
Champion guide
Patch 26.16Ashe
The Frost Archer
- Marksman
- Bot
- Mana
The most utility-heavy carry on the Rift: no escape at all, but a stranglehold of control that smothers the enemy from the laning phase to the last fight.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 474+79
- HP regen (per 5s)
- 5.05+0.55
- Mana
- 208+35
- Mana regen (per 5s)
- 6.7+0.4
- Attack damage
- 49+3
- Attack speed
- 0.658+4 %
- Armor
- 18.9+3.4
- Magic resist
- 30+0
- Attack range
- 600
- Move speed
- 325
Abilities
Passive
Focus
Ashe gains stacks of Focus while out-of-combat. When Ashe has 100 stacks of Focus, her next basic Attack will critically strike.
QFrost Shot
5 ranks- Cooldown
- 1 s
- Cost
- No cost
- Range
- 400
Toggle: Basic Attacks Slow enemies by 15/20/25/30/35% over 2 seconds.
WVolley
5 ranks- Cooldown
- 16/13/10/7/4 s
- Cost
- 60 Mana
- Range
- 1,200
- Damage
- 40/50/60/70/80 (+100 % AD)
Fires arrows in a cone, dealing 40/50/60/70/80 (+100 % AD) physical damage. Volley applies Frost Shot's Slow effect.
EHawkshot
5 ranks- Cooldown
- 60 s
- Cost
- No cost
- Range
- 2,500/3,250/4,000/4,750/5,500
Passive: Ashe gains 1/2/3/4/5 extra gold whenever she kills an enemy. Active: Ashe sends forth a hawk to grant vision in an area for 5 seconds. It also reveals the area as it flies through.
REnchanted Crystal Arrow
3 ranks- Cooldown
- 100/90/80 s
- Cost
- 150 Mana
- Range
- 25,000
- Damage
- 250/425/600 (+100 % AP)
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.
In short
Ashe owes nothing to her mobility and everything to her control. No dash, no leap, no button to vanish: her power comes from range, from slows, and from an ultimate that can cross the map. Her shots pin the enemy to the ground, Volley harasses and clears waves from afar, and her enchanted Crystal Arrow opens a fight or picks off an isolated target on the far side of the Rift.
If you like reading the game, holding your spacing and punishing the smallest positioning mistake, she's built for you. If you panic under pressure, her total lack of an escape will make you pay for it in full.
Strengths and weaknesses
Her attack range is among the longest on the roster: you harass without ever stepping into the danger zone. Her slow is nearly permanent once Frost Shot is active, turning every duel into a race the enemy cannot win. And her ultimate is one of the rare long-range engage tools in the game: Ashe threatens the whole map, even pinned at the bottom of her lane.
Against that, a fragility that never forgives: no mobility. No dash, no shield, nothing to erase a dive. When an assassin lands on you, all you have left is your positioning and your allies. Her early game is fine and no more: she scales with her items, not before them.
Laning phase
Volley is your best pressure tool: fire it into the wave to chip the enemy champion while you push. Just watch your mana pool, it drains fast. Turn on Frost Shot the moment a trade starts: the slow guarantees you land more shots than you take, as long as you back up while shooting instead of walking forward mindlessly.
Since you don't survive a gank, vision isn't optional: ward early and never push under the enemy tower without knowing where the jungler is. Hawkshot is for exactly that: a quick eye in a river bush or over a wall before you commit.
Power spikes
Ashe stays weak until she has her first damage pieces. Her real awakening comes with the critical strike: from there, every basic attack hurts, and your slow makes it impossible to peel off you.
The ultimate breakpoint is the other swing. Your Crystal Arrow makes your mere presence a map threat: you can start a fight or lock down a key target without leaving your position. Play your windows around those two milestones, and avoid forcing anything when they aren't up.
Teamfights and positioning
Your place is at the back, at maximum range. You never look for the duel: you hit the nearest, safest target while your slow keeps the enemy team from charging in or pulling back.
Your Crystal Arrow has two opposite uses, and you have to choose before the engage, never during. On offense, you fire it to lock a target and open the fight. On peel, you save it to freeze the assassin jumping on you. Remember your weakness every single second: with no mobility, a bad position can't be walked back. Stay behind your front line, let your allies absorb the engage, and make every target that steps too close pay for it.