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[Champion] Ashe

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Praetorial
Profile Blog Joined May 2011
United States4241 Posts
Last Edited: 2013-04-03 20:15:15
April 03 2013 19:25 GMT
#1
[image loading]

[image loading]

The old Ashe guide is really, really old. November 2010 old. I thought that one of the most loved champions in League of Legends deserved a new and shiny thread(shoutout to spinesheath for writing the first guide though).


What is ASHE?


Ashe is a classic AD carry. She's been around since the earliest days of League of Legends, and has never lost her popularity. Many starting players pick up Ashe due to the simplicity of her kit, but in the hands of a skilled player, Ashe can be a genuine nightmare. Her long attack range, powerful CC, and global ult all make Ashe a force to be reckoned with.

With that said, let's take a closer look at this monster!


Abilities


PASSIVE

[image loading]

Focus

Ashe's critical strike chance increases by 3 / 6 / 9 / 12 / 15 / 18% every 3 seconds while not attacking. Focus' bonus is expended with her next basic attack.


This passive is what makes Ashe one of the strongest level 1 carries. Since there is always a minute or so between buying and any sort of action, Ashe's first attack is guaranteed to be a critical hit. Courageous Ashe players can abuse this by hiding in the opponents' bushes in the bottom lane and surprising them with an autoattack and a Volley at level 1, giving them a huge advantage early on. Later in the game, as Focus scales with levels, Ashe can get a near 100% crit rate if she buys a couple of crit-boosting items, like Statikk Shiv or Zeal.


Q

[image loading]

Frost Shot

TOGGLE: Ashe's basic attacks slow her targets for 2 seconds. This ability costs 8 mana per autoattack.

Rank 1: Ashe's arrows slow targets by 15%.
Rank 2: Ashe's arrows slow targets by 20%.
Rank 3: Ashe's arrows slow targets by 25%.
Rank 4: Ashe's arrows slow targets by 30%.
Rank 5: Ashe's arrows slow targets by 35%.


This ability gives an Ashe that's ahead a huge amount of bully power. Since Ashe already has a huge attack range(600), this ability lets her pop off a couple of autoattacks and run back free from any sort of attempt to retaliate. Remember, this is a toggled ability. Leaving it on for attacking minions and towers is a waste of mana. If you aren't attacking a champion, turn it off. You'll want to max this ability either second or last, since Volley offers more damage and Hawkshot can offer better gold generation under certain circumstances.


W

[image loading]

Volley

Ashe fires 7 arrows in a cone, dealing physical damage to each target hit. Each arrow will only hit one enemy, and each enemy will only be hit by one arrow. Volley also applies the current rank of Frost Shot, regardless if it is toggled on or not. This ability costs 60 mana

Rank 1: 40 damage + 100% AD damage per arrow, cooldown is 16 seconds.
Rank 2: 50 damage + 100% AD damage per arrow, cooldown is 13 seconds.
Rank 3: 60 damage + 100% AD damage per arrow, cooldown is 10 seconds.
Rank 4: 70 damage + 100% AD damage per arrow, cooldown is 7 seconds.
Rank 5: 80 damage + 100% AD damage per arrow, cooldown is 4 seconds.


This is Ashe's bread-and-butter damage skill. She should always take it at level 1, and max it first. There are so many things to love about this skill. First, it has a range of 1200, meaning that if you fire it in the general direction of an enemy, it's always going to hit. Second, the damage on it is insane-it scales with AD directly! Third, it applies the current level of Frost Shot. This last attribute lets Ashe slow multiple champions at once from range, making it a great tool for both kiting and chasing. One thing to note is that at level 1, this ability will not slow enemies, since Frost Shot will not have been leveled. Nonetheless, this is one of the best poke skills of any AD carry.


E

[image loading]

Hawkshot

PASSIVE: Ashe gains bonus gold whenever she kills a unit or destroys a structure.
ACTIVE: Ashe animates a hawk to scout for her, revealing terrain for 2 seconds as it flies towards a target location. Hawkshot reveals a wide area for 5 seconds when it reaches its destination. The hawk will reveal units in the brushes, but will not reveal stealthed units or objects. This ability costs no mana.

Rank 1: 1 bonus gold on killing a unit or destroying a structure. Active has a range of 2500 units.
Rank 2: 2 bonus gold on killing a unit or destroying a structure. Active has a range of 3250 units.
Rank 3: 3 bonus gold on killing a unit or destroying a structure. Active has a range of 4000 units.
Rank 4: 4 bonus gold on killing a unit or destroying a structure. Active has a range of 4750 units.
Rank 5: 5 bonus gold on killing a unit or destroying a structure. Active has a range of 5500 units.


This is one of Ashe's quirkier skills, but one that can greatly boost her laning power. Hawkshot has two components-the passive and the active. The passive grants Ashe additional gold upon killing a minion. 1 gold might not sound like much, but at later ranks of the ability, Ashe can boost her gold generation by 20-30%! If Ashe is already ahead of her lane opponent by a significant amount, it's often advantageous to begin maxing this over Frost Shot after maxing Volley, since it lets Ashe reach bigger and better items much faster. The active lets Ashe shoot a projectile that flies above the battlefield in a straight line, revealing nonstealthed enemy units. At rank 1, this is only useful for scouting brushes at a relatively close range. At rank 5, however, this ability can grant Ashe's team vision of a safe approach to Baron Nashor or Dragon, and see where enemies are hiding. It's a very useful utility, even if it has a gigantic cooldown of 60 seconds.


R - ULTIMATE

[image loading]

Enchanted Crystal Arrow

Ashe fires a 1600-speed large arrow in a straight line. If it hits an enemy champion, it will deal magic damage and stun that champion for 1 to 3.5 seconds based on the distance the arrow traveled, reaching max stun duration at 2800 units traveled. Additionally, enemies within 125 range of the impact take half the damage and are slowed by 50% for 3 seconds

Rank 1: Arrow deals 250 damage + 100% of AP
Rank 2: Arrow deals 425 damage + 100% of AP
Rank 3: Arrow deals 600 damage + 100% of AP


This skill is why people play Ashe. It's a certainty that anyone who has played more than 10 games of League has seen someone fire an ECA from bottom lane to hit the enemy midlaner, letting the friendly mage murder them. The ECA is one of the best ults in the game in the hands of someone who can land it consistently and track enemy movements. It's a fantastic tool for engaging on teams that are running away from yours, teams that are doing Baron, teams that are trying to stop yours from doing Baron, ganking, escaping ganks, and everything else you can imagine. When this skill is up, a good Ashe gains the ability to dictate the pace of every single lane. Save it for when you need it, but never be afraid to press R when your instinct says it's right. A caution, though: if you're starting out playing Ashe, you're going to miss a lot. The arrow travels about four times faster than most champions, but it's really, really easy for someone to dodge if they see it coming. Fire from the jungle, not from where the enemy team has vision of you.

This skill is so awesome, it deserves to have some montages linked.

+ Show Spoiler [ECA Montages] +





Building Ashe


Season 3 gave Ashe a lot of new options for items. Without further ado:


Early Game

[image loading] is my go-to starting item. Since Focus and Volley let Ashe have very strong and safe dueling ability along with her huge attack range, Doran's Blade lets Ashe both abuse her strongest traits and sustain in lane. Of course, if your opponent can deal a significant amount of damage to you early, which shouldn't happen, you'll get really behind.
[image loading][image loading][image loading][image loading] is the "safe" way to start off a game. Although champion movement speed was buffed in Season 3, everyone benefits from going a little faster and being able to sustain more damage in lane. Still viable, just weaker than four months ago.


First Buy

[image loading] is what you want. Ashe needs some AD early game to power up her harass and W damage, and the B.F. Sword is just what the doctor ordered.
[image loading] is what you get if you can't get a B.F. Sword on your first back.

Mid Game

You have three items that you want midgame.

[image loading] will make you zoom around and attack faster. More attacks equal more damage, so get these before 20 minutes.
[image loading] is the "best" item that you can get on Ashe midgame. Along with her passive, Shiv will let Ashe crit over and over again when attacking an enemy. It lets her reapply Frost Shot more, and boosts her movement speed by a whopping 6%! With her long range, the passive on this item will let her poke from far away with magic damage, which circumvents much of the protection tanky supports will buy.
[image loading] is self-explanatory. More crits and more AD will let Ashe kill anything in seconds. This item is really expensive, which is why you bought either a Pickaxe or B.F. Sword as your first item.

Late Game

[image loading] and [image loading] will round out your offensive power will big damage and Armor Penetration.
[image loading][image loading][image loading] are all strong defensive items that will let you survive more damage lategame. Pick the one that best counters the enemy team.


Runes, Masteries, and Summoners


Runes


Since I'm not a very good player, I play Ashe with a full AD runepage. This is a bad idea, even if it lets you deal tons of damage. Don't do it. Instead, I recommend running AD quints, AD reds, flat armor yellows, and scaling magic resist blues. These runes will let you survive and win at the early game while still padding your lategame stats somewhat.


Masteries


[image loading]
[image loading]

Both of the trees above are viable. Each focuses on maximizing offensive power through a 21/x/y build, with offensive points in the physical damage, attack speed, and crit masteries. Defensive masteries should always have 4 points in Durability and 1 point in Summoner's resolve to boost the power of your defensive summoner. You can also, as in Tree 1, take points out of the defense tree to give yourself better mana regen in the utility tree.


Summoners

[image loading] is the best summoner in the game. Always take it unless you're below 13, because it does everything-chasing, escaping, ganking.
[image loading] will let you trade better and survive being nuked, it's what I recommend as your second summoner.
[image loading] is an option if your laning opponents are very crowd-control heavy. If you're facing a Taric, Thresh, or Lux, consider taking this.


Laning Partners


Ashe works best with tanky supports that can peel for her and act as a meat shield. Since she has zero escapes, it's imperative that she have as much crowd-control from her partner as humanely possible. With that in mind, let's look at a few good and bad champions to partner with.


GOOD

[image loading] is the queen of poke and peel. She has synergy with any AD carry, and Ashe is no exception.
[image loading] is tanky and disruptive-just what an Ashe needs to dominate a lane safely.
[image loading] does lots of damage without much farm, and will let you trade and peel much more effectively. Although she isn't very tanky, a good Lux will give you plenty of breathing room in lane.
[image loading] is fabulous, since he has a reliable stun, heal, and armor aura that lets you trade very effectively when the going gets tough.
[image loading] has great potential with Ashe. Your Frost Shots make it easy for him to hook and slow enemies, and his tankiness and ability to slow multiple enemies will save you from many a gank.
[image loading] has fallen out of favor recently, but an Alistar who knows how to combo can get you a metric tons of kills in lane and be unkillable himself.
[image loading] has a lot of poke, which along with Ashe's long range creates the "ultimate poke lane".
[image loading] Trust me, it works.

BAD

[image loading] The last thing an Ashe needs is more slow power. He may help with Blood Boil, but Ashe just removes all of his snowball's utility.
[image loading] is great if you like farming all day, but if you get ganked, good luck!

Well, I guess that wraps up my Ashe guide! Feel free to comment on anything in it, or anything that I should add!
FOR GREAT JUSTICE! Bans for the ban gods!
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-04-03 22:25:28
April 03 2013 19:55 GMT
#2
I disagree with the match-ups, namely Blitz and Sona.
Thresh works well because his 475 range autoattacks and the additional magic damage from his Q's passive let him poke, while Blitz is always all-in. Thresh E and Q let him cc people without standing on top of them nor screwing himself, making him a better peeler than Blitz. Finally, Thresh's Lantern lets him shield you from some damage, or save you from aggression/ganks if he can split from you. Blitz doesn't have anything to protect you with, except his own body, and he isn't the tanky champ he once was.

Blitz is all-in and relies on dealing crippling damage to the opponent when he moves in or gets a hook off. Ashe has the least burst damage of all AD carries, so she can't make use of his initiations as well as Graves, Sivir, etc. She's squishy, has no escapes, and he can't defend her. Anytime they fall behind, Ashe is screwed.

As for Sona, she's often paired with Varus for maximum poke and bulliness in lane: their ultimates combo is also extremely strong, both in lane and during teamfights, locking people down in an AoE for extended periods of time and letting the pair either run, or land Q-Powerchords and fully charged Piercing Arrows.
Ashe has less burst-damage than Varus, lacking Blight's on-hit and on-ability-hit passives, and her poke doesn't pierce like his Q, however they share strengths in good auto-attack range, good poke, good kiting kit, long-range AoE hard-cc ultimates. Ashe works with Sona as "the ultimate poke lane" since forever, and the way Varus is played in combination with Sona in the pro scene is only testament to the viability of that combo.
Cant take LMS hipsters serious.
XerrolAvengerII
Profile Joined January 2010
United States510 Posts
Last Edited: 2013-04-03 21:08:53
April 03 2013 20:08 GMT
#3
[image loading]

Ashe isn't actually all that good, she is outdamaged by most AD carries simply because she doesn't have as many offensive skills. Her Hawkshot passive is technically risky, but ultimately provides no benefit as most reliable guides you will find advise (sensibly) to maximize Wolley first because that is her only source of ability damage beyond enchanted cRystal aRRow. In General, having slow available all the time as a utility carry would allow Ashe to snowball, but Ashe is incredibly High Risk low Reward because of her below average damage, health, and weak teamfight.

It is also worth noting that most really popular AD carries right now are picked because of a combination of survivability/escapes, area damage for teamfights, and ability damage/steroids (self buffs for damage/attack speed etc). Key examples of popular picks right now would be Graves or Miss Fortune who can deal lots of damage and are relevant in team fights and in lane throughout an entire game.

Ashe is a very misleading champion for beginner players because inexperienced players will not have the judgement to make risky plays (intentionally), and in general, utility effects like Frost Shot will be much much more effective against inexperienced players than high ranked frequent fliers. A player who becomes accustomed to winning with Ashe at lower summoner levels of experience, will find themselves in for a hard surprise when faced with enemies that stand their ground or fight back against ashe, using her deficiencies in damage and survivability to dominate her lane.

While I love Ashe myself, being the first AD carry I ever played, I would say I have since graduated to more reliable champion picks like any of the gun wielders or Vayne (for the super risky gambler types)

Frankly, I think Ashe is long due for a redesign much in the spirit of Karma, Trundle, and Sejuani... but I don't expect that to happen this year.

Best of luck to you.

P.S. Here's a random joke from some random league of legends thread
+ Show Spoiler +
[image loading]


Upon further analysis, I never considered building the new Blade of the Ruined King on Ashe... I wonder if that might help.
Hey! Hey! Can I interest you in some fruit? Would you like a Banana!?...
Praetorial
Profile Blog Joined May 2011
United States4241 Posts
April 03 2013 20:14 GMT
#4
On April 04 2013 04:55 Alaric wrote:
I disagree with the match-ups, namely Blitz and Sona.
Thresh works well because his 475 range autoattacks and the additional magic damage from his Q's passive let him poke, while Blitz is always all-in. Thresh E and Q let him cc people without standing on top of them nor screwing himself, making him a better peeler than Blitz. Finally, Thresh's Lantern lets him shield you from some damage, or save you from aggression/ganks if he can split from you. Blitz doesn't have anything to protect you with, except his own body, and he isn't the tanky champ he once was.

Blitz is all-in and relies on dealing crippling damage to the opponent when he moves in or gets a hook off. Ashe has the least burst damage of all AD carries, so she can't make use of his initiations as well as Graves, Sivir, etc. She's squishy, has no escapes, and he can't defend her. Anytime they fall behind, Ashe is screwed.

As for Sona, she's often paired with Varus for maximum poke and bulliness in lane: their ultimates combo is also extremely strong, both in lane and during teamfights, locking people down in an AoE for extended periods of time and letting them either run, or land fully Q-Powerchords and fully charged Piercing Arrows.
Ashe has less burst-damage than Varus, lacking Blight's on-hit and on-ability-hit passives, and her poke doesn't pierce like his Q, however they share strengths in good auto-attack range, good poke, good kiting kit, long-range AoE hard-cc ultimates. Ashe works with Sona as "the ultimate poke lane" since forever, and the way Varus is played in combination with Sona in the pro scene is only testament to the viability of that combo.


That makes sense! I'll change it up.
FOR GREAT JUSTICE! Bans for the ban gods!
Ente
Profile Joined October 2010
Germany1795 Posts
Last Edited: 2013-04-03 20:32:12
April 03 2013 20:27 GMT
#5
Ashe/nunu is a decent lane - that was the only lane which was good for her (before nunu got nerfed that is) no idea why you say its bad


Why would you ever skill 8 in def and not use 1 more point to get 30 hp?
You dont even mention botrk - give a good reason NOT to get it (if you think that is)
even if you prefer shiv over PD on Ashe, you dont mention that you should always sell shiv if you have 6 items to get your pd (pd is more dps with full gear - just the cost is the problem)

In addition to that - nothing against you but why did you write this guide - you basically dont write anything besides explaining her skills I dont really think this deserves an own thread

Edit: you also dont mention randuin in the defensive options

is an option if your laning opponents are very crowd-control heavy. If you're facing a Taric, Thresh, or Lux, consider taking this.

That is not why you take cleanse - you take cleanse against a whole team not really against the lane.
If you say that volibear is a "good" support give reasons! (he isnt btw)

While your defensive items are correct it would be helpful to give some examples of when you take which defensive item - for example: Morde, Zed you like a qss. Leblanc, Kassadin - Banshee. Mixed burst dmg - Warmogs etc etc
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
MoonBear
Profile Blog Joined November 2010
Straight outta Johto18973 Posts
April 03 2013 21:39 GMT
#6
I agree that PD needs strong consideration if you're 6 items. Although I just prefer PD to Shiv for nearly anyone where you get IE. It's the biggest crit stick you can get and Ashe has really good AS scaling.

Her ultimate is definitely one of the main reasons you pick her. She is still the only champion with 100% unconditional initiation in the game and is something powerful enough you can build team comps around it, although this doesn't apply to solo queue. But even so, her late game damage is nothing to sniff at thanks to her AS scaling and 600 natural range. The W for waveclear is also very nice. The only downside is her lack of mobility, but with her ultimate you should (theoretically) never be in a position where you can be immediately jumped.
ModeratorA dream. Do you have one that has cursed you like that? Or maybe... a wish?
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2013-04-03 22:42:25
April 03 2013 22:41 GMT
#7
Yup, I disagree with the post criticising Ashe because of a "weak teamfighting" since Graves has even weaker teamfighting come late game, where his burst is weaker and his short range is crippling. He's actually fallen off competitively these days.
Of course Ashe has trouble against a burst threat, but so do a lot of champs (if you can be killed fast, it's only a matter of applying a root/stun/silence for the 2-3s needed so you don't use your escape, and without Tenacity it's relatively easy to do), and when confronted by dps-oriented champions who don't have multiple gap closers (Vi, Kha'Zix, Zed, Renekton... apart from those, there aren't many, and since Kha and Zed double as assassin-level burst their dps is the least of your concerns when they jump you) her kiting is pretty good. Seeing how other popular picks revolve around safety/poke/disengage (cf. Lux, TF, Jayce), Ashe's kit and teamfighting style fits pretty well with them.
1200 range Volley means that most champs can't even hurl a skillshot at you without getting hit (Lux, Viktor, TF, Xerath, Ziggs and Morgana are amongst the few exceptions), making it so Ashe can actually hit virtually anybody during a teamfight to apply her slow and help her team either pick off stragglers or disengage.

About maxing E 1st/2nd, somebody talked about it in the GD thread awhile ago, and he gave a detailed explanation and reasoning about the conditions in which he does it, too bad I don't know which thread it was in, the reasoning was pretty well thought-out (basically be blue side against a lane that won't all-in you at level 1, get a shoving/poking support with you, and abuse the explorer ward and level 1 strength to poke the enemy lane as they help pulling blue, then shove immediatly while the wounded opponent can't play aggro and back immediatly for your avarice blade: the enemy lane should have to back too, and shouldn't have enough gold to buy something that would "counter" your gp5 hard enough (like a pickaxe)).
Cant take LMS hipsters serious.
Ente
Profile Joined October 2010
Germany1795 Posts
April 03 2013 23:12 GMT
#8
I think e maxing is horrible a few reasons:
If you do not skill w early - you have 0 chance to win the lane if you get a single kill (450g with assist) you will most likely get more gold then you get with your e in the whole game (with 2 kills its pretty certain that its more).
It just seems horrible to have no possible way of winning a lane ever , doesnt matter what happens at most you can be even and possibly outfarm. Especially if you get an avarice blade in addition to that.
The only thing which you can do and I usually do is getting 2 points in my e to get the extra range at lvl 8.

If you miss like ~3-4 cs per 2 levels early because you dont have points in your w you already get less gold.
Im not a defensive player though so it just seems horrible to me to not have the ability to go agressive + you cant really push either
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Zariel
Profile Blog Joined December 2010
Australia1285 Posts
April 03 2013 23:38 GMT
#9
I tend to play Ashe with Flash+Teleport. My mentality is keeping ahead of enemy ADC. With the ability of TP, I can duck in to base and back to the lane within 15 seconds and have an immediate item advantage and fully healed and at most I have only lost a few CS. If I had got ganked and died, I can TP into the lane and get back in track ASAP. I know it's not the best mentality, but it has won me games and works for me.

With Ashe especially, I play a passive game until I hit my BF Sword (8 minute mark if no kills) then it's a recall + TP back into lane and attempt to dominate from there.

PS: You have to max out W first, 4 sec CD is what is absolutely necessary to win games. Without a 4 sec CD Volley, Ashe is near worthless.
sup
Vanka
Profile Blog Joined April 2010
China1336 Posts
April 04 2013 05:54 GMT
#10
As far as I recall, bloodboil scales with base attack speed, which ashe has crazy high of, so ashe nunu is actually a strong combo, though less so a lane dominant one. Add to that that ashe scales incredibly with attack speed thanks to her q means that nunu is good for her.

I've typically run flash ghost. Again, ashe's best asset other than her ult is her insane kiting. 35% slow late game is almost impossible for most bruisers to deal with, once they blow their gap closer. This means both if you can get out of harm's way, and then get back into 600 range, you will catch the enemy champion, and they will go down because you will kite them to death.

I try to pick ashe into games where the my team has a lot of damage, either with a high damage support or a strong damagey mid. That lets me rush a zeal (or even finish the pd) first before IE, so I can slow people down constantly enough for people to get the kill. While her upfront damage is deceptively low, the fact that she slows on every hit means that if they're not using an escape, it translates to a ton of actual dealt damage on champions.

In solo queue, I've mostly just used ashe as a counter pick against teams that are running garen, singed, udyr, or sion. Makes life a lot easier lol.
Caphe
Profile Blog Joined May 2007
Vietnam10817 Posts
April 04 2013 06:12 GMT
#11
I think the point of picking Ashe is you need to survive lane phase, if an Ashe can get out of lane phase on par or slightly ahead of enemy's ADC she will be a huge thread late game given the team can actually protect her.
Ashe's weakest aspect is she has no escape ability, kiting W/Q doesn't work in all cases, so she need to lane with someone kind of tanky and have disable.

With that said, Nunu is good with Ashe, with 2 slows you can lane safe and BB is just awesome. Ashe/Sona is kind of bad I think, both too squishy and no escape pre 6 which if the enemy smart enough they will gain quite an advantage.

For summoners, Ghost/Flash is quite good on Ashe, since she has no escape Ghost will make a difference in team fight where you can kite the enemy's diver or use it to quickly positioning yourself.
Terran
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2013-04-04 06:38:09
April 04 2013 06:27 GMT
#12
It's funny that Janna isn't even listed lol.

Anyway, a few things that should be mentioned:

- Alternating Q while low on mana.
- Maxing E first instead of W (highly situational).
- Janna.
- Exactly how her W works.
- Point-blank R.


A few things that (IMO) need reconsideration:

- No mentioning of 14-16-0 mastery.
- BF sword first... really?
- Leona + Ashe sucks.
- Nunu + Ashe is great.
- Soraka + Ashe isn't too bad.

On April 04 2013 14:54 Vanka wrote:
As far as I recall, bloodboil scales with base attack speed, which ashe has crazy high of, so ashe nunu is actually a strong combo, though less so a lane dominant one. Add to that that ashe scales incredibly with attack speed thanks to her q means that nunu is good for her.

I've typically run flash ghost. Again, ashe's best asset other than her ult is her insane kiting. 35% slow late game is almost impossible for most bruisers to deal with, once they blow their gap closer. This means both if you can get out of harm's way, and then get back into 600 range, you will catch the enemy champion, and they will go down because you will kite them to death.

I try to pick ashe into games where the my team has a lot of damage, either with a high damage support or a strong damagey mid. That lets me rush a zeal (or even finish the pd) first before IE, so I can slow people down constantly enough for people to get the kill. While her upfront damage is deceptively low, the fact that she slows on every hit means that if they're not using an escape, it translates to a ton of actual dealt damage on champions.

In solo queue, I've mostly just used ashe as a counter pick against teams that are running garen, singed, udyr, or sion. Makes life a lot easier lol.


Running Flash + Ghost is hugely detrimental to her laning power (which is bad enough as it is), in my opinion.

On April 04 2013 08:12 Ente wrote:
I think e maxing is horrible a few reasons:
If you do not skill w early - you have 0 chance to win the lane if you get a single kill (450g with assist) you will most likely get more gold then you get with your e in the whole game (with 2 kills its pretty certain that its more).
It just seems horrible to have no possible way of winning a lane ever , doesnt matter what happens at most you can be even and possibly outfarm. Especially if you get an avarice blade in addition to that.
The only thing which you can do and I usually do is getting 2 points in my e to get the extra range at lvl 8.

If you miss like ~3-4 cs per 2 levels early because you dont have points in your w you already get less gold.
Im not a defensive player though so it just seems horrible to me to not have the ability to go agressive + you cant really push either


Maxing E first when fed isn't too bad.
https://twitter.com/SufficientStats
RagequitBM
Profile Joined November 2011
Canada2270 Posts
April 04 2013 08:26 GMT
#13
My typical Ashe build is either Pickaxe or BF sword on first back, depending on how farmy the lane was, then build a Shiv after, before finishing IE.

Chaox does this, and it feels amazing to me. I think it would be worth adding as an alternate build order if not getting BotRK.
Twitch.tv/Ragequitbm for all the fans
Blyf
Profile Blog Joined December 2007
Denmark408 Posts
Last Edited: 2013-04-04 09:09:56
April 04 2013 08:55 GMT
#14
On April 04 2013 05:27 Ente wrote:
In addition to that - nothing against you but why did you write this guide - you basically dont write anything besides explaining her skills I dont really think this deserves an own thread


I would ask the same question - why did you write this guide? You don't give much information that can't be found on lol wiki, and it seems that your tips are based on personal opinion rather than analysis. Or even better, community consensus.

I mean... Leona recommended for Ashe? And why not Soraka and Nunu? And if you think Volibear support has merits, don't just throw it out there. Tell us how you used it, against which lane/comp and at which level of competition you had success with it.

I am sorry to say this, but I honestly think this thread does more bad than good for aspiring Ashe players looking for knowledge.

PS. An example of a good guide: Jcc wrote a brilliant piece on cash-ashe early this year. He would include a step by step guide on how to control the tempo of the game using the strengths of Ashe and compensating for her weaknesses. Another example is Mogwai's Pantheon guide. Try and look them up.

Edit: Found the Jcc post for your convenience:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=398485&currentpage=155#3097
"ignorance more frequently begets confidence than does knowledge" - Charles Darwin --- wtf? begets isn't a word. quit trying to make up words, fuckface. - Some idiot --- D3 Evelynn main with a side of Ashe/Tristana
TigerKarl
Profile Joined November 2010
1757 Posts
April 04 2013 11:10 GMT
#15
So wrong about Soraka support. But then again, hardly anybody is playing the strongest support champion properly.
Ente
Profile Joined October 2010
Germany1795 Posts
April 04 2013 11:26 GMT
#16

Maxing E first when fed isn't too bad.

wrong especially if you are fed its really bad. If both are even with a 100% farmlane then I guess its okay - not good in my opinion though .
If you are fed you want to fight and kill stuff - which you cant do with e your slow will be really low because you will only have 1 point in frostshot

As far as I recall, bloodboil scales with base attack speed, which ashe has crazy high of, so ashe nunu is actually a strong combo, though less so a lane dominant one. Add to that that ashe scales incredibly with attack speed thanks to her q means that nunu is good for her.

Even though your AS definition is correct, Ashe doesnt have a very high base as, she has a really high as per lvl

Running Flash + Ghost is hugely detrimental to her laning power (which is bad enough as it is), in my opinion.

Thats the thing Ashes laning phase isnt terrible, it is fine and she can kill stuff (unless you max e ..)

Edit: Found the Jcc post for your convenience:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=398485&currentpage=155#3097

really recommend RUSHING avarice blade...
That linked thing might be even worse then this
I dunno why people constantly try to make max e happen, it will not be good unless it gets buffed + I have no idea if he does it like this but his items are incredible one dimiensional you cant always go that itembuild (in addition to that such a late vamp scepter is really risky without lifesteal quints)
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
sylverfyre
Profile Joined May 2010
United States8298 Posts
Last Edited: 2013-04-04 12:48:43
April 04 2013 12:39 GMT
#17
Eh, JCC's cash ashe guide is highly conditional on totally dicking over their jungler/team at level 1. It's so situational that using it as "this is how you build ashe, build her like this every game" is completely wrong.

But like Ente said, you don't want to max E when you're fed and winning. You want frost shot and volley when you're fed and winning, so you can crush the other ADC so hard it's not even funny. E is passible if you're SAFE and having a farmoff but pressuring the enemy lane would be dangerous or unproductive. You give up a lot of trading power if you don't level W>Q>E. I've turned lots of losing lanes around with W5 2-3Q in the midgame 8-11 area, because the other adc gets rocked by Frost Shot. I don't know what I'd do if I didn't have it, probably just go 1-20-5. But it's ok, those ranks in Hawk Shot give you 600 gold? yeah NTY. (remember, they only give you gold between the levels you chose to max them early, and the time that you'd max them anyway on a normal ashe build.)

In fact, I'm a fan of going WQWQW. Many times you have total ward coverage at that point in the game anyway, and a secoind point in Q can really exert a lot of pressure.
Ente
Profile Joined October 2010
Germany1795 Posts
April 04 2013 12:53 GMT
#18
With the E thing you should really really think about
1 kill is 450 gold only for you + the enemy will lose a lot of gold (by not farming) + you get map presence.
Overall 1 kill is probably worth at least 600 gold (most likely more)
so even if we take the low end kills 2 kills in a full game is more then the e gives you in total. And we dont even consider missed lasthits by not getting w.

On a sidenote I would always get e at lvl 4 (you can get it at lvl 2 aswell if you dont want to be agressive) the active is really damn good. If riot would buff the active if you lvl it up (reduce the cooldown that is) you can think about maxing it early(er). The active is really fucking good!
lol acc: Entenzwerg EUW http://www.twitch.tv/Entenzwerg league of legends stream (challenger EuW)
Blyf
Profile Blog Joined December 2007
Denmark408 Posts
Last Edited: 2013-04-05 09:27:41
April 04 2013 13:10 GMT
#19
On April 04 2013 21:39 sylverfyre wrote:
Eh, JCC's cash ashe guide is highly conditional on totally dicking over their jungler/team at level 1. It's so situational that using it as "this is how you build ashe, build her like this every game" is completely wrong.


Who said that?
"ignorance more frequently begets confidence than does knowledge" - Charles Darwin --- wtf? begets isn't a word. quit trying to make up words, fuckface. - Some idiot --- D3 Evelynn main with a side of Ashe/Tristana
Blyf
Profile Blog Joined December 2007
Denmark408 Posts
April 04 2013 13:23 GMT
#20
On April 04 2013 20:26 Ente wrote:
Show nested quote +
Edit: Found the Jcc post for your convenience:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=398485&currentpage=155#3097

really recommend RUSHING avarice blade...
That linked thing might be even worse then this
I dunno why people constantly try to make max e happen, it will not be good unless it gets buffed + I have no idea if he does it like this but his items are incredible one dimiensional you cant always go that itembuild (in addition to that such a late vamp scepter is really risky without lifesteal quints)


I'm still unsure of the whole avarice blade and maxing e second, but the playstyle depicted in the guide has been a tremendous help for me. More than a few times have I stomped the lane hard using this opening. Admittedly I would more often than not opt for lane dominance with a normal item progression rather than going for the gp10's.

My point was simply that this kind of playstyle description is exactly the kind of thing that makes a guide valuable.
"ignorance more frequently begets confidence than does knowledge" - Charles Darwin --- wtf? begets isn't a word. quit trying to make up words, fuckface. - Some idiot --- D3 Evelynn main with a side of Ashe/Tristana
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