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Ashe Build Guide by Hiku

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League of Legends Build Guide Author Hiku

[S4] Ice Queen of Bot lane

Hiku Last updated on July 14, 2014
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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♦. Introduction

Here's Hiku, Harmonia Lacey playing on EUW server since more than a year.
Since when I first played LoL, Ashe has been my very first champion, I always used to love her fighting style as Marksman , as I rather prefer playing long-distance doing dps. So, in this guide, I will explain you Ashe's peculiarities in game, starting from the laning phase to the end; can the Ice Queen Ashe guide you to victory!
I hope this guide will be good and helpful for you, every comment and suggestion are welcome.
Well, let's start! ~

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♦. Pros / Cons

+ Long range
+ Versatile
+ Good CC (slowing and stunning)
+ Great in teamfight
+ Extra gold with Hawkshot passive
+ Good harass with Volley

- Squishy
- Low movespeed
- No escape spell
- Item dependant
- Ult can be missed or easily dodged
- Low on health

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♦. Spells

Heal + Flash together are a winning combination for any AD Carry, even for Ashe in this case, as long as it give you a possible way of escape in case of danger with Flash, and if you also need more HPs to survive, Heal is always the best choice, as it gives a +30% bonus of movespeed for one second; this is nice when your support takes Exhaust + Flash to slow down enemies and escape in a more safer way.

Barrier + Flash was a common choice between carries in previous seasons, but can be useful even in this fourth one, as Barrier shields up, protecting you for 2 seconds: really good to stay safe with flash and reach the nearest tower and avoid unit to deal any damage.

Ignite + Flash is the latest combination I would suggest, as picking Ignite is more reliable if you find yourself in top lane, or even if you feel more confident using it to assure a precious kill.

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♦. Runes


Greater Mark of Attack Damage

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Attack Speed

Greater Quintessence of Attack Damage

♦. Greater Mark of Attack Damage allows you since early game to do more damage as you have to farm and to harrass better using Volley.
♦. Greater Seal of Armor is very useful as it will let lesser damage from enemies, minions and tower, preventing an early death in most of the cases.
♦. Greater Glyph of Magic Resist prevents to take some of the most magical damage you could receive most from enemy support, especially during early game, and marksman a bit too, and from AP enemies during the fight.
♦. Greater Quintessence of Attack Speed has been increased in its efficiency, and a Greater Quintessence of Attack Damage to deal good amount of damage, so it's really useful as attack speed will be well increased, good for auto-attacks since early game phase.

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♦. Masteries

I went for a21/9/0 masteries' tree that permits Ashe to bring out all of her AD capabilities. Of course, you can simply choose to differ as you feel more comfortable with, this are just my advices.
Now, let's take a closer look to the offensive and defensive points.

Offensive path
Brute Force , Martial Mastery and Warlord all aim directly to grow Attack Damage and giving you AD bonus, while Fury and Frenzy increase Attack Speed during the game, the first just by leveling when the second one causing critical damage while leveling. Expose Weakness and Executioner strictly aim to deal more damage in each situation: the first one increases your allied champs and your damage by 1% for 3 seconds after using some spell; the second one is simply increased by leveling.

Defensive path
Defensive points are really easy to get, as long as with Block and Unyielding incoming damage is reduced from enemy attacks, while Enchanted Armor increases your Armor and Magic Resistance bonus; latest but not less important, are Veteran Scars and Juggernaut , as they increase you Health level.

As you can see, those are easy to get points but always important evem if you use different AD Carry champions, like Draven or Jinx, as aim to be more offensive in fight.

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♦. Items

Starter Items

Always remember Ashe is particularly item dependant and more you will farm and obtain gold, more items you can buy asap.
Purchasing Warding Totem can be useful revealing a zone for a minute, like in case your support run out of wards or you have to illuminate a particular part of area. Together, I heartily recommend to purchase Doran's Blade as starter item, boosting your HP, damage and life steal; when you feel comfortable, you can sell it during the
second part of the match as you may need some gold for new items, like The Bloodthirster for higher attack gamage and life stealing.
As latest item at laning, you can buy one Health Potion with remaining gold; you can also choose to differ from this build, buying a Long Sword instead and 3 Health Potion, for a bit more damage and anyway have life sustain.

As first recall, you can choose which items buy: you can go for Boots of Speed and Vampiric Scepter if you like to recover afore you life, or else, B. F. Sword istead if you reach faster the gold you may need.

Core Items

Those are well easy to be aimed items, but always with a good farming. First of all, I suggest to buy The Bloodthirster as they upgrade Ashe's damage and life steal ability; next, go for Berserker's Greaves, movespeed bonus is about +45 and who would even want to find himself engage in battle with no possibility of escape? Many people thinks boots aren't that important, but in my opinion they can be really helpful.

You would gain more and more gold, by farming, shutting down your enemy and taking towers down; the next item I suggest is to choose between Statikk Shiv and Phantom Dancer.
Where's the difference? Statikk Shiv has lesser atkspeed and strike chance, but 1 more movespeed multiplier, and stacks until 100 charges, after that the next attack is expanded to enemies nearby the target causing 100 magic damage, up to 4 targets. Phantom Dancer can be instead more useful during late phase, thanks to its higher atkspeed and strike chance; you can always choose to buy Statikk Shiv first and then sell for Phantom Dancer during late game.

Reaching new items, the latest attacking items you must have are Infinity Edge and Last Whisper.
Infinity Edge is an essential item for every AD Carry, as gives more atk damage and crit chance, and its passive causes critical hits cause 250% more damage than usual 200%, so that's really good and important.
Last Whisper is important for its passive: other than up damage, it gives lot of armor penetration, really good to break through tanks' armor.

Defensive Items

As you can see, there are many options you can choose a defendive item for Ashe, as every item is adapt for every situation, that's on your own choice.
Guardian Angel with armor and magic resist bonus, has a passive that can let you revive and restore 30% of health and mana, with a 5 minutes effectiveness.
Randuin's Omen with armor and huge health, is best choice when want to play safe, with passive that can slow atkspeed from attackare's autoattack of 10% for 1 sec,
and active effect that, when you activate this item, you can slow enemy's movespeed by 35% for 2 secs plus 1 every 100 Armor and Magic resist you have.
Banshee's Veil with huge health and magic resist, is best choice if you fight over many AP damage dealers; it has two passives, like the first that is a shield that blocks an enemy ability, while the other gramts health regen per 10 secs after damage taken from enemy champion.
Latest but not lesser important, is Mercurial Scimitar, with more attack damage and magic resist, it's great when you have opponents with a lot of CC; activating its effect remove all debuffs and grants 50% movespeed for one sec, it always can be useful ever during fights.

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♦. Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

- » » »

Above is the order of skills in order to be leveled up. Now let's have a look about them!

Focus is Ashe's passive, allows to gain upon 100 stacks each second she doesn't attack and the Focus bonus increases every 4 levels; you can exploit its best by using it attacking enemy champion to deal more damage on him, instead of using it on minions. That's on you choice.
Frost Shot is Ashe's Q, that you can toogle to active its slowing effect, any time you want to catch or escape from the opponent. Pay attention when you use it, especially in early game, when you can easily run out of mana.
Volley is Ashe's W, it shots a cone of 7 arrows that deal damage when hit units, an arrow hits a unit; when Frost Shot is active, depending on its current rank, it applies a slow on hit.
Hawkshot is Ashe's E, thanks to its passive you obtain 3 extra gold every time a unity is killed or a tower; whenever you use it, its grants the visibility of the target area for 5 seconds, so you can find any hidden unit, but not stealthed ones.
Enchanted Crystal Arrow is Ashe's R, it shots a missile arrow that goes long all the map until it collides on emeny champion, even if it's not to so difficult to dodge, so aim it carefully to hit for sure. Every hit scored, it will explode, dealing magic damage, with stun and slow, and slows any other enemy near the champion hit; more the arrows hit farther, more is the stun duration.

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♦. Summary

Well, you have (finally) reached the end of those chapters where I wanted you to talk about Ashe and the way I like to play her with some tips and bases I could have explain about her play-style as marksman . I will keep this guide up for new contents, any suggestion will be taken under vision; comments and positive critiques will be appreciated to improve this guides and also my writing abilities. Thank you for reading~