchanted Crystal Arrow will be up more often.
Greater Glyph of Scaling Magic Resist and
Greater Glyph of Magic Resist: Since we get absolutely no MR in my build (besides a
Mercury's Treads) until the 40-ish minute mark, this can help keep you from being nuked down for 5000 damage per spell.
- Greater Quintessence of Desolation: Armour Penetration. 'Nuff said.
Greater Quintessence of Attack Damage: Because the Above Calculations wouldn't work without these.
Since

Your core build will consist of



However, you must change the build to fit the situation. Are your enemies stacking MR in fear of your fed







In order to properly equip an

-
Core Items
Bloodthirster
Phantom Dancer
Infinity Edge
BootsMercury's Treads
Berserker's Greaves
Ninja Tabi
Damage Amplifying ItemBlack Cleaver
Last Whisper
Survivability ItemGuardian Angel
Banshee's Veil
Mercurial Scimitar
Early Game Items
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The ![]() ![]() ![]() ![]() ![]() |
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If you're new to Ashe, I suppose you could use the ![]() ![]() |
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![]() ![]() I've been playing many games with ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() 1. Can your support heal you? 2. If you are ganked, can the two of you reliably and safely escape? As ![]() ![]() |
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A ![]() ![]() ![]() ![]() |
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Mid Game Items / Core Build



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![]() ![]() ![]() ![]() IMPORTANT NOTE: After much gameplay, I've decided that the ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Bootsies for our Feetsies





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There is a great variety of shoes to choose (perfect for the typical female) in League of Legends, but the boots we usually take as ![]() ![]() ![]() |
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Damage Amplifying Item



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The ![]() ![]() ![]() |
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Survivability Items



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![]() ![]() ![]() However, if you get caught alone and killed, expect to be killed as soon as you respawn. |
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Other Items
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![]() ![]() ![]() ![]() ![]() ![]() ![]() It is recommended to purchase the core build first or else the mini-projectiles will deal no damage since they scale off your damage and attackspeed. |
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The ![]() ![]() ![]() ![]() Another possibilty if you really, really want the ![]() ![]() ![]() |
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Early Game
EARLY Early Game
The above is how we typically grab first blood. Although, I should say that I am very confused that he used
Ghost and not the
Heal that he had.


Another example of First Blood, but this time I actually hit my
Volley!

During the beginning of the game, immediately buy your starting items and rush bottom lane. You want to reach the second bush before your laning opponents do.
Once you're in the bush, press S and save your crit, wait for your laning opponents to arrive. Once they come (be patient, you might have to miss out on some CS, but missing CS for a lane advantage or First Blood? I think it's worth it) immediately autoattack them, then quickly



If the enemy facechecks the bush, you will almost guarenteed get First Blood or force Summoner Spells to be wasted. If they don't, just


Laning Phase
Now that you've used your




You and your support should always have a ward in the river bush (or other bushes if required) and constantly be keeping an eye on them. You must know whenever the jungler comes to gank and immediately fall back.
On the other hand, if your jungler comes to gank, decide who initiates. Will your





The Ganking Phase
So, by now a few towers will have went down, and people are travelling the map looking for dumbasses who overextend.
If your tower has went down, do what was explained in the "Farming" section = wait for the minion wave to push to your tower and only last hit. Either that, or help your team try to secure objectives (killing enemies, dragon, maybe baron). There's not a lot to say about this phase, just try to keep farming.
The Late Game... Phase/Teamfights
By now I should hope you at least have boots and the core build (



Before the teamfight happens, you want to find the enemy AD carry. They are your team's biggest enemy. You want to take him out as soon as possible, remember, you are the sword, you are the plague and the horror, you hold the flames of a thousand collapsed stars. Once the fight starts, unleash your frosty arrows on your target with the power surpassing a thousand Panzer Tanks.
Anyways.... Point is, If your team takes out their carries before they take out yours. You will very likely win the fight. So focus their carries!
But remember to keep yourself safe as well, do not expose yourself and allow someone to initiate on you, and be keep an eye out for their carries and people like


In an example teamfight, let's say this is how the teams have positioned themselves:










As the AD Carry, your job is to pierce through the enemy lines in order to reach

You will be mainly targetting








However, if the teamfight is happening in the jungle then there's obviously addition factors. Let's take this scene for example:

The Red circles outline where the enemy AD Carry will likely be and the Yellow is probably where the melee champions will duke it out.
In this fight, you should be in the advantageous spot as you can safely fire down onto the rightmost red circle should the enemy carry be coming up from bot. Your position also allows you to fall back into the white circle should you need to fall back. The purple area is just where you should use your

And I also apologize for the MSPaint-edited picture.
It's always good to know your enemy, and even better, how to deal with them. This section is to provide information against people you typically will go against in the bottom lane. If you main a character here or know something that I haven't posted here, please feel free to comment and I will post it here.
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Ashe |
Important Things to Know:
- Know what you can and cannot do as
Ashe. This will greatly help you in winning the lane.
- Land your
Volley/
Focus combo on them, and try not to let her do so to you.
- Call for jungle ganks ASAP.
- That's pretty much it, just be the better
Ashe
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Caitlyn |
Important Things to Know:
- She outranges you, outdamages you, and out attackspeeds you. Really annoying.
Piltover Peacemaker is a skillshot and does a lot of damage if you're the first thing it hits. Stay behind your minions or dodge it.
Yordle Snap Traps will allow her to land a perfect
Piltover Peacemaker on you if you step on them. Not to mention she can use them to zone you.
- She will make the laning phase a living hell, but if you aren't denied and she isn't hyper-fed you will be the better AD Carry late game.
90 Caliber Net allows her to catch up to you or flings her away from you. She can also use it to dodge your ultimate if she's quick enough.
- Be prepared to have
Ace in the Hole targetted on weak champions, block it to save their life (unless you are also on low health).
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Corki |
Important Things to Know:
- You outrange him.
Hextech Shrapnel Shells does 10% of his AD as true damage.
- Phosphorous Bomb deals moderate damage and reveals you.
- Corki has a "dash" escape,
Valkyrie, be aware of this since he can use it to close to gap to land
Gatling Gun on you. Run away!
Gatling Gun deals a lot of damage if you stand in it, plus it lowers your armour. Don't stand in it.
Missile Barrage is a skillshot, and deals splash damage. Corki's will often use this to farm (and thus, push the lane) or use it to harass you. Keep minions between you two at all times and call for a jungler gank if he pushes the lane with it.
Not to mention every 4th missle, "The Bick One" (as called by my friends), will deal 50% extra damage and have higher splash range.
Corki's are usually very aggressive, call for multiple jungle ganks and hopefully he'll calm down.
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Elvis Wannabe (Draven) |
Important Things to Know:
- Just like his Brother Darius, he does WAAAY too much damage.
Spinning Axe is Draven's biggest damage dealer, it works like a
Tumble without the Tumbling portion (additional damage on next strike). However, after attacking with Spinning Axe, it will fly into the air and mark a spot on the ground. If
Draven gets there in time, he will catch it and have another, free spinning axe to use. Try to discourage him from picking up his Axe. He can have two axes readied at once.
- Where the Axe goes depends on where Draven is walking towards after attacking, Draven's usually turn around and walk away so that the Axe is safe to catch. If Draven does not move after throwing the Axe it will go to where he is standing, ensuring a catch if Draven remains still.
- This won't apply to you if you're playing
Ashe, but Draven can catch enemy axes, just a little trivia.
Blood Rush increases Dravens attackspeed and movementspeed, it's probably built to aid Draven in catching his Axes.
Stand Aside throws his Axes, pushing people to the side and slowing them. If you're a Dota player, picture the Beastmaster's Ulti, without the stun. Otherwise, I don't know how to explain it.
Whirling Death throws two Axes across the map, striking anyone it hits. When it reaches the edge of the map, or when Draven reactivates it, it will turn around and can hit people again, damage is reduced for every person hit but resets when it turns around. Picture an Ezreal ult, decreased in diameter, that can turn around at will, and without the channelling time. Then picture a
Boomerang Blade as when it comes back it will head directly for Draven.
- Says corny lines, as he teleports / recalls (hence "Elvis").
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Ezreal |
Important Things to Know:
- You outrange him. But he will often have more attackspeed than you due to
Rising Spell Force.
- He's entirely skillshot oriented, his only non-skillshot move is
Arcane Shift.
- Always have minions between you two, at all times.
- If he uses
Arcane Shift to attack you, quickly move to dodge his inevitable
Mystic Shot and
Volley him to the face.
- His ultimate,
Trueshot Barrage, is just like your
Enchanted Crystal Arrow. However, it goes through minions and has a large hitbox. Prepare your
Flash key when fleeing him on low health.
Essence Flux lowers your attackspeed if it hits you and boosts his allies attackspeed if he hits them with it. It also goes through minions.
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Gravey Man |
Important Things to Know:
- You outrange him, he greatly outdamages you, he will also likely have more armour and magic resist due to
True Grit
Buckshot deals a huge amount of damage at point blank range, it fires in a cone shape (similar to
Volley) but will go through minions, dealing less damage.
- Do not wander through
Smoke Screen to attack
Graves, chances are he's waiting at the other side to hit you with a point blank
Buckshot.
Quickdraw gives
Graves a large attackspeed boost, it would be best not to fight him when he Quickdraws unless he is fleeing.
Collateral Damage deals a high amount of damage and is often used as a finishing blow. Prepare your
Flash key when fleeing.
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Kog'Maw |
Important Things to Know:
- You outrange him greatly until he activates
Bio-Arcane Barrage.
- Identify whether or not he's AD or AP. AP Kog'Maw will have to rely on
Caustic Spittle,
Void Ooze, and
Living Artillery to damage you. AD Kog'Maw will use autoattacks and
Bio-Arcane Barrage to damage you.
Caustic Spittle lowers armour and deals magic damage. AD Kog'Maw will then have an advantage against you when trading blows.
Bio-Arcane Barrage is a built in
Madred's Bloodrazor and increases his range. This will tear you apart if he has a lot of attackspeed.
Void Ooze slows you and deals magic damage, making you a prime target for
Living Artillery.
Living Artillery reveals you and deals a lot of damage to you. Typically, Kog'Maw players aim so that if you back up, you will walk into it. Try moving forward and attacking
Kog'Maw to avoid
Living Artillery while attacking him.
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Miss Fortune |
Important Things to Know:
- You outrange her.
Strut allows her to run really fast. If she decides to rush the bushes she will reach her bush before you reach yours.
Double Up does quite a bit of damage. Keep a few minions near you to have a chance of not taking the second shot or simply stay away from your minions.
Impure Shots allow
Miss Fortune to deal additional damage to the same target. It can be activated to grant her increasted attackspeed and the ability to halve your healing (that includes lifesteal).
Make it Rain slows you and deals AoE damage. It is typically used in combo with
Bullet Time. Do not underestimate its damage, get out immediately.
Bullet Time makes
Miss Fortune shoot out 8 waves of bullets that reach a very long range.
Bullet Time can be interupted with
Enchanted Crystal Arrow.
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Sivir |
Important Things to Know:
- You outrange her.
Fleet of Foot grants Sivir 50 movespeed when she hits enemy champions; along with
On The Hunt this makes it very difficult for you to escape her.
Boomerang Blade deals damage similar to
Ahri's
Orb of Deception. She throws a blade that deals damage and deals damage when returning to
Sivir. Similar to
Buckshot, it will deal less damage to targets after the first, if you must take the shot then at least run behind your minions to minimize damage.
Ricochet is simply an autoattack that deals increased damaged to the target and bounces to other targets. Not much to say about it.
Spell Shield is an amazing skill, it allows her to block any incoming spell (
Volley,
Enchanted Crystal Arrow) and grants her mana if she successfully blocks one. If you wish to initiate on her, try to make her use her
Spell Shield on a
Volley first.
Spell Shield has a high cooldown so try to attack her between cooldowns.
Sivir typically is a weak AD carry unless she's fed and you're not. The only thing that she should be beating you in is CS, she's a crazy farmer.
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Tristana |
Important Things to Know:
- You outrange her until level 11. But because of
Draw a Bead she'll outrange you at 609 and will continue to do so until level 18 where she will have a range of 703.
Rapid Fire increases Tristana's attackspeed.
Explosive Shot makes slain targets explode and deal magic damage to other nearby enemies, try not to be next to your minions when she last hits.
Explosive Shot's active reduces your healing and deals magic damage over a period of time.
Buster Shot deals massive magic damage and, similar to
Condemn, pushes enemies back. However, other enemies in the way will also be pushed back. Try not be in a line formation or
Tristana will be able to push you all back.
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Vayne |
Important Tips to Know:
- You outrange her.
Tumble enhances her next autoattack.
Tumble + Silver Bolt proc = Hurts!
- Not much to say about
Silver Bolts. Every third consecutive attack deals bonus damage + a percentage of your health (which by the way, is dealt in true damage).
Condemn is what makes Vayne a monster, if she's any good with it, you're in a lot of trouble.
Condemn will push you back and if you're pushed into a wall, will deal even more damage and stun you.
Final Hour greatly boosts
Vayne's stats and grants her invisibility after tumbling. However, if she tumbles while
Final Hour is in effect she will leave behind a little "swirly" mark that will disappear after a short amount of time.
- If
Vayne enters a bush, make sure to keep an eye out for any "swirly" marks as they signify that Vayne has
Final Hour'd and
Tumble'd.
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The Walking Steak (Alistar) |
Important Things to Know:
- He's pretty much the king of CC.
Pulverize will knock up enemies around
Alistar.
Headbutt will knock you away, and if he's quick enough, he can
Pulverize you immediately after. Nasty.
Triumphant Roar will heal nearby allies. What's unique about it is that when an enemy unit dies near
Alistar the cooldown is reduced by 2 seconds.
Unbreakable Will removes any CC effects on
Alistar upon cast, grants him additional damage, and lowers damage taken.
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Janna |
Important Things to Know:
- Her passive,
Tailwind, makes everyone on her team faster.
Howling Gale is a slow moving skillshot that will knock you up and deal damage. It can be charged to go farther and deal more damage. You are more concerned with the knockup and the followup from her carry.
Zephyr passively allows Janna to have no unit collosion. The active slows her target, this is horrible when you try to escape as she can followup with
Monsoon.
Eye of the Storm is a shield that also grants additional AD. When casted on her carry he is now able to go hyper-aggressive with the additional AD while remaining safe until the shield is popped or dies off by itself. Nasty.
Monsoon is an AOE heal and a disruption tool. When casted, it will push away any enemies in the AoE and will then massively heal her teammates in it.
Monsoon can be used to push you away when fleeing, or she can
Zephyr you to get past you, then push you back away from your tower with
Monsoon. NOT GOOD!!
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Karma |
Important Things to Know:
- No one plays her, this section will probably be useless.
Heavenly Wave deals damage, and if infused with Mantra, will heal a base amount of health + a percentage of their missing hp.
Spirit Bond, when used on you, will deal damage and slow you down. When used on her teammates, will make them run faster. When infused with Mantra, the bonus movespeed or movespeed lost is doubled.
Soul Shield is a shield. When infused with Mantra, the shield will deal damage to enemies around the target.
Mantra adds bonus effects to
Karma's skills.
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Kayle |
Important Things to Know:
Reckoning fires a red/purple projectile that slows and damages a target.
Kayle then deals amplifyed damage to the target.
Divine Blessing heals target and increases their movement speed.
Righteous Fury increases Kayle's attack range and increases her damage, it also makes her attacks splash.
Intervention shields target for a few seconds of invulnerability (think
Zhonya's Hourglass, but without the inability to move or take any action).
- Her sister's hotter.
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Sona |
Important Things to Know:
- Do not underestimate
Power Chord. It deals massive burst at level one if she levels her
Hymn of Valor first.
Hymn of Valor will automatically target champions over minions, so unlike
Heimerdinger, minions will not help you avoid it. A Blue
Power Chord deals 2x normal Power Chord damage.
- Aria of Perservance is a weaker version of
Astral Blessing, but it has a much lower cooldown. A Green
Power Chord reduces damage dealt.
Song of Celerity boosts movement speed. A Purple
Power Chord will slow enemies.
Crescendo is a short, but wide "skillshot" stun. Do not bunch up or you make yourselves prime targets for it.
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Soraka |
Important Things to Know:
Starcall does minimal damage, but the damage stacks up over time. At least back off and wait for the debuff to wear off so it doesn't stack.
Astral Blessing is pretty much the best heal in the game. A massive heal that gives 100 armour at level 1. If you're trading blows and the enemy Soraka heals them, back off.
Infuse grants mana to target. If used offensively, will deal a moderate amount of damage and silence. Real pain in the *** if you want to
Enchanted Crystal Arrow or
Flash.
Wish Global Heal.
Karthus's worst enemy.
- If
Soraka has taken
Heal, be aware she now has three heals and can very, very quickly turn a losing fight into a winning one.
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Gem Man (Taric) |
Important Things to Know:
Imbue heals target and himself. Cooldown is lowered when he autoattacks.
Shatter passively gives Taric an armour aura. The active damages enemies in an AoE and lowers their armour. He no longer gains armour from his Passive when he uses his active.
Dazzle is a "point-and-click" stun. The projectile is a slow blue ball.
Radiance causes Taric to deal AoE damage and then allows him to give off a AD/AP aura.
- Gems are truly outrageous.
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The Arab (Zilean, no offense) |
Important Things to Know:
- He's really, really annoying. I just may recommend starting with a
Null-Magic Mantle because of that douche.
- His passive,
Heightened Learning, amplifies the amount of experience gained.
Time Bomb is extremely annoying, and there's nothing you can do about it except stack MR. Also, if
Zilean puts a bomb on you while you already have one on you, the first will will automatically explode to make room for the second.
Rewind lowers the cooldown of all spells (except itself) by 10 seconds.
Time Bomb's cooldown is 10 seconds.
Time Warp increases movement speed if casted on ally, lowers movement speed when casted on enemy.
Chronoshift, when casted on allied champion, gives them a
Guardian Angel (albeit without the resistances) for 7 seconds.
- Typically, when people have
Chronoshift on them, they will be super aggressive no matter what amount of health they have. If they stick around too long and the buff wears off, punish them without fear of
Zilean reviving them.
*note* Jungler list taken from Hahano's Amazing Jungler Guide.
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QQMan (Amumu) |
Important Things to Know:
- His ganks are primarily CCing you in place while his team pounds on you.
Bandage Toss, one of the CCs, is a skillshot. He can use this to stun you, or he can bring himself to a minion to
Curse of the Sad Mummy you.
Despair and
Tantrum deal somewhat decent AoE damage.
- Attacking
Amumu reduces the cooldown on
Tantrum.
Curse of the Sad Mummy is a large AoE stuff. RUN.
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Cho'Gath |
Important Things to Know:
Rupture is a AoE knockup-slow. If he lands this on you, you're ****ed.
Feral Scream is a silence, you can't
Flash or
Enchanted Crystal Arrow when silenced.
Feast deals a large amount of true damage, if he lands
Rupture he'll likely eat you for about 300+ true damage.
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SURRRPRISSSEEE PAAARTTYYY!!!! (Fiddlesticks) |
Important Things to Know:
Terrify is op. 3 seconds fear? plzno.
Bountiful Harvest deals decent damage and allows him to tank tower for a few seconds.
Crowstorm is what makes people **** brix. 400 damage per second? plzno.
- Ward the river bush + the tri bushes near the tower that the lane is pushed towards.
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**** (Fizz) |
Important Things to Know:
- He has a dash (
Urchin Strike).
- He can reduce your healing and apply Damage over Time (DoT) damage to you (
Seastone Trident).
Playful / Trickster makes
Fizz stand on a stick. He then magically because untargetable. He can then choose to fall down and slow enemies or dash again, both times dealing magic damage.
Chum the Waters will slow you, then knock you up (opposite of
Rupture). If he hits you with it, you're pretty ****ed.
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Eat oranges and it's k (Gangplank) |
Important Things to Know:
- His passive (
Grog Soaked Blade) slows and deals DoT damage.
Parrrley deals physical damage, applies his passive, and can crit.
Remove Scurvy can remove any CC effect and can be used at any time.
Cannon Barrage AoE slows you and damages you. Do NOT recall somewhere obvious when at low health or he will kill you with this. Think of it as a
Ziggs or
Karthus ult. (except you can't dodge a
Karthus ult unless you're a
Fizz).
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Princess Jarvan |
Important Things to Know:
- His ultimate,
Cataclysm, will force a flash or death.
- He has a knockup (
Demacian Standard >
Dragon Strike). Not to mention the flag gives off an attackspeed aura.
- And to top it off, he also has a slow
Golden Aegis.
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Jax |
Important Things to Know:
- Jax has a gap closer,
Leap Strike.
- He has a small stun (
Counter Strike).
- He mostly relies on outside CC, if he has outside CC, you're in for a lot of trouble.
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Kayle |
Important Things to Know:
Reckoning fires a red/purple projectile that slows and damages a target.
Kayle then deals amplifyed damage to the target.
Divine Blessing heals target and increases their movement speed.
Righteous Fury increases Kayle's attack range and increases her damage, it also makes her attacks splash.
Intervention shields target for a few seconds of invulnerability (think
Zhonya's Hourglass, but without the inability to move or take any action).
- Her sister's hotter.
- The above is all copy pasted.
- She can very easily towerdive with
Intervention.
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Lee Sin |
Important Things to Know:
- Has a skillshot gap closer (
Sonic Wave / Resonating Strike).
- Can shield teammates (
Safeguard / Iron Will).
- Can slow your movement and attack speed with (
Tempest / Cripple).
- Can displace you with
Dragon's Rage, which is pretty similar to
Buster Shot but instead knocks up people who are in the way.
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Malphite |
Important Things to Know:
- Has a point and click spell that slows you and buffs his speed, also deals decent magic damage (
Seismic Shard).
Brutal Strikes gives
Malphite attacks that splash onto nearby targets and can be activated to grant armour and AD.
- Has AoE damage that lowers attack speed (
Ground Slam).
- Can dash at you and knock you up with
Unstoppable Force.
- Relies on teammates to do most of the damage in ganks.
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Maokai |
Important Facts to Know:
- He has a powerful "point-and-click" snare (
Twisted Advance).
- He has a
Ground Slam related skill which also slows you Arcane Smash.
Sapling Toss and Arcane Smash work nicely with
Twisted Advance to deal a large amount of burst damage, but other than that he can't do much.
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Painus Stroker (Master Yi) |
Important Facts to Know:
- Absolutely no CC, 100% relies on Red buff or outside CC.
- Does a LOT of damage if allowed to (e.g. you stand still/forced to stay in his range).
- Can tank a tower quite well with Painus Stroke (
Meditate).
- Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. Can't be slowed. (
Highlander).
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Nasus |
Important Things to Know:
Wither is a really big slow, not to mention it's a point-and-click slow.
- Can towerdive with
Fury of the Sands
- Can deal a lot of damage with a farmed
Siphoning Strike.
- Almost never played as a jungler.
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Nocturne |
Important Things to Know:
Duskbringer is a skillshot that allows
Nocturne to run faster when on it. He also gains AD and can pass through units when on the trail.
Shroud of Darkness is a very powerful Spell Shield, better than
Sivir's as it passively grants
Nocturne attackspeed. If he blocks a spell, the bonus is doubled. This means if he spellshields a
Enchanted Crystal Arrow, you're pretty ****ed.
Unspeakable Horror is a fear. Nocturne must be in close proximity and stay close to the enemy to fear them and deal minor magic damage. Do whatever it takes to break the chain,
Flash,
Enchanted Crystal Arrow, just get away from him!
Paranoia is
Nocturne's signature move. Upon cast, he lowers the sight of all allied champions (similar to
Smoke Screen); he is then able to fly to any nearby enemy champion.
- Run for the bushes or your tower when he activates
Paranoia as he cannot jump to you if he cannot see you.
- You will have to ward Dragon and both tri-bushes if you really want to prevent
Nocturne from ganking you without you knowing.
- Is my favourite jungler.
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Nunu |
Important Things to Know:
Nunu & Willump can easily gank at level 2.
Ice Blast slows you and deals moderate damage.
Blood Boil allows him to boost his target's attack and movespeed, not to mention that he also gains the bonuses.
- If his lane has CC, he can fully channel a
Absolute Zero and deals (gains a Phreak voice) tons of damage.
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Olaf |
Important Things to Know:
Olaf's CC comes entirely from
Undertow. If you can dodge this you will have a better time escaping.
Reckless Swing deals a lot of true damage to both you and himself. If he comes to gank with little health and he Reckless Swings you, you may be able to surprise and kill him.
Tough It Out grant
Olaf additional damage and gives him lifesteal. Do not stick around and fight him when he screams.
Ragnarok gives Olaf passive armour pen and when activated, he becomes worse than
Master Yi, he takes reduced damage aaaannddd.... Can't be Disabled Can't be Disabled Can't be Disabled Can't be Disabled Can't be Disabled Can't be Disabled Can't be Disabled.
Olaf usually does better running straight at you, this way he can continously pick up his axes for more
Undertows.
- You will know when
Olaf has
Ragnarok'd because he will then be charging at you headfirst (literally, his character model will show him charging at you like a bull).
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Rammus |
Important Things to Know:
- Super annoying puncturing taunt.
Rammus must be right beside his target to taunt them.
Defensive Ball Curl gives Rammus a free, togglable
Thornmail.
Ashe's don't like
Thornmail.
Powerball can reach the speed of light, put minions between you and
Rammus so he hits a minion and loses this amazing speed buff and thus, gives you more time to create a bigger gap between him.
- You will do almost no damage against him late game.
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Riven |
Important Things to Know:
- Has 4 gap closers
Broken Wings and
Valor.
- Has AoE Stun
Ki Burst
- Can send a long range shockwave (somewhat similar to
Bullet Time) that deals high damage, also deals additional damage per missing health.
- Can deal bonus damage when she autoattacks between spells due to her passive,
Runic Blade.
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Sejuani |
Important Things to Know:
- Her ganks include a Artic Assault that dashes towards you and applies
Frost, which slows you.
Northern Winds is like
Burnout, but deals more damage if you have been slowed by Artic Assault or other source of
Sejuani's slow.
Permafrost will further screw up your movement speed if you are already affected by
Frost.
Glacial Prison is a skillshot AoE Stun. It is similar to
Enchanted Crystal Arrow but has a much, much shorter range and is AoE.
- She is
Ashe's rival and must die AGAIN, and AGAIN, and AGAIN.
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Shaco |
Important Things to Know:
Deceive is a blink that also turns him invisible. However, when he uses this, he leaves a orange puff of smoke that is visible through the Fog of War. Also, his first attack after
Deceiveing is a guarenteed crit.
Two-Shiv Poison passively makes
Shaco's attacks slow the target and can be activated to throw his Shiv's to deal magic damage.
Hallucinate makes a copy of
Shaco that cannot cast spells but deals 75% of his damage and takes 50% extra damage. When Shaco's clone dies, it explodes and deals high magic damage.
- The clone never has any buffs if the real Shaco has a buff.
- All skills (barring
Two-Shiv Poison) will leave an orange cloud of smoke that is visible through the Fog of War.
- The river bush must be warded and constantly looked at.
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Shen |
Important Things to Know:
- Has a dash that taunts enemies
Shadow Dash,
Shen is rewarded with energy when he taunts people.
- Can deal moderate burst damage to a single target
Ki Strike,
Vorpal Blade.
- Can shield a ally and teleport to them
Stand United.
- Usually comes in from either the river bush or
Stand United.
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DRAGONBORN! (Shyvana) |
Important Things to Know:
- Worse than
Master Yi when ganking.
Twin Bite makes
Shyvana attack twice in one animation. When in Dragon Form, this is applied to everyone infront of her.
Burnout deals AoE damage to people around
Shyvana and increases her movement speed. When in Dragon Form,
Burnout also leaves a trail of fire.
Flame Breath is a skillshot that deals moderate magic damage and reduces armour. When in Dragon Form,
Flame Breath is turned into a cone shape, just like
Volley.
Dragon's Descent makes
Shyvana dash to target location. Enemies caught in the way take damage and are taken with her. When in Dragon Form,
Shyvana gains more armour and magic resistance.
- Typically doesn't gank often, and instead terrorizes your jungle often (which is why I HATE it when my friend plays her).
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Singed |
Important Things to Know:
Poison Trail leaves a poison trail (durr) behind
Singed. Do not underestimate this poison.
- Pudding(
Mega Adhesive) is a superslow that
Singed squirts on the ground. It's usually better to
Flash over it or walk around it.
Fling makes
Singed throw someone over his shoulder a great distance, right into his waiting teammates. This is the reason you
Flash to get over
Mega Adhesive.
Insanity Potion increases
Singed base everything (AP, HP/Mana Regen, Armour, Magic Resist, CC reduction, and movement speed).
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Skarner |
Important Things to Know:
- Has a slow that deals AoE damage
Shattered Earth
- Has a shield that increases movement speed and attack speed
Seismic Bastion
- Has another damage spell that applies a mark. When
Skarner attacks a marked unit he regains health.
- His ultimate,
Impale, suppresses a target and allows
Skarner to drag them for about 2 seconds, all the while dealing magic damage.
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Erect the Painus Man (Trundle) |
Important Things to Know:
- Rapid Bite deals bonus damage, it also buffs himself and debuffs you.
Contaminate affects a spot in a large AoE. When
Trundle is on the affected area, he gains movement speed, attackspeed, and lowered CC.
- Erect the Painus (
Pillar of Filth) summons a large block of stone that blocks pathways and slows people around it.
- If
Trundle erects the painus infront of your escape path, you're dead. If he erects it behind you, it's likely that you will escape.
Agony debuffs target's Magic Resist, Armour, and Health while buffing his own MR/AR/HP.
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Trynda-QUEER |
Important Things to Know:
- He deals a lot of damage.
Spinning Slash is a dash that deals damage if he passes you with it.
Mocking Shout significantly lowers your AD, also, if your back is turned to
Tryndamere, you are also greatly slowed.
Bloodlust gives
Tryndamere bonus AD for missing HP.
Undying Rage renders
Tryndamere unkillable for 5 seconds and instantly gaining more than half his rage bar.
- His passive grants him critical chance when he has Fury.
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Man Bear Pig (Udyr) |
Important Things to Know:
Wilding Claw grants
Udyr attack speed and upon casting and deals additional damage to his target when he autoattacks.
Iron Mantle grants
Udyr a shield and makes his attacks restore mana and health.
Blazing Stampede increase's
Udyr's movement speed and makes his first attack stun his target.
Wingborne Storm makes
Udyr's attacks splash, he also gains additional AD and AP upon casting.
- Can be easily kited
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Volibear |
Important Things to Know:
- Very reliant on autoattacking.
- Charges right at you with
Thundering Smash and flings you over his shoulder when he hits you, this attack deals bonus physical damage and grants him a bonus to movement speed.
- He then slows you with a
Sky Splitter to the face,
Sky Splitter also deals magic damage.
- All the while autoattacking you and building
Frenzy stacks, which gives
Volibear extra attack speed. He can then bite you to deal damage based on his health and your health.
Stormbringer deal bonus magic damage when he auto attacks and bounces damage to a few other targets.
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Warwick |
Important Things to Know:
Hungering Strike deals moderate damage and heals
Warwick. The damage dealt by
Hungering Strike depends on your health, for example, if
Hungering Strike is at level 1, it will either deal 75 base magic damage or 8% of your health, whichever would deal more damage.
Hunters Call increases the attackspeed of
Warwick and increases the attackspeed of nearby allies for half the amount.
- If
Blood Scent is toggled on,
Warwick will automatically detect champions with less than 50% health and grant his team vision of that champion.
Warwick also gains movement speed while
Blood Scent has found someone.
Infinite Duress suppresses a champion and attacks them about 4 or 5 times in a 2-ish second duration.
Warwick is given 30% lifesteal and a fully stacked
Eternal Thirst on his target during
Infinite Duress. It also procs on hit effects (
Madred's Bloodrazor etc).
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The Manly Man (Xin Zhao) |
Important Things to Know:
Three Talon Strike, when activated, makes
Xin Zhao pop his target into the air.
Battle Cry passively gives the Manly Man attackspeed, when activated, doubles his attackspeed bonus and makes his attacks lower the cooldowns of his skills.
- Audadious Charge makes the Manly Man dash to an enemy, dealing magic damage and slowing them.
Crescent Sweep deals AoE Damage + a percentage of targets' hp. The Manly Man then gets bonus Magic Resist and Armour.
February 16, 2012:
Build Made, Intro - Farming completed.
February 17. 2012
Fixed Grammar Mistakes, Added Dividers, Masteries Completed, Pros and Cons redone
February 18. 2012
Runes and Summoner spells completed, tasty burito eaten, items partially completed.
February 19. 2012
Items partially completed.
February 20. 2012
Finally figures out how to format Items section after days of frustration, ********IT Jhoijhoi! >:(
February 21. 2012
Items, Item Summary, and Gameplay completed.
February 22. 2012
Matchups - Carries completed, Matchups - Supports started.
February 23. 2012
Matchups - Supports completed, Matchups - Junglers started.
February 24-26. 2012
Matchups - Junglers worked on.
February 28. 2012
Matchups - Junglers completed.
February 29. 2012
Videos made, added Ciderheim's and Sp4zie's videos. Warding completed. First Blood Video Added.
GUIDE PUBLISHED!!!
April 22. 2012
Changed Mastery Pages, Changed Item Build.
June 17, 2012
Finally Did AD and ARP Runes Calculations. Changed the item setup for "You don't care about Survivability" in the Item Summary.
November 6, 2012
Stopped playing ranked and updated the item and gameplay sections.
January 23, 2012
Items, Masteries, and Explanations upgraded.
Build Made, Intro - Farming completed.
February 17. 2012
Fixed Grammar Mistakes, Added Dividers, Masteries Completed, Pros and Cons redone
February 18. 2012
Runes and Summoner spells completed, tasty burito eaten, items partially completed.
February 19. 2012
Items partially completed.
February 20. 2012
Finally figures out how to format Items section after days of frustration, ********IT Jhoijhoi! >:(
February 21. 2012
Items, Item Summary, and Gameplay completed.
February 22. 2012
Matchups - Carries completed, Matchups - Supports started.
February 23. 2012
Matchups - Supports completed, Matchups - Junglers started.
February 24-26. 2012
Matchups - Junglers worked on.
February 28. 2012
Matchups - Junglers completed.
February 29. 2012
Videos made, added Ciderheim's and Sp4zie's videos. Warding completed. First Blood Video Added.
GUIDE PUBLISHED!!!
April 22. 2012
Changed Mastery Pages, Changed Item Build.
June 17, 2012
Finally Did AD and ARP Runes Calculations. Changed the item setup for "You don't care about Survivability" in the Item Summary.
November 6, 2012
Stopped playing ranked and updated the item and gameplay sections.
January 23, 2012
Items, Masteries, and Explanations upgraded.
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