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Ashe Build Guide by DixonTheGuideMaker

🏹Complete Ashe guide by Dixon 📜 12.14 ✅

🏹Complete Ashe guide by Dixon 📜 12.14 ✅

Updated on August 4, 2022
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4,384 Views 0 Comments League of Legends Build Guide Author DixonTheGuideMaker Ashe Build Guide By DixonTheGuideMaker Updated on August 4, 2022
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Lethal Tempo
Presence of Mind
Legend: Alacrity
Coup de Grace

Biscuit Delivery
Approach Velocity

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2
Flash + Heal
LoL Summoner Spell: Flash


LoL Summoner Spell: Heal


Threats & Synergies

Threats Synergies
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Extreme Threats
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Champion Build Guide

🏹Complete Ashe guide by Dixon 📜 12.14 ✅

By DixonTheGuideMaker
Hello everyone and welcome to one of my guides! This guide contains useful information and general knowledge based on my own game experience + open source info from Internet about the champ 💡📚📈🔍

My name is Max, but you can call me Dixon as well. I'm from Ukraine so English is not my native language and I can do some mistakes (I'm sorry for that). However, you can also write me comments and I'm able to answer you in English, German, Russian and Ukrainian languages since I understand all of them, but in different levels of knowledge. 😄

I started to play League of Legends in 2016. My highest ELO at the moment is Platinum 2 (soloQ) and 💎Diamond 4 (flexQ) on EU-West server (top 5% best players at the server).

I would like to invite you to subscribe to my YouTube channel where I'm going to make a lot of League of Legends content in English:
You will also find my streams on Twitch by following this link:

I'm not a hardcore high elo player, but I enjoy this game and share this passion with all the people who find my content as interesting or useful.

I hope this guide will help you to improve your champion's understanding so it would be more fun to play!

Let me know in the comments section if you find any mistakes or outdated information so I could fix it! Thanks in advance!

Have a nice reading! 📖🤓
1. You are extremely strong during the laning phase due to your long-ranged poke and auto-attacks. This allows you to play safely, chip on your enemy's health bar, and then all-in them with your Ranger's Focus empowered auto-attacks.

2. The amount of utility you bring to a team comp is massive. Your auto-attack slows and your Ultimate Enchanted Crystal Arrow CC can easily help your team secure picks before important objective fights. It also helps you increase CC chains on enemies.

3. Once you get two to three items, you can start slowing and shredding multiple members of the enemy team in close-quarter fights. This gives you a greater time to kite out enemies during skirmishes and keeps you safe from their CC while your team piles on them.

1. Your immobility is the clearest weakness that you have, both during the laning phase as well as the team fighting stage. This puts the additional task of making sure that you are positioned well during fights as one misstep can get you killed.

2. The enemy team will look to gank you multiple times during the laning phase to set you back. Although it doesn't affect your utility, you won't be able to get enough items to impact fights later on which will cost your team multiple fights and objectives.

3. Farming alone in the side lanes can be really dangerous for you as you are quite easy to get picks on. You only have your Ultimate Enchanted Crystal Arrow to protect you from the enemy. Any form of CC is a weakness for you during the entirety of the game and you may need to rely on your frontline to keep you safe as you have no dashes in your kit.

Thanks to Ash's passive, she is able to slow down her enemies with every shot. It should be understood that immediately after the first shot, the second one will already have bonus damage. At the beginning of the game this bonus damage is not much, but it can be significantly increased by using artifacts with a chance of critical damage. Of course the normal Ash's attacks completely lose their chance to do critical damage, but starting from the second shot the Ash's efficiency goes up considerably. Thanks to this passive you don't depend on critical attack chance and luck anymore.

This skill combines all the most necessary things for a damage dealer. First, the skill greatly increases attack speed. Secondly, each attack Ashe starts to deal very good extra damage for few seconds. The skill has a tolerable cooldown and costs very little mana, allowing you to use it practically on cooldowns resets.

Ashe is able to deal good damage to a group of enemies with her arrow fan. The only thing worth noting here is that multiple arrows can hit the same target at once, for example if the target is very close, the enemy will only get damage from one arrow, but will absorb several at once. It's also important to remember that the ability transmits the effect of the Frost Shot passive ability.

Thanks to the eagle Ashe can effectively illuminate certain areas of the map and give his team an advantage in terms of reconnaissance. For example, knowing where the enemy Jungler is or in which direction he is moving, you can warn your allies in advance and save their lives. An important advantage of the skill is that it works all over the map and the flying eagle illuminates everything in its path. Also, we don't spend mana on it, which is a big plus.

The Ash's Ultimate is one of the most difficult skills, as it requires you to be extremely accurate. With the emergence of the ult Ashe you already need to look at the map to release an arrow to one of the neighboring lines in an emergency situation and help in the fight. The longer the distance, the harder it is to hit. If there is little chance of hitting an arrow from a long distance, in this case it's better to hold the Ultimate in order to do additional damage on the line. At close range the skill is also good to use. After all, it is additional damage and a little stun control.
is one of core items for ADC builds with attack speed and critical strike damage. This item is good against champions with high burst damage. It also gives vampirism which is good enough to keep health points high and restore them by attacking minions, so your champ would have no need to waste time for a recall just only for healing.

The item is generally purchased by champions who want to increase their damage and survival in teamfights (because the damage from the bolts also counts for lifesteal ih the champion has it), to easy push a wave or to maximize the on-hit potential.

is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.

It is the best item for basic attack-based champions who benefit from on-hit effects for a major portion of their damage.

This item is often built as a form of "anti-tank" item used to counter health-stacking champions (or champions that scale well in health) such as Shen, Dr. Mundo, Sion, Volibear, Zac etc.

Ranged AD champs which have strong dueling potential like can use this to further boost their dueling potential, making them difficult to take down if they are ahead, or giving them a better chance if they are behind. Melee champions that focus on crits can generally use this because they are easier to kite and this item's passive helps with that problem.

this item is very good to be bought as 5th and 6th item since it will protect your champion from hostile bursting physical damage and most important it allows to ressurect after being killed which is super important in the late game, when the respawning timer is the longest. Sometimes it also makes sense to sell the item after the REBIRTH being used since it has very long cooldown time.

the main goal of this item is to increase your damage to tanks and other enemies who bought some items for armor.

Many tanky champions are still sustain reliant, such as Dr. Mundo and Trundle. Mortal Reminder may be a better general purchase against those champions, since it applies Grievous Wounds during teamfights, allowing your entire team to combat them. Buy this item if you want to cut enemy's healings, life steal and vampirism.

is a good defensive option for a champion who has no other sources of healing or vampirism. The shield can be very easily stacked up prior to fights by farming minion waves, allowing the owner to constantly overheal himself.

is a core item for most AD crit builds. It provides very high damage. But you have to buy it only if you already have at least 40% of critical strike. So it is going to be your 4th or 5th item (counting the boots as an item as well).

are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.

This rune greatly increases your attack speed and so you can deal more damage by auto attacks, especially in the late game. Some extra attack range is also a nice bonus for your champion which can allow you do deal the last deadly hit to an escaping enemy.

This rune is able to help you a lot with your mana or energy problems during team fights when you get lots of takedowns.

The rune simply increases you attack speed and so you can deal more damage by your auto attacks.

The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.

The rune helps you to live through the early game and permanently increases a little bit your mana pool which is also helpful since you will not be in need so fast to do Recall just to restore mana.

This is the best rune among others if you want to increase your chasing potential.


Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.

The spell allows you to instantly restore part of the health and even heal your ally. The spell also grants a bonus to movement speed. Although the bonus lasts only 1 second, sometimes it is enough to quickly catch up an enemy or to escape a deadly attack. Please note that Heal searches in a 225 units radius range around the cursor for its intended allied target if none is targeted directly. If it finds none, it targets the most wounded allied champion in the cast range, if no such distinction then the closest one. "Most wounded" means the champion with the least current %HP.

This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting," where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.

This summoner spell is considered by many to be vastly superior to Barrier for a number of reasons - the heal is permanent, affects two people instead of one, and gives a 30% speed boost to yourself and your ally. However, Barrier is not affected by Grievous Wounds, has a shorter cooldown, blocks more damage (against a single target), and can be used while you're still at full health (good against 100-to-0 burst).

Cleanse is a good option against enemies with dangerous and disgusting CC abilities like Charm, Petrifying Gaze, Enchanted Crystal Arrow, Hostile Takeover, Solar Flare or Curse of the Sad Mummy. The spell could help against Nether Grasp in the past too, but it was changed.
EARLY GAME (average):
At level 6, Ashe’s kill pressure in the lane increases. Her Ultimate Enchanted Crystal Arrow is very versatile and can set up kills with her team. Make sure you play around your Ultimate Enchanted Crystal Arrow to get kills over and over. Once Ashe has a few points in her Volley, her poke can be incredibly challenging to deal with. Make sure you harass the enemy as often as you can. After your first back, you will pick up your first component item. The extra damage it provides will help you in extended trades with your Ranger's Focus, and increase your poke damage with your Volley. Start playing more aggressive after your first back.

Your initial plan will be to play the lane safely and not get cheesed early on by the enemy Jungler. Set proper vision around the lane and use your Hawkshot to scout your surrounding before you decide to push the wave. Maintain your range from the enemy and keep poking them whenever an opportunity arises. The best thing to do will be to use your Volley in such a way that it hits both the enemy champions and the minions at the same time. It will give you push priority as well as the trade advantage. Try to save an Hawkshot charge for when you skirmish with the enemy bot lane. This will prevent the enemy ADC from dropping vision in the lane brushes. Also, always keep your Ranger's Focus charged up as you don't know when it can come in handy.

MID GAME (average):
At level 9, Ashe will have her Volley maxed. This is an important power spike for Ashe as she can use it to poke the enemy down before her team commits to a team fight. When Ashe hits level 11, she will put a secondary point in her Ultimate Enchanted Crystal Arrow. Her Ultimate Enchanted Crystal Arrow will have a short cooldown and she will be able to look for picks frequently throughout the mid-game. Ashe should’ve completed an item or two during the mid-game. This makes her a huge threat in team fights as her damage output in conjunction with her poke can be devastating to deal with.

Due to your range advantage, you should always try to push the wave in when the enemy Jungler is not near your lane. This will allow you to whittle the enemy tower down and possibly take it quickly. Once that is done, immediately swap to the mid-lane as you will be safer there and will be able to get more objectives that way. Before major objective fights, use your Hawkshot to scout around for death brushes set up by the enemy. Besides that, always maintain your range and use your Ranger's Focus and auto-attack slow to constantly kite the enemy team. You don't want to get caught out by any form of CC as it will spell death for you then and there. If the enemy carry is highly mobile, you may want to save your Ultimate Enchanted Crystal Arrow until you have a clean shot on them. Getting them CC'd will allow your team to collapse on the said carry while giving you enough time to position well.

LATE GAME (strong):
In the late game, Ashe’s Volley will be on an incredibly low cooldown which allows her to poke the enemy down a ton before a late game team fight erupts. At level 16, Ashe will have 3 points in her Ultimate Enchanted Crystal Arrow. It will also be on a much lower cooldown (on a lower cooldown than the enemy will think). This allows her to get surprising picks to win the late game for her team. In the later parts of the game, Ashe will be at max or near max build. Her damage output will be incredibly high if she can poke the enemy with her Volley, activate her Ranger's Focus and kite in late game team fights.

Provided you didn't fall behind during the early game, you should be a powerhouse of damage and slows during this phase of the game. You should use your range advantage and always go for front to back trades when fighting the enemy. Always look to auto-attack the enemy champion closest to you (while trying to Volley multiple enemies) so that you can kite them long enough to get out of their influence area. Your Ultimate Enchanted Crystal Arrow can be a game decider if you use it properly during this phase of the game. Use it in combination with your Volley to secure long-ranged picks for your team. During objective fights, you can use the same Ultimate Enchanted Crystal Arrow to CC the enemy Jungler, so that your Jungler can Smite the objective safely.

Try to obtain mid priority with your team before you take any kind of objective. You don't want to be in the side lanes unless it is completely pushed into your tower else you will get caught out easily and will get killed immediately. Also, don't forget to buy some form of anti-CC if the enemy team has a lot of champions with hard CC abilities on their side.

Her Explosive Charge and Rapid Fire makes taking down turrets a piece of cake. Avoid letting her get free shots on your turret since the tower platings will give her a gold advantage over you. Avoid extended trades with Tristana whenever her Explosive Charge is on you. The more auto-attacks she hits you with, the more damage you will take. Tristana will often use her Rocket Jump aggressively. If you’re strong and have good all-in, you could try to trade back with her and use her mispositioning to kill her. Take a quick glance at the minimap to see if her Jungler is nearby before committing to the fight though.

If Tristana uses her Rocket Jump aggressively, burst her down or CC her so she is unable to reposition and clean up the fight. Taking her down early will make it really difficult for her team to win the fight. In the mid-game, if Tristana is ahead, avoid walking too far forward if you’re alone. She has great all-in and pick thanks to her Rocket Jump and Explosive Charge. Keep at an appropriate distance away from her so she cannot easily take you down. Tristana has a lot of self peel with her Rocket Jump and Ultimate Buster Shot. To make fighting easier, try to play around her Ultimate Buster Shot or look to flank her in team fights. This will make it harder for her to kite/escape the fight.

The longer the game goes and the more gold Tristana has, the stronger she will be. Reduce her chances of carrying by putting her behind in the early game. In the right matchup and with an all-in Support, Tristana is really strong at level 2 or 3 when she has her Rocket Jump and may look for an early kill. Once Tristana has completed her first item, she will be much stronger and able to trade more effectively. Do not overextend or push too far up in lane if she has the item advantage.

Kog’Maw is rather squishy in the early game. Try to abuse his weakness and look for fights to set him behind. Post-6, Kog'Maw will deal lots of damage in a trade thanks to his Bio-Arcane Barrage and his Ultimate Living Artillery. Try to bait out his Bio-Arcane Barrage before committing to the all-in. Forcing Kog'Maw to overextend for farm is a good way of winning the matchup. As he will be overextended, this will allow your Jungler to gank your lane. This will also force him to use his Ultimate Living Artillery or Bio-Arcane Barrage to farm with which you can capitalise on.

In team fights, try to lock Kog'Maw down as quickly as you can. This will reduce his ability to deal lots of damage with his Bio-Arcane Barrage and auto-attacks. At times, Kog'Maw will be left alone with his Support in the mid lane. You can abuse this by ambushing the two of them when the enemy is split up around the map. From there, you can take objectives in the mid lane. Positioning is key for Kog'Maw. If he mispositions or walks too far forward to harass, make sure you capitalize on it and take him down.

Kog'Maw is weak in the early game. You can abuse this to get an early lead or blow his Summoner Spells. At level 6, Kog'Maw will have an easier time poking and trading thanks to his Ultimate Living Artillery. Take care when trading with him, and try not to let him burst you down. Kog'Maw benefits from extended trades once he has a few points in his Bio-Arcane Barrage. Do not go for extended trades with him unless you have an advantage.

After recalling, Twitch can enter the lane in stealth with his Ambush. Avoid pushing up too far when you know Twitch has just backed as he may pop up and go for a favourable trade. Twitch benefits from extended trades. Try to go for short bursty trades over long ones with him when possible. If Twitch has pushed the wave and left lane, he is either trying to bait you forward and go for a trade, or he has gone to the mid lane with his Support. Have consistent vision around your lane so you know what he’s doing and where he’s going.

Don't clump up or stick close together in team fights versus Twitch as his Spray and Pray will melt you. Spread out and look for a way to burst him down once he reveals himself. Twitch will often get incredibly close to your team after popping out of his Ambush. Once he has left it, try to take him down as quickly as you can. Control Wards are essential in team fights. Place Trinkets and Control Wards around you when sieging an objective to spot Twitch before he is able to jump out on you.

Twitch is a hyper carry and will become stronger and stronger as the game goes on. Ending the game quickly is often the wisest choice when playing against him. Once he has access to his Ultimate Spray and Pray, his kill pressure increases. It’s extended range and damage: in conjunction with his Ambush, can be hard to deal with in lane. Once Twitch has got Runaan's Hurricane, his damage output will be deadly. It is very important that you do not let him dish out his damage by bursting him down at the start of the fight.

Once Ashe has her Ultimate Enchanted Crystal Arrow, do not overextend as she can easily set up her Jungler with it. Keep the lane warded at all times as that is the only time when it will be safe for you to overextend post 6. Ashe doesn’t have any escape abilities or built-in sustain. Use this to your advantage by poking her down frequently and then looking for the all-in when she is low. To prevent Ashe from getting extra damage down on you in the early game, stand behind the minion wave at all times so they block her Volley damage for you.

Ashe is really immobile and squishy. Try to catch her out of position at the start of the team fight so the enemy lacks consistent damage. Keep a constant eye on your champion's movements in the mid and late game as Ashe will usually throw out her Ultimate Enchanted Crystal Arrow “recklessly” in attempts to start the fight. Dodge it and then capitalise on the cooldown. Be prepared to back away from an objective if Ashe uses her Hawkshot to scout vision. If your team is spotted, the enemy will try to contest the objective which may lead to your team throwing the game.

Ashe is much stronger in long skirmishes because it allows her to activate her Ranger's Focus in the trade. Do not go for extended trades with Ashe unless you can kill her. Once Ashe has her Ultimate Enchanted Crystal Arrow up, her ability to get kills increases. You have to respect her level 6 and respect her all-in whenever her Ultimate Enchanted Crystal Arrow is up. Ashe is very reliant on her Ultimate Enchanted Crystal Arrow as it can be used in a variety of ways. Try to abuse her when her Ultimate Enchanted Crystal Arrow is on cooldown as she is incredibly vulnerable while it’s on cooldown.

Wow, have you really read the guide till this moment? I hope it was useful and interesting for you. Let me know it please by voting!

And don't forget to visit and check my YouTube channel! Maybe you will like it! 😉
There are Ashe videos that you can find on my channel.

1. Gameplay review of strong high elo players Ashe + Renata Glasc vs Samira + Leona on the bottom lane:
Ashe hails from the northern Freljord, where brutal tribal raids and inter-clan warfare are as much a part of the landscape as the scream of the frozen winds, and the unyielding cold of the tundra.

The only child of Grena, the matriarchal chieftain of the tiny Avarosan tribe, Ashe was Iceborn: a member of the warrior caste, gifted with an ancestral connection to the magic of her lands, and the rare ability to wield the power of True Ice. Everyone assumed that Ashe would follow her mother as the tribe's next leader. However, this was never a glory Ashe desired. The grim responsibility of her warlike lineage and extraordinary gifts instead left Ashe feeling isolated, burdened, and alone.

Her only respite was when Sejuani, an Iceborn girl from a sister tribe, would stay with them for the summer hunts around the Ornnkaal Rocks. The girls' friendship defined their childhoods, but was cut short just as they reached their teens. Somehow, Grena had offended Sejuani's grandmother, and the fellowship between their tribes ended suddenly.

Soon after, with her youth fading, Ashe's mother began her lifelong quest for the “Throne of Avarosa”, a supposed hoard of treasures and magical items that she hoped would return her people to greatness.

But Grena’s belief in prophecies and legends led her to take risks, which often left her tribe enfeebled. Finally, during a dangerous and unnecessary raid in another tribe's lands, Grena was killed. Her sudden death left young Ashe on the run, while most of her tribe was wiped out.

Alone, pursued, Ashe followed her mother's last map to a deserted glacier where she found the supposed grave of Avarosa, and her magical bow of True Ice. Ashe used the weapon to avenge her mother's death, then turned west.

Whether it was out of duty or loneliness, Ashe gained a reputation by protecting the many scattered hearthbound tribes she encountered. She spurned the custom of taking thralls, and instead chose to adopt these desperate people as full members of her new tribe, and her fame grew quickly. Soon many began to believe that she did not just carry the weapon of Avarosa Ashe was the legend herself, reborn and destined to reunite the Freljord.

But tall tales would not feed her followers, and their long march south left the tribe on the verge of starvation. So, Ashe leveraged the myths surrounding her, using them to form alliances with the powerful and land-rich southern tribes, promising to unite them into a nation capable of challenging neighboring kingdoms.

These new alliances brought new dangers, and Ashe quickly found herself at the center of a political feud. A Warmother, as Freljordian tribal leaders are known, was expected to wed, and taking a husband from one of the major tribes would anger the others. Ashe could take several husbands, but this would only bring the conflict to a boil within her own household, and the ensuing bloodshed would shatter the alliances she had fought to build.

Her answer was an impoverished vagabond from a mountain clan that had been nearly wiped out the warrior Tryndamere. He was neither a spirit-walker nor blessed with any elemental powers, but upon his arrival in Ashe’s new capital, Tryndamere had thrown himself into every dueling ring he could find. He fought with abandon, desperate to prove the destitute survivors of his clan were worthy of adoption by one of the stronger tribes. But even for the Freljord, his brutal fighting style and extraordinary vitality were unsettling, and many suspected he was touched by dark magic. Ignoring this, Ashe offered to adopt his people as her own, if he became her first and only bloodsworn.

Tryndamere accepted reluctantly. Though a political marriage, the attraction they felt for each other was palpable, and slowly a true affection blossomed.

Now, Ashe stands at the head of the largest coalition of Freljordian tribes in many generations. Even so, the unity she would bring rests upon an uneasy peace threatened by internal intrigues, foreign powers, the growing violent horde of the Winter's Claw, and a supposed destiny that Ashe must at least pretend to believe…

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