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- A very serious guide to Zyra jungle very detailed yes
- A very serious guide to AP-Ashe support (+Video)
Ashe Build Guide by Sq_09
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Runes: Grasp of the Undying (preferred)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
Ability Order Skill Order
Threats & Synergies
(Idk wether to put him 4 or 5) He wins fights. He can outheal your damage and you can't really stop him from hiting his Q strings, especially when he uses his dash correctly. His R basically nullifies your slow and takes away all of your minion cover for his W. Try staying at max range and track his cooldowns carefully.
Kiting doesn't rly do shit to her. Your sustain and R can help tho. With the upcoming changes she can be a doable matchup.
While his engage seems scary at first just know that he can't really do much after his abilities are on cd. Overall doable just take care of ganks, because he really excels at supporting ganks.
Ranged. He is the one bullying you. Calibrum just straigtup outranges you. Severum lets him close up and sustain through your poke. Gravitum just lets him kill you and matches your slow. Infernum always pushes you in. The only weapon you counter is Crescendum because he has to get close, which he won't because of your slow.
If you verse an Ashe top with the same cursed build in blind pick, please PM me a replay and I will record myself casting it and upload it on youtube and I'll credit the persons username here. [noone here yet]
You don't do much damage to him but he can't really come close to you either. Chill lane when you wanna poke and overall doable. Early you outdamage him and you can bully him a bit.
If he knocks you up you can just take the hit and continue. Same for the silence. He's pokeable and kiteable and you can get constant grasp stacks off of him. He also can't instachomp you bc you build kinda tanky.
Doable lane but be careful. If he hits one E, you're in for a ride. Late he's kiteable.
Don't get your hopes up bc you're not gonna kill him. If he doesn't hit his Qs you can easily outkite him. Rush boots and he can't kill you easily. Later in teamfights you can prevent him from running your mates down.
Although you can kinda poke her, if she can hit a vital, she can just continue hitting you, ignoring your slow. Her Q lets her close up easily and if she Rs you, you might be dead. Good Fios will also W your R and get a stun off.
Gp is basicall not a character pre 13. You can poke him some and he can't rly engage you. He can however poke back a bit with Parrrrley. Later you are kinda useless vs him tho since his ms just completely shits on your slow. You also can't rly deny barrels or an R so just focus on other things.
You lose every fight. He can close up easily and he's unkillable. Also strong as heck rn.
Only doable ranged matchup and that only just because his AA range sucks. Stay on max range when he has mega and track his E so he can't close up. If mini get's onto you, you can barely kite him. If he get's rage that way, you're done.
Weird case. His dash ignores your slow and lets him get all AAs off. If he reloads he's easily kiteable tho. Get out of his screen asap if he uses it but in general neither champion can really kill the other without their Rs.
You can't engage him but if he doesn't place offensive turrets you can try and poke him a bit. Just don't walk into his stuff and he's a chill lane, that you just need to counterpush. If you take some damage he can W you but you can take the damage.
If you're good at dodging her E she's fine and you can poke her. If you get hit by it tho there's not much you can do. You can stay out of her AOE tho since you're ranged.
Irelia is strong and she can just kinda kill you. She just dives onto you and you can't really outrun dashes.
Jumps you and kills you. His E blocks your slow and makes sure he stays close. If you manage to gain distance he can Q. Barely playable.
Pretty hard bc he can match your poke and engage you. He can't really stick onto you tho and if he knocks you away, you are at AA range again. Also his harass is not as strong earlyer or if there are minions to cover you.
Doable at first but scales away. You can't really poke her too so I would recommend not buying Cull unless she's agressive. You can't rly outkite her bc she's also ranged and outdamaging her would be hard.
Don't come close to him if he has his W-AA up. Else stay behind minions to not get hit by a Q. Same thing as with all ranged matchups. Not outkiteable. Kennen is even worse because he can also outpoke you hard.
Holy **** Skaarl (jk)! Kled plays really agressively and if he's on you once, there isn't really anything stopping him except your R.
Doable lane. You can bully him early. He can close up but you're mostly fine. Late he's not that much of a thread.
Yery tanky. Kitable in lane but be careful of his W. Can't solokill him in later laning. Kiteable in lategame.
Early Pokeable. If he wins, you're in trouble. Later laning is rough. Lategame kiteable but take care of E.
Bully him early or you have no chance. Unkillable late and he'll close up even if you slow him. Can't contest splitpushes either.
You can poke him but kiting him isnt really that easy because of the high amount of CC he has. He wouldn't really want to continue fighting you tho anyways since he has fairly low damage. Just poke and take care of his hook.
Pokeable and kiteable. You can't really stop him from engaging your team with R if you don't use your R too. Play away from walls and his Q he can't rly engage you without R.
Pantheon can jump onto you and try to burst you or trade with you when you come too close poking. You are able to safely countertrade but your damage doesn't fully match his. As soon as you have some sustain he becomes way easier.
Scary. She can kill you if she stuns you. Her W and Q make her hard to kite and she has some strong CC combos. You can poke her carefully tho.
Can't match her poke, can't kite her, can't outdamage her. If she combos you, you might die.
He is scary if you get hit and he has R up. If he doesn't you are able to poke him out and if you survive his combo without falling under the R threshold you can trade back while kiting away from him towards AA-range. Not rly scary if you have your R up.
He screws you up earlygame. If you survive laning, he's fine.
She is very mobile and able to stick onto you once she gets close. Her stun and knockup are powerful tools to stay closer and her E can make her able to close up. Once she is on you, you are probably dead, but you can still poke carefully but always be weary.
He can match your kiting a bit and his Q does a ton of damage without slowing him down. Pretty hard if he wants to fight you. If he hits a good R, he can kill you. You are able to poke him a bit tho if he doesn't get an opportunity to E you.
Take minion cover to poke him without getting hit by his Q. Take care of his root tho since it can set you up to take some damage. Not really fightable without minion cover because he just outdamages you.
Just don't come too close. If he hit's an E, you are in for a ride. Save your R for his R and keep him at max range. Run if he uses Q. His W is not as powerful against you since you just do consistent poke and not quick burst.
Kind of the same as wih Sett. If he hit's an E, you take damage. If you play him on max range you can safely poke. Keep in mind tho, that his W blocks your slow, so don't try and kite him in his W.
He can't engage you, his E hardly does anything to you and you can deal with his low damage. You can even outkite his R, which is pretty sad tbh.
He is slow. If you get hit by a Q you'll take some damage but if you can kite him he's really not that much of a thread. Just take care of his R and you should be fine.
Try not to get hit by her Q when you go for a poke or after a poke. Don't AA while in her E to not get rooted and take care of ganks. Else fine. She can't outdamage you while kiting with her AAs.
Same as with most 'extreme' threads he can just close up easily and stick. He does high amounts of damage and if he steals your R, you're in big trouble. Also you don't normally start with MR items so you need some time to get sustain vs him. Consider buying mercs actually.
If he Ws you, you're dead. Try keeping him away from you at all costs and just run if he hits a Q. Take care of flank-Rs and keep in mind, that you can trade your R for his W if really needed. You can't really kill him tho and poking does few aside from stacking your grasp.
Blind counters your gameplan, he outdamages you and he is even sustainable enough to not be scared of your poke. If you get slowed by a shroom, you're basically dead. He can cheese-kill you with his passive. He is the incarnation of the fricking devil.
Trundle beat you. Trundle kill you. Trundle have damage so he shits on your sustain. Trundle have MS so he shits on your slow. Trundle have slow so he shits on your MS. Trundle have pillar so you're dead lol. Trundle have R ... yea you get it.
Can always get onto you with his E. Ult also gives him a ton of time to close up to your team in teamfights.
Takes some time to scale. If his W is on cd you can try going for a poke but take care of Q. Trade Rs if possible. Probably most even matchup. Later you can slow him going for a flank so he can't get his stuff off.
Since he is slow during his W you can get out of it's range with relative ease. You can poke him but you should always take care of E engages. If he has you ulted and you're getting close to the threshold, you can trade Rs.
Cand outdamage her, outkiite her or do anything else. She is basically you but better and with equal range so your slow doesn't rly matter. (If that was a rhyme it was NOT intentional)
He outheals your poke and outpokes your poke. Killing you is hard for him without Protobelt, but play defensively as soon as he has it.
Pokeable. His burst is also fine when you have him slowed. Also you win early bc his mana sucks.
Pokeable but be careful of his E. If he engages you when he's not slowed he will be able to kill you. If you can deny his knockup you should be fine tho. You can Stun him in his R.
Can always close up to you. Also Windwall sucks playing against.
His Golems are kind of annoying since they block your W but else he's fine as long as you don't (for some godforsaken reason) end up inside of his kage. Else you can kite and poke him pretty safely.
Champion Build Guide
So your gameplan as Ashe top is:
- annoying the everliving s*** out of your opponents
- kiting your opponents to reduce their armor and get some low but consistent damage in
- close/widen gaps between your enemies and your allies (with slows)
- spot and track the enemy jungler in laning phase
- draw attention (you build tanky but you're not a front-line tank)
- catch people with your Enchanted Crystal Arrow
I'm gonna go over these in detail now:
You are annoying. Thats your only purpose. You draw attention and you can get away. You can kite almost everyone (at least your lane opponents) and keep them permanently slowed. Try, always keeping them at max auto range and use Volleys if they wanna get away. In lane you wanna charge your Grasp of the Undying and poke them with AAs, Volleys and Frostfire Gauntlet procs.
You can keep your opponents almost permanently slowed, which makes you the ultimate kiting machine. Your Boots of Swiftness help you a lot, since if you get chased and they're already close to you, you are gonna take a lot of damage. To get away faster, buy Boots of Swiftness and you are good to go. (Still watch out though. You are still gonna take damage.)
If you are chasing someone, use Volley. If you wanna get away, use Volley. Thats it. You can help your team by getting enemies closer or further away from your carries and making it harder for divers to stick to your carries and afterwords get away.
Use your Hawkshot to track enemy buffs and the jungler. It makes your allie's lanes way more secure and helps your jungler get intel about their jungler's location. Also look for "missing" pings and Hawkshot the dragon-/baronpits accordingly.
Your enemies will want to get rid of your constant slowing debuff and damage so you're gonna be a target. You make your adc hard to dive but it can leave you open to enemy attacks. You survive that. You have slows, more slows, some tankiness, and slow resistance (and a bit tenacity from Unflinching). This can make your team get away easier and piss your opponents off even more.
Defend your carries, catch divers, catch overextended/low health enemies. Enchanted Crystal Arrow is global so you might fire it into another lane to secure a kill or two. But remember. If anyone is REAL close and you HAVE to get away asap, your Enchanted Crystal Arrow is your best bet so don't waste it.
|First of all, don't get your hopes up too high. You are gonna lose lane. Period.|
You are poking and it can work, but against ranged toplaners, youre probably better off, building adc or just afking.
Tanks are a bit easier but if they have a quick engage and you're not careful, they're suddenly in your face and you're gonna lose the trade.
Bruisers can get in your face and harass you easily but you can at least kinda keep them at AA range except if they have an engage. Same as with tanks but you gotta be even more careful because you are gonna take some damage if they're on you once.
Assassins are similar but if you survived their burst (you build tanky, remember?) and their movement option is down, you can potentially get away.
For all of this goes: You are gonna feed, but make sure your opponents aren't too fed. Minimize feeding and bully them in lane to get a mental and XP advantage.
> Second: Use your Hawkshot.
Your Hawkshot is massive Utility, so if you use it correctly, it can give your team intel on roams, enemy buffs, ganks and invades even.
> Third: Poke
You can go for poke combos or if you're winning (good luck) you can follow them with Volleys and AAs to proc a second Grasp of the Undying
> Also: Roaming
You never have to fully commit to a roam.
You can go into the river and fire an Enchanted Crystal Arrow onto the enemy midlaner and cover their topside-jungle escape. You can just fire it from lane to lane and hopefully hit something. You can actually go into the lane and slow the midlaner so they can't get away. You are pretty useful roaming.
Sooo ... something at least.
I went over this part in the "Gameplan" section of this guide but here is another conclusion of your job as a toplane Ashe
Reduce their Armor!
Sice you are constantly AAing them, their tanks' armor will be going down quite a bit. This can help your adc killing their tanks quite a lot.
Just like in earlygame, use your Hawkshot to track enemies, Dragon s, Rift Herald and Baron Nashor .
These are possible options for Keystones and Runes in every focus. (Keystones/Focuses are ordered by how much I like to use them/think they are useful) Generally I prefer Resolve and Inspiration over the other options, since they give you more utility than raw stats. The others rather give you stats or they are pretty situational.
Resolve: The Resolve focus is usually my main focus with this build. Grasp of the Undying gives you valuable poke damage and sustain and the other runes are good utility and sustain.
These are the useable Runes/Keystones for the Resolve-Focus:
|Use Grasp of the Undying in lane to get better pokes and more sustain throughout laning phase.|
|Overgrowth just gives you more sustain overall.|
|With Ashe your enemies are constantly gonna be marked by Font of Life, and your allies can always heal off of it.|
|Demolish never hurts to have and is the only alternative to Font of Life|
|Bone Plating adds extra sustain in case the enemy manages to close up.|
|Second Wind gives you a bit healthier trades earlier.|
|Unflinching has been reworked and it's not as effective on Ashe top as it used to be, because it scales off of missing health now, which you don't really want. So RIP Unflinching.|
Inspiration: Inspiration is usually my secondary focus. I prefer Resolve's Keystones more but I like the added laning-utlitiy and overally versitality buffs (CDR and MS)
These are the useable Runes/Keystones for the Inspiration-Tree:
|Glacial Augment can help you engage ***hts with the added slow. It's more of a supportey rune.|
|Approach Velocity is a pretty essential rune, which helps you close up at your opponent after a slow. It can also get you to your carries a bit more quickly, when they're in trouble.|
|Biscuit Delivery's lane sustain never hurt anyone. Also an occasional Total Biscuit of Everlasting Will will make your Volley more spammable.|
|You may want the MS from your free Slightly Magical Boots that Magical Footwear gives you.|
|Cosmic Insight gives you some extra CDR, which you don't necessarily mind.|
|If you're havong trouble CSing or if you wanna splitpush later on, Minion Dematerializers are a good way to do that more easily.|
Sorcery: The Sorcery focus can give you some nice cdr, mana or ms buffs. If you wanna lose the utility of, let's say, the Inspiration focus for that, is up to you.
These are the useable Runes/Keystones for the Sorcery-Tree:
|Phase Rush is similar to Glacial Augment in that it makes you able to close up more easily.|
|Transcendence gives you CDR over the course of the game. This can be very strong later on, when your Volley only has a 2 second cooldown. Also with all the CDR-items you're building, your CDR caps out very quickly, which Transcendence can make up for a bit.|
|You are gonna have some mana problems early, when you spam your Volley too much. Manaflow Band can compensate for that pretty well.|
|Scorch is really good for poking, since it adds flat magic damage to your first Volley every 10 seconds.|
|Gathering Storm just adds some damage to your AAs. Nothing special.|
Precision: The Precision tree is rather situational but has some niece keystones, you can try out. Sadly the 3rd row's runes aren't as appealing but the others can be pretty niece.
These are the useable Runes/Keystones for the Precision-Tree:
|Fleet Footwork gives you better lane sustain in hard matchups.|
|Press the Attack can help some more against tanks.|
|Legend: Alacrity provides you with some lategame AS, which ... y'know ... we take those.|
|Legend: Tenacity grants you lategame tenacity. It's a good alternative to Unflinching.|
|Triumph adds a lot of sustain in teamfights and can help in clutch situations.|
|Presence of Mind can give you some mana, which makes your Volley more spammable.|
|Coup de Grace never hurts to have tbh. Also only real good rune in the 3rd row.|
Domination: This focus is very situational, but generally allows you to be more active and agressive.
These are the useable Runes/Keystones for the Domination-Tree:
|Hail of Blades allows for short trades and quick stacking on your Q.|
|Nice extra Cheap Shot damage which can help you 1v1 early.|
|Only take Zombie Ward when you start with Spectral Sickle and have an oracle lense. If you do it can give you some nice extra vision.|
|Since your Enchanted Crystal Arrow is so valuable, the Ultimate Hunter-CDR may come in handy.|
|1st backing a Sheen tiers up your poke and harass damage and also gives you some more CDR and mana so you can spam your Volley more. It really helps kiting enemies, because the damage and CDR on your W are really good and can scare enemies away, so you can get even more damage in.|
|These are your main boots, since they really help you kite easier. They reduce the effectiveness of slows, which can really save you in certain matchups and they give you more flat MS than other boots do. In some matchups like Nasus or Dr. Mundo I would recommend rushing these since they take a lot of pressure off you, because you don't have to worry too much about being slowed and run down.|
|If you play a more passive lane without that much poking or if the enemy often counterpokes (with AD) you can 1st back a Glacial Shroud to give yourself some lane- and poke-sustain. It can really help if you don't wanna take lots of AD damage and don't need to rely on your Sheen-damage.|
|In certain matchups or situations you CAN start with Phage. It makes offensive kiting and skirmishing a bit easier, but it puts you behind on your Frostfire Gauntlet, which can really hurt you vs for example AD-bruisers, since you don't have much armor and the added Gauntlet slow is missing.|
|Black Cleaver is very good against tanks and bruisers, since it shreds their armor and makes your adc deal more damage to them. The Phage-passive also helps you kite better with the added movement speed. You also don't mind the extra sustain it gives you, as well as the 20% CDR.|
|If you're having mana problems because of your Volley or Enchanted Crystal Arrow, you can go ahead and buy an Essence Reaver for the added CDR and mana regeneration. It also gives you some extra damage, which can scare enemies away from you so you can kite them more easily.|
|If you're having trouble with the enemy ADC, you can buy a Frozen Heart to shut them down a bit and get some mana and sustain as well. Also you again get 20% CDR. (What a waste ;D)|
|If you don't need any of the other utility options or if you think, that your team needs some more support, you can go ahead and buy a Locket of the Iron Solari to help with assassins, engages or just to get more peel for your carries.|
|If the enemy team is always grouped up and you are always able to hit the frontliner, but you can't stop their whole team from running your's down, you can go for a Runaan's Hurricane to slow multiple targets and get that nice extra MS and AS.|
|This is a useful Item if you are having problems kiting away. If an enemy comes into your Randuin's Omen-active-range, you can activate it to get the 40% slow off and kite them some more. This can also help kiting offensively.|
|I don't really like Guardian Angel in most situations, but in certain situations it can definitely be useful ... duh ...|
|If you're against an AP matchup with some cc, you can swap out your Boots of Swiftness for Mercury's Treads to get some MR and still keep some tenacity. (example-matchups: Sylas, Kennen, Teemo)|
If you wanna get the utility of support-items like Redemption, feel free to do so. Health-regen, mana-regen, and the bit of sustain it gives you, can all be useful.
Example application for every item:
Redemption: Team-sustain in crowded teamfights, slower peel
Shurelya's Battlesong: Kiting/close-up, engage-/disengage-MS
Mikael's Blessing: Peel, Sustain
Nasus is a real thread to you lategame. Your best bet in 1vs1-ing him is on lvl 1-2. Early you can bully him pretty well, but if you get camped, your chances of survival are near 0. Later on he can close up to you really well with Wither and your slows don't do much to compensate for that. You can't solokill him under any circumstances so you can't really contest his splitpushes either. Rush Boots of Swiftness and build Black Cleaver to make if easier for your adc to melt him. If you want, you can build a Quicksilver Sash vs Wither and Siphoning Strike.
Garen is stupid-strong currently. He has endless sustain, which makes it impossible for you to kill him. He can close up to you really quickly with Decisive Strike and afterwords, spin-to-win ( Judgment) you for heavy damage. The silence makes you unable to cast your Volley to get away easier. You can interrupt his passive by poking, but you're always at the risk of getting run up to and having a giant sword slammed into your face. Build Black Cleaver to have him die more quickly to your adcs.
You can kite him early but take care of Seismic Shard. If he hits you, you can still get away fairly well. Try denying him CS as much as possible, because you're not at a great risk doing so. Later on, the only thing to watch out for are engage- Unstoppable Forces into your team. Else you're fine. You survive AP- Malphite's oneshots and you can kite Tank- Malphite. Build Black Cleaver against Tank- Malphite and Locket of the Iron Solari against Tank- and AP- Malphite. (Block his oneshots and engage-ult-combos with Locket of the Iron Solari's MR and it's Active, if you're skilled enough.) Also maybe build a Quicksilver Sash if he's too much of a thread.
Earlygame against Renekton is gonna be really rough. He can close up to you easily and the kill you pretty reliably. Stay far away from him in lane but don't let him deny you cs. Get him out of his minions and pre Lvl 11 play near your half of the lane so he can't easily dive you. If his Ruthless Predator and Slice and Dice are on cooldown you can try turning on him to get some damage back. You can get away reliably as soon as you have Boots of Swiftness. Later he's not that much of a thread, since you are tankier and have your boots. If you're having trouble dealing with him, build a Quicksilver Sash.
You can't bully him in lane. He's either got his Wind Wall up or he's just gonna Sweeping Blade into your wave and kill you. Late you also can't really do much. Since his main option of movement is Sweeping Blades, which aren't really affected by slows, you can't stop him from wiping your entire team in the lategame. Your best bet is gonna be a Locket of the Iron Solari to nullify most of his Sweeping Blade + Steel Tempest aoe damage. Or a Frozen Heart to nerf his attack speed. (Both also give you nice armor.) You can also build a Quicksilver Sash to cancel his Last Breath-Combos, but that's about it.
Tryndamere can jump onto you with his Spinning Slash easily and close up to you with it too. There isn't much you can do against him. You can't kill him when he has Undying Rage on (which is very stupid btw) and you can't keep him away from your team at nearly any point. Build a Randuin's Omen against his Crits and for the AOE slow. Also maybe build a Locket of the Iron Solari to block some damage.
You completeley demolish Singed. Early he isn't gonna be able to get any CS because of your constant poke. That mentality is gonna carry over to the next levels where he can, but mostly won't get much CS. If he runs up to you, you can keep him away. You can even kinda outrun and outkite his Insanity Potion with Slightly Magical Boots. If he Flings you once you might take some damage but it's still fine. You build tanky so he isn't gonna do much damage to you anyways. Generally he's just kiteable really well and he can't do anything against you.
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