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Ashe Build Guide by FearPrawns
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Introduction, the boring part.
Hey guys and girls my name is FearPrawns and today im bringing you an Ashe guide, underneath here is some information that you may want to know or what could be a common question - so please do not skip the introduction, thank you.
The background information about her, who is she ? :
Ashe is a direct descendant of Avarosa, one of the three legendary sisters who each claimed dominion over the scatterd tribes dwelling in the icy tundra of northern Valoran. Ashe mirrors her ancestor's unparalleled mastery of the bow. earning her self the title of the "Frost archer".
The other two tribes that are descendants from the Three sisters are historically sworn enemies of Ashe and her people. Having survived more than one assassination attempt in her life, Ashe is always are of surroundings regardless of where she is.
Ashe originally came to institute of war in service of the league summoners seeking enough influence and favor to finally bring peace to her realm. With countless victories under her belt, she has started to put the influence she has earned in the league to use. Rumors abound that Ashe has begun to associate her self with fellow champion Tryndamere outside of the fields of justice.
While she denies such talk as frivolous, all eyes will remain on Ashe now that her success in the league may finally allow her to restore lasting peace to her people.
Purpose of this build :
The main purpose if i had to be honest was to advertise a montage that i have created.. HOWEVER i decided to create a guide for people to use to help new players or level 30's who appreciate such a great champion. The way i feel that guides work best is if you try to break it down to be short but detailed, not too over the top on what to do - just in the middle.
Why choose this build than others ? :
In all honestly everyone's guide published for Ashe is going to be more or less on the same lines with the items but with a few tweaks and maybe a bit more detailed compared to others.
The items at the top of my build doesn't necessarily mean that's all you have to do, i have about 3-4 builds that work with Ashe that will be contained further down this guide in the item section so please.. continue reading.
Do not have Ashe, thinking of getting her - why should i get her ? :
In my opinion, Ashe is one of the best buys you can do - She's only 450IP ! crazy prices, i think this makes her sound way to underrated which is why i feel people avoid her. Remember, IP prices does not mean everything - i've heard some people time and time again go "The higher the IP, the stronger the champion must be" WRONG.. some of the best champions are actually the cheapest but of course, not all of them.
My opinion and why i think this guide/build works well with her :
Ashe is ONE of the best AD carry's in my opinion and she can be built pretty much anyway and still do better than average. Even with the recommended build you could probably still do quite good however, i wouldn't really advise you to follow the recommended build - please do not feel in anyway pressured to do so.
This guide pretty much counters everything that can be thrown at her, more counters will be in the section "Items" but for now, i'll use the top one for example.
You have Armor pen in-case any
comes into play, as well as magic resist. This can still be countered but do not fear there is more counters to counter the counters, what a mouth full i know.
My aim and target goal for this guide/build :
Going to keep it very short and simple, preferably over 70%/Beating my Karma guide this is more of a test to see how well i have improved in guide making compared to my first one as well as see if i can help out any players and hopefully let them enjoy such a good and cheap champion.
If this guide is to your liking - Please continue and read below. The rant is finally over... or is it?
NOTE: I'm aware of the new patch and the new items however, i still would not add them to this build so this is why they will not appear on here. Only the new champions so on and forth.
+ Has a Soft CC permanently (Frost shot).
+ Ulti is great for initiates, hard CC.
+ Enemy's find it hard to escape if low.
+ One of the best AD carry's in my opinion.
+ Hawkshot reveals enemys in bushes/anything in its path.
- Cleanse can remove ulti effects, turn the fight quite easily.
- Very little defense options.
- Easy target to gank, always targeted.
- base movement is as slow as a slug maybe a snail.
- Low damage at the start.
NOTE: There is alot more Pro's and con's i could write off, alot more - However naming these 5 are the most important ones.
The first way you can/could build Ashe:
- The starting item i recommend getting first, not only does it provide attack damage - It also gives you bonus health and life steal. You could say its a 3 for 1 bargain. This works exceptionally well for the very early game (1 to 5 minutes) and this is why i purchase two of them for early game (However once you need more room to add the other and more better beneficial items sell them on).
- A very handy and helpful item not only does it provide you with bonus attack speed it also gives you increase movement speed by +2 - One of the best boots you can get. This works extremely well early to mid game and makes the
more effective. The attack speed increases your chances of getting life steal faster since early game it will be anywhere between only 3-6%.
- A godly item never mind adding a goddess( Ashe) into the combination. The high attack damage (+80) and crit is the make or break for you and there team. This weapon is where it will get you more kills faster as well as controlling the lane on CS. Whats an also good addition to this weapon is that it provides a unique passive, you have a chance to do +50% Critical damage as well as the 25 critical chance it comes with.
- These are the badboys which makes and any other damage items so great. The provides you with +55 Attack speed, +30 Critical strike and a 15 movement speed multiplier. This item is quite expensive but makes up for it, with your new additional stats you will be raking in the gold and kills. Huzzah.
- So far you are doing pretty good - your winning the majority of the fights you have the crit, speed and attack but what are you lacking.. oh that's right some life steal.The provides you with 10% life steal as well as attack damage.. Now remember those x2 you bought early game imagine the combination now .. 16% LIFESTEAL. The beautiful thing about is it has a fairly decent passive increasing your attack and life steal along the way when you get kills.
- This item is a definitely MUST HAVE by the time you reach this item, your enemy's are trying to find a way to shut you out and what better way to buy armor to reduce the damage or inflict a certain % back at the user. Now, this can be a problem and with the combination of if you are fighting its as if you are punching your self in the face and cannot stop. increase your damage (+40) and gives you a HUGE % of armor penetration (+40%) this is the item which will most likely save your life and win the game.
- This item allows you to be a bit reckless and also causes a problem with your enemy's, the high damage output from you will hurt them badly so your more likely going to get focused. Now,
job is to revive you from the dead - that's right, the dead. It provides you with bonus health (+750) and mana (+375) as well as armor and magic resist (+68 Armor) and (+38Magic Resistance).
HOWEVER has a cool down on its revive every 5 minutes - once used, you will have to wait for 5 more minutes for it to work again.. so don't go running in thinking your Tryndamere with endless rage.
Counters and changes, optional items that can be switched :
Counter one :
Imagine playing a team with people who are playing really high burst ap champions as well as AD and unfortunately they managed to get fed and your sitting there thinking, what can i do ? My role is AD carry but what can i get..
Note : Do not be afraid to experiment with anything - If you can provide high damage and still sacrifice a few items to make your self pretty much impossible to kill then its worth it and this is why im going to recommend this first counter and i shall explain why.
The items, all six lined up :
+ + + + +
- i know, i know .. you are probably sitting there thinking what da fuq is this guide - This works incredibly well with the 6 items above and actually its a fantastic combination and hasn't lost me a game yet. provides you with a nice chunk of magic resist (+76 Magic resist) as well as a movement speed multiplier (8) AND.. yup, not finished there - restores 0.35% of your champions maximum amount of health every second.
Problem with the counter and the six items :
+ + + + +
As you can tell looking at the items is a hell of alot of money, infact the price of these 6 items adds up to a whopping : 16,420 GOLD and in some cases to people thats the amount of gold they usually end the game on - This counter is more of a late game stalemate situation BUT if you time the monster spawns and control them - this can be easily achieved.
Counter two :
The items, all six lined up :
+ + + + +
This is very similar but drastically different, not only are you countering any AD champions and AP but when you fight as well as your you are continuously regaining health back with a 20% Life steal with its passive, so to sum it up you have 3 items which provide you a HP regen when in and out of battles.
Now you may of noticed that the has gone and your thinking.. "Oh wow gee prawn, what if they have " this is where the power of the 3 items come in like I've previously said above this paragraph with the regen of health. x2 + should keep you alive to kill any enemy's who wear it (Can vary depending on how the enemy team is built).
Problem with the counter and the six items :
+ + + + +
One of the main problems with this counter is your speed - You are relying on One phantom dancer to provide you with movement speed as well as attack speed for fights and like the first problem, the gold can be an issue with the counter costing : 17,285 GOLD.. it costs more than +825 Gold than the first counter.
Counter three and four :
The items, all six lined up (Counter 3):
+ + + + +
The items, all six lined up (Counter 4):
+ + + + +
As you can tell by looking at them, these are probably what most users would end up going for rather than the other counters just because most players like to have the mentality of "The more damage i have that means i can kill them easier" the two counters you see here are more balanced compared to the others.
Counter 3 specializes in a more balanced approach with a nice amount of speed plus life steal where as counter 4 specializes in mostly speed.
Problem with the counter and the six items (counter 3):
+ + + + +
Counter 3 and 4 have similar reasons on problems but counter three's main issue is obviously lacking armor, this counter is pretty much about do enough damage and life steal to try and keep your self alive and hope you don't get hit by another hard AP champion or AD carry.
Problem with the counter and the six items (counter 4):
+ + + + +
This is just purely about speed with some life steal, however since its purely about speed then the life steal comes back every shot and fast - the only down fall to this is the arch nemesis on every AD carry - .
Optional items can be replaced in the majority of the counters to save money and pretty much do the same jobs, for example items such as :
- The main thing this is used for is the shield, it blocks one spell and has a short cool down of 45 seconds it also gives you bonus health (+375) and mana (+375) with (+50) Magic resistance.
- This is very similar to the but cost alot less and doesn't have as great beneficial stats. The sash provides you with (+56) Magic resistances as well as a "Remove all debuffs" effect from your champion - the cool down on this item is 90 seconds.
NOTE: The whole objective of this section is about experimenting, remember to buy items for situation's - if you and your team mates need to counter them or to keep you winning and alive, buy things that work no matter what your role is.
NOTE: The counters you see here are pretty much mid to late game situations, the should sustain you a healthy amount of speed so your not totally slow whilst the other items give you a big hand in countering enemy's. This is why boots are not in here. However, the normal build contains boots due to that's what you should do at the start and you should only look towards this WHEN someone is trying to shut you down.
Two or more will provide you with a healthy amount of speed to make you keep up with the majority of the enemy's, nevermind the crit or attack speed for the added bonus. Another key point to remember is that Ashe has a permanent slow so if you are in range and your hitting them with the slow then they will not be able to get away.
: This is actually quite a good passive, some players do not agree but for early game it gives you a massive advantage. Everytime Ashe stays out of combat so running around or standing still her
has a crit rate which goes up 3% every 3 seconds and stops at 100%.
This can come in handy, for example : The very start of the game, the match normally intiates around the 2 minute mark on champion fights - You stand still / move and don't get into combat then you have your 100% crit chance ready and able to use to poke the enemy hitting high damage at the start of the game.
Since this is a passive it does not require you to press any keys for it to activate, however remember that it only charges up out of combat - do not shoot loads of creeps and champions and question your self : "why isn't it charging higher than 3%".
This is pretty much Ashe main skill and is really really good. When activated Ashe fires her arrows (Basic attack arrows) at the enemys and slows the targets movement speed. The lower the level the less % it will slow them for example level 1 = 15%, Max = 35%.
The trick with this skill is to not leave it on continuously because it burns 8 mana per shot, doesn't sound alot but trust me it adds up. Try to use it for situations like : Stopping an enemy from escaping, Ganking an enemy and to initiate fights however her ulti
is more common for that and will be explained when we get to that skill.
To activate this skill you have to press "Q", this skill is a bit different from the others and has a toggle effect which means once pressed - it will stay on until out of mana or if "Q" is pressed again to turn it off.
This is Ashe main damage output, once the skill is used Ashe fires out seven arrows (7) in a cone shape dealing 40%-100% attack damage (Vary's on the level the skill).
One arrow hits one enemy so seven arrows hit a potential seven enemys, seven arrows cannot hit the same enemy and do damage.
The great thing about this skill is when used "W" and shot in a direction you want, if the target gets hit by it then it will slow them down with a current rank of
even if the skill is not activated.
This skill makes Ashe quite a superior champ, as well as AD Carry she also has the skill of a support in the sense of when released it scouts the area seeing anything it comes across.
Two good things are benefited from this skill, the first one being that it has a quite good passive - its like Twisted Fate passive. Ashe earns extra gold when she kills a unit or structure, you get more gold the higher the skill.
The second good thing about this skills is the range, when maxed the range can go incredible distances and basically ward an area up for about 5 seconds - so its great to scout baron, jungle, dragon and so on.
To activate this skill you press "E" once pressed you then have a wide circle radius to shoot in, if you click out of the radius then the champion will run across the map until its possible for the
to land in the desired area of your choice.
This is one of the best things about Ashe but also a skill that requires practice, it's not like the majority of champions where you press it activates or has an AoE thing around you.
Once shot and if an enemy champion collides with your
then they take damage arranging from anywhere between 250-600 Damage (100% Ability power) it also adds a stun and slow effect and has a short AoE so if one champion is near two others then it will stun all three.
The further away you shoot the arrow example : From one side of the map to the other, the longer the slow and duration lasts if a target is hit. The duration of the skill caps at 3.5 seconds and both slows at 50% for 3 seconds.
To activate this skill press "R" once you have pressed "R" you will notice an arrow in front of you, wherever your mouse moves then so does the arrow - The beauty about this is, you can press "R" and then look across the map - it will give you an accurate and precise hit.
is a really good for initiating fights.
NOTE : Please click this video you see underneath here to watch my montage with the
doing across map kills, saving team mates, stunning and stopping enemys. This video will also be used for the end of the result which is going to be at the bottom of this page.
NOTE : I don't play league as much so i apologize if a skill "May" change information and i don't respond to it on the day, feel free to inbox me if that does happen in the near future.
Here are 3 examples of mastery's that work well with Ashe these masteries are based on damage output with a bit of defense. The reason I've styled them like this is because as an AD carry most people depend on you earning the kills rather than playing support role - So this is why i think the mastery pages are vital to be set up like this or similar to the examples underneath.
1/3 Mastery :
- This is a 21/9/0 Layout (21 Offense and 9 defense). The 1 point on ability is optional - I normally have it on exhaust & Ignite effect.
The reason i think this works extremely well is because it includes everything an AD carry needs, you have increased attack speed, damage dealt, critical strike, critical chance, armor penetration with bonus health and armor. What more do you possibly need huh ?
2/3 Mastery :
- Like all three there is only minor tweaks so not alot can be said. This pretty much works like the first one but gives you some lifesteal back which means "If" you are following the build at the very very top you could cut back on one of the two since that now since you are (24 Offense, 6 defense) you now have a bonus 3% Lifesteal which is the equivilent to one (475 gold).
3/3 Mastery :
- This 25/5 layout (25 Offense, 5 defense) is more or less about spamming moves in the sense of now you have added cool down reduction - It might not be alot but it certainly does help 4% CD reduction for free - However sacrificing 4 points just to add on this seems kind of wasteful.
Summary on the 3 mastery layouts, which one is best prawns ? :
Stick to the most common of them all the 21/9/0 layout (1/3 Mastery above here). Like explained above its up to you really if you want to add that one point on ability power or increased exhaust / ignite effect but i recommend adding it on that rather than one ability power.
NOTE: I say this time and time again to people who ask me related and similar questions about the mastery page and that is "Pick whatever you are comfortable with".
Here are the runes that i use and why :
Greater Mark of Desolation + + +
-- MARKS --
Greater Mark of Desolation Mark of Desolation is a really helpful and brilliant rune, this rune provides you with a bonus of 1.66 Armor penetration - what that means is anyone with armor or armor runes will take more damage from you depending on how much they have.
This means you can save your self a bit of gold on buying any armor penetration items in early - mid game depending on which champions you play of course, this is the reason why i think these runes work really with with any AD champion / Ashe.
-- SEAL --
These are very simlair to the greater Mark's above but have the opposite effect. Instead of penetrating armor - these provide you with armor so like above - this can save you a bit of cash on any early item defense.
-- GLYPH --
Is very handy against them little sneaky AP champions, this rune provides you with Magic resist to reduce there damage - With all three of these runes combined your champion becomes alot more balanced and pretty much countered all the champions.
So in summary so far what do the 3 runes provide above, this is what they provide with.
- Armor penetration.
- Magic Resist.
-- QUINTS --
I prefer using these as my quints but thats mostly because i mid, they work really well laning as well.
The reason i use Flat AD is to try and get the upper hand on my enemy's, Ashe is a great champion for poke, hurt, poke and repeat. So this is why i feel with the increased Attack damage (+2.25) Per quint, it gives you an advantage at the start/early game.
Instead of me naming every single summoner spells, i will select a group of them that are commonly used for Ashe and what works really well with her:
This is one of the best summoner spells in the game in my opinion, you can use to jump over walls and to escape enemy's. This is especially useful for Ashe to catch up to enemy's or avoid any ganks.
This is a handy summoner spell which provides players and any nearby team mates bonus amount of health. It gives you 145-570 Health depending on your level and if near any team mates 50% of that goes to them.
This is a very very good summoner spell, this allows you to move across the map - However, you can only use it on Friendly minions, wards and turrets. This is really good for counter jungle and sneaking up behind enemy's you can even use it to protect turrets if someone decides to go into the land of the fairy's or a day trip fishing.
This is a very good summoner spell but not really needed at all for Ashe. This summoner spell reduces speed, attack damage and ability item power by a certain % for a duration of time. You can use this with Ashe but since Ashe has a really good slow - its kind of pointless unless you want to reduce there attack damage and the enemy is being a bit derp standing there eating arrows.
This is Tryndamere best friend, good ol' ignite - its very handy but everyone normally uses this summoner spell so there isn't really much point putting it on. Ignite burns the target dealing damage and reduces healing effect.
This is quite a good summoner spell which increases the players movement speed for a certain amount of time. Only really useful to try and escape enemy's or catch up.
Combinations out of the 6 above, here are some idea's on how to have them and mix them up to provide you with the advantages :
Combinations like these benefit you and your team for numerous amount of situations but please take in mind that its best to not pick exactly the same as the team mates summoner spells for example : 5 there is just no need for that and a waste of a few good summoner spells.
NOTE : So remember, mix your summoner spells up to benefit you and your team mates - If you have a slow move - avoid going for exhaust || If there is 4 team mates with ghost, dont pick ghost - you get the idea ;).
- Remember you are ranged, don't go all rambo running into them - try to poke and run back, so release an arrow at them and slowly move back - Most enemys get a bit too reckless once they are getting hurt and still run at you - Slowly dwindle down there health.
is vital for fights don't go wasting it because you never know, the team may require you to initate the fight and when you say "No ulti" then everyone has to wait.
if you are feeling confident and want to take a shot, communicate with your team mates - tell them the cool down, let them know when you fired so it will prevent any little mistakes.
- Ashe normally gets targeted first (Depending on how well you are doing of course) try to hang back - don't lead the Calvary into fights. You are ranged for a reason, hurt and cripple the enemy's behind your team mates.
- remember your skills - you have advantages of looking across map with your try to avoid using it on little monsters such as red buff, blue so on and forth - Ward them area's, use it for higher and main priority's like baron/Drake(dragon).
- This is a fairly obvious topic and there isn't really enough for me to create an essay about it apart from remember the last hitting tactic
Let your creeps do the work, when the enemy creeps are low - Just click once and move, its so simple but so handy. Don't go spamming all your mana on them they are just not worth it, if you repeat the last hit tactic you can save all your skills for the enemy champions who are sitting somewhere on your lane.
If you have a group of creeps low then you can use your skill every now and then,
is great for farming but what you need to keep in mind is "It hits 7/Seven targets" don't go wasting it on two creeps.
Jungler's are not the only one who need to know this information, some people "MAY" rely on other champions in the game to keep the information of respawn timers, very valuable role.
Ancient Golem: Re-spawn time 5 minutes (5:00) this is a nice little edition for Ashe and lets you able to be more aggressive, however normally mid champs need the blue buff. This buff will provide you with mana regen/energy as well as cool down on your skills, nice.
Lizard Elder: Re-spawn time 5 minutes (5:00). This buff is very helpful for Ashe and in fact its pretty much helpful for any of the AD players, the red buff burns the target giving you another source of damage.
Dragon : Re-spawn time 6 minutes (6:00) Gives you and your team bonus gold when killed, with a little bit of exp.
Baron : Respawn time 7 Minutes (7:00), buffs you and your entire team.
- Credit goes to LoL Wiki
- This section is not based about my views, this is based on the public (You) views on which champions you find it hard or cannot beat whilst playing as Ashe. Of course, it will vary for everyone due to its about the players skill but out of the champions suggestions i pick the ones which get named more than once.
This section will get developed further and further when the guide is published, so if it starts with example 4 then it will be increased on a daily basis with information sent in from the public. Although i said its about public opinions i always have to be realistic about the situations and have to agree my self if they are quite tricky for Ashe players. Feel free to inbox me or comment below on any champions you hate.
A big grizzly cuddly bear. The main threat about this target is his passive as well as his other moves, not to mention he's a tank.
This provides Volibear with a massive health boost when he's at low hp. When Volibear drops below 30% he will then recover 30% of his maximum health back over the next six seconds. This has a cool down of 120 seconds.
This is one of the scariest moves Volibear you will not escape it that often if you are sitting fairly close. Volibear goes down on his hands and feet and charges if there is an enemy champion insight then its increases his movement speed by 45% instead of 15% - Not to mention the bonus physical damage it does Minimum 30 - Max 150.
Volibear lets out a roar dealing minimum 60 - 240 Maximum (+60% of his ability power) as well as slowing nearby enemys for minimum 30 - 50 maximum % for 3 seconds. Minions, monsters and pets will be feared - Not champions.
Volibear temporary gains bonus attack minimum 8 - 20% Maximum. This bonus stacks up to 3 times and lasts 4 times. Whilst Volibear has 3 stacks of frenzy he can activate it to bite an enemy and recover some % of health back as well as do damage. The bite will do minimum 80 - 260 (+15% Health recovered back. The damage will be increased by 1% every 1% the enemy is missing.
This is Volibear ulti for the next 12 seconds it will blasts targets with lightning which will bounce to 3 nearby targets. Each bolt of lightning does minimum 75 - 155 maximum (+30% ability power) only hit each target once.
Tip : Keep your distance, you might be range but remember his passive and his
. This can change the fight from range to close range and then thats when you will struggle.
THis is the infamous tryn, the one will the most annoying ulti in the game - easy mode champion never the less, painful.
This is how tryn becomes annoying for early game situations, his passive gains Tryndamere 5 fury for striking a unit or 10 for a critical hit and 10 extra fury if he kills a unit each point of fury gives tryn .35% critical so when his fury's full, its just nasty.
Passive : Tryndamere thirsts for blood giving him minimum 5 - 25 maximum damage as well as minimum 0.15 to maximum 0.35 for every 1% health missing. If Tryndamere activates this skill he will regain Health minimum 30 to maximum 70 (+150% ability power) plus minimum 0.5 to maximum 2.3 health per fury second.
Decreases surrounding champions damage by minimum 20 to 80 maximum. Enemy's with there back turned to Tryndamere movement speed get slown by minimum 37.5 to maximum 60% this effect lasts for 4 seconds.
When active Tryndamere spins through his enemys dealing miniumum 70 to maximum 190 damage (+100% Ability power) (1.2 Per bonus attack damage. Spinning slash cooldown is reduced by two seconds after everytime Tryndamere hits a critical.
This is the most annoying skill ever and this what makes Tryndamere hated so much. When activated Tryndamere because immune to death for 5 whole seconds refusing to fall lower than 1 health as well as instantly gaining minimum 50 - 100 maximum fury.
Tip: You do not want to get close to him at all, if you find your self in the situation where he's low and your not - do not over extend thinking he can't do anything, all he needs is 5 seconds and your dead. If he uses his ulti - The quickest way to shut him down is ignite and then run away.
A cute little slimey snail as i describe him p.s i know he's not a snail before someone try's to comment on that. His range is what makes Kog ridiculous to fight but never less like all champions he can be beaten.
This is Kog'Maw passive, very frustrating and some players still after all this time forget about it. When kog gets killed he starts a chain reaction in his body which increases his movement speed and after 4 seconds, he detonates hurting or killing any enemys near him dealing 100 (+25 x Level) true damage to surrounding enemys.
The passive of this skill increases Kog'Maw attack speed by minimum of 10 to 30 maximum %. If activated kog launches a corrosive projectile which does a minimum of 60 - 260 maximum (+70% ability power) magic damage and reduces the targets armor and magic resist by minimum 5 - 25 maximum for 4 seconds.
This is a deadly deadly move for people playing as Kog'Maw or against him. When used Kog'Maw attack range is increased by minimum 130 to 210 maximum and deals an additional 2% to 6% maximum (+1% per 100 ability power) of the targets maximum health as magic damage (Max : 100 damage vs monsters) Lasts for 8 seconds.
Kog'Maw launches 0oze which deals minimum of 60 - 260 Maximum damage (+70% ability power) magic damage to enemies who pass through it. It also leave a trail which slows targets by a minimum of 28% to a maximum of 60% this lasts for 4 seconds.
Kog'Maw fires an artillery from great distances and after 0.8 seconds the artillery will fall on the targetted area. The artillery does a minimum of 80 to a maximum of 160 damage (+30% Ability power)(+0.5 Per bonus attack) magic attack and reveals the target for 4 seconds. It deals 250% target damage as well as each continuous artillery strike in the next 4 seconds cost 40 mana more (Max 200 mana).
TIP: Remember Kog'Maw ulti, avoid sticking near walls or stay in a straight line. Kog'Maw is about range, you may have to play aggressive to even the fight out.
Ahri, the 9 tail fox the only players fear or just simply comment "Bewbs", she has great movement on the fights and some pretty nasty skills - She is only dangerous for mid.
This is Ahri passive, she gains a charge of Essence every time a spell hits (Max:3 Charges per spell). If Ahri reaches 9 spell charges then her next ability will give her a spell vamp of 35%.
Ahri throws and pulls back the orb dealing x2 damage - It hits minimum of 40 to a maximum of 140 (+33% ability power) magic damage on the way out and 40 to a maximum of 140 (+33% ability power) true damage on the way back.
Ahri releases three fires which which after a short delay lock on and attack enemys. Nearby enemys (Prioritizes champions) dealing minimum 40 - 168 Maximum (+38% ability power) magic damage. additional fire foxes hit the same target dealing 50% damage up to a total maximum damage of 80 - 320 (+75% of ability power).
blows a kiss at her enemys dealing 60 - 180 Damage (+35% Ability power) magic damage to an enemy and charms them causing them to walk towards her for 1-2 seconds.
Ahri dashes forward and fires essence bolts, damaging 3 nearby enemies (prioritizes champions) for 100 / 140 / 180 (+30% of ability power) magic damage per bolt. Spirit Rush can be cast up to three times within ten seconds before going on cooldown.
TIP: Try to make Ahri use her
before fighting, this is her main source of pain - if she wastes that, show her no mercy.
Sonic meets mario, the roller of doom that strikes fear into every AD carry.. the one and only R-r-r- Rammus.
Rammus gains additional damage as his shell gets reinforced, 25% of his armor will convert into damage.
Rammus transforms into sonic (That bits a lie) and goes into a ball stance increasing his movement speed continually. If Rammus collides with an enemy whilst moving then the enemy will get knocked back for an instant and dealt a minimum of 100 - 300 maximum (100% Ability power) magic damage dealt. The target will also be slowed by a minimum of 20% to a maximum of 40% for 3 seconds. Rammus powerball lasts for 7 seconds.
Rammus goes into a defensive formation (goes down on both hands and feet) for 6 seconds which increases his by a minimum of 40 to a maximum of 120 magic resistance whilst returning back to enemys a minimum of 15 - 55 (+10% of total armor) magic damage to his opponents.
Puncturing Taunt Rammus taunts an enemy causing them to hit him without any chance of escaping. This reduces the targets armor by a minimum of 10 to a maximum of 30. The duration of the taunt lasts a minimum of 1 to 3 maximum seconds.
Rammus ulti. He creates
underneath him dealing a minimum of 65 - 195 maximum (30%+ ability power) per second to units and structures. Maximum magic damage goes from 520 to 1560 (+240% Ability power). Whilst
is activated Rammus can freely move around and use other abilitys.
Tip: Since Rammus is the counter of all Ad's (Attack damage) champions he becomes quite an issue when he gets items suchs as
. I suggest you do not focus him until he's the last alive for there team, if you cannot do that and feel like you have to attack him buy items which give you armor penetration such as
Once famously quoted by CholeraNinja "Red buff stole my pappy" the one and only Graves now this is debatable, borderlines of to watch out for.. but like the top explained - I pick the most commented champions on who people think causes any issue for Ashe.
Graves gives a minimum of 1 to a maximum of 3 bonus armor and magic resistance every second he remains in combat. This bonus can stack up to 10 times this effect counts if Graves is dealing damage or receiving damage in the last 3 seconds.
Graves fires three shots going in a cone shape direction dealing a minimum of 60 to a maximum of 240 (0.8+ per bonus attack damage) physical damage to all enemies in the path of it. Enemy's at close range can be hit by multiple projectiles but each bullet beyond the first will only deal 25% up to a maximum of 90 to 360 (1.2+ per bonus attack damage) physical damage.
Graves fires a smoke canister dealing 60 to a maximum of 260 (+60% Ability power) magic damage upon landing and creating a cloud of smoke for 5 seconds. Enemy's inside the cloud of smoke will be slown by a minimum of 15% to a maximum of 35% and have there vision to what is inside the cloud smoke and enemy's attacking them everything else will look like Fog of War.
Graves this is his escape and catch up move. When Graves uses this move he gives a minimum of 40 to a maximum of 80% attack speed. Auto attacking enemys causes quickdash to cooldown by one second each attack.
Graves fires an explosive shell in a straight line dealing a minimum of 250 to a maximum of 450 (1.4 Per bonus attack damage) physical damage to the first target it hits. After hitting a champion or reaching its end of range the shell will explode dealing dealing a minimum of 140 to a maximum of 360 (1.2per bonus attack damage) physical damage in a cone.
Tip: Graves is more of a poke and move back and only will charge in reckless once your about half health, i suggest you use minions to your advantage to try and block any incoming
. Remember you have a similar move yourself
try to harass him before he does it to you.
"Want to see a hat trick" Caitlyn is a good champion and one of those to watch out for.. especially them darn "Tarps".
Every 8/7/6 attacks (In a bush/brush counts as 2) Caitlyn will fire a
which will deal 150% damage to a champion or 250% to a minion/monster.
Caitlyn revs up her rifle for 1 second and then releases a penetrating shot which deals a minimum of 20 - 180 Maximum damage (1.3 Per attack) phsyical damage to targets in a line. It deals 15% Less damage to subsequent targets down to a minimum of 40%.
Sets up three traps which will trigger by champions that stand on them. When the champion stands on the trap they become immobilized/stunned as well as deals a minimum of 80 to 280 (+60% of ability power) magic damage over 1.5 seconds and reveals the target for 9 seconds. When Caitlyn attempts to put down more than 3 traps (If there are 3 traps already on the floor/map) then the oldest trap will expire/deactivate for the new trap to be in place.
Caitlyn fires a net to slow town her targets by 50% for a minimum of 1 second to a maximum of 2 seconds as well as dealing a minimum of 80 to a maximum of 280 (+80% Ability power) magic damage. If a target gets hit by the net then it will knock Caitlyn backwards.
Caitlyn takes her time and aims in on a target to get the perfect shot. It deals a minimum of 250 to a maximum of 700 (2.0 per bonus attack damage) to a single target from a huge distance. However, enemy champions can block this shot to protect there ally. The shot also provides vision of the target for the duration.
TIP: Caitlyn is a strong champion for Ashe to fight, however she can be defeated and knowing and avoiding simple things can turn the fight drastically in your favour. Try to avoid her
. Caitlyn main damage can be inputted on to you hard if you step on her trap or get hit by the peacemaker.
Have you met my bear tibbers ? HUG IT IF YOU DARE. Annie small but deadly, some might say "But she's squishy, surely she isn't a problem". Think again.. her deadly stuns as well as tibbers = a Painful story.
This is what makes Annie a great champion, after casting 4 spells her next OFFENSIVE spell will stun its target for 1.75 seconds.
Annie throws a mana infused fireball dealing a minimum of 85 to a maximum of 245 (+70% ability power) magic damage. If Annie gets a kill with
then the mana that is used to cast the spell is refunded back.
Annie fires a cone of fire dealing a minimum of 80 to a maximum of 280 (+75% Ability power) magic damage to all enemy's in the area.
When activated this places a shield around Annie for 8 seconds increasing her armor as well as magic resistance by a minimum of 20 to a maximum of 60. Additionally, enemies will be dealt a minimum of 20 to a maximum of 60 (+20% ability power) magic damage whenever they use auto attacks on her whilst the shield is active.
Annie releases her bear tibbers from his toy prison dealing a minimum of 200 to a maximum of 450 (+70 of ability power) magic damage to enemy units in the summon area. For a limited time of 45 seconds tibbers can move and attack at annie's will whilst continually dealing 35 (+20% ability power) magic damage to surrounding enemys. Tibbers has a minimum of 1200 to a maximum of 2000 Health as well as a minimum of 30 armor to a maximum of 70, minimum of 25 to a maximum of 65 Magic resist and finally a minimum of 80 to a maximum of 130 attack damage.
TIP: Try to not confront Annie whilst she has
ready. You might be asking "Prawns, how can i tell if she has it up or not" if you look closely she will have a white floating sort of elemental wind around her .. this means she has a stun ready. If its down, feel free to confront her but remember she can change the fight easily with
P.s : Please go visit here for an amazing Annie guide it deserves to be at the number one spot and was there recently but it kept getting trolled, so please go check it out : Lilpwnin Annie guide.
"The Rajin' cajin'" the one and only ali, the one with the disgusting quote "You can't milk those" god only knows what he's talking about - strong fierce and reckless - Not a good combination which can cause this deadly tank to be a strong opponent for Ashe.
Each time Alistar casts a spell he will be able to move through units and will deal 9 + (1x level) + (10% Ability power) magic damage per second to nearby enemy units and structures for 3 seconds. It deals double damage to monsters and minions.
Alistar smashes the ground where he is standing dealing a minimum of 60 to a maximum of 240 (+50% Ability power) magic damage to all enemies in the area and tossing them into the air, knocking them up for one second and stunning them upon landing for 0.5 seconds.
Alistar dashes towards an enemy taking its position and then rams them, dealing a minimum of 85 to a maximum of 265 (+70% ability power) magic damage and knocking them back a distance of 650.
Instantly restores a minimum of 60 to a maximum of 180 (+20% ability power) to himself and half of that value to surrounding allied units. Cooldown ticks down by 2 seconds each time a nearby enemy unit dies.
On cast, Alistar removes all disables on himself as well as gaining a minimum of 60 to a maximum of 90 physical damage and takes a minimum of 50% to a maximum of 70% reduced physical and magic damage for 7 seconds.
TIP: Like all tanks you have to be careful, my advice for Alistar is watch out for the surroundings - avoid being close too walls or letting him get behind you. One headbutt can drastically effect the teamfights by moving you or your team out of position.
One of the most recent champions that Riot decided to bring out, as usual OP with a ridiculous ulti. Its like a Tryndamere with a slam dunk.
Darius aims his attacks strategically, causing his target to bleed for a minimum of 12 to a maximum of 36 (0.3 Per bonus attack damage) magic damage over 5 seconds. This effect stacks up to 5 times. He also gains 5% movement speed for each bleeding enemy champion.
Darius swings his Axe in a wide circle. Enemies struck by the shaft take a minimum of 70 to a maximum of 210 (0.7 Per bonus attack damage) physical damage, while those that are struck by the blade take a minimum of 105 to a maximum 315 (1.05 Per bonus attack damage) physical damage.
Darius next attack serves a crucial artery, dealing a minimum of 20 to a maximum of 100% additional physical damage. As the target bleeds out, there attack speed and movement speed are slown by a minimum of 20% to a maximum of 40% for 2 seconds.
is reduced by 1 second cooldown each time
is stacked on a target.
Darius Hones his axe, granting him a minimum of 5 to a maximum of 25% passive armor penetration. When activated, Darius sweeps up his enemies with his Axe and pulls them towards him.
Darius leaps towards an enemy champion and strikes a lethal blow dealing a minimum of 160 to a maximum of 340 (0.75 Per bonus attack damage) true damage. This damage increases by 20% for each stack of
on the target up to a minimum of 320 to a maximum of 680 (1.5 Per bonus attack damage true damage. If
is a killing blow then the skill is refreshed.
TIP: Darius is insanely OP (Over Powered) like every single champion they seem to be releasing recently. The best tip for Ashe is to simply poke the target until you feel confident to attack him head on but be careful if Darius pulls you to him, then you are more likely going to die.
Ashe + Malzahar = Varus || The evil version of Ashe as i like to call it. Has great Crowd control skills so this is why i think Varus needs to be mentioned.
On champion kill or assist, Varus gains 40% attack speed for 6 seconds. On minion kill Varus gains 20% attack speed for 3 seconds.
Varus starts drawing his arrow back for his next shot, gradually increasing its range and damage then he fires it dealing a minimum of 10 to 143 (+1.0 Per bonus attack damage) to a maximum of 15 to 215 (+1.6 Per bonus attack damage) physical damage, reduced by 15% per enemy hit (Minimum 33%).
While preparing to shoot Varus cannot auto-attack or use abilitys and his movement speed is slowed by 20%. After 4 seconds if not released the arrow fails and refunds but for half of the mana that it costs to use the skill.
Varus basic attack deals bonus minimum of 10 to a maximum of 26 (+0.25 Per bonus ability power) magic damage and applys Blight for 6 seconds (Stacks 3 times).
Varus other abilities detonate blight, dealing magic damage equal to minimum of 2 to a maximum of 5% (+0.01% per ability power) of the targets maximum health per stack. This damage is capped against monsters.
Varus fires a hail of arrows that a minimum of 65 to a maximum of 225 (+0.6 Per bonus attack damage) phsyical damage and desecrate the ground. Desecrated ground slows enemies movement speed by a minimum of 25 to a maximum of 45% and reduces there healing and regeneration by 50%.
Varus flings out a tendril of corruption that deals a minimum of 150 to a maximum of 350 (+1.0 Per ability power) magic damage and immobilizes the first enemy champion hit for 2 seconds.
The corruption then spreads to nearby uninfected enemy champions applying the same damage and immobilizes them if reached. The corruption will continue to spread until there are no uninfected units nearby/in range.
TIP: This is basically like fighting Ashe but with a wider variety of crowd control skills. As long as you can dodge
then the fight should be yours. These are Varus best skills for crowd control so if he can't contain you then he will be easy to walk over.
The ninja, the one and only s-s- Shen. Some say mortal combat couldn't contain this magnificent man and League is his new fighting ground. Move over kids, its slicing time.
Every 9 seconds, Shen next attack deal's 4+6*Levels+10% of his bonus health as magic damage. Whenever Shen hits an enemy champion with a basic attack, the cooldown is reduced by 1.5 seconds. Shen gains a minimum of 10 to a maximum of 30 energy when he
Deals a minimum of 60 to a maximum of 220 (+60% of ability power) magic damage to a target unit. That unit becomes life tapped for 5 seconds, healing any champions who attack it for a minimum of 6 to a maximum of 22 (+1.5% of Shen maximum health) over 3 seconds. If
deals the killing blow it will trigger 33% of the healing effect to Shen.
Shen enters a defensive stance shielding the next 70 to a maximum of 250 (+60% ability power) damage, lasts up to 3 seconds or until its destroyed. Whilst this skill is activated
cooldown reduction on hit is increased to 3 seconds.
Shen rapidly dashes to a target location, taunting enemies he collides with for 1.5 second(s) and dealing a minimum of 50 to a maximum of 190 (+50% of ability power) damage to them. While taunted, enemy champions deal 50% reduced physical damage to Shen.
restores 40 Energy to Shen for every enemy champion he collides with.
Places a shield on a target allied champion, absorbing a minimum of 250 to a maximum of 850 (+150% of ability power) damage for 5 seconds. After channeling for 3 seconds, Shen teleports to the target's location.
TIP: Shen is an extremely good tank with alot of skills to either trap a target or escape. Be careful of his ulti (
) if he goes in a bush he can quite easily go across map by using it on a teammate so be wary of the environment around you.
One of the latest champions riot have brought out. Same hair style as Darius (The creativity involved was magnificent) not to mention he looks like a character from Dynasty warriors (Gan Ning).
Critical strike deals 30 + (4x Level) bonus physical damage over 4 seconds.
also causes this effect even if it does not critically strike.
Draven next attack will deal an extra a minimum of 45 to a maximum of 85% of his attack damage. This Axe will ricochet off the target high up into the air. If Draven catches it he automatically readies another
. He can have Two Axe's at once.
Draven Gains a minimum of 40 to a maximum of 60% increased movement speed for 1.5 seconds and 20 to 40% attack speed for 3 seconds. The movement speed bonus rapidly decreases over its duration. Catching a
will reduce the cool down reduction of
Draven throws his axes and deals a minimum 70 out of 210 (.5 per bonus attack damage) by throwing his Axes. Enemies hit are knocked aside and slowed by a minimum of 20 to 40% for 2 seconds.
Draven Hurls two massive Axes dealing a minimum of 175 to a maximum of 375 (+1.1 per bonus attack damage) physical damage to each unit struck. Deals 8% less damage per unit hit, down to a minimum of 40%.
This resets when
slowly reverses directions and returns to Draven upon striking an enemy or re-activation or upon reaching the end of the map. 110-90 second cooldown and costs 120 mana at all levels.
TIP: Draven can be quite an easy champion for Ashe but it all depends on the players skill of course. Remember just because he has two axes doesn't mean he is close range. He has quite good range and a similar ulti to Ashe they both can go across map but Draven has one advantage - His returns back so if it goes past, make sure you don't stand in its original path or else it will hit you.
One of my favorite champions on the game, has great moves and is a really tough champion. Ashe may have the range but Jarvan IV can easily turn the fight around and thats the reason i have decided to add him to this section.
Jarvan IV first attack on his target deals a minimum of 6% to a maximum of 10% of the targets current health as a bonus physical which caps at 400 damage. This effect cannot occur on the same target for 6 seconds.
Jarvan IV extends his lance through his opponents dealing a minimum of 70 to a maximum of 250 (+1.1 per bonus attack damage) physical damage and lowering there armor by a minimum of 10 to a maximum of 26% for 3 seconds.
If his lance contacts his standard (
it will pull Jarvan IV to its location knocking up any enemy in its path.
Jarvan IV forges a shield protecting him for a minimum of 50 to 210 (+20 - 40 per nearby enemy champion) damage for 5 seconds and slowing surrounding enemy's by a minimum of 15 to a maximum of 35% for 2 seconds upon activation.
The shield adds more mitigation for every enemy champion nearby when activating.
Passive : Grants Jarvan IV a bonus minimum of 10 to a maximum of 22% attack speed and a minimum of 10 to a maximum of 22 armor.
Active: Jarvan IV throws a Demacian flag to a nearby area, dealing a minimum of 60 to a maximum 240 (+80% of ability power) magic damage to enemies in the area and granting his passive benefits to nearby allies and again to himself for 8 seconds.
Jarvan IV leaps to an enemy champion, dealing a minimum of 200 to a maximum of 450 (+1.5 per bonus attack damage) physical damage and creating a circle of impassable terrain around them for a 3.5 second duration.
Jarvan IV can destroy the area by activating it again. Champions can still leave or enter the area by using teleport abilities.
TIP: Jarvan IV is a very strong champion with many skills to manoeuvre him around the battlefield. Try to avoid
this is his main poking move, always be cautious of where Jarvan IV places his flag, if you are standing on it or infront of it - Make sure you have either summoner spells or moves to quickly move or avoid any traps, one knock up from the combination of
can seriously hurt you or kill you.
Known as "The Battle mistress" a deadly opponent, has dangerous damage moves like Ahri with the hit and return.. yet people still forget to dodge it half of the time.
Sivir gains 50 movement speed for 2 seconds when she lands a basic attack on an enemy champion.
Sivir hurls her crossblade like a boomerang, dealing a minimum of 60 to a maximum of 240 (+50% of ability power) (+1.1 per bonus attack damage) physical damage to the first unit and 20% reduced damage to each subsequent target down to a minimum of 40%.
next autoattack deals a minimum of 20 to a maximum of 80 additional physical damage and bounces to 5 additional targets, dealing 20% less damage with each bounce. Only the first hit procs item effects.
Creates a magical barrier which blocks a single enemy ability used on Sivir. Lasts up to 3 seconds. If an ability is blocked by the shield, Sivir regains 150 mana.
Grants 20% movement speed for 10 seconds. In addition, for the next 10 seconds, Sivir receives a minimum of 30 to a maximum of 60 % bonus attack speed, and an aura that gives nearby allied champions half the attack speed bonus and the full movement speed bonus.
TIP: Like Ahri .. Siv's ( Sivir real damage lies within her Q (
) if you can dodge that she shoudn't be an issue.. be wary of her spell shield - it can block ability's.
One of the best "Tanks" on the game in my opinion as well as one of the most enjoyable ones.. who doesn't enjoy running around with poison flying into there enemy's face's whilst flinging them left right and center..
Increases health by .25 for each mana point he has.
Toggle (Have to press button for this move to activate and de-activate): Singed lays a poisonous trail which lasts for 3.25 seconds and deals a minimum of 22 to a maximum of 70 (+30% of ability power) magic damage per second to enemies for 3 seconds.
Singed throws a vial of mega adhesive on the ground causing all enemies who touch it to be slowed by a minimum of 35 to a maximum of 75% for as long as they are in the adhesive and for 1 second once they are out of it.
Singed flings an enemy over his shoulder (500 units), dealing a minimum of 100 to a maximum of 300 (+100% of ability power) magic damage.
a potent brew of chemicals, granting him a minimum of 10 to 20% crowd control reduction and 35 to 65 ability power, armor, magic resistance, movement speed, health regeneration per 5, and mana regeneration per 5 for 25 seconds.
TIP: If Singed has his poison out, no matter how low do not run directly behind him.. people fall for this time and time again and only realize when they are too low to turn around, the poison may not seem like it does much damage reading it statistic wise but in game.. it hurts.
Also known as Cho or Gath, a brilliant champion in my opinion for the main reason of the control - A silence and a knock up, not to mention very fun to play however a very dangerous opponent for champion's such as Ashe.
Whenever Cho'Gath kills a unit, he recovers a minimum of 34 to a maximum of 68 (+2.0 each level) health and a minimum of 3.5 - 7.75 mana (+0.25 each level).
Ruptures the ground at target location. After a delay of 0.65 seconds, enemies are launched into the air for 1 second, dealt a minimum of 80 to a maximum of 305 (+100% of ability power) magic damage, and have their movement speed slowed by 60% for 3 seconds.
Cho'Gath screams in a cone in front of him, silencing enemies for a minimum of 2 to 3 seconds and causing a minimum of 75 to a maximum of 275 (+70% of ability power) magic damage.
Toggle (Press skill move to re-activate and de-activate): Cho'Gath physical attacks launch spikes which deal a minimum of 20 to a maximum 80 (+30% of ability power) magic damage in a line in front of him.
Devours an enemy unit, dealing a minimum of 300 to a maximum of 650 (+0.7 per ability power) true damage (1,000 to minions) that ignores armor and magic resist. If the target is killed, Cho'Gath grows, gaining a minimum of 90 to a maximum of 150 extra health (max 6 stacks). Cho'Gath loses half his stacks (rounded up) upon death.
TIP: Cho'Gath has a wide variety of skills which provides helpful for his team, not to mention he can sustain lanes quite well like Vladimir. Be wary of his
if you see him stomp on the ground look on the map for a Circle/oval shape and go away from it - If he knocks you up in the air this could potential cost you your life.
"Need a map" amazing at moving around the map as well as escaping situations, great maneuverability and has a great ulti just like Ashe but can go through every enemys/champions in its a direct path.
Hitting a target with any of Ezreal abilities increases his attack speed by 10% for 6 seconds, stacking up to 5 times.
Ezreal fires a bolt of energy that deals minimum of 35 to a maximum 115 (+1.0 per attack damage) (+20% of ability power) physical damage and applies on-hit effects. If it strikes an enemy unit it reduces all of Ezreal cooldowns by 1 second.
Ezreal fires a fluctuating wave of energy at a targeted area. Any enemy champions it passes through take a minimum to a maximum of 280 (+70% of ability power) magic damage and have their attack speed slowed by a minimum of 20 to a maximum 40 % for 5 seconds, while any allied champions it travels through have their attack speed increased by 20 to a maximum of 40 % for 5 seconds.
Ezreal teleports to a target nearby location and fires a homing arrow at the nearest enemy unit dealing a minimum of 75 to a maximum of 275 (+75% of ability power) magic damage.
Ezreal channels for 1 second to fire a powerful barrage of energy missiles, which deal to a maximum of 350 to a maximum 650 (+1.0 per bonus attack damage) (+90% of ability power) magic damage to each enemy unit they pass through. However, it deals 8% less damage for each additional unit it hits (30% minimum damage).
TIP: Ezreal is more or less a "Poke" champion, if you let him harass you too much then you are screwed because his
is like a
with the effect of moving forward, backwards, sidewards as well as fires a homing arrow at the nearest enemy.
Known as "The sad mummy" or as i like to call him, "toilet paper man".
Amumu attacks reduce the target's magic resistance by a minimum of 15 to maximum of 35 for 4 seconds. The debuff doesn't stack but it refreshes with every attack.
Throws a bandage to target location. If it hits an enemy unit, Amumu will pull himself to the enemy, stun them for 1 second, and deal a minimum of 80 to a maximum of 320 (+100% of ability power) magic damage.
Toggle (Press the skill to re-activate and de-activate) : Nearby enemies dealing a minimum of 8 to maximum of 24 magic damage plus a minimum 1.5 to a maximum of 2.7 % (+1% per 100 ability power) of their maximum health each second.
Passive: Amumu takes a minimum of 2 to a maximum 10 reduced damage from physical attacks.
Active: Amumu deals a minimum of 75 to a maximum of 175 (+50% of ability power) magic damage to surrounding units. Each time Amumu is hit by an autoattack, the cooldown on Tantrum's active is reduced by 0.5 seconds.
Amumu entangles surrounding enemy units, rendering them unable to move or use autoattacks for 2 seconds, dealing a minimum of 150 to a maximum 350 (+100% of ability power) magic damage to them upfront.
TIP: Be careful of
from Amumu if he gets you with it then he can pretty much deal heavy damage to you with his combos as well as his constant effect of
. So dodge that, he shouldn't be a problem.
One of the most feared jungler's in the game wait infact.. if you see this guy running towards you, he's generally the most feared champion. He has a wide variety of skills which are painful to face if your not fed - this champion makes you want to retreat instantly.
Entering a stance grants Udyr 10% attack speed for 5 seconds. This effect stacks 3 times.
(If the skill is Activated) : On his next attack, Udyr swipes at his target, dealing normal attack and dealing 150% of his attack damage to a minimum of +30 to a maximum of 230 extra damage over 2 seconds as magic damage. In addition, your attack speed is increased by an additional a minimum of 15 to a maximum 35% for 5 seconds.
The Persistent Effect: Udyr attack speed is increased by a minimum of 20 to a maximum 40%.
(If the skill Activated) : Udyr gains a temporary shield that absorbs a minimum of 60 to a maximum of 200 (+50% of ability power) damage.
The Persistent Effect: Udyr attacks cannot crit, but he restores a minimum of 10 to a maximum 18% of his damage as health and a minimum of 5 to 9% of his damage as mana.
(If the skill is activated) Udyr gains a minimum of 15 to a maximum of 27% increased movement speed for 2 to 4 seconds.
The Persistent Effect: Udyr mauls his target with such force that they are stunned for 1 second. This effect cannot occur on the same target for 6 seconds.
(If skill is activated): Udyr sends out pulsing waves of fire dealing a minimum of 15 to a maximum of 55 (+25% of ability power) magic damage each second to nearby enemies for 5 seconds. In addition, Udyr ability power is increased by a minimum of 16 to a maximum 48 and his attack damage is increased by half of that amount.
The Persistent Effect: Every third attack, Udyr engulfs enemies in front of him in flame, dealing 40 / 80 / 120 / 160 / 200 (+25% of ability power) magic damage.
TIP: Udyr is very powerful as well as very dangerous, be wary of his stun (
) this can potentially either make you return or cause your death. You have two options, get severely fed and hope your playing a terrible player OR harass and be wary of your surroundings.
One of the best AD Carry's in my opinion, amazing for early game since he has skills which practically make him impossible to beat. Beware of his mustache.
Corki basic attacks deal 10% additional true damage to minions, monsters, and champions.
Deals a minimum of 80 to a maximum 280 (+50% of ability power) damage to enemies in a target area. In addition, the blast briefly reveals the nearby area and champions hit for 6 seconds.
Corki surges to target location creating a trail of destruction that deals a minimum of 60 to a maximum 180 (+40% of ability power) damage per half second for 2.5 seconds to enemies in the fire left along his path.
Corki gatling gun fires at all targets in front of him every half second for 4 seconds, dealing a minimum of 20 to a maximum of68 (+0.4 per bonus attack damage) physical damage per second and shredding 1 to 5 armor with each shot. The armor reduction persists as long as the enemy is under continuous fire.
Corki fires a missile towards his targeted location that will collide with the first enemy it hits. Each missile deals a minimum of 120 to a maximum of 260 (+0.2 per attack damage) (+30% of ability power) magic damage in an area.
Corki stores one missile every 10 seconds up to 7 missiles at any given time. Every 4th missile will be a Big One, dealing 50% more damage than normal missiles and the explosion has a broader radius. After dying, Corki will respawn with 4 missiles.
TIP: Corki is a great champion, especially for one vs one - From my own personal experience since i used him alot you do not want to jump in his face when he has this skill
because this will tear you apart, try to harass him - Both Ashe + Corki have long range, its more or less down to who can hurt and land there skills first.
The evil plant women a.k.a ivy from Batman has came to league to try and show who's boss, prepare yourself gamers.
Upon death, Zyra returns to her plant form. After 2 seconds, she can press any ability to fire a Vengeful Thorn towards her cursor, dealing 99 + (25 × current level) true damage to each enemy it strikes.
Deadly Bloom Zyra grows a bud at target location. After a brief delay it explodes, launching damaging thorns at all nearby enemies dealing a minimum of 75 to a maximum 235 (+60% of ability power) magic damage to enemies within the area. If cast on a seed, Deadly Bloom grows a Thorn Spitter plant, which fires at enemies from afar dealing magic damage. Lasts 10 seconds.
Zyra plants a seed, granting vision of an area for up to 30 seconds. Other spells cast on seeds will turn them into plants who fight for Zyra.
Zyra sends forth vines through the ground to ensnare her target, dealing a minimum of 60 to a maximum of 240 (+50% of ability power) magic damage and rooting enemies they come across. If cast on a seed, Grasping Roots grows a Vine Lasher, whose short range attacks reduce enemy Movement Speed.
Zyra summons a twisted thicket at her target location, dealing a minimum of 200 to a maximum of 450 (+75% of ability power) magic damage to enemies as it expands and knocking them airborne as it contracts. Plants in the area are enraged, increasing their Attack Speed by 50 %.
TIP: When you kill Zyra run away and swirve if you have too, do not stand still nor in a straight line or else you will be shot and maybe killed by her move
The vampire of death, the feared top laner - Nidalee run girl run "I wan't to suck your blood".
Every 40 points of bonus health gives Vladimir 1 ability power and every 1 point of ability power gives Vladimir 1.4 bonus health. These bonuses do not stack with themselves.
Vladimir drains the lifeforce of his target, dealing a minimum of 90 to a maximum of 230 (+60% of ability power) magic damage and healing himself for 15 to 55 (+25% of ability power).
Vladimir sinks into a pool of blood for 1.5 seconds, becoming untargetable, gaining 40% movement speed, and slowing enemies above him by 40% for 1 second. The movement speed bonus decays rapidly over the duration.
Vladmir deals a minimum of 20 to a maximum of 75 (+3.75% of bonus health) magic damage every half second to them and heals himself for 12.5% of the damage done.
Vladimir unleashes a torrent of blood dealing a minimum of 60 to a maximum 180 (+45% of ability power) magic damage to nearby enemies.
Each cast gives him an Empowered stack (max 4), increasing his healing and regeneration by 4 to 8 % each. Additionally, his next Tides of Blood deals 25% more damage and costs 25% more Health per stack up to a maximum of 60 to 140 health and 120 to 360 (+45% of ability power) damage.
Vladimir infects the target area with a virulent plague. Affected enemies take 12% increased damage for 5 seconds.
After 5 seconds, infected enemies take a minimum of 150 to a maximum of 350 (+70% of ability power) magic damage.
TIP: Not really much to say about Vladimir just harass and try to prevent him from sustaining.
Urgot, a very dangerous champion with alot of skills making his range dominate half of the champions on league you see today. Not to mention his mind boggling ulti that can provide your team with a disadvantage.
Urgot attacks reduce all damage that his target deals by 15% for 2.5 seconds.
Urgot fires a missile towards the cursor dealing a minimum 10 to a maximum of 130 (+.85 of total Attack Damage) physical damage and applying his passive (does not apply other on-hit effects).
Missile-lock can be achieved by holding the cursor over target afflicted by Noxian Corrosive Charge. It's missile lock range is 1200 units. It will lock onto invisible units, but it will not reveal targets hit.
Urgot charges up his terror capacitor to gain a shield that absorbs a minimum of 80 to a maximum of 280 (+80% of ability power) damage for 7 seconds. While the shield is active, Urgot attacks and missiles slow targets by 20 to 40%.
Urgot launches a corrosive charge at a target location. Enemies afflicted by the charge have 12 to 20% reduced armor and take a minimum of 75 to 295 (+0.6 per bonus attack damage) physical damage over 5 seconds. Acid Hunter is able to missile-lock onto targets affected by Noxian Corrosive Charge.
Hyper-Kinetic Position Reverse Urgot charges up his Hyper-Kinetic Position Reverser, gaining 60 to 120 armor and magic resistance for 5 seconds. The target is stunned for 1 second before swapping positions with Urgot. After the swap, the target is slowed by 40% for 3 seconds.
TIP: Urgot is a very tricky champion, reasons being his skill moves provide him with a lot of range. The best bet is to use the environment to your advantage as well as creeps, if there is a bush - run in and poke, rinse and repeat. However be careful on teamfights - Hyper-Kinetic Position Reverse can change the tide quite easily so always be way of the move.
Human Form: Elise Human Form spells will ready a spiderling when cast on an enemy.
Spider Form: Elise summons her spiderlings to fight by her side. Spiderlings deal physical damage and take reduced damage from multi-target abilities.
Neurotoxin: Elise deals a minimum of 50 to 230 base magic damage plus 8% of target's current health (+2% per 100 AP) as bonus damage.
Venomous Bite: Elise lunges forward and bites her target, dealing a mininum 50 to 230 base magic damage plus 8% of target's missing health (+2% per 100 AP) as bonus damage.
Volatile Spiderling: Elise releases a venom-gorged Spiderling that explodes after 3 seconds or when it nears a target, dealing a minimum of 75 to 275 (+80% of ability power) magic damage.
Skittering Frenzy: Elise and her Spiderlings passively gain 5 to 25 % Attack Speed. On activation, the Attack Speed of Elise and her Spiderlings is increased by 60 to 140 % for 3 seconds and Elise is healed by 4 (+2% of ability power) health on every attack.
Cocoon: Elise fires a skillshot that stuns the first enemy struck for 1.5 seconds.
Rappel: On enemy cast: Elise reveals nearby enemy targets, while she and her spiderlings lift up into the air, and then descend upon the target enemy.
On ground cast: Elise reveals nearby enemy targets while she and her Spiderlings lift up into the air, becoming untargetable for 2 seconds. During that time she can cast Rappel again to descend upon a nearby enemy.
Cooldown: 26 to 18 seconds
Spider Form: Elise transforms into a menacing spider with new abilities. While in Spider Form, Elise deals a minimum of 10 to 40 (+20% of ability power) bonus magic damage on attack and gains 10 Movement Speed as well as 10 ti 25 bonus Armor and Magic Resistance.
Human Form: Elise transforms into a human form with new abilities.
Each level of her ultimate allows Elise to summon an additional spiderling up to a maximum of 2 to 5. Each spiderling deals 10 to 50 (+10% of ability power) physical damage on attack, and take 10 to 40 % damage reduction from multi-target abilities.
TIP: Elise is quite an easy champion to kill but has a wide variety of skills that may make you get over confident and get to close to her or forget about she has range skills, target her from a safe distance and hide behind creeps - When Elise uses her remember that she will either drop ontop of you or back in its original spot ; don't run forward trying to predict her movement.
Every time Jax attacks an enemy he gains 4 to 14 % increased attack speed for 2.5 seconds. This effect stacks up to 6 times. Will still stack if the attack is dodged or misses due to blind.
Jax leaps towards a target. If it's an enemy, he attacks, dealing 70 to 230 (+60% of ability power) (+1.0 per bonus attack damage) physical damage.
Jax charges his weapon with energy, causing his next attack to deal 40 to 180 (+60% of ability power) additional magic damage.
Jax dodges all incoming basic attacks for 2 seconds and reduces AoE damage by 25% while he is dodging. At the end of the duration, Jax deals 50 to 150 (+0.5 bonus attack damage) physical damage to nearby enemies and stuns them for 1 second. This spell deals 20% (up to a maximum of 100%) increased damage for each attack dodged. Jax has the option to activate the ability again after 1 second to end the effect early.
Passive: Hitting 3 consecutive times enhances Jax next attack for 100 to 220 (+70% of ability power) bonus magic damage.
Active: Jax gains 25 to 45 (+30% of his bonus attack damage) armor and 25 to 45 (+20% of his ability power) magic resist for 8 seconds.
TIP: In my opinion, whether you disagree or agree - Jax is arguably the best 1v1 champion with skills that can bring him in your face as well as to stop you from leaving the fight, champions like this you want to do just one thing and thats Poke and move, poke and move - Remember that he has &
Beware of the jungle, some say a tree walks about at night and haunts the league of legend players. INCOMING.
Each time a champion near Maokai casts a spell, he gains a charge of Magical Sap. When he has 5 charges, his next melee attack drains energy from his target, healing Maokai for 7% of his maximum health.
Arcane Smash Maokai slams the ground, the force of which knocks nearby enemies back and sends an arcane shockwave forward, dealing 70 to 250 (+40% of ability power) magic damage and slowing his enemies by 20 to 48 % for 2 seconds. Enemies close to Maokai are knocked up briefly.
Maokai transforms into a cloud of arcane energy, quickly traveling to a target enemy. The target takes 80 to 220 (+80% of ability power) magic damage and is rooted in place for 1 to 2 second(s).
Maokai hurls a sapling to a target area, dealing 40 to 180 (+40% of ability power) magic damage on impact. The sapling becomes implanted in the ground, warding a nearby area for up to 35 seconds. After a 1 second delay after landing, the sapling will seek out nearby enemies. When an enemy approaches, the sapling will chase for up to 2.5 seconds and explode in an arcane blast that deals 80 to 280 (+60% of ability power) magic damage to enemies.
Maokai shields his allies by drawing power from hostile spells and attacks, reducing non-tower damage done to allied champions in the area by 20%. Maokai can prolong the effect as long as he has mana to spend on it (Upkeep Cost: 30 mana per second). When the effect ends, Maokai unleashes the absorbed energy to deal 100 to 200 (+50% of ability power) (+2 bonus damage per damage absorbed) damage to enemies within the vortex. Maximum 200 to 300 bonus damage.
TIP: Maokai all depends on the players skill, he's a intermediate and higher champion to use - He has range as well as a medium range chasing down move ; I would suggest poking him from a distance and avoid getting hit and chased by his
a fearsome and new opponent to the grounds of league, also known as "The scorn of the moon" be-warned opponents..
Diana has 20% increased Attack Speed. Every third strike cleaves nearby enemies for 20 to 290 (+60% of ability power) additional magic damage.
Diana swings her blade to unleash a bolt of lunar energy, afflicting enemies with Moonlight for 3 seconds and dealing 70 to 230 (+70% of ability power) magic damage in an arc before exploding.
Diana creates three orbiting spheres that detonate on contact with enemies to deal 20 to 76 (+20% of ability power) magic damage per orb in an area. She also gains a temporary shield that absorbs 55 to 155 (+40% of ability power) damage. This shield is refreshed if all three spheres detonate.
Diana draws in and slows all nearby enemies by 35 to 55 % for 2 seconds.
Diana teleports to an enemy, deals 100 to 220 (+60% of ability power) magic damage, and consumes all active Moonlight debuffs. Lunar Rush has no cooldown when used to teleport to a target afflicted with a Moonlight debuff.
TIP: Diana has alot of moves which makes her a pain in the a.. to deal with however she can be very easy to defeat if you play safe and poke her.
-- THIS IS STILL UNDERCONSTRUCTION, NOT A FINISHED PROJECT --
Warding, one of the most valuable aspects to win or lose a match - why, well lets do a little spot the difference and whats wrong with the ward, the results and the correct placement will open your eyes and show you the advantages they provide.
Picture 1/3 Spot whats wrong or could be improved :
- As you can see by the picture, the dragon is in sight - Surely that's a perfect ward.. you can tell when the enemy's are fighting it. Well yes you can but this ward and sighting can be drastically improved and give you an earlier warning.
- Now look, the ward can see the dragon and 4 other directions - This is how you should use your ward. One direction is pointless, yes you have sight but when you extend the wards and use them properly you gain more sight on the battlefield.
Picture 2/3 Spot whats wrong or could be improved :
- Here is a ward placed in mid, surely its a good ward - that means you cannot get ganked, you have the sight so lets over extend and slay some creeps - Nope, this is the issue and instead of showing you a better positioned ward for this one i will show you whats wrong.
- Can you see the BIG RED X thats there because the ward has been placed near the bush, not even inside. You might think the coast is clear due to your ward is looking in the river when all of a sudden - Ambushed, they all come out the bush and you didn't realize that because the ward doesn't have sight inside.
Picture 3/3 Can you tell the difference how effective wards can be now ?
- Can you spot why this ward is effective, look at the other pictures - go on scroll up, read the notes and the mistakes that have been made and now check this photgraph. Are you ready, lets see if you was correct.
- Well was you correct ? This ward is effective and has sighting of river, jungle entrance so on and forth - 4 directions with just one ward. Now i hope these pictures have helped you and gave you an idea on mistakes with wards and how to use them to the full potential.
- Now since you've understood or got to grips with the wards and how to place them, here is a map. This map is where all wards are placed to maximize the safety of teams and give them advantages on any incoming ganks or any lost enemy team mates wandering around in dangerous area's.
- You do not have to ward EVERY SINGLE ONE like this map has, this is more for you to visualize where to place them or expect them
- So i hope this section has helped you and i hope you become a ward-a-holic, the game needs more.. too many teams rely on one person to do all of it.
You might be asking, whats zoning - I've heard people talk about it but im just unsure what it is or what its about.
Zoning is known on every lane, one lane has 3 zones each so for example : Your turret area (1), Middle of the lane(2), there turret area(3). To give you an idea of what i mean about the three area's here is a picture used from my last guide. Detailed, precise, gives you the idea in one look.
You might be saying, i'm still unsure about this - all i can see is warning signs, warning for what ?
Its more of less related to the ward topics in a sense, the area's are how far you can extend until you need to be cautious - If you have the sight and can see past the area then you can move freely but if you don't then think of the zoning more like traffic lights, you wouldn't charge through red. Its basically about the acknowledgement about ganks so stick to the code i have underneath.
- Green = Go.
- Amber = Slow/prepare to stop.
- Red = No go/stop.
P.s Thanks to whoever designed this picture, did use to have JhoiJhoi's but photoshop error so got a new one, so once again thank you <3.
The closing stage, end of the road. I hope you enjoyed my Ashe guide and my Ashe montage. Please feel free to Comment, subscribe, add me as a friend on youtube. If this guide worked for you or helped you in anyway, please leave a comment and if you are feeling generous give a cheeky +1.
I just want to say a big big thank you to Lil once more for producing and supplying graphics for my guide - Please go check her out, she produces brilliant and spectacular guides.
Link to her profile : Lilpwninprincess
NOTE: If you have any negative views or things you assume won't work, at least try them before leaving the comment. As i said before in my skill section i'll be leaving my Ashe montage in this section as well just incase user's didn't realize what that video was and decided not to click on it.
29/4/12: Produce second guide for users, target goal to get over 70%/Higher than karma guide. Requested 3 more graphics to be designed - 4-5 More chapters to go till this guide can be published and advertised to the viewers.
30/4/12: Recieved all 3 graphics for my guide, hopefully will be able to publish it today - just adding finishing touches to some sections. Going to be publishing the guide with "Champions to watch out for" still under progress and update it on a daily basis or try too.
2/5/12: Graphics and headers exceeded bandwidth / too many views, had to move ALL of them over to another site and paste codes back in, hopefully the graphics wont disappear. I sincerely apologize for this issue.
15/5/12: Added 2 more champions ( Graves & Rammus) to the un-finished sector, i'll update it with more champions as soon as i can
22/5/12: Added ( Caitlyn & Annie & Alistar) to the un-finished sector, will "TRY" to add more champions later on. Will also be adding TWO new chapters. One will contain information about facebook and youtube and the other one is about my Karma guide and what is happening.
29/5/12: I will add more champions soon but for now this is more of a notice due to the last negative comment i received. I'm aware of there has been 2-3 new items added to the game HOWEVER for Ashe i still wouldn't add them this is why i haven't included them on the guide.
There is only ONE section to do and that is the champion section, this can be done at any time and doesn't need to be rushed since all i have to do is add any limit i feel comfortable with. I'm aiming for it to be a long term project to cover at least half of the champions on the game hence why it doesn't get updated every single day.
I update it in the spare time i have and when i do it will be 2-3 champions per update, i hope you understand and i hope you enjoy the guide.
7/6/12: Added 3 New champions to the list ( Shen, Darius & Varus) Cannot add Draven since Mobafire doesn't seem to have him on the database yet so added as up to date champions as i can as well as an old but dangerous opponent.
15/6/12: Draven has now been added to the champion section and a note on introduction has been added concerning the recent patch and items (to inform players that im aware so on and forth).
19/6/12: Added a New note to the section on the "Items" page for counters due to a negative comment. It seems it may of not looked that clear or made it that clear on why a certain item wasn't involved in the counter section. I will add more champions on the next update between (1-2). Thank you.
28/6/12: One champion added to the section on "Champions to watch out for" ( Jarvan IV).
5/7/12: Two champions added to the section on "Champions to watch out for" ( Sivir & Singed) || New chapter has also been added "Looking for GFX Maker".
18/7/12: Three champions added to the section on "Champions to watch out for" ( Cho'Gath + Ezreal + Amumu).
26/7/12: Two champions added to the secion on "Champions to watch out for" ( Udyr + Corki).
3/8/12: Youtube "Youtube || More information." section has been updated, please view it on this guide & Two more champions added to the section "Champions to watch out for" ( Vladamir + Zyra).
7/8/12: Fixed Text on chapter "Buffs", added new note on "Passive and skills (Q.W.E.R)", Updated youtube chapter - New title "Youtube more information and videos" with added information, Updated karma section - New title "Karma guide - The deal, the business" with added information, One champion added to "Champions to watch out for" ( Urgot).
2/10/12: If you haven't seen the comment and wondering what has happened to this guide, my internet has recently gone down meaning i cannot give the regular time i had to update it as much as i did. I apologize sincerly, hopefully it will be up somepoint this week. I do not expect this guide to hold second but i would highly appreciate it or would love it if you guys could show your support and hold the second place crown for me and when im back - Update galore. P.s : Im not suprised if it doesn't hold second though due to lack of updates. Thanks guys and girls, take care and hopefully i'll be back soon. :D
16/11/12: Internet is FINALLY BACK UP! Updates happening between Saturday 17th November - Monday 19th November 100%
18/11/12: 3 Champions have been added to the section "Champions to watch out for" ( Maokai & Jax & Elise). Updated "Youtube more information and videos" section. Removed section "Karma guide - The deal, the business". Added "League of Legends : FP" section. Fixed minor errors to do with some of the coding.
29/11/12: Minor errors fixed, section "League Of Legends || FearPrawns." updated - Champions will be added on the next update.
4/12/12: Added one champion to ""Champions to watch out for" and fixed error on ""Champions to watch out for" ( Diana) || Masterys and items update as well as champions will come either today or somepoint this week (Guide update pretty much).
Tuesday 4th December - Friday 7th December UPDATES for : Items, champions and masterys.
Sunday 20th January - Hey guys, i've been very busy and only just had the spare time to log on mobafire - i'll try to do an update as soon as i can, however there isn't actually much i would change for the build i have presented for you. Even though its S3 i still think this build works 100% successfully.
When i have the time the only thing i will more than likely change is adding new champions, changing and updating the masteries and then maybe checking if my build items got an update with either e.g Reduced health or attack so on.
When i have the time the only thing i will more than likely change is adding new champions, changing and updating the masteries and then maybe checking if my build items got an update with either e.g Reduced health or attack so on.