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ASHE BUILD GUIDE: The Unsung Queen Of ADCs V3.0 Season 4 is Upon Us by Kongmetal

by Kongmetal (last updated 9 months ago)

134,674 Views 11 Comments
9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor(+12.69 armor)
9
Greater Glyph of Scaling Magic Resist(+1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Life Steal(+6% Life Steal)
View Rune Details
Summoner Spells
View Summoner Details

Starting

Full Item Build

View Item Details
21
9
0
mastery 1 0/1
mastery 2 3/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 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

Introduction

[http://24.media.tumblr.com/db9a8a5167421c176f3aed963684f64c/tumblr_mfvk3ll4Qq1s212kho1_500.jpg]


Who is Ashe?


Ashe has long been a fan favorite of the league of legends. I recall playing the tutorial with her, being told to "stay behind my minions" and loving here ever since. She unfortunately is rarely seen in competitive play but I have been striving to bring in her back into the spotlight where she belongs. The frost queen is highly underestimated and hopefully this guide will inspire you to give her a try to realize her full potential. As I will explain later, Ashe has the potential to be one of, if not the best mid-late game scalers in the game due to her passive if played right. Let us begin!

Runes

Now I'm sure you have questions about this. But let me explain each of these runes.

The Quints. Life steal quints are just a no brainer at this point. Ashe has no innate sustain. If you have a soraka or sona with you then feel free to use MS quints or attack damage quints to increase damage. Life steal allows you to stay in lane and purchase a damaging item to allow you to trade much earlier on.
Also Viable - Movement speed quints have been amazing but underrated for bottom laners. Ashe as I have explained before has no escapes. The movement speed is essential to compensate for this and further improve her laning phase, and team fight potential via kiting. MS was meant for quints which is why the benefit is also alot more noticeable then AD quints. You will only achieve +7.75 AD for the quints which I strongly believe is a good trade off for 4.5% Increased Movement Speed. Not only will you notice the movement speed level one but since it is percentage based it scales into late game as well.

The Marks. Well its quite simple really. This marks help you lane and last hit without being bullied. You can consider getting per level damage marks but it is quite possible you will be bullied in lane.

The seals. Well since your going to be a passive adc early on it makes sense that if you are against a kill lane, which you are more times then not, you will want that extra defense early on. As adc you wont have many defensive items till mid-late game so having these seals will help you in the early game before you start building according to the opponents team.

The Glyphs. The magic resist per level may have you thinking.. why flat armor but per level magic? Simple you are in bot lane. The magic damage will be very low early on. By level 6 you will have broken even with magic resist and most junglers do physical damage. This will help you scale into late game and have that extra bit of survivability in team fights since the APC will be gunning you down. By the time these engagements happen the per level magic resist will have netted out positively in your favor.

There of course is many options. Below are my two rune pages for situational matches

This is another rune page for Ashe

[http://s10.postimage.org/7w5ey0gs9/Ashe_Runes.png]

This is a more standard rune page if you need that extra damage

[http://s23.postimage.org/bw7li6dy3/Ashe_runes2.png]

Masteries

mastery 1 0/1
mastery 2 3/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 0/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 3/3
mastery 3 0/3
mastery 4 0/1
mastery 1 1/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
22/0/8


With the new season 4 masteries this is one of two sets that I find to work. Ashe is more based on utility and a kiting play style which unfortunately is not the strongest in the current meta. But fret not we shall make it work! The 9 points I specked into defense allow you to sustain more and win trades since A) you have some innate regen and B) you reduce incoming damage from that pesky adc and support on the other team. The bonus health should allow you to sustain and if you are topped of stand a better chance at surviving ganks. The offensive points are standard and spell and blade weaving have increased ashes damage notabley this season.

Summoner Sets

Primary Set


Explanation:




The spell with 1001 uses. You can take this over ghost and exhaust since you are a kiting machine and have no ways to escape ganks and engagements. Flash is essential for Ashe since she has no real means of escape. The main uses of flash will be to escape but if you are winning your lane you can use it so "kill secure" and even survive a turret dive. A good Ashe will use this spell to Kite as well. Save it for someone who has a gap closer, once they jump on you, you can use it to jump away and continue kiting.



Similar reasoning to flash. You have no real escapes and you will be the main focus. Getting cc'd = death. So getting out of sticky situations and making the opposing team waste there cc on you is never a bad thing. But this depends on the enemy team as well. This spell is situational and needs to be used only if they have cc that will be used on you and have gap closers to get through your front line. In my opinion the best thing paired with flash if you are not taking ignite.

or



This spell is highly recommended due to getting those pesky people who get away with 1 health... I know you know what I'm talking about. It also helps in 1v1 engagements, not only for the damage but for the heal block it gives, preventing them from healing with heal or life stealing of you.


Other spells you can consider...



Heal isn't too bad since it helps you sustain early and heal bait under turret since you will want to play passive. With the patch of ignite getting a longer cd this may be the next spell Ashe may want in place of ignite.




With the low cooldown this may be a great summoner spell for ADCs. If you decide to take this over ignite be sure to take the mastery in summoners resolve instead of summoners wrath.



This along with flash can really help Ashe with her kiting. As shown in the video below featuring Amphromoo you can see how the skill level of a good Ashe player can make huge difference with ghost and flash. The kiting potential is already strong for Ashe and with this spell you can take it to a whole new level. The downside is your laning phase may be weaker and this can make you play more passive. Although having to spells to close a gap for those last hits, and turret dives is always a strong thing to have.

Since you support will likely bring exhaust I see no real reason I would be able to justify the other spells over the ones listed above. Although all have there uses (i.e exhaust and/or teleport) I wouldn't be able to place higher value on these spells.

Item Builds

Starting Build(s)
Main Starting Items
Probably gonna get ganked but have sustain Starting items
4
If you ever get first blood from level 1 shenanigans go back and get some more pots.
Final Build(s)
Standard Final Items
This is a standard build hat helps you kite and stay do decent damage. Of course all builds are situational in todays meta so this is merely and outline!

Situational Items

Phantom Dancer
If your a little bit behind this is better then a triforce for cost efficiency
The Bloodthirster
Need that extra oomph? This will give "tons of damage" and if your safe and far ahead you can even get this over Guardian angel.
Mercurial Scimitar
As an adc, your likely the main focus. If you have barrier over cleanse this may be something you want to look into. A cleanse that gives dmg is really something all adcs can use in competitive play.
Zephyr
So far ahead that you dont even want those cheap ass boots. This will give you some ms and cdr along with other beneficial stats. Wouldn't get it unless I was very far ahead,
Warmog's Armor
Your GA got popped? Next team fight might decide the game? This gives you that tankiness you need. Of course you can get a randuins against an all ad team or spiritvisage for all ap. But if you just not sure, this will do nicely.
Elixir of Fortitude
Extra Cash? Why not?

Also can be bought if the game is in a tight spot and you need that extra bit of health and damage.

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
See skills and explanations, I'm certain some of you are just looking at this right before your game so if you want to learn scroll down a little bit =D

Skills and Explanations

Focus
Explanation: While out of combat, Ashe's Critical Strike chance increases every 3 seconds for her next attack.

Probably not the greatest passive in the world, but it still helps Ashe. Ashe is very passive and has no real get up in your face moves like graves and corki. But this helps her level one. This gives her one of the best level one engagements in the game. If you are being invaded on you do that little extra bit of damage from early engagements but more importantly you have a 100 crit going into lane. This paired with volley at level 1 will take at least half of someones health bar which will help you get the early advantage and encourage your farming lane. The appropriate way to utilize this passive is as follows. Since you start with W keep in mind it resets your auto attack. So essentially what you need to do to harass is AA>W>AA. Since your volley resets the AA you can pull this off in less than a second. This will take over half the health of the opposing enemy champion giving you a lead you desperately need early on.
Important- Keep in mind if you are going back to buy, or are forced out of lane, make sure you first AA is on a champion if possible. Your level 1 and every time you back is basically a guaranteed critical strike chance.
Frost Shot
Explanation: While active, each of Ashe's basic attacks slow her targets. This drains Mana with each attack.
Toggle: Basic attacks slow enemies by 15/20/25/30/35% for 2 seconds.

Cost
8 Mana per Attack
Range
0

This is really what makes you the frost archer. ALWAYS turn this on in team fights and when kiting those greedy turret diving junglers. Since this is utility and a toggle. We upgrade this second. Many may ask why Q over W? Well this is simple, maxing w does not give you alot of extra damage, and you cannot afford to spam W with the limited mana pool of an ADC. The increased slow from leveling this up is what makes you a feared chaser and kiter. With Ashes base 600 range this helps her excel at what makes her so unique.
Volley
Explanation:Ashe fires 7 arrows in a cone for increased damage. Volley also applies Ashe's current level of Frost Shot.
Fires arrows in a cone, dealing 40/50/60/70/80 (+1.0) physical damage. Volley applies Frost Shot's slow effect.

Cost
60 Mana
Range
600

The volley that stole my heart when I played this game for the first time. Must say I always have that nostalgic feeling when I use this spell. The scaling stays the same from level 1-5 and you only gain the additional 10 damage and CDR on the spell per level. Now Ashe can't spam this spell since she is a manna based champ and the damage is really not that noticeable upon leveling up. Its great for engaging and "perma-slowing" an entire enemy team and then using your q to kite the ones chasing you. Now you don't always have to max it first, e can give you farm while q buffs the slow on it. If you find you are getting harassed far too much then take extra points in it to allow you to lane more efficiently.
Hawkshot
Explanation: Each time Ashe kills a unit, she gains some extra gold. Ashe can activate to send her Hawk Spirit on a scouting mission.
Passive: Gains 1/2/3/4/5 extra gold whenever Ashe kills an enemy.

Active: Reveals terrain as it flies toward target location. Grants vision for 5 seconds.

Total Gold Retrieved: 1.0/2.0/3.0/4.0/5.0 gold.

Cost
No Cost
Range
2500/3250/4000/4750/5500

The hawk shot itself is like a free ward which helps you farm more safely. The Range upon leveling up is really underestimated, you can help your jungler by scouting both the blue teams red and purple teams blue buff every minute while checking bushes for ganks. It's a free CV! But the main reason I max this (if possible) is the passive. That extra 1-5 gold doesn't seem like much. But believe me when I say it adds up. Better yet try it and see for yourself. This helps you scale so well. On first back that makes the difference between a pickaxe or two dorans and a bf sword. When you come back into lane against the other adc this is where you can start dominating your lane. You will win engagements much more easily and with your ultimate its almost a guaranteed kill with the right support. If you last hit well the hawk shot give you core components of key items for free. These extra items give you a huge advantage in lane and the longer the match goes the more gold you get for it. 15 cs can even give you an extra ward for your lane which can result in avoiding a gank, or counterganking which can help you snowball even further.
Enchanted Crystal Arrow
Explanation: Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion for up to 3.5 seconds, based on how far the arrow has traveled. In addition, surrounding enemy units take damage and are slowed.
Launches a crystal arrow of ice in a line that stuns an enemy Champion dealing 250/425/600 (+1) magic damage. The farther the arrow flies, the longer the stun, up to 3.5 seconds. Surrounding enemies are slowed by 50% for 3 seconds and take half damage.

Cost
150 Mana
Range
20000


Finally the ultimate that nobody can every say they hate. This fan favorite ult is you shooting a big arrow into the enemy's face. Ashe is one of the only adcs that can actually begin the engagements. The cc this arrow gives can help you get a team fight started and if you have other means of initiation you can use it to peel someone off you or stun the main source of damage on the opposing team. This ult has 1001 uses and quite simply put is just really fun to use. The damage is lack luster since it scales of ap but the cc is gives more then makes up for it.

Champion Matchups

Alistar
Difficulty
Favors You
Milk those as hard as you want, unless he flashes he should never get in range to combo you.
Blitzcrank
Difficulty
Favors Enemy
Luckily hes always banned but if hes not, keep bush control. As long as you avoid those grabs you will be fine. If you or support has to get pulled focus the adc. Once your pulled you can't change it but he has done his job. Shut down the adc who is the damage. Always have a support with disengage so you can walk away from the grabs.
Caitlyn
Difficulty
Favors You
Most people hate this match up, Ashe doesn't. Ashe has a great range and can trade with Caitlyn without issues. Although her laning phase is safer you outscale her by a good margin and as always you offer cc to your team.
Corki
Difficulty
Favors Enemy
He hurts in lane, alot. Your goal here is not to go for kills since he will easily get away or turn on you. Just farm up!
Draven
Difficulty
Favors Enemy
A falling ADC. Was not seen to much until recently. He has an amazing laning phase but you can easily beat him by playing as passive as you can. Late game he will still do damage but falls off in competitive play. Be sure to play safe in lane and harass him with volley while he tries to catch his axes. If he can't catch his axes you will make him run out of manna quickly. Surprisingly his damage is lack luster without his spinning axes.
Ezreal
Difficulty
Favors You
Early game is all skill based. Dodge his skill shots and you should be fine. Dont engage because he has many ways to disengage and just ruin your day. Just don't get bullied and farm, but you have a longer aa range, so poke if you can. He just has escapes to make up for his mistakes, you don't.
Graves
Difficulty
Favors You
You out range him by a fair bit, keeping this in mind you should have no worries kiting him, poking him and eventually out scaling him and giving back more in late game.
Jinx
Difficulty
Favors Enemy
I love this champ, i really do but I will have to say it is close to even but just barley favors jinx. She does well against you in lane but it is manageable for Ashe. Just like other mus for Ashe you offer much more later on, so play safe and you have the potential to offer much more as the game goes on.
Kogmaw
Difficulty
Favors You
Another popular hyper carry. Similarly to Vayne you need to stay aggressive and make sure to play safe. Don't let him snowball. Early on you will be able to win engagements but he does out scale you. Play safe and harass with your volley. He will outrange you with his w active. So when you see it on just play passive. As soon as it goes down, be aggressive since you out range him.
Leona
Difficulty
Favors You
Not hard to overcome but can be scary if you get a bad start. You want to farm she wants to jump on you and make your cry. Do your best to avoid stuns and use volley to harass farm in a safe place. Keeping bush control is essential.
Lucian
Difficulty
Favors Enemy
This guy, pokes but you have something that he and no other adc has. A nice pretty arrow. With it you offer much more to the team. Although you lose lane to him you can survive this lane and you will offer much more to your team!
Lulu
Difficulty
Favors You
Lulu is an amazing harass support. The key to this is to be able to sustain yourself and not be pushed around. A few levels in don't let her bully you. If she hits you, hit her back but be sure not to put yourself in a bad spot. If she can hit you, you can volley her safely. Eventually she will be forced to back off or you can go in for a kill.
Sivir
Difficulty
Favors You
Never lose this lane, if you do, feel bad about yourself.
Taric
Difficulty
Favors Enemy
He just laughs at you. Play safe and get armor pen earlier then you normally would.
Thresh
Difficulty
Favors You
A new support that has a strong laning phase and almost pick/banned in all competitive games at the moment. The lane is rough but not impossible to handle as Ashe. Try to shut him out early. Try to punish him collecting souls. If he becomes tanky, he becomes an issue. Fast. Avoid the grab and when he grabs souls with his lantern feel free to be aggressive while it is on cool down.
Vayne
Difficulty
Favors You
She out scales almost anyone in the game but you easily win this lane early on. Vayne is an amazing late game ADC. One of the best in the game. Although Ashe is normally passive, this is the exception you will need to go in and be more aggressive. If not, Vayne will out scale you in late game. Deny her farm and you should be fine.

Viable Supports

I recommend the following supports for Ashe. All supports can be good of course but these are who I see match her the best.



Just an all around strong support early mid and late game. Great peeling potential and disengagements to keep you safe. Since you want to be passive you need someone who can stop engagements. Potentially one of, if not the best support for Ashe.


Another great support for Ashe I believe. Once you hit 6 you can almost guarantee a kill on the squishy adc. Sona is great at harassing so you can zone them out while being passive yourself. With both Ashe and Sona ult, you can "wombo combo" double stun the opposing adc, bursting him down before he has a real chance to escape. Along with ashes follow up potential and sonas sustaining heals it makes a good lane. Sona also has the ability to disengage and help you escape which ashe has trouble with. Sona also fits into any team composition which is very valuable.


This lane is truly fabulous. A cross between Sona and Janna. He has the potential to help disengage, initiate once you hit 6, and provide you with sustain so you can farm more safely.


Falling off the meta but you can't get more passive then this. Just the constant manna and health pool will keep you in lane to scale very well. Her silence helps stop engagements and allows you to stay in lane as long as you need to farm and get your key items before the opposing adc. Keep in mind with soraka it give the option of maxing W>Q>E in favor of going for kills as opposed for farm, since you will have a consistent health and manna pool, you may want to engage and be aggressive.


He wants to milk those, which is why he should lane with Ashe. He offers sustain, great peel potential and even engagements if you begin to snowball. His bush control is almost unmatched which will allow you to farm early and engage mid-late which is the definition of what you want Ashe to do. These twos paired cc can almost guarantee a kill in lane, and has great potential in team fights to keep Ashe safe.


Another strong support for Ashe, and in general. Nunu is a great zoner and offers Ashe a constant steroid. This frigid duo allows Ashe to be aggressive and helps her escape with the increased movement speed.


A strong support that I believe is a great pairing for Ashe. She has strong disengagement and consistent heals. She also has the option to be aggressive with her steroid. It give you the option to play passive or aggressive which can always keeps the opponents guessing.


The newest support in the league of legends and easily one of the strongest. This support can lane with anyone and does exceptionally well with Ashe. As mentioned before Ashes lack of escapes is compensated for with the mere presence of Thresh. He has amazing peel which is mandatory for Ashe and offers her a shield to Assist in trades. He also has great poke to allow you to farm more safely and allows for great ganks once you hit 6. A thresh hook can chain with your ult and/or your jungler for a near guaranteed kill.

Ashe Lore

One of the perennial favorites of summoners in the League of Legends is the Freljordian beauty known as Ashe. She is a direct descendant of Avarosa - one of three legendary sisters who each claimed dominion over the scattered tribes dwelling in the icy tundra of northern Valoran. Ashe mirrors her ancestor's unparalleled mastery of the bow, earning her the title of ''The Frost Archer'' the way Avarosa did during her era. Ashe is a literal Princess amongst her people, though she prefers to be addressed by outsiders as her tribal title rather than any form of royal moniker. There are those in Freljord, however, that would prefer to address Ashe as the ''late'' 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 aware of her surroundings regardless of where she is.

Ashe originally came to the Institute of War in service of the League summoners, seeking enough influence and favor to finally bring peace to her realm - one that has endured civil strife since Avarosa and the Time of the Three Sisters. 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 herself 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.

''It's a good idea to spread out. Ashe can hit five birds with one arrow.''
-- Tryndamere

Who Am I?

Well you have read this far so maybe I should introduce myself!
{in progress}

Pros Vs Cons

Pros
- Strong late game
- One of the best ults in the game (For initiation and disengagement)
- One of the only ADCs with utility and Hard CC
- Scales with player technical skill, the better cs you have, the harder you snowball
- Free built in Clairvoyance
- Strong late game
- Strong level 1 thanks to passive

Cons
- No real escapes compared to the holy trinity of ADCs (Graves, Ezreal, Corki)
- Easy to gank pre 6
- Passive is lack luster in mid-late game
- Weak Mid Game

Ashe Base Stats

Damage 46.3 (+2.85 / per level)
Health 395 (+79 / per level)
Mana 173 (+35 / per level)
Move Speed 325 (+0 / per level)
Armor 11.5 (+3.4 / per level)
Spell Block 30 (+0 / per level)
Health Regen 4.5 (+0.55 / per level)
Mana Regen 6.3 (+0.4 / per level)
Range 600 (+0 / per level)
Attack Speed 0.658 (+4% / per level)
Magic Resist 30 (+0 / per level)


Ashe happens to have the highest base attack speed of any attack damage carry. This helps play to her strengths of kiting and scaling into late game. In a recent patch her attack speed was also buffed to 4% per level, along with Vayne and Tristana. This helps her scale further into the late game.

Champion Spotlight



After the recent Freljord event Riot has updates Ashes Champion spotlight.
For those new to the game and Ashe, feel free to watch the video to get an idea of what she is capable of.

The Potential Kiting of Ashe - Featuring Amphromoo



One of my personal favorite clips featuring Ashes kiting. It shows the potential of Ashes unique game style and how the skill level of a good Ashe player can make all the difference.

High Level Play - Featuring Bebe and GoDJJ



This is a game featuring TPAs Bebe. Although he has a rough laning phase he shows the potential of Ashe scaling into late game and changing the fights with her ultimate.




Here is another game featuring a high level player, GoDJJ from TPA.

Early Game

Follow the three rules of league.
Farm, Farm, Farm!
By maxing out hawkshot you will be able to scale much better then the opposing ADC. Now with the given masteries and runes we are geared towards farming and scaling to a point where we become unstoppable. In order to do so we need to follow these 3 rules. We begin with volley and frost shot for survivability, but take hawkshot third and max it first in order to scale that much better. We do not take hawk shot first since the 10 minions exp will get ashe to level 3. The gold lost from taking it 3rd over first does not outweigh the risk of losing our level one harass. Just play passive and as we always say "play for late game" .

Try not to take a skill level 1 if you are planning on invading. Hawkshot can save your team from walking into a 5 man bush but volley provides that crucial aoe damage and slow for engagements. Use your judgement wisely and pick the spell that matches the current situation. But most supports get a free ward now in season 3, which is very valuable in competitive play.

Your level 1 is amazing despite a lack luster early game laning phase. Even doing something as remedial as bush camping at level one with a taric can almost guarantee first blood or lane control early on by using a simple combo. By saving your passive to aa-->w-->aa since w resets ashes passive you can do a large amount of damage thanks to the guaranteed critical strike.

Mid Game

Continuing on the three rules of League, farm farm and farm we should be feeling the effects of hawkshot.
The engagements we were avoiding, may now be welcomed, depending on opposing adc. If you have been going even in cs, you should have item advantage and should feel free to start harassing more with volley in lane. You want to keep the game in laning phase as long as possible, since the longer the game is, the more in your favor it goes. With the right supports you may want to engage but if your having trouble in lane, scout with hawk shot for ganks, ward and farm farm farm.

Champions like graves may be harder to deal with mid game since this is where they thrive. Champions such as vayne you may want to be more aggressive early and mid game due to the fact she is a late game carry. By shutting her down early you avoid the risk of having her out scale you which would defeat the purpose of hawkshot.

Keep in mind, to make use of your passive, if the game is still in laning phase then always come back into lane and use your passive on enemy champs for the free damage. Many champs try to get you to waste it so try and use volley to last hit to make it seem you do not have your passive.

During mid game you want to have map control and objective controls. Taking objectives can change from what was once a stalemate to an advantage for one team. Map control is everything, I'm pretty sure everyone has experience not having access to 70% of the map due to no wards and not being able to fight without the team, if you haven't, it's a horrible feeling, and since you're the AD carry, if you're caught, that's very detrimental to your team. In the early stages of Mid Game, you're still playing in the lane. Usually the towers are slightly damaged, but it's not that phase where you start roaming and taking objectives (unless you're grouped with your team).

The priority objectives are: Dragon, Baron Nashor, Towers, the lower priorities are: Blue Buff, Red Buff, and Ward Clearing. Dragon is probably going to be the most contested objective this game, it's easy to kill when grouped as five, and it gives 950 global gold. It's something that can set a team ahead, be sure to ward it. Baron Nashor isn't as important, because during mid game, you can't necessarily kill it fast, it may take up to 20 seconds, which gives a huge window of opportunity for the other team to counter. Baron also massive amounts of damage, and teamfights can won just from Baron contributing into the teamfight, keep it warded so they don't take it by surprise, but don't expect them to Baron 17 minutes in. I would suggest taking at least the tier 1/outer middle tower, if you haven't already, it just grants a lot more access to the map and mid is easier to push.

Ward control and map control is also very important in this phase of the game. During Mid Game, teamfights tend to happen if they're not too busy try to take objectives. Map control is everything due to the teams roaming. Being outnumbered can lead to lost towers, dragons, and Baron Nashor. Biggest areas to ward are definitely Baron Nashor and Dragon, warding around your jungle is also a good idea (around red buff, and blue buff). Be sure to check the obvious spots if you jungler/suppoort has oracles (around dragon and Baron Nashor). Take any objectives that you and your team can take.


Take Red Buff to prepare for teamfights, push your lane so you don't have to worry about it, and kill the jungle creeps if your lane is pushed to the point of where you don't have vision to keep up in farm. Don't get behind the other AD carry. One lovely thing about Graves' is when you push your lane, you can farm off jungle creeps by constantly using Quickdraw, it's a way to still farm even when your lane is pushed.

Late Game

This is where we want to be! With all that farming you should have significant item advantage. Stay with your team and do not get caught. Your hawk shot is a free ward on Barron and dragon which can really change the tides of a game. You can push relatively fast so turtling will allow the other team to force engagements under tower where your Ult and kiting potential can keep them their for extending periods of time, making it more and more in your teams favor.

Ashe is great for initiating fights, peeling off herself and keeping map control on Barron and dragon which can change the pace of a game.

Remember Ashe has a very unique kit and depends on her team composition. She has amazing kiting potential but needs a team to back her up. Always stay in the back line and poke with volley for an aoe slow in the middle of team fights. Your ult is a game changer and can be used to initiate and disengage. Your ult can single handily change the outcome of a game.

Make sure to help your team ward and if you are very far ahead get a oracles to help out your team. Baron fight can literally decide the fate of the game. Don't be one of those people that leave it all to the support. They need items as well so help them! It is a team game after all. Make sure all lanes are pushed and never allow the team to sneak a free baron. If you have some extra money start picking these up as the game is coming to an end!

Team Fights

This is where your skill comes into play. Stay in the back line! You're most likely going to be the main focus of team fights. You need to kite like a little girl. Your ult is great for starting engagements and can easily make or break a team fight. With the right team comp your aoes and cc will chain together starting with a perfectly placed arrow which will greatly benefit your team. Always remember, Ashes ultimate is one of the best in the game and defines a great Ashe player.

In harder situations use that arrow to peel. If your team cannot peel the other team off you use your ult to prevent someone from killing you. As adc your roughly 70% of the teams damage so if you die, that causes real issues for the team. Have someone stay with you to peel. Alistar for example has two moves to keep them off you while you try to take them down. Just like any adc you need to attack as much as you can without dieing. Have a good front line to keep you from being instantly bursted, and cleanse helps in these situations.

One of the biggest and most obvious things you have to do is look out for your team and yourself is if your ultimate's are available. They're so game changing in a teamfight your teammates should already know this, but if notice your ultimate or that Amumu's ultimate is down, be sure to yell it out for reassurance. Another thing is, you shouldn't go to bot lane if the enemy is contesting Baron, it Baron grants 4 minutes of constant pressure and pushing towards the team that gets it. Always be sure to spend all of your gold if possible, use it on the Elixir of Fortitude, the temporary damage increase can be vital. If both teams are near each other and both are ready to strike whenever, the only thing you should be poking with is Volley, don't be auto attacking that Amumu, or flashing towards that Irelia, stay safe in the back of the team, you can take some punishment, but being out of position is another thing. Be sure to secure your own buffs as they are vital for teamfights, especially when you have Red Buff.

You don't want to be the first one going in, and if your team is tower diving, never tank the tower, you are too important to the team to be taking free damage from a structure. Always try to auto attack, use volley and Arrow to initiate when the enemies group up or when you need to kill someone out of your range. To be honest, all of your abilities in a teamfight aside from hawkshot should always be on cooldown for maximum DPS.

Positioning is a key part to playing the AD carry, or really any Ranged DPS role. It's important to be alive and dealing as much damage as you can. Since you are such a significant factor in a teamfight, you will see people prioritizing you as a target such as a Tanky DPS or possible the AP carry. You want to kite the tanky DPS and constantly auto attack to lifesteal. Again, be safe and don't go straight for the enemy AD carry (unless they're exposed and you can get him/her).

It is very tempting to be in front of your team and harass the enemy as much as you can with your auto attacks when you're being pushed or pushing near a tower against the enemies, but you have to realize that's you're putting yourself at risk of losing a teamfight if you get caught. Use Frost shot or Volley to always poke. You shouldn't be auto attacking the enemies in front of your teammates, since it puts you at risk.

Peeling is when your teammate(s) are protecting you and reassuring that you don't die. This is when supports can make a gamechanging move that can win you the teamfight. If there are threatening targets, be sure to tell your support to peel for you. Really, the only time the support shouldn't peel for you is when they're Alistar or Leona and they have to initiate the fight. Otherwise, that one Dazzle to stun that AP carry targeting you, or that one Monsoon to make sure that Irelia stays away from you can save you. Always be sure your support is nearby, and tell your team to peel for you when you feel it's appropriate.

The objectives you want to aim for after fights is towers and inhibitors as those are of greater significance, they grant more map control and it's one step closer to the nexus. If your minions are already pushing or someone can tank tower shots, I would prioritize that. Baron should only be taken if you have enough teammates alive (unlikely if both teams were at even foot), because having 3 of your teammates only having the Baron buff isn't as effective. Push until they are near respawning, take red/blue buff if they are available, and recall. Don't push all the way to Nexus if they're about to respawn, you can end up throwing the game.

Final Comments

Hope this guide has helped you gain a new appreciation for Ashe. Try her out in a few games and try unlocking this characters true potential. She is easy to learn but hard to master. She has great scaling potential and I strongly believe she is heavily underestimated.I strongly believe Ashe has this hidden potential that needs to be brought to the surface and hopefully this guide will be the stepping stone to that process. Some of you may know me from other competitive scenes. I was a competitive super smash bros brawl player so league is not the first game I am deciding to go competitive in. I am ranked top sheik in Canada. I have stopped going to tournaments due to personal reasons but my style revolves around trying to perfect the meta of underused players. I am proud to say that the over aggressive euro style has been adopted in competitive play which a few players were able to foster. I like to try and see the meta before it happens to get ahead. I hope to be able to do this in League as well. Good luck and have fun fellow summoners!

Updates

Hi everyone!
Hope you all are making use of this guide. Always feel free to ask any questions, and if you have any concerns feel free to point them out. I will give credit where it is due, it could be something as simple as good support I have overlooked or even just simple spelling and grammar mistakes. I will try to update this often to stay current with the meta.


January 25 Welcome to season 4! Haven't touched this in ages. I'm almost diamond so thought I would take another go at this! Wish me luck in promo games to diamond! Anyways, a whole bunch of aesthetic updates, who am I? in progress runes, masteries changed and just a general rework to match the new site and season! Will keep on top of this over the next few weeks!

May 30th- Many things were updated in this revision. New masters, marks, summoner spells, skill order. Added in more match ups, new champion spotlight.

April 16th - Updated team fight sections, fixed icons. General aesthetics. Credits to Coxy for general advice.

March 21st - Updated summoner spells,final comments, item builds, team fight phases, aesthetics, and skill order explanation.

March 3rd - Updated Items build section, early, mid and late game fight phases. Improved the summoner spells section. Added in Thresh to the supports and lane match-ups section. Aesthetic touch ups. Updated masteries and runes. Added another high level play video.
Note: A patch has come out today and increased her attack speed per level to 4% to help her in late game.

February 21st - Updated skills chapter, added in game-play, and improved masteries section.

Comments

February 11, 2014 - 12:34 AM #1

http://sh.st/cM6P

January 25, 2014 - 08:51 PM #2

Skills, items, skill order, items and matchups all still need more work.

May 31, 2013 - 12:23 AM #3

Skill Order needs to be a chapter by itself.



Get rid of the lore chapter. It's totally useless.



You could probably put your pros and cons and the base stats chapter (and perhaps even the champ spotlight if you must have it) in the introduction.



Explain your choice of boots and pots in the items section.



I could write an entire 5 or more paragraph chapter on Enchanted Crystal Arrow. You can do better than what you have.



Read this: http://www.solomid.net/guides.php?g=35596-slater-von-j-ger-generic-build-guide and then you can PM me if anything's not clear. Read that first though.

April 13, 2013 - 08:06 AM #4

Heal icon broken. Fix your team fight section. Use hightligthing, bullets, and paragraphs to make it nice and pretty

March 11, 2013 - 09:11 PM #5

Item builds section should go after skills explanation, masteries, runes. Don't use large icons in the middle of sentences as it creates line breaks. You are going to need to do heavy and detailed explanation of maxing E first and W last as that is very unorthodox and requires much justification.



Phases of the game sections needs more explanation. Same with the Item builds section. A good guide to compare yours to is this one, try to match this kind of quality: http://www.solomid.net/guides.php?g=32860-raindevour-graves-build-guide

February 20, 2013 - 07:50 PM #6

Summoner spells still needs work. You don't provide enough information for your reasoning of flash/ignite.



Not sure why i didn't notice before, but you're missing an Item build chapter. the section you're using for item builds and explanations is not a chapter. That section is supposed to be short(it says this in the editor). You need only list the items you're using in that section, and explain the items, your build paths, etc in an item build chapter.

January 19, 2013 - 12:31 AM #7

still needs work. game phases to short, summoner spells to short, masteries needs work, skills chapter still has nothing in it.



what do you mean you don't want it be related to the old one? i don't understand. you can always reedit a full guide, and if you don't want the old one around, you can trash it.

January 9, 2013 - 01:04 AM #8

Wanted it to not be related to the old one. If i fix the structure and add in more information, will it stand a better chance?

January 8, 2013 - 09:42 PM #9

Structure is kinda sloppy, very little information here(skills explain nothing).



Also, why would you make a new ashe guide, when you have another one. why would you not just update the old one?

January 1, 2013 - 02:18 AM #10

Good to hear! Hope you enjoy her as much as I do.

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