Table of Contents
League of Legends Character Guide: Ashe
- Author: Arthur Perra
- Date Created: January 9, 2013
- Date Last Updated: January 10, 2014
- Current Version: 1.20
- Current Patch: Yasuo
Before you read this guide, be sure you know the basics of League of Legends. As long as you know how to control your champion, win the game, and standard team compositions, then you should be good.
Ashe is one of the faces of League of Legends. She is a ranged marksman character who excels at dealing damage from a distance, but is easily taken out if caught out. I will be covering basic strategies for playing Ashe on Summoner's Rift, the default 5v5 map.
|Attribute||Value (Level Increase)|
|Health Regeneration||4.5 (+0.55)|
|Attack Damage||46.3 (+2.85)|
|Attack Speed||0.658 (+4%)|
|Mana Regeneration||6.3 (+0.4)|
Ashe's stats are fairly average. The one exception is her range. At 600 range, Ashe gains a fairly strong advantage over most opponents. Range is one of the few stats you cannot typically change during a game, so her higher than average range is invaluable.
If Ashe has not attacked for 3 seconds, she starts gaining 4 / 5 / 6 / 7 / 8 stacks of Focus every second. At 100 stacks, Ashe's next attack will critically strike.
Initial Focus stacks are equal to Ashes Critical Strike Chance.
If you look above your ability icons, you will see an icon matching your passive. When that number hits 100, your next attack will be a critical strike. You almost always should try to use your free critical strikes against enemy champions, but not at the cost of missing a minion for gold. Focus's critical strike in addition to a Volley is a great combo to harass enemy champions, even as early as level 1. Actually, Ashe has one of the highest burst damages at level 1 because of it. Take advantage of this skill to establish dominance from the start of the game.
Keep in mind that your passive does not charge only while you are auto attacking. You can still hit enemies with Volley without halting the charge. Keep this in mind, and use the stop command or constantly move to prevent Ashe from auto attacking minions when necessary.
Frost Shot (Q)
Toggle: Basic attacks slow enemies by 15% / 20% / 25% / 30% / 35% for 2 seconds.
- 8 Mana per Attack
- No Cooldown
When you activate this ability, all of your auto attacks will slow enemies. Knowing when to turn on and off this skill is very important. Do not leave this skill on while hitting minions or towers, or you will be wasting mana. Generally, you want this skill to be on anytime you are trying to kill any opponent and anytime you are trying to escape from an opponent.
Frost Shot gives Ashe the best kiting ability in the game. Kiting is a term for hitting an enemy while backing away from them. The easiest way to do this is to move and attack move. Move away with your normal left clicks, then hold shift while doing so to command Ashe to hit the nearest enemy while moving to the spot you chose. Alternating this is the easiest way to kite a single enemy. Do not try this if enemy minions are near, or Ashe will target them if they are closer than the enemy champion.
Fires arrows in a cone, dealing 40 / 50 / 60 / 70 / 80 (+ 100% AD) physical damage. Volley applies Frost Shot's slow effect.
- 60 Mana
- 16 / 13 / 10 / 7 / 4 second Cooldown
- 1200 Range
- 2000 Missile Speed
- 57.5º Cone Width
Ashe's Volley is her main damaging ability. Functionally, Volley is an additional auto attack that hits everything in front of you. It can be useful for farming from a longer range, as it has twice the range of your auto attacks. As stated earlier, this ability is great for dealing a large amount of damage when combined with auto attacks, especially the guaranteed critical strikes coming from your passive. Just do not forget that the arrows will stop after hitting an enemy, so position yourself accordingly to hit your target.
Remember that this ability will always apply the slow you have on Frost Shot for free. This makes the ability very useful for catching up to enemies that are just slightly out of your range. Additionally, the slow is useful when trying to kite away from enemies. Always toss out this ability if you have it up during a fight. Not using this ability is wasting potential damage.
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.
- No Cost
- 60 second Cooldown
- 2500 / 3250 / 4000 / 4750 / 5500 Range
Use this ability to check brush that could contain enemies before entering or going near it. Keep in mind that this ability does not reveal stealthed units when playing against champions like Evelynn. Later in games, this ability is very useful for scouting out objectives such as Baron. You can also use this ability to help find targets for your ultimate.
The extra gold is a nice bonus. However, you should overlook the ability in favor of your Volley and Frost Shot which are significantly more useful throughout the game.
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.
- 100 Mana
- 100 / 90 / 80 second Cooldown
- Global Range
- 1600 Missile Speed
- 250 Radius Explosion
This is your big skill. Enchanted Crystal Arrow is Ashe's strongest ability. The entire game can be decided on one arrow. You need to coordinate with your team to use this ability properly. Hitting a high priority target, which will typically be the enemy with the most kills on the other team, can win you games.
There are many uses for this ability, and the number one problem I notice is people hesitating on using it. If you see an opening, shoot before it goes away. The skill can be used to pick off low health or out of position enemies and engage game deciding team fights. Once you hit level 6, you should be looking for opportunities to use this to get kills.
The stun reaches 3.5 seconds after the arrow travels 2800 units. The arrow needs to be in the air for at least 1.75 seconds before hitting to reach this point. Also do not forget about the splash damage. If you get lucky, the splash damage can even steal Baron, but definitely do not rely on it.
Teleports your champion a short distance toward your cursor's location.
- No Cost
- 300 second Cooldown
- Range: 400
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 maintain control in the game. No other summoner spell is as necessary on so many champions, and Ashe is not an exception.
Temporarily shields 95 + (20 * level) damage from your champion for 2 seconds.
- No Cost
- 210 second Cooldown
In most matchups, you will take Barrier with Flash. Barrier lets you survive situations that should kill you. It can give you that extra health to be used both offensively and defensively in tower dives and in baiting out enemy Flashes.
Removes all disables and summoner spell debuffs affecting your champion and reduces the duration of disables by 65% for the next 3 seconds.
- No Cost
- 210 second Cooldown
Cleanse is less useful, but in situations it can work. If you are against a lane that would be punishing to fight, such a Leona and Varus, or if the enemy team is just full of stuns, then this spell can work. If you think this ability will let you survive longer than Barrier would allow, then take it.
Other Summoner Spells
You really should not be using any other spells. Ignite can work to surprise enemies. Other than that, nothing else stands out.
- 8 Greater Marks of Attack Damage
- 1 Greater Mark of Critical Chance
- 9 Greater Seals of Armor
- 9 Greater Glyphs of Magic Resist
- 2 Greater Quintessences of Life Steal
- 1 Greater Quintessence of Attack Damage
This is simply the best rune setup for most Marksmen. The Armor and Magic Resist allow you to stay in lane against the harassment of the opposing Marksman and Support. Attack Damage makes it easier for you to last hit minions. Life Steal allows you to stay in lane longer. Finally, the small amount of Critical Chance allows you potentially get lucky against enemies with very little downside.
Every Marksman build you see should recommend 21 points into offense. You are free to switch around some points. You can sacrifice points in Warlord for Dangerous Game, Double-Edged Sword, or Spell Weaving and Blade Weaving. The differences will be minor between them.
As for the 9 points into defense, this is again just the standard build. You do have the option of switching out some points for Utility, specifically if you feel the need to have more mana regeneration.
|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.
- Doran's Blade
- Health Potion
- Warding Totem
There are no other real options for starting items. This is the standard start that provides the best stats early in the game.
- B.F. Sword
- Boots of Speed
- Infinity Edge
- Berserker's Greaves
Ideally, you will want to get a B.F. Sword when you return to base the first time. If that is not possible, a Pickaxe will due. The goal when playing Ashe is to finish building an Infinity Edge as fast as possible. Combined with her passive, this is the best possible item to get, and should never be passed for anything else.
- Infinity Edge
- Statikk Shiv
- Last Whisper
- The Bloodthirster
The order on these items will almost never change. Infinity Edge and Statikk Shiv combined with your passive deal an impressive amount of damage to an enemy and should rarely be passed up for anything. Last Whisper is required on any Marksman. The Bloodthrister is simply a better choice over Blade of the Ruined King on Ashe. There are few to no situations where I would prefer Blade on her.
This is your standard defensive item choice. If the enemy team is dealing out a good amount of both physical and magical damage, or if the enemy team has Assassins that will kill you very fast, get this item.
If the enemy team has crowd control that you need to be afraid of, get this as your final item.
Banshee's Veil is a good alternative to Guardian Angel. While it is better against magic damage, the large amount of health it gives helps against all damage. The passive effect is also very good against poke damage.
This option should only be chosen if the enemy team has little to no magic damage. The large amount of health and armor this item gives is simply the best choice against a team of all physical damage dealers.
Boots and Enchantments
You should always be getting Berserker's Greaves. When you decide it is time to buy an enchantment, grab the Furor enchantment. The only exception is if you need to get out of your base fast, in which case you should grab Homeguard. If you need to run to Baron, or defend a tower do not hesitate to buy it at any point in the game if you have not gotten Furor already.
Should a game ever go on long enough that you have all of your item slots filled, sell your boots and replace them with Zephyr once you have enough money. The loss in movement speed is always worth the large damage increase from it.
- Warding Totem
- Greater Totem
- Greater Vision Totem
You should always choose the Totem as your trinket. It is a free ward, which is just the best option on Marksmen. You are free to upgrade it to the Vision Totem whenever you feel the need for the increased vision control. I do not recommend upgrading to the Greater Stealth Totem, as it just really is not needed.
Any items I did not list are ones you should be avoiding. Marskmen have the least choice in their builds for a reason, there simply is not any better option or alternative. Phantom Dancer or Statikk Shiv is about the only real option aside from the one defensive item, and Shiv just is flat out better on Ashe.
Do not forget to buy Wards and Potions as they are needed. Buying elixirs are situational, and should always be bought if you run out of items to build.
As a Marksman, you want to kill as many minions as possible. Know how to last hit. Do not be afraid to waste mana on a Volley if it means hitting a minion you would otherwise miss. Ashe will push lane naturally, and you will want to push down turrets whenever you can.
Be mindful of your passive. Use it as often as you can in combination with a Volley to deal tons of damage to your opponent. Levels 1 and 6 are when you are strongest in lane. Level 1 is when your passive combined with Volley can push enemies out of lane or potentially lead into kills with proper coordination with your support. Volley will be dealing less damage as the game goes on, but it gains a shorter cooldown. Use it when appropriate, but be careful to not spam it or you will run out of mana quickly.
The hardest part of the early game is coordinating with your support. At level 6 you should be trying to get a kill with your ultimate. Typically this requires help from your support and possibly your jungler. The only way to get good at working with teammates is to play more. It is difficult to know when to go in on a fight and when to back away if you lack experience. Fortunately, on Ashe if you can land your ultimate you will likely get a kill in lane.
Once the laning phase ends, you will need to push lanes. You still want to gather as much gold from minions as possible, but you should also be looking towards objectives. Towers and dragon should be your priorities. Don't forget about your ultimate. You should be looking to arrow into other lanes if you see a fight happening, especially if you are back at base as it is easier to line up long range shots from base.
Just go where your team needs you, and farm any minions or monsters you can.
This is the point in the game where your ultimate matters. Pick off anyone who is out of position if your team is able to respond to your ultimate. Otherwise, you need to look for the squishier enemy champions to engage team fights onto. Missing an arrow can be the difference between winning and losing a fight.
Other than that, you should be always positioning yourself behind your team during fights. You should only get in range to hit the closest enemy while being aware of any enemies that want to target you first. You need to use your range to your advantage. Spam Volley, and keep Frost Shot on while retreating and chasing.
Ashe and Varus
Both of these champions pose very similar threats. It is a battle of the ultimates and who is able to use theirs better. Whoever gets the first one on the other typically gains the advantage. This is a skill matchup.
Caitlyn is one of the most annoying bottom lane matchups for any champion, and initially she appears to be a tough matchup. At level 6 however, you should be able to beat her with a good ultimate. Ashe is one of the few champions who can deal with Caitlyn. Volley is great at returning harass early, as long as you are able to line up a shot. Avoid her net if possible. Caitlyn has an incredibly annoying combo of firing her net into an immediate follow up with Q. If you can avoid this, you will win most fights.
Sivir is probably the most difficult matchup for Ashe. A good Sivir can ruin your day with a well-timed Spell Shield against your ultimate and volley. It is hard to get an ultimate onto Sivir unless you know she already used her shield. Her Boomerang Blade also does a lot of damage, and you want to avoid being hit twice by it always when possible. Be careful pushing against her, as she has the ability to chase you down.
Thank you for reading my guide. If you have any need to contact me, please send me a private message through the GameFAQs site.
- 1.20 (1/10/14): Updated for season 4 changes, including a bunch of older changes I had not gotten to. I have changed matchup section to notable matchups only.
- 1.12 (1/26/13): Many wording changes for the first half of the guide. I have 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 sections.
- 1.00 (1/9/13): Guide created.
Copyright 2013 Arthur Perra
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