Guides
Abilities
| Ability Name | Lv. 1 | Lv. 2 | Lv. 3 | Lv. 4 | Lv. 5 | Lv. 6 | Lv. 7 | Lv. 8 | Lv. 9 | Lv. 10 | Lv. 11 | Lv. 12 | Lv. 13 | Lv. 14 | Lv. 15 | Lv. 16 | Lv. 17 | Lv. 18 | |
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Focus | ||||||||||||||||||
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Frost Shot | ||||||||||||||||||
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Volley | ||||||||||||||||||
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Hawkshot | ||||||||||||||||||
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Enchanted Crystal Arrow |
Runes






























- 9 x Greater Glyph of Warding
- 9 x Greater Mark of Strength
- 1 x Greater Quintessence of Strength
- 2 x Greater Quintessence of Swiftness
- 9 x Greater Seal of Resilience
Masteries
0 / 1
0 / 3
0 / 4
0 / 2
0 / 4
0 / 4
0 / 1
0 / 4
0 / 1
0 / 1
0 / 3
0 / 1
0 / 3
0 / 4
0 / 3
0 / 4
0 / 1
Offense Tree 0
0 / 1
0 / 3
0 / 3
0 / 2
0 / 4
0 / 3
0 / 2
0 / 1
0 / 3
0 / 1
0 / 1
0 / 3
0 / 3
0 / 3
0 / 3
0 / 1
Defense Tree 0
0 / 1
0 / 3
0 / 3
0 / 1
0 / 4
0 / 3
0 / 1
0 / 4
0 / 3
0 / 1
0 / 2
0 / 4
0 / 1
0 / 3
0 / 3
0 / 1
Utility Tree 0
Addtional Notes
Introduction
Ashe is a Ranged AD carry champion. I think shes very underrated, and people underestimate her power after the nerf, but now that she got buffed shes back, AND ITS ON.
My opinion on Ashe's strengths and weaknesses is:
Strenghts:
1.One of the best initiations in the game
2. Ability to slow opponents on every hit (very good for kiting opponents)
3.One of the best Late game AD's
4. Has one of the highest ranges from AD's.
Weaknesses:
1. Early game is kinda weak compared to other AD carries.
2. Depends on getting as much farm as possible.
3. One of the slowest AD's early game :( .
In my opinion after the buffs, Ashe is a really good pick in competetive games with the communication the team has. In solo que shes rather weak because there are practicly no close games there and usually its onesided
Masteries
21 points in the offensive tree is because as an AD carry u want to deal as much damage as possible so i guess there are no further explanation to this.
9 points in Defense because i think that Ashe kinda needs that extra health, armor i think u need it to pass the early game weakness vs strong laners.
u can always go 21/1/8 or 21/0/9 depends on what u want or need from her
Runes
Well if u don't like some of the runes or u prefer the other ones u can feel free to swap them to approach ur style of play.
Marks: Flat AD
My decision on this is ur getting AD from masteries + runes u get a really strong crit if u want, or just easier to farm creeps, and i think u gain enough arm pen from the mastery, aswell as u will get later on a Last Whisper.
Seals: Flat Armor
Lets u exchange with the other ad hits and helps u in the lane alot. or u can switch them to Mp5 if u have mana problems.
Glyphs. Flat magic resist
Just for the survivability cuz ashe has really low Mresist.
or u can switch them to Mp5 if u don't need the extra Mresist. what fits u the best.
Quintessences: 2 Mov.Speed, and 1 Flat AD quint.
U get enough mov speed so u won't need that for mov speed buff from the mastery. And 1 Flat AD from extra dmg.
Summoners Spells
I prefer, and saw that the best fit for Ashe is Heal + Flash. it gives u just enough survivibility vs bursty bot laners or just to Heal urself when ur low in a Teamfight, Heal can save a life or two, aswell as flash which can give u an escape from a sticky situation.
Feel free to change them to your own personal needs, or just experiment maybe u will find something new, If i will find a better suggestion on this i will update it.
Skills
Passive: Focus
While out of combat, Ashe's critical strike chance increases by 3/6/9/12/15/18% every 3 seconds, removed after next attack. Focus will now display a buff showing how much extra crit chance Ashe has.
Pretty simple: whenever you don't attack, you "charge" your next attack. The longer you charge, the higher your chance of scoring a critical strike on the next attack is. This makes Ashe a very good level 1 fighter. Sona + Ashe can practicly kill a champion at lvl 1 in a second.
Q: Frost Shot
Toggle: Ashe's basic attacks slow her target's movement speed by 15 / 20 / 25 / 30 / 35% for 2 seconds.
Cost 8mana per attack
Range 600
Well its pretty simple with q active, ur every hit puts a slow on the opponent (really good for kiting) slows for 2 second (with mercury's treads for 1.3 sec.) really good in teamfighting.
W: Volley
Ashe fires 7 arrows in a cone dealing attack damage + 40 / 50 / 60 / 70 / 80. Volley also applies Frost Shot.
Cooldown 20 / 16 / 12 / 8 / 4seconds
Cost 60mana
Range 600
This spell can be used as a poking and kiting tool, aswell as a farming tool, clearing huge waves from turret or just pushing the lane hard. In teamfights constantly spamming volley slows enemy's entire team which is really annoying for them.
E: Hawkshot
Passive: Ashe gains 1 / 2 / 3 / 4 / 5 extra gold whenever she kills any unit.
Range 6000
The active of this spell is like CV , but there are three different things:
HS has limited range. CV is global.
HS has a travel time. CV reveals instantly.
HS reveals everything on it's way to the target location for around a second.
Active: Ashe animates a Hawk to scout for her, revealing terrain as it flies toward target location.
R: Enchanted Crystal Arrow
Fires a large arrow in a straight line. If it hits an enemy champion, it will stun that champion for up to 3.5 seconds, based on the distance the arrow traveled, and deal 250 / 425 / 600 (+100% of ability power) magic damage. Additionally, surrounding units take half the damage and are slowed for 3 seconds.
Cooldown 100/90/80 seconds
Cost 150 mana
Range 20000
Ashe's ultimate. The Enchanted Crystal Arrow. You shoot a gigantic arrow in a line. It's got infinite range. It stuns, if it hits an enemy champion and damages them around applying movement speed debuff.
Ashe's ultimate is easy to learn, but hard to master. Because of the recent nerf to this ability, I'm holding back with my arrows. That's bad. Don't make that mistake by yourself.
Try to shoot it, when the enemies have no vision on you. But don't shoot them from one part of the map to the other one its purely luck based, and u can bait your teammates into dying. But remember you have one of the best initiations in the game with this spell DON'T FORGET IT.
Early game
During early game if your blueside take the golems for the early advantage if ur purple try to land a crit + volley combo to your opponent for the lane phase control. try to farm as much as possible and harrass from time to time with volley
Most junglers don't gank pre-4 , but some junglers have pretty scary lvl 2 ganks that u need to be affraid off, for example:
Lee Sin
Alistar
Nocturne
Jarvan IV
Shyvana
Shaco
if your jungler needs to gank take Q if u want the farm and u know that Q is not needed u can take E at lvl 2
Ashe gets stronger at lvl 6 because she gets her "scary ultimate" which can be gamechaning late-game, so try to use it in your lane or in the drake fights when u get it don't try to arrow top from bot or any other risky arrow stuff, its an offensive spell as one of ur defensive abilities which can save urs or someone elses LIFE.
But keep farming until u have ur IE , after that u can fight pre-IE ashe deals not as much damage as other ad's, if the laning phase is over and u don't have IE try to farm up and get it, if u don't, other ad will be more usefull then u, especially if u waist an arrow, or miss it.
First trip back you should get boots + 2 doran's blades or just 2 doran's blades if u got boots first.
Mid game
By now u should have 2 or 3 Doran's blades , Berserker Breaves and IE. If u don't have an IE keep farming u really NEED IT.
Mid game is all about drakes and turrets and buff control, if you see someone out of position and ur team is near arrow should be a secure kill and give u an advantage to push something , steal buffs or take a dragon.
Late game
The late game is where Ashe really shines.
Her damage output is insane, the kiting ability of ashe is remarkable, REMEMBER one of the best initiations in the game. Use it all to your advantage. Catch people off-guard win games.
Teamfights
Try to start a teamfight with the arrow, if u get initiatied on- try to stun who jumps on you, or the other carries, focus the nearest target. if u can switch the aggro on an ad carry or an ap carry Brilliant. But if u can't just kite those tanks that are going for u, try to kill them and then switch focus. u can always flash away from themto get a better positioning in the fight. But just don't die from the initiation, or the initial burst, u need to survive for as long as possible.
Feedback
I hope you guys enjoyed my guide to Ashe If you have any questions, feel free to ask me. You can do this by leaving a comment down below. Anyway, thanks for reading the guide. Please leave a comment and tell me how to improve my guide.
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Comments (9)
Comments (9)
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i kinda dont understand why you dont take the heal increase mastery in the defense tree? i am pretty sure 10% more heal is better than 1 MR?
Probably a Missclick in the guide , I doubt he don't do it :)
Haha,you notice only bad things :D what bad habbit :P
Good guide bro :) Farm for fame :o
Dont like really GA on AD carries. Only works in some situations.. like yesterday Go4LoL when your already ahead a lot.
Early game of Ashe is not that weak. Specially if u get that first crit + a volley.. will almost kill a squishy champ at lvl 1.
The biggest weakest IMO is her mobility and escapability. Offcourse u got a slow and a stun, but if someone jump on you your screwed. Also you get outranged by Cait and Tristana and outpoked by Corki and Ezreal.
Ashe is still a great champ but hard to play. Nice guide btw
A thing i was looking to , what do you think about grabbing movement speed masteries in utility over runes ? u get a bit less defense but have 2 more AD quints are more mana
Great guide :)
Awesome guide :D
very nice one
Very pro guide , but when u have weaker enemy on lane , why you shoud take a dorans blade (2/3) when u can shop a better dmg item ?
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