Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
x
x

Did this guide help you? If so please give them a vote or leave a comment.
You can even win prizes by doing so!
Vote
Comment
I liked this Guide

I didn't like this Guide




Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
-
The Trinity force build
-
Ultra Kiting Build
-
Glass cannon killing machine (
-
Burst Critical Strike Build
-
Ultra Kiting Build
-
Utility Carry Build
-
Support Bruiser Build
Recommended Items
Spells:
Flash
Cleanse
Items
Ability Order
Frost Shot (PASSIVE)
Ashe Passive Ability
Introduction
Introduction












I have been playing


1000



Story Time with AMDphreak!
a.k.a. Why ELO is a load of ****.
One time, I played an ABAM (All Blind All Mid) game on




Ashe's
Enchanted Crystal Arrow is the only global stun in the game. It is perfect for starting a fight for your team, if you are not near the fight yet. Enemies often don't pay as much attention to their formation during a Mexican stand-off, when they think they outnumber your team. A single Ashe arrow can guarantee a kill for your team, but it can also secure multiple kills for your team, because it slows all the enemies around the enemy it hits. You can use this to net yourself two or three kills, whereas most AD carries could only get the first kill, because the enemies would run away from your team after they knew they couldn't fight.
Enchanted Crystal Arrow is extremely powerful in lane, because it can force the enemy bottom duo to fight you and your support. If the enemies are staying out of range of your support to avoid an initiate from your support, you can use
Enchanted Crystal Arrow to buy your support some time to walk into range to initiate on the enemies.



Ashe relies on high damage to make effective trades in lane. Her passive,
Focus, is a guaranteed Critical Strike on her first auto-attack after going back to base to buy items. Because of this, you can walk back to lane and burst down the enemy carry (or zone them off the creeps, if they decide they don't want to suffer through your burst damage). This is incredibly powerful, because you immediately regain control of the lane. If the enemies ran off, then you can deny the enemy ADC experience and gold by freezing the lane. If they weren't scared off, then you get to immediately crit the enemy. This should be enough to scare them away.

Item Sequence

Infinity Edge
3450

Trinity Force
3333

Last Whisper
1450

Boots of Swiftness
1000

Blade of the Ruined King
3200

Black Cleaver
3000
Infinity Edge has been an often-repeated suggestion on Ashe. Ashe's guaranteed crit from her passive,
Focus, allows you to immediately become dominant in lane at the beginning of the game. It forces the enemies to play defensive for the next minute or two, and it forces them to use their sustain items immediately.
Focus passive is actually a good passive for zoning and controlling the lane.
Trinity Force is a new choice for items, as of the 3.10a patch. It was changed, so that it really will be useful on Ashe.
Trinity Force improves kiting ability on any champion because of the new Unique Passive - Rage. This passive gives you 20 move speed after attacking an enemy, or 60 move speed after killing a minion, monster, or champion. The Unique Passive - Spellblade was changed so that whenever you use a spell, your next basic attack deals an additional 200% damage, instead of 150%. Because of the recent changes, combining
Infinity Edge with
Trinity Force gives you insane in-lane burst damage to regain control of the lane. With both of these items, after you use your
Volley, your first auto-attack will deal 250% + 200% = 450% damage. With the
Lethality mastery, it deals 455% damage.
Trinity Force also increases the damage that Enchanted Crystal Arrow deals, by a small margin. This additional damage on your ult improves your mid-game damage, but it falls off in late game.
Boots of Swiftness - This item can be situational, but we primarily buy it, because
Trinity Force is our only other movement speed item.
Boots of Swiftness's unique passive, Slow Resist, also helps Ashe survive against many of the OP champs that normally stomp Ashe, because they have insane slows and gap-closers to engage on her. Examples of this include
Singed's
Mega Adhesive, and
Tryndamere's
Mocking Shout,
Nasus's
Wither, and
Ashe's
Frost Shot.
Ashe's goal should be to control the flow of a battle. She can easily shape battles, which is more difficult for other carries to do. Also, because Ashe is so slow, and because she is vulnerable to gap closers, you need to be able to out-run bruisers if at all possible.
These runes are what I would consider standard for advanced AD carry players.
Quintessence of Attack Damage and
Mark of Attack Damage - These runes give you alot of damage for trading in lane. Your first crit with your passive,
Focus, deals 205% damage, so the more damage you bring, the harder you will crit.
Quintessence of Movement Speed - This is so good on any AD carry.
Ashe is pretty slow, so she really needs some early improvement in movement speed. This rune allows you to chase enemies and run up to an enemy and auto-attack then back off without enemy retaliation. Also, because Ashe is so slow, and because she is vulnerable to gap closers, you need to be able to out-run bruisers if at all possible.
Quintessence of Life Steal - This gives you some life steal to heal up a little bit in between fights in your lane. 2% life steal seems like nothing, but it really does add up. If you trade with the enemy carry and then start pushing the lane, you will heal up, and the enemy will be forced to last-hit under tower. This prevents them from life-stealing on the creep wave as effectively as you (if they have life steal as well), so you maintain a consistent advantage in lane by having more health over time. Combined with the
Doran's Blade starting item, you maximize your damage in lane, as well as the amount of health you heal in lane, because
Doran's Blade heals 5 health every time you autoattack. If you aren't comfortable with having 2% life steal, you can replace the
Quintessence of Movement Speed or the
Quintessence of Attack Damage with another
Quintessence of Life Steal.
Mark of Attack Damage - see the section about
Quintessence of Attack Damage above.
Seal of Armor - These are pretty standard for AD carries. In lane, you will be playing against another AD carry, most likely, so having flat armor runes lets you trade harass during laning phase. Also, getting flat Armor runes is necessary, because we are forced to choose between
Hardiness and
Resistance in the defensive mastery tree. By choosing flat armor, we make up for some of the armor missing from our masteries. Also, all AD carries gain Armor per level, but they do not gain any Magic resist per level.
Glyph of Scaling Magic Resist - I bring these, because Ashe primarily has to deal with Attack Damage enemies during laning phase. The scaling magic resist makes it more likely that
Ashe can take a punch late game from an AP carry. This basically doesn't work against AP assassins, however. If
Fizz or
Katarina jump on you, you're probably dead. You should make it a point to avoid assassins, usually. Although you can bring flat MR (
Glyph of Magic Resist), scaling magic resist is preferable, because all AD carries gain Armor per level, but they do not gain any magic resist per level. This addresses a large problem with AD carries' late-game durability, while allowing them to build primarily offensive items. The scaling magic resist also complements our defensive masteries. We get
Resistance mastery, because all AD carries have naturally low magic resist, and the
Glyph of Scaling Magic Resist does not help much at the beginning of the game.
Ashe's job in the game is to provide consistent ranged damage, meaning, AD carry. Because of this, she needs to bring spells that will help her position herself, fight enemies, and keep herself safe. Split pushing with Ashe is not the best idea, because you are easy to gank. The best spells for AD carries in general are these:
Flash - This spell is the god of all spells. It lets you instantly reposition your character. It can separate you from a chasing enemy by letting you go over a wall. It can help you adjust your position during a team fight, so that you are safer, and it can let you catch up with fleeing enemies.
Cleanse - This spell allows you to undo crowd-control initiates. This spell is very useful against champions that have long-duration CC or teams that can chain crowd control to pin you down. This spell does not work against suppressions, however, so you either have to buy a
Quicksilver Sash in game or avoid whichever enemies have suppresses. Just a few champs with suppression:
Malzahar,
Warwick,
Urgot.
Cleanse will also remove some summoner spells. It removes
Ignite's damage but not the healing debuff, and it will completely remove the slow and armor/MR debuffs from
Exhaust. The caveat to bringing Cleanse is that you have to remember to use it, and you have to time it so that the enemies' Crowd Controls initiates are removed immediately after they have used the CC, but before they are in range to lock you down and kill you.
Barrier - This is another very strong spell for early and mid-game and for any AD carries that refuse to build defensive items at the end of the game. This spell allows you to out-trade an enemy AD carry that has an item advantage over you. This spell does not completely mitigate the damage from
Ignite, but it can block a few ticks of
Ignite, possibly saving you.
Ignite - I never carry this spell on my AD carries, but it is still effective, if you are a very aggressive player. With the
Summoner's Wrath mastery, you can get a bonus 5 AD at the start of the game if you
Ignite an enemy. If you're smart, you can use this to out-trade the enemies and then maintain advantage over the lane for as long as
Ignite is on cooldown. The bonus 5 damage will make it even harder for the enemy to trade with you, so this spell can indeed help you win lane. If you don't get the kill, this spell can force the enemy to go back to base, allowing you to push the lane up to the tower. The enemy will miss experience and money, at the very least.
Level 1 All-in against the enemy carry

A really fun thing to do with


After you do all of this, you will have around +40 AD at level 1.
Here is a formula for a huge level 1 burst:
- 3x
Quintessence of Attack Damage = +6.75 AD
- 9x
Mark of Attack Damage = +8.55 AD
- 9x
Seal of Attack Damage = +3.87 AD
- 9x
Glyph of Attack Damage = +2.52 AD
- Subtotal = +21.69 AD
Elixir of Fortitude (red pot) = +15 AD
-
Summoner's Wrath mastery = +5 AD
- Total = +41.69 AD

Your total AD at level 1 is now 46.3 + 41.69 = 87.99 AD
With the

At level 1,

At level 1,

Totaled up, this gives us 70 + 127.99 + 180.3795 = 378.3695 burst damage (if we pretend that

Because of the

How effective is this?
This combo deals almost all of the health of any AD carry at level 1.
Some examples:
You must be logged in to comment. Please login or register.