Table of Contents
League of Legends Character Guide: Ashe
- Author: Arthur Perra
- Date Created: January 9, 2013
- Date Last Updated: January 26, 2013
- Current Version: 1.12
- Current Patch: Thresh
This guide will assume that you understand the basics of League of Legends. I am expecting you to know how to control your character, how to win the game, and how teams typically will go about doing so. Nothing in this guide will go over anything basic unless it is an essential part of playing Ashe effectively.
Ashe is the introductory Attack Damage carry. On Summoner's Rift, an AD carry will typically start playing in the bottom lane with a supporting champion. This guide will only be covering this general way to play Ashe. She is not a difficult champion to understand. Ashe is the first champion you get to play as during the game's tutorial. The goal of this guide is to help you understand the thought process of playing Ashe.
|Attribute||Value (Level Increase)|
|Health Regeneration||4.5 (+0.55)|
|Attack Damage||46.3 (+2.85)|
|Attack Speed||0.658 (+3.34%)|
|Mana Regeneration||6.3 (+0.4)|
Now here, we have some data. Most of these numbers do not end up meaning a whole lot. If you really want to find what amount of health Ashe would have at level five, here you go. To me at least, there is only one number here that stands out. Ashe's range is high. No matter what runes, masteries, or items you have, you cannot get more range. This makes the stat invaluable.
Critical Strike chance increases by 3 / 6 / 9 / 12 / 15 / 18% every 3 seconds while not attacking.
If you look above your ability icons, you will see an icon matching your passive. When you hover over it, a text box will appear showing the current bonus Focus is providing. This value is added to your critical strike chance. Your passive will reset every time you auto attack. Focus ends up being useless through most of the game because of this. As an AD carry, you will be using your auto attacks very frequently. The only time you are really able to take advantage of your passive is when you enter your lane. You get a free critical strike on your opponent at the start of the game. It is also a free critical at the start of a team fight, but at that point in the game you are getting critical strikes with every other auto attack regardless.
Keep in mind the stop command for your champion. By default this is the S key, and it will make sure you do not accidentally waste your passive if you are standing near minions.
Frost Shot (Q)
Toggle: Basic attacks slow enemies by 15% / 20% / 25% / 30% / 35% for 2 seconds.
- Cost: 8 mana per attack
This ability is one of the defining abilities of Ashe's kit. Turn on this skill and you will be able to slow an opponent, provided you have the mana. Ashe is tied as the slowest champion in the game, but this ability makes that point meaningless. You are able to chase down and kite any enemy in the game with the greatest ease. Just be mindful of when the toggle is active, as you do not want to end up wasting your mana on a minion or tower.
Newer players look to Ashe to practice kiting. Go into your key bindings for League of Legends, and double check the bindings for Player Attack Move (Click). Both of these are the same command, which forces your champion to walk towards wherever you click. If anyone hostile and targetable by an auto attack is in range, your champion will auto attack that first target automatically. This is very useful during jungle fights as it allows you to kite with significantly more ease than constant right clicking. Around minions, this is significantly less useful as you will simply attack the minions.
Fires arrows in a cone, dealing 40 / 50 / 60 / 70 / 80 (+ 100% AD) physical damage. Volley applies Frost Shot's slow effect.
- Cost: 60 mana
- Cooldown: 16 / 13 / 10 / 7 / 4 seconds
- Range: 1200
- Projectile Speed: 2000
- Cone Width: 57.5º
Without Volley, Ashe would not be a playable champion. To survive in the early game, you need to use this ability properly. Generally, you want to weave this ability into your auto attacks. This is what keeps your damage up, as your kit lacks any steroid to boost your stats. Volley is one of the longest range pokes in the game. It also applies the current slow amount that you have from Frost Shot, which further helps you kite and chase anyone. Provided you see an opponent soon enough, this should keep you relatively safe throughout the game.
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.
- Cost: None
- Cooldown: 60 seconds
- Range: 2500 / 3250 / 4000 / 4750 / 5500
One point in Hawkshot is all you will need for most of the game. Early in the game, there are not many uses for Hawkshot. The extra gold income is nice, but it is not much until you get to level eighteen. The best use of this ability is to toss it out after an enemy tries to run into a bush. You will instantly gain vision inside the bush and be able to continue chasing down the opponent. Other than that, there are a few situational uses for Hawkshot. Obviously, you can check buff locations with it. It can also be useful for scouting enemy positions to avoid the need for a teammate to run blind into the jungle. You can also toss it out to follow enemies that you may have caught a glimpse of. Overall, this ability offers you a large amount of utility, but it is at the cost of more offense or defense.
Enchanted Crystal Arrow (R)
Launches a crystal arrow of ice in a line that stuns an enemy Champion dealing 250 / 425 / 600 (+ 100% AP) 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
- Cooldown: 100 / 90 / 80 seconds
- Range: Global
- Projectile Speed: 1600
- Explosion Diameter: 250
Enchanted Crystal Arrow is what makes people choose Ashe. Without this ability, Ashe would never be played in competitive games. The amount of plays that can be made with this one ability is astounding. You can use this ability to secure kills in your lane, or even across the map. The stun from this skill is potentially the longest stun in the game. Whenever your ultimate is ready, you need to be thinking about firing it. Do not hesitate to take a shot when you see an opening. Depending on how well you communicate with your team, this ultimate can change a game. You need to use this to force towers, Dragon, and Baron to win games.
Remember that the arrow does have splash damage. It is possible to steal Dragon or Baron with a well-timed arrow. I would not count on this, but keep it in mind should the situation arise. Other than that, this ability is typically going to be used as an engage for your team onto opponents whom do not even need to be out of position. You can also use this to finish off low health enemies, but remember the travel time if you are trying to snipe someone from across the map.
Teleports your champion a short distance toward your cursor's location.
- Cooldown: 300 seconds
- Range: 400
- Summoner's Insight: Reduces cooldown by 15 seconds
This summoner spell is mandatory. You absolutely need it when playing Ashe, as she has no built in escape. It can be used to make plays, escape ganks, and to simply give you the safety required to control the game. It is amazing how vulnerable you become once you use this summoner spell. No other summoner spell is as necessary on so many champions, and Ashe is not an exception.
Ignite deals 50 + (20 * level) true damage to target enemy over 5 seconds and reduces healing effects by 50% for the duration.
- Cooldown: 210 seconds
- Range: 600
- Summoner's Wrath: Increases Ability Power and Attack Damage by 5 while on cooldown
Ignite gives you the potential to get a kill early in the game. Often times, people will flash away when they get low. If you hit them with ignite before they flash, they often die to the burn damage. Also, Ignite is good for countering heals. It halves any heal, life steal, spell vamp, or health regeneration. This makes the spell very powerful against a Soraka lane.
Removes all disables and summoner spell debuffs affecting your champion and reduces the duration of disables by 65% for the next 3 seconds.
- Cooldown: 210
- Summoner's Resolve: Increases duration of disable reduction by 1 second
Cleanse removes the damage from Ignite and all effects from Exhaust. This is very useful on Ashe, as you do not have a built in escape. The spell is almost mandatory against an Ashe, Sona, Taric, Varus, or Leona. All of them have strong crowd control that can be used against you early in the game, and this will keep you from dying because of them.
Temporarily shields 95 + (20 * level) damage from your champion for 2 seconds.
- Cooldown: 210 seconds
- Summoner's Resolve: Increases shield amount by 20
This spell works like Heal used to. It is very useful for baiting an opponent into over extending, and can also be used to counter some ultimate abilities such as Karthus's and Caitlyn's. The duration of Barrier is short, so be sure to press it right before you will take damage to avoid wasting it.
Other Summoner Spells
You typically will not have a reason to take anything else. Flash plus one from the trio of other spells is going to be your choice 99 percent of the time. In theory, Ghost is a good pick to grant you more mobility, but you lose out on the combat effectiveness from one of the three above. Taking Ghost over Flash is simply a bad idea on Ashe.
Exhaust is also a rare option, if your support does not take it. The rest of the spells are more gimmicks than anything. If your team is running a Revive or Teleport strategy, go have fun. I cannot recommend them under standard conditions.
- 9 Greater Marks of Attack Damage
- 9 Greater Seals of Armor
- 9 Greater Glyphs of Magic Resist
- 3 Greater Quintessences of Attack Damage
This is simply the best rune setup for most AD carries. The Armor and Magic Resist allow you to stay in lane against the harassment of the opposing AD carry and support. Attack Damage makes it easier for you to last hit minions. Your main job is to farm as many minions as you can so you can buy items to carry your team through the late game. This setup simply is the best to help you accomplish your main goal.
There are two mastery builds that vary slightly when using Ashe. The difference depends on what Summoner Spells you take. It is possible for you to adjust these if you are running something that requires it.
21 / 0 / 9
This page is used when running Ignite and Flash.
22 / 1 / 7
This page is used when running Barrier or Cleanse with Flash.
Every AD carry build you see should recommend at least 21 points into offense. You want to choose all of the masteries that increase your physical damage. I personally opt for increased damage to minions in place of a couple of points into attack speed. This gives me easier last hits, but you do not have to do so.
The utility masteries I choose are ones to give me more mana. Volley gets down to a four second cooldown, and that can easily eat all of your mana. Getting these masteries lets you use Volley more freely. I typically try to put my extra points into the single point slots. The buff duration mastery is useful once you start to get red buffs later in the game. The improved recall mastery is more of a personal preference than anything. You could easily slide it into any of the other slots of your choice. Same for the increased turret damage on the second page.
|Frost Shot (Q)||x||x||x||x||x|
|Enchanted Crystal Arrow (R)||x||x||x|
There is absolutely no situation where this would not be your skill order. Volley is too good to not max first, and Hawkshot does not offer enough to max it sooner.
- Long Sword
- 2 Health Potions
This is my preferred starting build for Ashe. The Long Sword has an easy upgrade path into an early Vampiric Scepter. If you are against a poke heavy opponent and do not have a support with a healing ability, then you should probably opt for the third option.
- Doran's Blade
If you have a support that can heal you, I would strongly consider this starting item. It provides you with everything you want early in the game at the cost of being rather useless late game. I do not recommend getting this item as anything other than a starting item. The last set of changes to this item solidifies it as being useful only in the early game.
- Crystalline Flask
- 3 Health Potions
Crystalline Flask is a fantastic starting item. It keeps you sustained in health and mana throughout the early game. You can vary this build a bit by substituting in wards or mana potions in place of some of your health potions. The idea with this build is that you will be able to stay in lane longer than your opponent, or that you can counter an opponent who would otherwise be able to out harass you early game.
- Boots of Speed
- 3 Health Potions
There is nothing in particular that is bad about this start. It simply does not stand out currently. The movement speed is nice, but it is not as big of an issue as it used to be. On Ashe especially, you can easily chase down people with your Frost Shot anyways.
- B.F. Sword
- Boots of Speed
- Vampiric Scepter
- Berserker's Greaves
The order of these items does not really matter. I listed B.F. Sword first, as it is definitely the one you want if things go perfectly for you in laning. You will need a sustain item early. This means upgrading the Long Sword that you started with into a Vampiric Scepter. Alternatively, you can get a Flask and put off the Vampiric Scepter for a while. It kind of depends on what items you started with.
- Infinity Edge
- Phantom Dancer
Your first major item purchase is always an Infinity Edge. There is no situation where you would not want this item as soon as possible. Afterwards, your next goal is a Phantom Dancer. Together, these items give you the highest damage potential in the game. The reason Ashe needs to get these items as fast as possible is because she needs them to scale into her late game. Ashe has a lacking mid game, so she needs to hit her late game as fast as possible, and any other items would delay that too much.
The Bloodthirster is an item that offers a massive amount of Attack Damage and Life Steal. It is one of the largest damage increasing items in the game. You will want to upgrade your Vampiric Scepter into this item at some point in the game. Typically, you get this item when none of the other items are needed immediately.
This is another item that is essential. You will be getting this one as your last item, if you do not need it sooner. If you notice that the other team has a Taric, or maybe a few of them have a decent amount of armor (about 100 or more), then you should look into getting this item next. Generally you will find that you need this immediately after Phantom Dancer or not at all until your last item, depending on your opponents.
This or a Quick Silver Sash will be your only defensive item. Typically, you will get a Guardian Angel if you took Cleanse, your support has a Mikael's Crucible, or you do not feel that your opponents have enough crowd control to warrant a Quick Silver Sash over a Guardian's Angel. As for when to get this, you typically just have to know if you are being dove onto by the enemy team or if your team just cannot peel for you. Those are good indicators that you will need this item. Just get this when you feel that you cannot live without it.
If you decided that a Quick Silver Sash is better than a Guardian Angel, you will be getting this item. This item allows you to get out of any crowd control or damage over time that you are affected by, which is amazing for an AD carry. My only word of caution is to not rush this item. It is not a cost effective upgrade. Do not get me wrong, Quick Silver Sash is a good item. The upgrade is just not worth the gold when you could be purchasing other items that are far more gold efficient. When you have nothing else to buy, then you should upgrade to it.
I recommend the Furor Enchantment. Basically, purchase this whenever you have the 650 gold and cannot yet purchase your next large item. Furor allows you to kite and chase even better, which is exactly what Ashe is all about.
You might also want to consider Homeguard if your team is losing. This will allow you to quickly be able to defend points in your base which is a huge help in some situations.
Finally, Distortion is the last option I would consider. If I happen to be running a combination of Teleport or Ghost with Flash, I would definitely pick this up to lower both cooldowns by a huge amount.
It is possible to forgo a Phantom Dancer for the slightly cheaper Statikk Shiv. I would not recommend it, but it is an option. The gold cost is cheaper, and it does allow you to get an Avarice Blade for an early gold income increase that synergizes with your Hawkshot. The stats it offers are the same, but worse. What you end up paying gold for is the passive. You can be the judge of how useful it is. It does offer you more early than a Phantom dancer, simply because you can complete it faster. Also, you might consider taking this over a defensive item late game. It will greatly increase your damage and it does synergize well with the rest of your build. However, you will lose out on the passive of Guardian Angel or Quick Silver Sash.
This item is very situational. Get this only if you are running into opponents who are simply healing too much from life steal, spell vamp, health regeneration, or heals. This item will shut those down. Unfortunately, it is incredibly rare for any situation to really call for this. If it does happen, just do not forget that this item is an option.
Extreme Late Game Items
Sometimes, a game will just not end. You might end up with a 50 minute, 60 minute, or even longer game. In these rare cases, there are a few items you may want to consider.
Warmog's Armor is an option for survivability. At an extreme late game, you need to be able to survive to deal damage. Zephyr can also be a useful item to allow you to get past heavy slows or stuns. You cannot be expected to have Quick Silver Sash ready for everything, and this can potentially save you in some situations. Plus the movement speed it offers can be a decent replacement for the boots you would be trading in to get this.
There really are not many other options at that point. Good luck.
Standard Final Build
- Berserker's Greaves: Furor Enchantment
- Infinity Edge
- Phantom Dancer
- Last Whisper
- The Bloodthirster
- Guardian Angel
As always, once you have a completed final build, do not forget to purchase elixirs.
- Elixir of Fortitude
- Elixir of Brilliance
Any items I did not list are ones you should be avoiding. Having two Doran's Blades is an option for early game that I did not cover. They are strong early, but they quickly lose their strength and have a low resell value. The Brutalizer items do not synergize too well with Ashe, so I excluded them. Sword of the Divine in theory could work to give you four critical strikes in a row with your passive, but it gimps your sustained damage which is what an AD carry is all about.
Runaan's Hurricane has the interesting effect of applying your Frost Shot to three targets. This also triples the mana cost. Other than that, there is no reason to get the item as you only gain attack speed from it. The secondary bolts do only half damage and cannot critically strike. It is an item made for on hit builds, not AD carries. Any other item I did not mention is one you probably should never buy on Ashe.
When the game starts, be sure you help your team. If your jungler is starting on your side of the map, help damage the monsters. Maybe your team is trying to invade the opposing jungle. You should be trying to help them with whatever your team decides to do.
Once you start getting into the lane, you should at least be aware of the small golems near the bottom lane. At the least you should make sure that your opponent is not able to take it. The faster level two it offers can be a large advantage for a lane. If you can get it for yourself, that's great. Otherwise, just try to make sure the opponent does not get it.
As laning starts, you want to get in some early damage on your opponent if your passive is still up. A free critical strike along with your Volley does a large amount of damage to an opponent. You should be able to force a potion early. Generally, the early laning part of the game will be as follows. Your first priority is to get last hits on minions. The only challenge here is watching for enemy harass while doing so. Next you need to focus on harassing. Try to line up for a Volley onto an enemy, but do not try to hit minions with it. Volley can easily push a wave if you are not careful, and under normal circumstances you do not want to be pushing early.
Volley will start to deal less damage as laning goes on. Eventually you will focus almost completely on farming. As long as you end up with more minion kills, you are winning your lane. At level six, you open up the opportunity to get kills. Enchanted Crystal Arrow is one of the strongest ultimates in the game, so try to communicate with your team about using it.
You need to continue using your ultimate effectively throughout the rest of the game. In the mid game you will be using it to secure objectives. It is incredibly useful to siege towers and capture Dragon. Just remember to be more careful during the mid game. You are not at your strongest point in the game. Until you finish your Infinity Edge, the opposing AD carry should be able to out damage you. This is why landing your ultimate is very important for winning these fights
As always, continue to farm as much as you can. You are very strong late game and in team fights, but the only way to win is to have items.
You should be a massive threat at this point in the game. Your ultimate can decide a game alone. Do not hesitate to shoot it when you see an opening. Be sure you are staying with your team. The worst thing you could do is farm bottom while Baron is up. That will only give the opposing team an opportunity to get a free Baron.
In a team fight, you need to be in the back, behind your team. Just be in range to auto attack the nearest enemy. As long as you are auto attacking, you are doing your job correctly. Ashe is fairly easy to understand positioning on. You have a slow that will allow you to easily move faster than your enemies. You need to use shift clicking or the attack move key (the default is A). This will allow you to click onto the nearest target without having to move your mouse from where you are trying to move to. The only time you would not want to do this is when minions are nearby. It takes a small amount of practice, but it will improve your ability to position greatly.
You really want to hit six before the other Ashe does. Mirror matches come down to three things when playing as an AD carry. Your skills, the supports, and the junglers will be the deciding factors. Try to capitalize on the mistakes that the opponent makes to the best of your abilities. Keep minions between you early to avoid being hit by Volley. Definitely take Cleanse, as you cannot get caught by that arrow. Good luck.
Surprisingly, this is one of your best matchups. Caitlyn cannot really all in onto you easily. She needs her support to give her the opportunity to do so. Her poke is her biggest threat to you. Be sure if you take any of her peacemaker shots that they had to go through minions to hit you. The damage from it drops for every enemy it hits. Volley is also great for poking back onto her or her support. The biggest danger to you has to be the traps, so be sure to avoid tripping them until it is safe for you to do so. If you have the opportunity to trigger a trap when Caitlyn cannot follow up with a peacemaker, do so.
You probably will not have much difficulty with this matchup. Corki can deal a large amount of damage if you are not careful, but he cannot poke early without running himself out of mana. You should have no trouble winning early trades with him. At six he can poke at you with his ultimate. Be especially careful to dodge his big ones, as they deal significantly more damage. Other than that, be careful when he returns to lane with full mana, and you should be fine.
Draven is a tough matchup. He does a large amount of damage early, which you cannot do much about. You should try to avoid trading with him, as he will always win. You do have your Volley to help you keep a decent amount of control in the lane, but you need to avoid any fair fights with him. Once you have your ultimate, you can get kills on him. Farm as best you can until opportunities to make plays against him arise.
Ezreal lanes can be easy or incredibly difficult. It is very dependent on how good the Ezreal player is. It is very hard to stop him from farming due to his Mystic Shot's range and low mana cost. His support will also greatly determine how easy the matchup will be. If it is someone offensive, you will need to play passive as Ezreal is one of the best at following up on a Leona, Taric, or Blitzcrank. Otherwise, you probably will not have too much trouble keeping up.
This is one of the hardest matchups for you. You have the range advantage, but his passive allows him to take harassment better than anyone else. Graves can also dodge your ultimate fairly easily if he is ready for it. The biggest thing to watch out for is his burst damage. His Q and ultimate can chunk your health down to nothing. Depending on his support, he could even get close to bursting you down from full health. You need to try to farm as best as you can in this lane and make your team help out.
This is by far your easiest matchup. You should be extremely aggressive against Kog'Maw early. You outrange him, out poke him, and he cannot run away at all. You need to worry more about his support than him. Once you get your ultimate, he is a free kill every time it is up. If you are not able to shut him down, you will need to hit him in team fights with your ultimate. He is one of the carries that can easily melt an opposing team if he is left unchecked.
You probably do not even want to try and use your passive on Miss Fortune early. She will destroy you early if you fight her. You need to play as passive as possible until you can get some ganks on her. Once you have your ultimate, you should be able to beat her. Just be very careful of her and her support early. Fortunately you should still be able to farm well due to your high range and Volley.
The biggest thing to take note of is her shield. It can eat your ultimate and force you to be passive for the next minute and a half. Her boomerang deals tons of damage if it hits you exclusively. Other than that, there really is not much to say. You should be able to kite her better than she can chase. The only other thing worth mentioning is that she can double auto attack with her W, so be careful of it.
Tristana is weird. She is strong early game, at six, and late game. She is also very hard to kill unless you are able to bait out her jump. Just remember that she does have a large amount of burst early and at six. You do outrange her until late game which you need to take advantage of. You need to coordinate with your support or jungler to get a kill on her at six, as she can easily escape with her ultimate and jump, even if you hit her with your arrow.
Twitch is very strong later in the game. In lane, you want to make sure you know where he is. If he walks into a bush, you need to back up or Hawkshot to make sure he is not repositioning behind you. You can hit him with your Volley while he is in stealth. Also remember that you can delay his stealth by attacking him. You need to be aware of the positioning of him, his support, and his jungler as best you can.
You probably will not see this opponent. He has fallen hugely out of favor recently. He is supposed to be a counter to AD carries, but you really should not have too much trouble against him now. His ultimate can get you killed if you get too close to him. Other than that you should not have too much trouble getting away from his E-Q combo after the last range nerf to it. He is quite tanky, so do not expect to get a kill early without a gank.
Aside from the obvious advice of avoiding his Q, there is not much to say about Varus. In laning his ultimate will function like yours, so it is a bit of an arms race to six. You still out range him, but his poke is unmatched. Just try your best to avoid being hit after he stacks blight on you, or you will be in trouble. Be sure to take Cleanse against him.
Vayne is very weak early. You need to be able to push your advantages early against her. She should be denied farm as long as possible, as she will carry her team if the game goes on long enough. Be careful when using your arrow on her. She can dodge it easily if she is aware of it. At six she can kill you if you are not careful. Be sure that there is no way she can knock you into a wall at any time.
You do not see Alistar much anymore, but he is very good at keeping you safe. He can counter some of your biggest threats such as Leona and Blitzcrank. The interesting thing is that he also can be a very offensive support if he knows how to land his combo. Once you stun someone with your ultimate, an Alistar can easily follow up by pushing the enemy back towards you for an easy kill. Keep in mind that Alistar is also the best support for tower diving. Do not ignore him if he decides to go under the turret.
Fortunately, Alistar's range is not the best. You should be able to safely poke him from a distance to keep him from diving onto you. You really do not want to get into a fight against him, as he will force your flash. Do not aim for him with your ultimate. His ultimate will break him out of the stun and effectively waste your ultimate.
You really do not synergize well with Blitzcrank. He works far better with carries that have more early game damage such as Draven or Miss Fortune. When he grabs someone, you can try to damage them. Unless the opponent he grabbed was low, you probably are not going to get a kill. Just do what you can, and you should be fine.
Blitzcrank is the biggest threat to you. If he grabs you, you will burn flash to get away if you do not die instantly. You need Alistar, Janna, or Taric to be able to keep Blitzcrank off of you, or you will end up completely zoned. If you do get zoned, try to farm as much as you can with Volley from a distance. Just try and survive, farm, and coordinate ganks.
Janna has always been a good support for Ashe. Janna solves the main problem Ashe has, the lack of an escape. She also can give Ashe more AD at the start of a fight which actually synergizes with Ashe's passive. You still need to be careful against poke. Janna can shield you, but any damage you end up taking will be permanent. The biggest thing to be concerned with is your communication with her. Just be cautious about using your Ultimate if it looks like Janna is going to use hers. The knockback from that will make you miss.
Janna is not a very offensive support. If you are playing against one, the lane will probably be a farm lane. This is actually what you want to happen anyways. You probably will not end up getting any early kills against a Janna lane. Try to poke Janna and her carry at the same time, as Janna can only shield one person. Alternatively, you can try and bait out her shield by positioning yourself for a Volley and not firing.
Similar to Blitzcrank, Leona does not synergize with you all that well. At level six, she will work well with your ultimate. Before that she does not offer much. You will generally have a difficult time following up to any of her initiates. Just do what you can, but do not expect kills until you are six.
Like Taric and Blitzcrank, Leona is one of the most difficult supports to face as Ashe. She will jump you, and you will end up dead quickly. I strongly suggest taking Cleanse against her as it will save you multiple times in the game. You can harass her if you are careful, but she does have a decent range on her E. I would recommend playing as passively as you can against her.
Lulu has the potential to be the best support in the game. Her damage is incredible. She has the ability to save your ass multiple ways, and she can lock down an enemy at the same time. Lulu really depends on the player who is playing her. A good Lulu will be the best support for you. She can shut down ganks with her Q, follow up on engages with her entire kit, and anything in between. An average Lulu might end up being less useful than a Blitzcrank to you. In solo queue, it really will be a mix.
You need to avoid her Q. The slow from it can easily prevent you from chasing down anyone. Other than that, the rest of her skills probably will not be too much trouble for you. Her ultimate can knock you up when combined with anyone who is able to get close to you. Also be sure to take note of where Pix is, as Lulu can get some really long range on her Q depending on where he is.
I personally have never played with a Nami that I felt was vital to us winning our lane. How well she can land her Q will determine how useful she ends up being. Her E is not easy to notice on your champion, but the slow from it does synergize with Ashe fairly well. Her ultimate can be game changing if she can land it. It can be a good follow up to your ultimate or vice versa.
Unlike the Namis that I end up allied with, I usually find opposing Namis who are fairly good. Her Q is the most dangerous spell to you. If you do not dodge it, you will be in trouble. Watch out for her heal. You want to be sure if it targets you that you are not close enough to an enemy for it to bounce. Her ultimate is slow, so try to always avoid it. You might even have a situation where it is best to Flash over it, so keep in mind that you can. Harass both enemies if you are harassing, as her heal should only target one of them if it cannot bounce.
Nunu has a rather large amount of synergy with Ashe. Nunu will allow Ashe to remain strong in her weaker mid game thanks to his Blood Boil. His snowball also does so many things for you. It can be used to further slow the person you are chasing to ensure they will not get away. It can be used to slow a jungler who thinks they can gank you. It even does decent poke damage that is unavoidable. Lastly, do not forget that Nunu's ultimate synergizes well with yours, as you can lock an opponent inside of it for the full duration.
Usually, an opposing Nunu will not be too large of a threat for you. Unless you are against a Varus or Ashe, his ultimate should never get a full channel against you. You will want to keep far enough away that he cannot snowball you, as that slow is crippling. Nunu typically will be with carries that need him. Champions like Vayne and Kog'Maw will get significantly stronger as Nunu levels up, so be more cautious when fighting them with a Blood Boil.
Soraka is the best at making your lane the most passive in the game. She will keep you alive as best as a burst of health and armor can. She also allows you to spam Volley with no regard to your mana. Soraka has fallen out of favor recently, but do not underestimate her power with you in lane. You will not be able to get any early kills, but as long as you last hit well it does not matter.
You will not have to worry about dying. You do want to try and poke down both Soraka and her carry as it is significantly harder for her to keep both at full health. You may want to take Ignite for this lane matchup to make it possible to get kills. An Executioner's Calling is also an option if you find the lane to be going poorly.
At level six, Sona becomes lethal with Ashe. Together, your ultimates can keep an enemy locked down for a large amount of time. It basically is a guaranteed kill whenever both are up. Aside from that, Sona is really good at poking early, which can synergize well with your passive and early Volley damage. You may be able to net an early kill from that damage against a foe who does not anticipate it.
Sona will not be a big threat to you until level six. You should have no problem outranging her poke through the early game. Early, you want to focus on harassing Sona or her carry. If you are hitting both of them, Sona will heal the damage up quickly. If you focus one of them it takes her longer to heal.
Taric is another support that is very good with Ashe. You get free armor just for being near Taric which can let you win trades with ease. Both of you are good at following up on each other's stuns, which can net you some really easy kills at level six. The only real downside is that Taric's ultimate is partially wasted as you do not use the AP it gives.
This is one of your toughest lane match ups. Not only do you have to worry about being stunned, but you also have an armor debuff to worry about. Since you have no escapes, you are always going to be in danger against a Taric. The opposing carry is often someone like Ezreal or Graves, and they will follow up the stuns with a large amount of damage. This is a tough lane, and you need to play as passively as you can to win it. You should consider taking Cleanse to get out of his stun.
Thresh is an interesting support. Depending on how he plays, he can allow you to take more risks with his lantern, or he can function similarly to Blitzcrank and be incredibly aggressive. Either way, he is not the best support with Ashe. You need to be aware of his lantern. If he throws it at you, you can right click it to be pulled towards him to safety. This is awesome for you, but the rest of his kit focuses more on starting fights. Ashe is simply not the best at following up these frequent engages.
You want to make sure your support wards the bush Thresh hides in. His chain has a long wind up before it casts, so you should be able to juke it. If he does land a hook onto you, there is not much you can do. If you flash immediately and he decides to jump onto you, you will pull him with you. If he decides to pull you to him, you will still end up out of position. Fighting against him after he gets his ultimate is also about deciding if it is worth running out of his box. If you have Flash, you can jump over the box. Alternatively, your support could take the slow from the box to let you out. Either way he ends up being like Blitzcrank, which is not good for you.
Zyra actually has a decent amount of synergy with you. Her snare can combo with your ultimate and her ultimate perfectly. You have a very high kill potential at six with her. She is good at poking and zoning, so try to toss out a Volley with her harass. She is not the best at dealing with full engages on you, so still play careful to avoid them.
You want to always try to avoid her snare. It does move slowly, but it travels a long distance. It takes 3 auto attacks to kill her plants. I would always try to as it gives you a small amount of gold for killing them along with your Hawkshot's passive. If you are on the edge of her ultimate when it casts, run out of it. It does not damage you until the vines hit you. You can also stomp her seeds if she sets them, but make sure she is not close enough to activate them when you do stomp them.
Good luck against any kill lane. You have absolutely no escapes to use against them. The one saving grace you have is your range. You should still be able to farm some using Volley from a distance, but other than that you are going to need to get ganks to win. If you can choose a support, Janna is probably the best here simply because she will be able to save you countless times as the enemy tries to jump you.
Thank you for reading my guide. Maybe you will run into me on the NA servers. My name on there is "Aphoristic". You can also add me, but I probably will decline if I do not recognize your name.
If you have reason to contact me, feel free to email me at aphoristic92(at)gmail(dot)com.
- 1.12 (1/26/13): Many wording changes for the first half of the guide. Added Thresh's matchup.
- 1.11 (1/16/13): Minor changes including a picture for the masteries and new starting items.
- 1.10 (1/10/13): Added Synergies and Matchups section.
- 1.00 (1/9/13): Guide created.
Copyright 2013 Arthur Perra
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