Ashe Advanced Guide: Make a Stronger Frost Archer

General Runes Masteries Summoner's Spells Guide for Dual Lane Bottom
Guide for Solo Mid Tips Skills Further Discussion Regarding Items


This guide gives you a build and play style that makes Ashe stronger, such that less skill is required. It emphasize on getting successful last hits, surviving and acquiring item earlier than the enemies. Skillful players have their own play style, usually more aggresive than mine. Skillful players will also make item choices according to enemy team's lineup instead of follow this guide. 

The primary strategy in this guide is to farm and survive early game. Get gold advantage in mid game. Carry in late game after you have the expensive items. Since I suggested a defensive play style early and midgame, the game will probably last longer than average, and it is probable for you to complete most of the item set.

I see Ashe as a half dps half support champion. As a dps class, Ashe's main goal is to erode enemies hp with the free auto attack at safe distance. As a support class, Ashe slows and stuns enemies. These two are her major strengths. Slowing her enemies means that she can land many auto attack on that enemy. Any champion with Frozen Mallet can do that, so how can Ashe stand out? Ashe can do it without Frozen Mallet, and she can do it better with Frozen Mallet. Ashe can slow a group with W (Volley). 

Her weaknesses are having no escape mechanism and very weak burst damage. Two of her skills don't output damage. Her W is strong only at low levels. W's damage scale up very slowly with skill level. R has a long CD and is not that strong in close range. Compare to many other champions, Ashe seems weak starting at level 3, up until she gets enough item to make her auto attacks threatening. So you had better play defensively if your positioning is not good. 

The Ashe get level advantage and CS advantage for solo mid, and level disadvantage for dual bottom. Therefore, I made two guides here. A solo mid guide that get strong items early and carry. A dual bottom guide that emphasize surviving laning phase. 

I suggest skillful players to take a look at the solo mid section for a reference on item build.



Marks: 9 X flat Pure Damage - for better last hits
Seals: 9 X flat Armour - for survivabities in early game
Glyphs: 9 X per level Magic Resist - for suvivabilities in midand late games
Quintessence: 3 X Life Steal - for suvivabilities 

These are what you will get ideally, if you are level 30. But as a newbie, you won't get a full set, so get whatever you can. We will get Doran's blade for our first item which provides 80 hp. Runes increase aromur and magic resist. Both the Doran's blade and the quintessence provide life steal which refill your hp. At level 1, you are not squishy with so much defense boost. 

I will explain a bit here. Runes and masteries are small boost to a champion's stats. Items give you the big boost. Therefore, take runes that either gives you what you don't plan to get with items, or gives you advantage early game. Many people suggest that Armour Pen Marks are best for AD carries. Yes, for people that can last hit successfully with around 50 AD. I assume you don't have that kind of skills. Armour Pen marks are an alternative if you plan to get a Black Cleaver instead of a Last Whisper. Attack Speed Marks and Crit Marks don't help you last hit, so they are not in our consideration. 

Before level 6, skills are weak, cool down is long, and mana is not sufficient, so most champions do not deal much AP damage. For those that deals AP damage even in early game, that 80 hp from Doran's Blade help a bit. Most of the damage you will get is AD, from enemy champions, minions and turrets. That is why we want Flat Armour Seals and per level Magic Resist Glyphs. Some people like mana regen glyphs, but we don't need them because we return to base more often than other players.

Many Ashe guides suggest Movement Speed Quintessence. Again, here I assume that you lack the skills to dodge skill shots so life steal help you more in the laning phase. This rune set plus Doran's Blade makes Ashe, or any other AD champions strong in offense and defense so that you can farm and perform better in the laning phase.



For masteries, the first priority is to increase damage on minions, then defense, then regen.
Therefore, the masteries are as follows:
3/3 Brute Force - +3 AD
2/2 Butcher - +4 damage to minions and monsters
4/4 Alacrity - +4% Attack Speed
4/4 Deadliness - +0.5 AD per level
1/1 Weapon Expertise - +10% Armour Penetration
1/1 Lethality - +10% Critical Strike Damage
3/3 Vampirism- +3% Life Steal
3/3 Sunder - + 6 Armour Penetration
1/1 Executioner - + 6% damage to targets below 40% Hp

Total of 22 for Offense

3/3 Resistance - + 6 Magic Resist
3/3 Hardiness - + 6 Armour
1/2 Tough Skin - - 1 damage from minions and monsters

Total of 7 for Deffense

1/1 Summoner's Insight - improves Teleport and Flash

Total of 1 for Utility


Summoner's Spells

Flash and Teleport

Flash can be used for escape, securing a kill and repositioning yourselves. Flashing through walls is the best way to escape. When Nunu uses his ult, you can flash out of the area and keep shooting him from outside. You can even dodge some CC's.

Teleport is for fast returning to the battle field to farm, saving turrets, and using the arrow + teleport combo. The teleport is a counter to back dooring, and you get lots of CS when you save towers. With the arrow + teleport combo, Ashe is one of the best champion for carrying teleport so you should take it. Teleport also allows you to frequently go back to base for regeneration and purchase of items, giving you strong support. 

I don't suggest any other summoner spells. The repositioning and escape mechanism of flash is way better than heal. Ignite may get you a few more kills, but teleport is better strategically. 

Cleanse is for skillful players who have the reflexes to use it at critical moments.



Focus (passive) - While out of combat, Ashe's Critical Strike chance increases every 3 seconds for her next attack.
Ashe's passive is weak in early game but strong in late game. In early game, Ashe's passive allow her a crit for her first shot, and then it is more like a bonus. It is not effective most of the time. In late game, though, you get 18% for 3 seconds and 36% for 6 seconds. When you acquire Infinity Edge and Phantom Dancer, you got 55%. So you have crit chances of 73% for 3 seconds and 91% for 6 seconds. It should not be underestimated. 

Frost Shot (Q) - While active, each of Ashe's basic attacks slow her targets. This drains Mana with each attack.
Toggle: Ashe's basic attacks slow her targets by 15/20/25/30/35% for 2 seconds.

Cost 8 Mana per Attack
Range 0 

Q is the most important skill for Ashe. It gives both Ashe's auto attack and W a slowing effect. It makes Ashe what she is. Without it W is a weak ability, so it deserves a higher priority than W to level up.

Volley (W) - Ashe fires 7 arrows in a cone for increased damage. Volley also applies Ashe's current level of Frost Shot.
Ashe fires 7 arrows in a cone, dealing 40/50/60/70/80 (+1.0) physical damage. Volley also applies Frost Shot.

Cost 60 Mana
Range 600 

W gives you crowd control after you level up Q. Its damage scales up very badly when you level this skill, such that the main benefit of leveling it is to decrease cool down. When you use your W try to hit enemy champions as well. Harassment is essential for your survival. Many people suggest leveling W first so that you can spam it and push. I don't like to push in laning phase, thus this guide don't recommend it. 

Hawkshot (E) - Each time Ashe kills a unit, she gains some extra gold. Ashe can activate to send her Hawk Spirit on a scouting mission.
Passive: Ashe gains 1/2/3/4/5 extra gold whenever she kills a unit.

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

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

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

E is an important skill. It gives you gold advantage if you farm well. It gives you more map control than just wards. You neglect wards because of this skill. You use it together with wards, scouting areas that you have not placed any wards, scouting brushes before you put wards there..etc. 

Enchanted Crystal Arrow (R) -Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion for up to 3.5 seconds, based on how far the arrow has traveled. In addition, surrounding enemy units take damage and are slowed.
Fires a large arrow in a straight line. If it hits an enemy champion, it will deal 250/425/600 (+1) magic damage and stun that champion for up to 3.5 seconds, based on the distance the arrow traveled. Additionally, surrounding units take half the damage and are slowed by 50% for 3 seconds.

Cost 150 Mana
Range 20000 

R is powerful when it is shot from far away. It is also easy to miss with that range. When this skill is strong, it is easy to miss. When it is accurate, it is weak. I suggest shooting R from about twice the range of W. It should stun your enemy long enough for you to charge in for a slow.


Guide for Dual Lane Bottom

Ashe usually start solo mid or dual bottom. Since most people let AP carry get solo mid, Ashe starts dual bottom more often than solo mid. It is very difficult for Ashe to survive solo top. 

The skill leveling priority is different for solo mid and dual bottom. For dual bottom, the skill priority is R>Q>E>W. You should get E as your first skill, and the second skills depends on the situation. Many people suggest getting W first. I suggest getting E first to avoid face check. Check brushes with E before entering to avoid ambush. Many newbies give away first blood when they face check. If you don't die and feed frequently, you will get the item advantage eventually. For the second skill, it depends on the situation. If enemy is pushing hard, level W first to resist them, and don't level it anymore if the pressure lessen. Level Q with a higher priority. 

In early game, which is the laning phase, your goal is to farm and survive. That is the whole point of getting the doran's blade, boots and phage early in the game for this build. Your damage out put in ganks would be a bit behind though. Staying alive is more important than CS. You will catch up with CS in mid game. 

The first item is Doran's Blade. Combine with the boost from runes and masteries, it makes Ashe powerful at low levels. I have +3 life steal from masteries, +6 from life steal runes, and +3 from Doran's Blade, a total of +12 life steal. It should be sufficient. Then you will buy boots of speed and long sword, boots first. Those boots makes a difference in whether you can run away alive from a gank. Then you want phage. 

Getting an early phage is the main idea of this build. It gives you damage, hp and a bonus to slow. It improves both your strengths and weaknesses. AD carries need both AD and AS for damage, but in the laning phase, attacks are usually not consecutive, and that makes attack speed useless. You want AS later than AD. AD is more important for last hit than Critical chance so AD is the first to boost. Doran's Blade gives you 10 AD, and Phage gives you 18 AD; that is a total of 28 AD boost, sufficient for last hits. Doran's Blade gives you 80 hp, and Phage gives you 225 hp; that is a total of 305 hp. You are less squishy and may farm with less death. You will still die easily from ganks, but your chances to survive is higher now. I know, many people think that it is redundant. Ashe already have the slow so she should focus on getting AD. In my point of view, it is a bonus for you slow, just like getting critical strike with auto attack.

Try not to push when you farm. Many champions with escape mechanisms can push far up to enemy's tower and come back alive after being gank. Ashe can not do that in most cases, and overextending put Ashe in danger. Even top Ashe players die easily from ganks when they overextend. However, many players, especially in low level normal games, like to push and expect you to follow. They get mad at you when you don't follow and they die. If you follow them and charge, you will die and they will get out alive. You become their meat shield, and then they blame you for feeding enemies. To protect yourselves, always ping them to fall back, and keep telling them that they overextended. Push only when you are sure that that enemy jungler will not gank you or that those champions you lane against died or recalled.

You should harass enemy champions when you have the chance, especially melee champions without gap closer. You can chase them a bit. Sometimes they just don't fight back and keep running, and you can take half of their hp away. Play safe against champions such as Xin Zhao and Talon. You should return to base to heal more often. Don't risk your life and give exp and gold to your enemies.

When you sees people leaving their lanes to gank other lanes, you know that you are entering the mid game phase. Your damage output is not high enouth to carry but you can support your team in team fights with your slow and stun. What do I mean by that? Think about this, some champions, such as Wukong, will buy Frozen Mallet for the slowing effect. You can support them when they have not gotten one yet. Many champions becomes very powerful at level 6. Warwick, for example, often start ganking at level 6. Team fights start occuring in mid game and but you are not ready to carry yet. Your main goal in mid game is to farm and save towers with teleport. Saving towers gives you lots of CS and is strategically important as well. You will catch up quickly on level and gold at this phase. Be aware that many champions, such as Tryndamere, can tower dive and kill Ashe at this stage, so you have to avoid them. 

After you got phage, you want to rush Infinity Edge, getting the AD component first. Then Phantom Dancer and lvl2 boots. Berserker's Greaves would be the best choice for boots if the enemy team is not extremely AD or AP or CC. If you need life steal earlier, you can trade Doran's Blade for a Vampiric Scepter.

At this point you should have a set of item consist of Doran's Blade/ Vampiric Scepter, lvl 2 boots, Phage, Infinity Edge, Phantom Dancer. You can start playing the role of AD carry only after you have acquired these items.

You entered your late game phase. You join your teammates, and shoot and slow any enemy getting in range. With these item, your auto attack will deal 200 or more damages, and with your slow, you can continuously lower enemy champions' health. Shoot from safe distance and kite even in a team fight. You can destroy tanks at this stage, but enemy AD and AP carries can destroy you even quicker. Therefore, you have to stay behind you teammates and shoot the closest enemy, tank or whatever, and kite them when they approach you. 

Your next item to get is Last Whisper. Last Whisper is more effective to high armour, and Black Cleaver is more effective to low armour. We chose Last Whisper over Black Cleaver because it is better to shoot the tank at safe distance than to risk yourselves and shoot the AD or AP. Killing squishy is an option for Ashe but this guide ask you to attack at safe distance and stay alive, tanks will be your target quite often. 

Next, if you need to increase your survivability, get Frozen Mallet first, and then Blood Thirster. Otherwise, get Blood Thirster then Frozen Mallet last.


Guide for Solo Mid

Ashe can play like an AD carry if she solo mid. She is weak in skills but she have the level and gold advantage over most of the players. You can gank and carry in teamfights. If you started dual lane bottom, most likely there is an AD or AP carry with level advantage over you that can kill you easily. If you have followed this guide's item build, your AD would not be high enough to carry. An early phage gives you survivability but sacrificed damage. 

For solo mid, your skill priority should be R>E>Q>W, in order to get gold advantage. You should get E for your first skill. You should get W for your second only if enemy pushes, which they always do. Level W if you need to spam more W to resist enemy push, but don't push with W. Stop leveling W and follow the priority above otherwise.

Gold advantage is what we want so we get items in a cost efficient way. Get Doran's Blade first, which helps you more than boots at lvl 1 - 2. Then boots, if you really need them, you usually would got enough money by lvl 3 or 4. If you have more than 1650 gold the next time you return to base, buy B.F. Sword and try to build into Infinity Edge. If not, buy a pickaxe. If you cannot afford the pickaxe, buy long sword or Doran's Blade if enemy is too strong for you. You need it for building Last Whisper, so I prefer long sword. If you bought pick axe this time, when you return to base again with more than 1650 gold, buy B.F. Sword and try to build an Infinity Edge. The idea is to rush Infinity Edge and get long sword as well. You need AD before crit chance, so cloak of Agility should be the last component you get for Infinity Edge. You should have lvl 1 boots + Doran's Blade + Long Sword/2nd Doran's Blade + Infinity Edge. 

Now that you have enough AD to farm efficiently, you will get two Phantom Dancers. You farm very fast with two Phantom Dancer, and it gives you speed bonus so that you can upgrade your boots later. The next item would be Last Whisper. 

You will found that you can carry your team after you get your first Phantom Dancer. Infinity Edge + Blood Thirster + Phantom Dancer + Last Whisper + boots + another item is a classic item set for AD carries. I don't adopt it for the solo mid guide because you can get my set of item earlier. For the convenient of this discussion, lets call Infinity Edge + Blood Thirster + Phantom Dancer + Last Whisper " the Classic Set", and Infinity Edge + 2 X Phantom Dancer + Last Whisper "the Crit Set". When Blood Thirsters killing is at 20 so that its damage is 80, the Classic Set and the Crit Set are about the same in damage output. The Classic Set is stronger with more kills, and weaker with less kills, so the Classic Set is stronger if you can avoid death and keep the killing stacks. The Crit Set, however, is a bit cheaper, it makes you farm faster, and by delaying the purchase of lvl 2 boots, you get the core items much earlier than the Classic Set. With the Crit set, you have 85% crit chance. You can often get 100% Crit chance after you dodge a skill shot, or you reposition yourself or in a chase.

You can upgrade your boots if you need some defense. Get Ninja Jabi if you found that an AD assasin keeps trying to kill you. Get Mercury's Tread, if an AP assasin is around, or if enemy has lots of magic damage. 

Blood Thirster and Maw of Malmortius are both viable for your final item. Games often ends before you get it though.


Further Discussion Regarding Items

Item choice should be dependent on enemy team's combination. If they are extremely AP heavy, get an early Hexdrinker instead of an early Phage, and upgrade it to Maw of Malmortius. If they are extremely AD heavy, get a chain vest and turn it into Thornmail later. 

Many top players will buy boots + 3pot first, and then 2 Doran's Blade. I start with Doran's Blade because I need +10 AD to successfully last hit, and with my life steal runes, +12% life steal is sufficient. Doran's Blade gives you much more advantages than boots if you play defensively. The reason I don't suggest buying a second Doran's Blade is to avoided wasting money when I sell the 2nd Doran's Blades. Long sword gives you the AD you need and it can upgrade to Phage, Hexdrinker or Last Whisper, so it gives you more flexibility as well.



Always get the red buff. Item slow, skill slow and buff slow can stack. They don't stack in full effect though. Some people on Forums calculated the total slow to be 52% with all three stacks. That is significantly higher than the 35% slow from skills. 

Don't overestimate Ashe's kiting ability. Ashe's base movement speed is 300, but many melee champions are 320. Ashe's Q slow enemy by 35% at level 5, but any melee champion with a Frozen Mallet can slow enemy by 40%. See the math? You can not kite a melee champion who has a gap closing ability and equiped with Frozen Mallet. A pull or CC will have similar effect. You can kite them in teamfights, though, when those abilities are in cool down.

Many champions can kill a full health Ashe (without tank items) under tower. Tower hugging is not perfectly safe after level 6. These champions includes: Tryndamere, Malphite, Master Yi, Fiora, Pantheon, Warwick

Don't be frustrated for dying a few times. Ashe dies easily. Catch up with the farming in midgame.

Map control is a key to playing Ashe. Ashe can go more agressive if the wards are put in good positions. 

You can push and be agressive when you see enemy jungler ganking somewhere else. But keep this in mind: Agressive Ashe dies easily

Source: Official Forum
Author: WTFireSupport

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