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ASHE BUILD GUIDE: Crystal Maiden [S3] by Chaox

by Chaox (last updated over a year ago)

Featured7,405,180 Views 76 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Magic Resist( +12.06 magic resist)
1
Greater Quintessence of Attack Damage( +2.25 attack damage)
2
Greater Quintessence of Movement Speed( +3% movement speed)
View Rune Details
Summoner Spells
View Summoner Details
21
5
4
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Focus
QFrost Shot
WVolley
EHawkshot
REnchanted Crystal Arrow
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
5 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
4 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Focus
QFrost Shot
WVolley
EHawkshot
REnchanted Crystal Arrow

Champion Matchups

Introduction

Ashe is a high utility/defensive AD carry. Volley punishes aggression in lane, it is also an incredibly strong kiting tool with Frost Shot. Hawkshot can prolong games by gaining crucial vision on Dragon and Baron, it also gives vision to set up for Enchanted Crystal Arrow, which is simply one of the best initiation in the game.

Updates (1/31/2013)

S3 itembuilds/masteries
Runes
Summoners

Counters

I think Ashe is just a fantastic late-game champion that pretty much counters nearly all melee Champions. The problem is making it into late-game (being able to farm safely).

Kog'Maw: Harasses you insanely hard in the laning phase, really difficult to deal with even by farming at tower.

Olaf: Charges at you.

Irelia: Charges at you.

Urgot: Has insane amounts of killing potential against you in the laning phase, very difficult to farm against.

Masteries

21/5/4

CDR over Atk Speed for Volley/Hawkshot/Arrow

A lot of your damage comes from Volley, and if you get to the point where AS is better (When you have IE) you're likely winning anyways.

Runes

11 AD - Better last hitting.
13 Armor - Necessary to lane.
13 MR - Strong in lane and throughout the game.
3% MS Quints - This is really influenced by AL Sleper, but MS as ashe is great for last hitting in lane, as well as kiting, being able to get close the gap between every auto-attack really allows Ashe to kite/chase.

Summoner Spells



Explanation:

Flash is absolutely necessary to make plays and manage situations.

Consider other Summoners: ,,

> : If you take Heal and the enemy AD takes Cleanse, then you can always try and force exchanges, because you will win in a full-on engagement. By constantly forcing trades, you will end up pushing them out of the lane. I run Heal most of the time, even without the 10% masteries, since missing out on 20% Buff Duration is a bit too much to pay.

> : For obvious reasons. But Ignite is usually taken on your support if it's an aggressive support such as Taric. But if you're in an aggressive lane such as Ali/Sona and they have CV/Flash, you always have the option of running Ignite. (Don't forget to pick the mastery)

> : Even though they are fairly even in the laning phase, Cleanse's usefulness into late-game is just unrivaled, being able to break all incoming CC is a dream for all AD's. Like Heal, I run Cleanse without the masteries.

: Barrier functions very similarly to Heal. It's very good against Cleanse in lane, but deals with Ignite all in's much better. Barrier also acts as a Giant's Belt, so you can go straight into damage, while skipping certain defensive items.

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

Explanation:

Focus allows for many interesting tactics at level 1. Having a crit at level 1 and Volley allows you to burst someone instantly for around 250~ damage, this combined with a stun can be deadly. Ashe is one of the scariest champions to deal with at level 1, as she can invade or defend against invade easily. Camping a brush early on and getting off your early burst can also instantly win you the lane.


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


Explanation:

Frost Shot allows Ashe to kite, since it's on her Auto and Volley, it makes catching an Ashe essentially impossible if you don't have Flash. 35% Slow on auto's just scale incredibly well into late-game, imagine a Sion without flash trying to kill a late-game Ashe... It's just impossible unless she gets caught.



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


Explanation:
Volley is insanely strong level 1 - 3, then becomes sort of weak since the base damage increases on it is horrible. However the cooldown reduction you get when you level Volley is amazing, allowing for an almost permanent AoE slow combined with Frost Shots.

Volley is also a great wave clearer, and can easily push early laning advantages if used properly.



E: Hawkshot
Passive: Ashe gains 1 / 2 / 3 / 4 / 5 extra gold whenever she kills any unit.

Active: Ashe animates a Hawk to scout for her, revealing terrain as it flies toward target location.

Cooldown 20seconds
Range 6000


Explanation:

Hawkshot is maxed last, even though it gives extra gold while killing creeps. Hawkshot is a great scouting tool, incase a ward drops on Dragon/Baron, or if you think you're getting ganked. Hawkshot is also a great play-making tool allowing your jungler to gank easier or hitting a Crystal Arrow.

The extra gold is really nice if you're killing Wraith camps, since the small ones give you so much more gold.



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


Explanation:

Enchanted Crystal Arrow is one of the best initiations in the game. It can completely swing the game around in your favor if you can land this ultimate on a critical target, or catch enemies offguard or in transition.

There are some simple rules for Enchanted Crystal Arrow that I tend to follow.

1. Never hesitate
2. Try to time my enemies last hits/abilities
3. Try not to go to "across the map" arrows
4. Never engage a fight after a missed arrow



Skill Order

Enchanted Crystal Arrow whenever.

Volley first to have it on a 4sec CD at lv9 (insanely strong for dragon poke)

Frost Shots next so you can kite easier.

Hawkshot last for vision and map control.

Even though it might be intuitive for most Ashe players to max Hawkshot second so you can farm into late game easier... Frost Shots is a crucial kiting tool that is too good to pass up, since Ashe is so weak during the mid-game, if you don't level it up, you'll likely lose too much before hitting late-game.

Early Game

Try and force something with your level 1 burst, either invade or camp a brush, or simply secure double golemn advantage.

Play aggressively if you can during the early levels, but realize when Volley's damage falls off and go into farm mode.

Once you hit 6, it's very easy to set up ganks for your jungler, be patient and communicate.

Mid Game

Most AD's are stronger than you at this point, so be careful when fighting for Dragon's.

Splitpush sidelanes with Shiv, and then force pressure mid with arrow. Repeat this until you can get a safe kill, or continue farming into late-game.

Late Game

This is when Ashe becomes a monster, because a good Arrow will simply end the game. Gain ground with Hawkshot and completely focus on landing good Arrows. If you still need your last couple of items such as Mercurial Scimitar or LW... Hawkshot's extra gold will make it that much easier to get them. Don't be afraid of late-game, since Ashe is one of the strongest late-game AD's, 35% AoE perma slow is simply too much for most melees to handle.

Team Fights

KITE! You wan't to be able to move in between auto attacks and Volleys. Make sure you land Volleys on the crucial melee champions you want to be able to kite.

In most scenarios you want to already be at an advantage before engaging into a full blown teamfight, since you have the option of initiating whenever with Arrow.

Hawkshot is also very good for team fighting, having vision will allow you to kill enemies that are trying to avoid being hit in by sitting in brushs.

Final Comments

Ashe is a defensive AD thats very strong late-game AD, but is also incredibly strong at level 1. Her early-mid game is extremely weak due to Volley scaling, but her ability to initate is unrivaled. Being able to land solid Arrows is simply very rewarding, which makes Ashe incredibly fun to play.

Comments

August 18, 2013 - 11:23 AM #1

@Cabezon who goes tear on ashe nowadays l0l

July 29, 2013 - 01:45 AM #2

If you get tear after dorans you lose a lot of early damage.

July 11, 2013 - 05:38 AM #3

I like to get a tear after dorans and you can leave frost shot on the entire game. Tear>Beserkers>BF>Manamune>Force an exchange.

July 2, 2013 - 12:41 AM #4

@Jesu Christo/maddawg009

personally i run 21-0-9 with summoner spells reduction and 1 point in vamp



ashe has no innate escapes so having 10% lower on flash/barrier or flash/clense helps alot more than the extra 100ish hp u get from the 4 in def tree

May 14, 2013 - 01:34 PM #5

Nick volkov true but if your support has mana manipulator there is no worry for leaving it on

May 8, 2013 - 10:49 PM #6

There another thing that he missed out (or so I think):

Frost Arrow drains alot of mana per shot so I suggest u switch off and only switch it on before battle if u feel that your mana is draining quickly. :)

May 7, 2013 - 08:41 PM #7

He split Ashe's arrow in twain!



Not relevant but still kinda funny.

April 16, 2013 - 06:34 AM #8

I tend to get the Avarice blade pre BF to for the passive along with the passive on Hawkshot. So even if i get out farmed, I can stay even with the other ADC in gold.

April 8, 2013 - 11:43 AM #9

i read this,played my first game as adc in 3 months and got a penta after my last item.

March 12, 2013 - 06:19 AM #10

If not written by a TSM member not approved. Too short. Too little information.

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