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Patch 16.2.1
Win through superior map pressure and picks. Use to keep your team safe from ganks, and use to catch out an enemy carry. Once a fight starts, use to kite the frontline while your team collapses.
Ashe is a utility marksman who controls the flow of battle. You aren't a burst champion; you win by slowing enemies to a crawl with , providing global vision with , and initiating fights with . You are the 'team captain' of ADCs.
Every auto and slows the target. You deal more damage to enemies already slowed by your frost. Since your crits don't do extra damage but instead double the slow, you are a kiting machine, not a burst machine.
You must auto-attack 4 times to charge this. Once active, your attack speed sky-rockets and your autos turn into a flurry. Don't waste this on minions; save the stacks for when a fight actually breaks out.
Fires a wide cone of arrows. It applies , making it perfect for starting a chase or disengaging. Note: the arrows do NOT pass through targets, so the frontline can block the whole volley for their team.
Sends a hawk anywhere on the map to grant vision. This is your most underrated tool. Use it to track the enemy jungler's pathing, not just to check a nearby bush.
A global stun arrow. The stun duration increases based on distance traveled. It's the best engage tool in the ADC role, but it's also your only 'get out of jail free' card if a bruiser jumps on you.
Stay in the backline. Start the fight with on an out-of-position target. Once the fight is chaotic, keep your active as much as possible and use to slow multiple enemies at once.
If the enemy has an assassin like Zed or Talon, hold exclusively for when they dive you. Don't engage if it means you'll be defenseless.
Standard trading. applies the slow from , making it easy to walk up and land a guaranteed auto-attack for a favorable trade.
The 'you don't get to move' combo. Stun them with , slow them further with , and then melt them with the flurry while they are CC'd.
When someone jumps on you, use immediately. Even a short stun gives you time to land and use the slow to kite back to safety.
acts as an auto-attack reset. Use it immediately after a regular auto lands to get a quick burst of flurry damage.
| Spike | Why |
|---|---|
| Level 1 | has a huge hit-box and allows you to bully most ADCs away from the wave immediately. |
| Level 6 | You unlock , giving you the ability to set up kills for your support or jungle from across the screen. |
| Level 9 | is usually maxed here, providing a massive 16-second to 4-second cooldown reduction for constant poke. |
| Level 11 | Rank 2 reduces the cooldown significantly, letting you fish for picks more often. |
| Level 16 | Max rank combined with late-game items makes your engage potential terrifying for the enemy backline. |