Normal Skill Order: R > W > Q > E
N/A
item / Rasio menang / Rasio pilih
N/A
26.9N/A
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
N/Aitem
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
57.26%- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
57.24%- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
57.04%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
56.80%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
57.50%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
56.67%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
56.44%- Harga total
- 2,650
- Harga
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
57.80%- Harga total
- 3,000
- Harga
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
56.16%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
58.77%- Harga total
- 2,800
- Harga
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
57.11%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
57.60%N/A
- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
56.87%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
57.35%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
57.35%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
57.58%N/A
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
N/Aitem
- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
56.52%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
56.44%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
56.95%- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
57.20%- Harga total
- 2,800
- Harga
- 550
+50% Attack Speed +45 Magic Resist 20% Tenacity Fray Attacks deal bonus magic damage On-Hit.
55.93%- Harga total
- 3,000
- Harga
- 1,100
+30 Attack Damage +35% Attack Speed Shadow Attacks deal 30 bonus magic damage On-Hit. Juxtaposition Alternate between Light and Dark Attacks against champions: Light Attacks grant Armor and Magic Resist for 5s. Dark Attacks grant +10% Armor Penetration and Magic Penetration for 5s.
54.75%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
57.99%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
55.24%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
55.86%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
54.45%- Harga total
- 2,650
- Harga
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
58.25%- Harga total
- 1,250
- Harga
- 550
+20 Magic Resist +45 Move Speed 30% Tenacity
59.51%N/A
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
57.15%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
54.69%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
54.16%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
54.16%N/A
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Harga total
- 2,250
- Harga
- 500
+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
- Harga total
- 2,700
- Harga
- 600
+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
- Harga total
- 2,250
- Harga
- 500
+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.
- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
N/Aitem
- Harga total
- 2,700
- Harga
- 650
+90 Ability Power +600 Mana +15 Ability Haste Scorn Gain 20 Ultimate Ability Haste. Hatefog Damaging a champion with your Ultimate burns the ground beneath them for 3s, dealing magic damage per second and reducing their Magic Resist.
44.58%- Harga total
- 900
- Harga
- 350
+10 Ability Haste +45 Move Speed Ionian Insight: Gain 10 Summoner Spell Haste.
44.88%- Harga total
- 2,700
- Harga
- 600
+75 Ability Power +25 Ability Haste Hypershot Dealing Ability damage to champions at 600 range or greater Reveals them for 6 seconds. Focus When Hypershot is triggered, Reveal all other enemy champions within 1400 range of them for 3 seconds.
46.47%- Harga total
- 2,250
- Harga
- 500
+60 Ability Power +20 Ability Haste +125% Base Mana Regen Coordinated Fire (0s) per target Slowing or Immobilizing an enemy champion marks them for 5 seconds. Ally champion damage detonates the mark, dealing magic damage equal to 10% of current health.
45.53%- Harga total
- 2,750
- Harga
- 363
+55 Attack Damage 18 Lethality +20 Ability Haste Flux When a champion that you damaged within 3 seconds dies, refund some of your Ultimate Ability's total cooldown.
47.30%- Harga total
- 2,800
- Harga
- 800
+90 Ability Power +15 Magic Penetration +6% Move Speed Stormraider Dealing 25% of a champion's maximum Health within 2.5s applies Squall to them. Squall After 2 seconds, deal magic damage. If the target dies before Squall triggers, it damages nearby enemies.
45.18%- Harga total
- 3,000
- Harga
- 800
+60 Ability Power +300 Health Torment: Damaging Abilities burn enemies for 2% max Health magic damage per second for 3 seconds. Suffering: For each second in combat with enemy champions, deal 2% bonus damage, up to 6%.
44.80%- Harga total
- 2,750
- Harga
- 450
+100 Ability Power +600 Mana +10 Ability Haste Echo Damaging Abilities fire 6 Echoes that deal bonus magic damage to the target and nearby enemies. Remaining Echoes fire on the primary target, dealing 20% damage.
44.69%- Harga total
- 3,500
- Harga
- 1,100
+130 Ability Power Magical Opus: Increases your total Ability Power by 30%.
46.74%- Harga total
- 2,800
- Harga
- 700
+80 Ability Power +600 Mana +20 Ability Haste Baleful Blaze: Damaging Abilities deals bonus magic damage for 3 seconds. Blackfire: For each enemy champion, epic and large monster affected by your Baleful Blaze: , gain 4% Ability Power.
42.65%- Harga total
- 3,200
- Harga
- 900
+110 Ability Power +15 Magic Penetration Cinderbloom Magic and true damage Critically Strikes enemies below +40% Health , dealing 20% increased damage.
46.34%- Harga total
- 1,100
- Harga
- 800
+12 Magic Penetration +45 Move Speed
44.24%N/A
- Harga total
- 150
- Harga
- 150
Active (2 charges) Restores +100 Health over 12 seconds. Refills upon visiting the shop.
44.82%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
44.82%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
45.16%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
47.18%- Harga total
- 1,200
- Harga
- 250
+40 Ability Power +300 Mana +10 Ability Haste Enlighten Levelling up restores 20% max Mana over 3 seconds.
47.18%N/A
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
N/Aitem
- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
56.07%- Harga total
- 3,500
- Harga
- 725
+75 Attack Damage +25% Critical Strike Chance 30% Critical Strike Damage
56.48%- Harga total
- 3,100
- Harga
- 850
+50 Attack Damage +40% Attack Speed +0% Critical Strike Chance Practice Makes Lethal On-Attack, gain Critical Strike Chance permanently up to 25%. Flurry On-Attacking an enemy champion, gain +30% Attack Speed for 6 seconds (30 second cooldown). Attacks reduce this cooldown by 1 second, increased to 2 seconds for Critical Strikes.
56.10%- Harga total
- 2,650
- Harga
- 850
+40% Attack Speed +25% Critical Strike Chance +4% Move Speed Wind's Fury Attacks fire bolts at 2 additional enemies near the target. Each bolt deals physical damage and applies On-Hit effects.
56.53%- Harga total
- 3,300
- Harga
- 550
+35 Attack Damage +35% Armor Penetration +25% Critical Strike Chance Giant Slayer Deal up to 15% bonus damage against champions based on their bonus Health. Maximum damage bonus reached at 1500 bonus Health.
54.98%- Harga total
- 3,400
- Harga
- 325
+80 Attack Damage 15% Life Steal Ichorshield Convert excess healing from your Lifesteal to a Shield.
57.05%- Harga total
- 3,200
- Harga
- 725
+40 Attack Damage +25% Attack Speed 10% Life Steal Mist's Edge Attacks deal a percentage of enemy's current Health as bonus physical damage On-Hit. Clawing Shadows Attacking a champion 3 times Slows them by 30% for 1 second.
55.03%- Harga total
- 2,650
- Harga
- 950
+65% Attack Speed +25% Critical Strike Chance +10% Move Speed Spectral Waltz Become Ghosted.
57.72%- Harga total
- 3,000
- Harga
- 150
+35 Attack Damage +30% Armor Penetration +25% Critical Strike Chance Grievous Wounds: Dealing physical damage applies 40% Wounds to enemy champions for 3 seconds.
54.47%- Harga total
- 2,800
- Harga
- 275
+55 Attack Damage +25% Critical Strike Chance Magnification Deal up to 10% increased damage with Attacks, based on how far away the enemy is (max damage at 500 range). Arcane Aim When a champion that you damaged within 3 seconds dies, gain 100 additional attack range for 8 seconds.
60.30%- Harga total
- 3,000
- Harga
- 525
+50 Attack Damage 10 Lethality +25% Critical Strike Chance Death Your damage executes champions that are below +5% Health . Taxes Champion kills grant 25 bonus gold.
54.91%- Harga total
- 3,000
- Harga
- 325
+45 Attack Damage +40% Attack Speed +4% Move Speed Bring It Down Every third Attack deals bonus physical damage On-Hit, increased based on their missing Health.
51.40%N/A
- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
55.37%- Harga total
- 1,300
- Harga
- 1,300
+40 Attack Damage
57.38%- Harga total
- 50
- Harga
- 50
Consume Restores +120 Health over 15 seconds.
57.38%- Harga total
- 1,100
- Harga
- 300
+25% Attack Speed +45 Move Speed
55.81%Augment
Augment / Rasio menang
| Nama | Kelangkaan | Tier | Rasio pilih | Game | |
|---|---|---|---|---|---|
Pilih Critical Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 58.40% | 22.67% | 8,116 |
Pilih Dual Wield saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.74% | 11.48% | 4,110 |
Pilih Scopier Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.69% | 15.73% | 5,631 |
Pilih Vampirism saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.50% | 8.49% | 3,039 |
Pilih Lightning Strikes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 56.38% | 14.92% | 5,342 |
Pilih Tap Dancer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 56.34% | 10.50% | 3,759 |
Pilih Scopiest Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 55.85% | 9.70% | 3,472 |
Pilih Critical Rhythm saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 55.62% | 15.97% | 5,716 |
Pilih Deft saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 55.13% | 17.22% | 6,164 |
Pilih Transmute: Prismatic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.68% | 5.76% | 2,061 |
Pilih Get Excited saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 54.57% | 6.36% | 2,278 |
Pilih Goredrink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 54.39% | 7.57% | 2,708 |
Pilih Giant Slayer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 54.37% | 7.42% | 2,656 |
Pilih Scoped Weapons saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.63% | 9.23% | 3,304 |
Pilih Light 'em Up! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 53.51% | 13.65% | 4,887 |
Pilih Symphony of War saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 52.78% | 5.47% | 1,957 |
Pilih Magic Missile saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 52.58% | 9.70% | 3,473 |
Pilih Twice Thrice saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.97% | 10.16% | 3,637 |
Pilih Typhoon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T1 | 51.74% | 18.11% | 6,481 |
Pilih Firebrand saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 51.34% | 7.93% | 2,838 |
Pilih Fan the Hammer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T1 | 51.22% | 11.80% | 4,223 |
Pilih Thread the Needle saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 49.20% | 5.57% | 1,992 |
Pilih Skilled Sniper saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T1 | 45.10% | 6.95% | 2,488 |
Pilih Upgrade Infinity Edge saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 58.96% | 4.40% | 1,574 |
Pilih Soul Siphon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.18% | 3.52% | 1,261 |
Pilih It's Critical saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 57.11% | 2.30% | 823 |
Pilih Double Tap saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 56.16% | 4.17% | 1,494 |
Pilih Vulnerability saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.92% | 2.15% | 769 |
Pilih Critical Healing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 55.91% | 1.58% | 567 |
Pilih Red Envelopes saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.57% | 2.26% | 810 |
Pilih Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 54.48% | 2.71% | 971 |
Pilih Transmute: Chaos saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 54.40% | 1.97% | 704 |
Pilih Blunt Force saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 54.36% | 1.54% | 550 |
Pilih Leg Day saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 53.96% | 1.34% | 480 |
Pilih Homeguard saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.48% | 1.41% | 505 |
Pilih Transmute: Gold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 52.37% | 2.94% | 1,054 |
Pilih Shrink Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.99% | 3.93% | 1,406 |
Pilih Cerberus saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 51.55% | 2.44% | 873 |
Pilih Donation saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 51.38% | 1.92% | 689 |
Pilih Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.20% | 1.75% | 627 |
Pilih EscAPADe saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 51.05% | 2.66% | 952 |
Pilih Upgrade Collector saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 50.49% | 3.99% | 1,428 |
Pilih Shrink Ray saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.22% | 4.48% | 1,603 |
Pilih Cheating saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 50.00% | 1.32% | 474 |
Pilih Spiritual Purification saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.97% | 1.72% | 617 |
Pilih ReEnergize saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 47.81% | 1.60% | 571 |
Pilih From Beginning to End saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.57% | 3.10% | 1,110 |
Pilih Poro Blaster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 47.22% | 2.76% | 989 |
Pilih Bread And Jam saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 46.67% | 2.39% | 855 |
Pilih Ice Cold saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.64% | 1.95% | 699 |
Pilih Buff Buddies saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T2 | 46.63% | 1.45% | 519 |
Pilih Ultimate Revolution saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 46.48% | 1.51% | 540 |
Pilih OK Boomerang saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 45.21% | 1.63% | 584 |
Pilih Trueshot Prodigy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.53% | 2.60% | 932 |
Pilih Mystic Punch saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T2 | 44.44% | 3.02% | 1,080 |
Pilih Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 43.57% | 1.96% | 700 |
Pilih Marksmage saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T2 | 40.13% | 1.66% | 593 |
Pilih Quest: Urf's Champion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 60.75% | 0.60% | 214 |
Pilih Escape Plan saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 58.72% | 0.91% | 327 |
Pilih The Brutalizer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.79% | 0.78% | 280 |
Pilih Erosion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 56.03% | 0.72% | 257 |
Pilih Stats on Stats on Stats! saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 54.79% | 1.14% | 407 |
Pilih Don't Blink saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.58% | 0.67% | 240 |
Pilih Tank It Or Leave It saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 54.28% | 1.14% | 409 |
Pilih Upgrade Sword of Blossoming Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 51.98% | 0.99% | 354 |
Pilih Pandora's Box saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.59% | 1.19% | 425 |
Pilih Dropkick saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.30% | 0.92% | 328 |
Pilih Draw Your Sword saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 50.15% | 0.93% | 333 |
Pilih Speed Demon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.80% | 0.71% | 255 |
Pilih Goldrend saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 49.60% | 0.69% | 248 |
Pilih Crit Ncast saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 49.53% | 0.89% | 319 |
Pilih Upgrade Hubris saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.77% | 1.13% | 406 |
Pilih Snowball Roulette saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 48.10% | 0.66% | 237 |
Pilih Watch Out Grapefruit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 47.69% | 0.60% | 216 |
Pilih Pinball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 46.90% | 0.81% | 290 |
Pilih Infinite Recursion saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 46.77% | 1.08% | 387 |
Pilih Hextech Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 46.22% | 1.00% | 357 |
Pilih Executioner saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.99% | 0.91% | 324 |
Pilih With Haste saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.21% | 0.61% | 219 |
Pilih Ethereal Weapon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 45.06% | 1.10% | 395 |
Pilih Snowball Upgrade saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.83% | 0.81% | 290 |
Pilih Jeweled Gauntlet saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 44.23% | 1.02% | 364 |
Pilih Keystone Conjurer saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 44.03% | 0.75% | 268 |
Pilih Searing Dawn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.70% | 0.75% | 270 |
Pilih Infernal Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 43.48% | 1.16% | 414 |
Pilih It's Killing Time saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.28% | 1.14% | 409 |
Pilih Apex Inventor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 43.07% | 0.77% | 274 |
Pilih Purist - Caster saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T3 | 41.77% | 0.66% | 237 |
Pilih Divine Intervention saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 41.74% | 0.64% | 230 |
Pilih Ultimate Awakening saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 41.23% | 1.13% | 405 |
Pilih Biggest Snowball Ever saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 40.53% | 0.74% | 264 |
Pilih Overflow saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 39.91% | 0.61% | 218 |
Pilih Glass Cannon saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T3 | 37.64% | 1.21% | 433 |
Pilih Slow and Steady saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T3 | 31.97% | 0.89% | 319 |
Pilih Omni Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 56.19% | 0.59% | 210 |
Pilih Restless Restoration saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 55.62% | 0.50% | 178 |
Pilih Kill Secured saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 54.39% | 0.32% | 114 |
Pilih Poltergeist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 52.24% | 0.37% | 134 |
Pilih Droppybara saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 51.55% | 0.27% | 97 |
Pilih Quest: Steel Your Heart saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 50.98% | 0.28% | 102 |
Pilih Tank Engine saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 49.62% | 0.37% | 133 |
Pilih Mad Scientist saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.67% | 0.32% | 113 |
Pilih Flashy saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 48.60% | 0.50% | 179 |
Pilih Goliath saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 48.11% | 0.30% | 106 |
Pilih Growth Spurt saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 47.19% | 0.50% | 178 |
Pilih Nightstalking saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T4 | 46.84% | 0.44% | 158 |
Pilih Repulsor saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.91% | 0.44% | 159 |
Pilih Veil of Warding saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 45.63% | 0.58% | 206 |
Pilih Ultimate Unstoppable saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 43.86% | 0.32% | 114 |
Pilih Ocean Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 43.20% | 0.58% | 206 |
Pilih Quantum Computing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.55% | 0.26% | 94 |
Pilih Infernal Conduit saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 42.03% | 0.58% | 207 |
Pilih Juiced saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 41.76% | 0.47% | 170 |
Pilih Fey Magic saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 40.48% | 0.47% | 168 |
Pilih Heavy Hitter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 37.76% | 0.27% | 98 |
Pilih Holy Snowball saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T4 | 35.00% | 0.34% | 120 |
Pilih Weighted Popoffs saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 34.76% | 0.59% | 210 |
Pilih Mind to Matter saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T4 | 34.41% | 0.26% | 93 |
Pilih Celestial Body saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 65.22% | 0.19% | 69 |
Pilih Clown College saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 55.88% | 0.19% | 68 |
Pilih Poro King saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 54.41% | 0.19% | 68 |
Pilih Perseverance saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 52.63% | 0.21% | 76 |
Pilih Twin Fire saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 48.44% | 0.18% | 64 |
Pilih Little Devil saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 48.21% | 0.16% | 56 |
Pilih Mountain Soul saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 48.15% | 0.15% | 54 |
Pilih Frost Wraith saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 47.27% | 0.15% | 55 |
Pilih King Me saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 47.17% | 0.15% | 53 |
Pilih Dawnbringer's Resolve saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 45.33% | 0.21% | 75 |
Pilih Feel the Burn saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 43.06% | 0.20% | 72 |
Pilih Can't Touch This saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 42.42% | 0.18% | 66 |
Pilih Dive Bomber saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 42.35% | 0.24% | 85 |
Pilih Missing Ping Augment saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Prismatik | T5 | 40.96% | 0.23% | 83 |
Pilih Self Destruct saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Perak | T5 | 36.92% | 0.18% | 65 |
Pilih Rabble Rousing saat efeknya cocok dengan pola damage, kebutuhan bertahan, dan peran teamfight. Lihat detail augment | Emas | T5 | 32.14% | 0.16% | 56 |
Ashe Skill Combos
Extracted from the skill order guide
Basic attack, on-hit, attack speed, or sustained DPS augments: R > Q > W > E.
For a standard Ashe game in ARAM: Mayhem, max W first, max Q second, and leave E for last.
Ashe Counters
Counters and threats extracted from the matchup guide
Counters
5Ashe counters these champions in ARAM: Mayhem.
Read counter detailsCountered By
5Ashe is countered by these champions in ARAM: Mayhem.
Read counter detailsAshe Team Comp Highlights
Partner patterns extracted from the team comp guide
Amumu
Ashe gives Amumu cleaner access. Her constant slows make it harder for enemies to sidestep his engage, and her ultimate can pin a priority target long enough for Amumu to follow with his own lockdown.
Seraphine
Seraphine gives Ashe the protection and layered crowd control she wants. Ashe slows make Seraphine’s follow-up easier to land, while Seraphine’s shields, healing, and zone control help Ashe survive long enough to keep applying pressure.
Maokai
Maokai gives Ashe the stable front line and brush control she lacks. His roots and zone denial make enemies walk through predictable paths, and Ashe punishes those paths with slows, poke, and arrow threat.
Miss Fortune
Ashe supplies the setup that Miss Fortune loves. Slows and stuns hold enemies in damaging zones, while Miss Fortune adds the burst area damage Ashe usually lacks by herself.
Braum
Braum is one of Ashe’s best defensive partners because he turns her long-range basic attacks into safer extended fights. He blocks incoming pressure, threatens counter-engage, and gives Ashe time to stack damage instead of panic-kiting alone.
Synergy mechanism: Ashe gives Amumu cleaner access. Her constant slows make it harder for enemies to sidestep his engage, and her ultimate can pin a priority target long enough for Amumu to follow with his own lockdown. Combo: Ashe looks for an arrow on a carry, mage, or overextended support. Amumu immediately commits onto that target or the cluster around them. Ashe then stays just behind him and keeps firing into the trapped group instead of walking forward for a greedy angle. Best scenario: This pair is strongest when the enemy team has immobile backliners or a front-to-back shape. If enemies must walk through one narrow lane to reach Ashe, Amumu can punish the first clump while Ashe turns the fight with slows and sustained damage. Enemy answer: Smart enemies will spread out, hold cleanse-style tools, or bait Ashe arrow with a tank stepping forward. They may also wait for Amumu to miss his entry before diving Ashe from the side. Failure risk and recovery: If Ashe arrows the wrong target and Amumu follows anyway, the team burns its engage into a tank and loses tempo. Recover by backing up, using Volley to slow the chase, and forcing the next fight around Amumu’s threat rather than throwing a second desperate engage. 2. Seraphine Synergy mechanism: Seraphine gives Ashe the protection and layered crowd control she wants. Ashe slows make Seraphine’s follow-up easier to land, while Seraphine’s shields, healing, and zone control help Ashe survive long enough to keep applying pressure. Combo: Ashe opens with Volley to slow multiple targets or uses Enchanted Crystal Arrow on a key enemy. Seraphine follows with her crowd control through the slowed line, then Ashe attacks from safety while Seraphine refreshes the team’s health and spacing. Best scenario: This duo is excellent in slower poke wars where both teams are trading before a full commit. Ashe keeps enemies chipped and slowed; Seraphine makes those trades less costly and turns one caught target into a wider teamfight. Enemy answer: Dive comps will try to ignore the poke phase and hit both champions at once. Long-range artillery can also force Seraphine to spend defensive tools before Ashe is ready to fight. Failure risk and recovery: If Ashe and Seraphine stand on the same line, one engage can catch both and end the fight instantly. Recover by staggering positions: Ashe plays slightly off-center behind the frontline, while Seraphine holds a safer back angle to counter-engage after the enemy commits. 3. Maokai Synergy mechanism: Maokai gives Ashe the stable front line and brush control she lacks. His roots and zone denial make enemies walk through predictable paths, and Ashe punishes those paths with slows, poke, and arrow threat. Combo: Maokai checks or controls space first, then Ashe fires Volley through the lane when enemies move around his zones. If Maokai locks someone down, Ashe can save arrow for the next target instead of overcommitting all crowd control into one already-caught enemy. Best scenario: This pairing shines when the enemy team has melee champions who need to cross the bridge. Maokai absorbs the first contact, Ashe kites backward, and the enemy team gets forced to choose between hitting the tank or chasing through slows. Enemy answer: Enemies can avoid Maokai’s controlled areas, poke him down before the fight, or use displacement and burst to separate him from Ashe. If Maokai is too low, he cannot buy the time Ashe needs. Failure risk and recovery: If Maokai engages too deep while Ashe is clearing minions or repositioning, the follow-up arrives late and he dies alone. Recover by playing shorter fights: let Maokai peel first, use Ashe arrow only when the enemy commits, and rebuild control around health packs and minion waves. 4. Miss Fortune Synergy mechanism: Ashe supplies the setup that Miss Fortune loves. Slows and stuns hold enemies in damaging zones, while Miss Fortune adds the burst area damage Ashe usually lacks by herself. Combo: Ashe lands Enchanted Crystal Arrow on a high-value target or slows a clump with Volley. Miss Fortune immediately casts her major area damage into that locked path. Ashe should keep attacking the same side of the fight to stop survivors from simply walking out. Best scenario: The combo is brutal against teams that group behind one tank or fight in a straight lane. If one enemy gets caught and their teammates step forward to help, Ashe and Miss Fortune can punish the rescue attempt harder than the original pick. Enemy answer: The enemy will save interrupts, dashes, or displacement for Miss Fortune’s channel and may send a diver around the fight to stop her before the damage lands. They can also split wide so Ashe arrow cannot start a clean multi-target fight. Failure risk and recovery: If Miss Fortune commits her big damage into a target that can immediately escape or become untargetable, the team loses its main burst window. Recover by using Ashe’s slows for disengage, taking the next wave safely, and waiting for a cleaner arrow rather than chasing into fog or brush. 5. Braum Synergy mechanism: Braum is one of Ashe’s best defensive partners because he turns her long-range basic attacks into safer extended fights. He blocks incoming pressure, threatens counter-engage, and gives Ashe time to stack damage instead of panic-kiting alone. Combo: Braum marks or threatens the first enemy who steps in. Ashe focuses that target from behind him, using slows to keep them from retreating cleanly. If the enemy dives Ashe, Braum shifts from frontlining to bodyguarding and forces the diver to fight through crowd control before reaching her. Best scenario: This is strongest against assassins, bruisers, and short-range engage that must run directly at Ashe. Braum does not need to start every fight; he can win by making the enemy’s engage fail, then Ashe cleans up the slowed retreat. Enemy answer: Poke-heavy teams can chip Braum before he gets value, and strong flank angles can bypass his protection. If Ashe stands too far from him, Braum cannot cover both the frontline and the carry at the same time. Failure risk and recovery: If Braum overchases after a marked enemy, Ashe loses her shield and becomes the real target. Recover by calling the fight back, attacking the closest threat, and using arrow defensively on the diver rather than saving it for a perfect long-range pick.
Ashe fits best with teams that can either capitalize instantly on her arrow or protect her during long slow-based fights. Drafting only damage beside her is risky because she already brings consistent ranged pressure; what she cannot replace is a tank who holds space, a support who resets bad trades, or a burst teammate who turns one catch into a won fight. If the team gives her those pieces, Ashe makes every enemy misstep feel expensive.
Ashe ARAM Mayhem vs ARAM
Key mode differences extracted from the ARAM comparison guide
| Focus | Normal ARAM | ARAM: Mayhem | Takeaway |
|---|---|---|---|
| Role Identity | Ashe functions as a steady poke and utility champion, sitting behind the wave to throw Volley repeatedly and winning slowly through chip damage. | She becomes a tempo controller and fight director who must read engagements like a carry and support simultaneously, creating space earlier. | Shift from passive poke bot to active fight director who enables engage or punishes dives immediately. |
| Volley Usage | Players often default to firing Volley whenever it is available, using it for consistent poke and lane control. | Spamming Volley becomes weaker because enemies punish cast positions faster; use it only to tag multiple enemies or protect teammates. | Cast Volley only when it controls space, protects a teammate, or forces divers into bad paths. |
| Ultimate Tempo | Ashe can scale into the game slowly, saving Enchanted Crystal Arrow for perfect cross-map stuns or obvious mistakes. | Fights move quickly, so holding Arrow too long wastes value; fire when enemies overstep, finish divers, or start winnable fights. | Use Arrow early to create numbers advantages rather than saving it forever for the perfect stun. |
| Hawkshot Value | Many players treat Hawkshot as optional scouting since the narrow map makes threats relatively predictable. | Scouting has higher value because chaos hides flanks; reveal threats before pushing or taking turrets to prevent fights entirely. | Scout before resets and pushes to reveal flanks early rather than reacting after enemies appear. |
| Teamfight Spacing | Spacing is mostly about staying behind the frontline and using slows to keep enemies away from you. | You must respect a wider danger zone because augments extend threat patterns; stand where your peel champion can actually help. | Position within peel range and kite backward while attacking rather than running without dealing damage. |
| Snowball Decisions | Ashe rarely wants to be the first champion flying in with Snowball, preferring to stay back and poke. | Taking Snowball marks is even riskier; only dash when your team can follow or the target cannot punish your arrival. | Use Snowball for repositioning or follow-up, never as a default engage that leaves you isolated. |
Champion Analysis
Peran / Rasio menang
In Hextech Mayhem (ARAM) mode, Ashe the Frost Archer is a ranged ADC with excellent poke and powerful crowd control. Her passive, Frost Shot, applies a slow to her basic attacks and enables critical strikes, giving her natural kiting ability that is invaluable in Hextech Mayhem. This slow allows her to control enemy movement, create space for her team, and chain auto-attacks while safely repositioning. Her Q, Ranger's Focus, is her core damage ability. Activating it grants massive attack speed, and each subsequent basic attack stacks additional speed, culminating in a frost volley at full stacks that dramatically boosts her damage output. This makes her a significant threat in extended fights, but she needs time to ramp up the stacks to reach her maximum potential. Her W, Volley, is her primary poke tool. It fires a cone of arrows that deal physical damage and slow enemies, with the cone area of effect consistently hitting multiple targets in the narrow ARAM lanes. This poke is excellent for harassing opponents from a safe distance, applying constant pressure, and softening enemies before engagements. Her E, Hawkshot, deploys a scout hawk to provide vision in brush, which is useful for checking fog of war and avoiding ambushes or tracking enemy movements. Her ultimate, Enchanted Crystal Arrow, is her signature ability. It launches a global-range freezing arrow that stuns the first target hit, with the stun duration increasing based on travel distance. In Hextech Mayhem’s long lanes, the range of this ultimate is often maximized, allowing Ashe to frequently stun key enemy champions from across the map. This creates pick opportunities, can initiate fights, or peel for herself and allies. The combination of persistent slows, high-damage poke, and a long-range stun gives Ashe strong zone control and the ability to dictate the pace of encounters. Her poke and control make her one of the most reliable ADC picks in Hextech Mayhem.
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Blog panduan / N/A
Ashe the Frost Archer thrives in Mayhem’s narrow lane when played as a lane controller first and a finisher second. Her primary value comes from making every step forward expensive by keeping enemies slowed, punishing anyone who walks past minions, and saving hard engage for targets that have already spent mobility or are trapped near terrain. Standing still to trade with burst champions is a losing proposition—kiting, angling, and forcing enemies to chase through slows bleeds their health before the real fight starts. For engage, look for stretched enemy formations such as a frontliner too far ahead, a carry moving sideways, or a support with no clean path back. The arrow turns a bad enemy position into a guaranteed collapse, not a blind shot into five grouped champions. Punish cooldowns immediately when an assassin uses a dash, a tank misses engage, or a mage spends crowd control on wave clear. Ping before firing so your team moves while the target is vulnerable. Never engage just because you see a backliner; if your team is clearing minions, low on health, or split between shop and brush, a good arrow becomes a bad fight. Hold the arrow and control space with slows instead. Against dive champions, save your strongest crowd control for defense. Let assassins, bruisers, and Snowball divers commit, then stop the first champion who crosses into your backline. A defensive hit on a diving carry-killer often wins more fights than an ambitious shot at the enemy mage. Kite in a diagonal line toward a side wall or brush edge, not straight down the lane, forcing divers to choose between following through slows or turning onto a worse target. When a support or mage gets engaged on, hit the closest threat first—Ashe makes frontliners miserable by repeatedly slowing them, and killing the diver is often the safest route to the enemy carry. For escape and survival, respect brush and fog when mobility is down or the wave is gone. Against hooks, long-range crowd control, or Snowball threats, wait for vision before stepping forward. Use slows to create distance before you are in lethal range—start attacking the nearest advancing champion as soon as they commit forward, not when they are already on top of you. If caught, do not instantly run without attacking; fire while retreating if safe. A slowed pursuer takes longer to finish you, giving time for shields, heals, or allied damage. If you cannot attack without dying, break line of sight near terrain. In narrow-lane spacing, stand slightly behind your frontline but not directly behind them; offset toward one side so you can fire around tanks and step back without being trapped by allied bodies. Use minion waves as temporary cover but drift back before the wave dies. Do not hug the wall against predictable linear crowd control; alternate between center-left and center-right positions. For target priority, hit the closest champion when danger is active—turning the enemy frontline into a slow, dying wall keeps the fight playable. Swap to carries only when their protection is broken: they step past their tank line, are slowed, or have used movement tools. A delayed target swap is better than walking into crowd control. Use your engage on high-value targets only when follow-up is real; if divers are alive and close, aim for the carry, otherwise stop the closest threat. Snowball timing is critical—do not take it just because it lands; use it as a threat, chase tool, or finish for isolated targets. Take the recast after the enemy has spent key control or movement.
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N/A / Augment
Ashe the Frost Archer controls fights by stacking small advantages until one bad step or arrow decides the game. In the first six levels, her priority is winning space before chipping enemies down. She positions behind the front line or just off the strongest bruiser, staying central if divers or long-range catch are present, and using side-wall angles only when protected. Her trading rhythm is steady: auto when an enemy steps for a minion, use Volley-style poke through the wave, then reset before the return trade lands. She does not chase a slowed target alone unless the team moves with her. Snowball is kept as a defensive or follow-up tool—only using the dash after enemy cooldowns are spent or a tank’s crowd control lands. Early augments support whichever job the lobby needs: attack uptime or poke if the team lacks damage, defensive or safety options if the enemy has heavy dive. Active augments are used after the enemy commits, not before. Pushing is the choice when poke lands and the frontline can stand near the wave; stalling is forced when hard engage waits behind minions. When ahead, Ashe keeps the wave moving without diving under turret; when behind, she saves slows for the champion walking at her and waits for level 6 engage. From levels seven to eleven, Ashe controls the lane with slows and pick windows. She plays one screen behind the most forward ally, spacing sideways against area damage and standing closer to peel against assassins. Her poke tags the closest safe target, especially melee champions trying to start fights, and she watches the enemy team before chasing a slowed target—kiting back if a diver steps forward. Snowball is used to punish immobile carries after a forced cooldown or after her ultimate connects, but only with an exit plan. Augments now define fight style: sustained attacks mean front-to-back hitting the closest threat, poke amplification calls for slower play forcing low-health entries, and defensive actives are held for the first diver. She pushes with health advantage and ultimate ready, stalls when her ultimate is down or the frontline is low, and uses her ultimate as a fight starter only when teammates can immediately collapse. Behind, she becomes a stabilizer, slowing divers and helping the strongest ally kite. In the late game, one arrow or one bad step decides the fight. Ashe must be disciplined in position, hitting the nearest threat without giving the enemy backline a free angle. She refuses to overchase, letting slows make the enemy panic. Snowball is selective—only following a won fight, securing a fleeing carry, or dodging into a safer angle—and missing it prompts immediate repositioning. Late-game active augments are reserved for decisive moments: damage when the frontline is committed, defensive when a diver reaches her, utility paired with her arrow or team engage. She pushes only with numbers or a fresh pick, slowing defenders from outside turret range, and stalls when death would cost the game. When ahead, she avoids impatient dives and uses arrow to catch defenders, then converts to turret damage; when behind, she plays for overextension, saving everything to stop the dive that is losing the game. Before the final fight, Ashe identifies the enemy who decides the game and makes their next step bad, punishing it instantly.
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Ashe controls enemy movement through slows and picks, but her effectiveness depends on positioning and game state. When ahead, she turns health and wave advantages into space rather than chasing damage numbers. She stands just behind the front line, forcing enemies to spend movement tools just to touch the wave, then punishes any attempt to push with repeated slows. She converts every advantage by moving up only as far as the next safe retreat point, trapping enemies near the minion wave so they either give up farm or take a bad engage. If the enemy frontline is low but still has engage, she hits the closest safe target and keeps them slowed, making the frontline useless instead of tunneling carries. When her ultimate is available and an enemy carry is exposed, she fires from a position where the team can immediately follow, avoiding long engages during wave clearance or retreats. Augment choices while ahead protect the lead: if the enemy has hard dive, she prioritizes survivability, repositioning, or crowd-control resistance because dying first is the main way to lose a lead. If the team lacks finish, she chooses sustained attack speed or safe DPS uptime. If her poke is controlling the lane, haste, range, or repeated-application augments keep the enemy permanently uncomfortable. Closing games requires attacking structures from max safe range while keeping slows ready, leaving before the frontline overcommits, and immediately pushing for objective damage after a pick without chasing deep kills. Whenever Ashe has a big bounty, she plays one step farther back than feels necessary, letting someone else absorb snowballs or test brush, because her death costs the team slows, engage follow-up, and steady DPS. When behind, Ashe stops trying to out-stat the enemy and buys time with slows, wave control, and clean pick attempts. Her crowd control remains valuable, making enemy engages awkward and punishing overextension. She stabilizes by giving ground early and clearing waves from behind her team, reducing forced fights before the team is ready, then using slows to stop enemies from walking freely into tower or relic space. If front-to-back fights keep failing, she looks for a ranged pick on a mispositioned carry or support instead of wasting pressure on an unkillable tank. Against divers with snowball or dash threats, she stands behind minions, keeps enough distance to survive a single connection, and saves her strongest control for their commit. Augments while behind patch the reason for losing: if dying before dealing damage, she chooses durability, movement, shielding, or anti-burst; if alive but unable to influence fights, she picks attack uptime, ability frequency, range safety, or utility application once positioning is stable; if the team has no engage, she values augments that make her pick attempts more reliable. She takes comeback fights on her terms by immediately slowing and focusing a champion who splits from the wave or overextends, but never chasing past the wave after the punish. When her ultimate is available against a careless enemy group, she aims for a target her team can actually reach rather than the farthest carry. When the enemy sieges her tower, she thins the wave, slows the first champion stepping up, and holds ground only while the tower or team can punish, backing off if the frontline is dead or the team is too low to follow. She does not let frustration decide positioning: after multiple losses, she slows the game down, holds safe angles, and waits for the enemy to waste a mobility tool or miss a snowball.
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Champion / Peran
Ashe the Frost Archer dominates ARAM: Mayhem through sustained slow control rather than burst damage. Her passive, Frost Shot, applies a slow on basic attacks and damaging abilities, with follow-up hits dealing extra damage to already slowed targets. This slow is her primary control tool, not a bonus effect. Tagging the closest safe enemy first lets her team decide whether to step up, while against melee champions she can kite backward, refreshing the slow to force them to waste engage tools just to reach her. Swapping targets constantly loses the slow chain that protects the backline; hitting the same enemy repeatedly is more valuable unless a higher-priority target becomes exposed. Even slowing an enemy tank can win space for the team. Ranger’s Focus, her Q, is her best sustained damage window, but it should not be pressed just because it is available. It is strongest after an enemy has spent mobility or is already slowed, stunned, or committed. Activating Q while backing away with no target wastes her main damage window. In early fights, Q punishes overstaying enemies, while in teamfights it is saved for the first real commitment, such as a diver jumping in. A wasted Q leaves Ashe with low threat during the next engage, allowing the enemy frontline to advance freely. Volley, her W, is her primary lane control spell. It fires a wide cone of arrows that damage and slow multiple enemies, checking brushes, starting passive chains, and creating safe windows for her team to move. W should be used to control the width of the lane, punishing enemies who step up to poke or contest brush. Against groups, it can slow an entire engage, but saving it for an assassin diving Ashe can be lifesaving. Missing W removes her safest way to influence the fight and forces defensive use of R. Hawkshot, her E, provides critical vision on the Howling Abyss, where fast engages from fog or brush are common. Using E to scout contested brush, check health relic areas, or reveal retreat paths prevents face-checking and saves health. A good Hawkshot sets up every real combo by confirming targets before committing W or R. Wasting it randomly leaves the team with no safe way to check brush before the next engage. Enchanted Crystal Arrow, her R, is Ashe’s highest-impact ability. A well-placed arrow can start a fight when the target’s movement is restricted, while a bad arrow leaves her with no emergency answer to dive. Using W slow before R is the practical setup, and R into Q follows up with damage when safe. In teamfights, Ashe must decide before the fight whether R is for engage or peel; if the enemy has divers, holding R until they dash in is often better than firing blind. R is always leveled when possible because it changes how the enemy can stand, forcing respect from outside normal auto range. A missed R is one of Ashe’s biggest punish windows, immediately requiring her to play farther back until another form of control is ready. Counterplay exists through dashes, long-range poke, shields, cleansing tools, and hard engage from outside her auto range. Enemies can break Ashe’s rhythm by baiting her to step forward for one more passive hit, then punishing her before the slow matters. Without passive control, Ashe is just a fragile marksman standing in a narrow lane. Her entire identity in Mayhem revolves around using slows, vision, and smart ability timing to control enemy movement and create windows for her team to act.
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Ashe the Frost Archer is easy to pilot badly because her attacks feel safe until the enemy finds the one angle where she cannot move. In ARAM: Mayhem, the biggest Ashe mistakes are small spacing errors, wasted crowd control, and greedy decisions that give divers a clean punish window. Standing still while auto attacking because the target is already slowed makes Ashe an easy line-up for hooks, long-range poke, Snowball follow-ups, and assassins waiting for her movement to stop. The correct action is to attack, step, attack, step, using her slow to keep the enemy in range while constantly changing her own position. If she gets clipped, she must immediately kite backward through her team instead of sideways into open space. Casting Volley from maximum range without checking minions, shields, or the enemy frontline angle allows the shot to be absorbed, wasting poke pressure and leaving her main lane-control spell unavailable. She should fire Volley when enemy carries are visible behind a thin wave, stepping up, or forced into a narrow path, angling it across the lane rather than straight into the closest tank every time. If Volley is wasted, she should not walk up to replace it with autos unless her team is already contesting space; instead she should back up, last-hit safely, and wait for the next wave or ally crowd control to create a better shot. Using Enchanted Crystal Arrow instantly on the first champion seen often hits a tank, a spell shield, or a target too far away for her team to punish, removing her best peel and engage threat at the same time. She should hold the arrow for a target her team can actually reach, a diver committing onto her, or a carry locked in a predictable path. If the arrow hits a poor target, she must not force a bad chase to justify it; she should ping off, reset her spacing, and play defensively until her team has another reliable engage or disengage tool. Firing arrow down the center of the lane every time lets good enemies sidestep it, hide behind the frontline, or bait it with a champion who does not care about being hit. She should aim when the enemy has just used movement, is last-hitting, is retreating through a choke, or is turning to cast, using side angles rather than obvious straight shots. If she misses, she must immediately stop posturing like she still has hard engage and instead slow the enemy advance with autos and Volley while her team gives ground. Walking forward to auto a low-health enemy after they leave range breaks formation, loses protection, and gives assassins or bruisers the exact gap they needed to trade her life for a small cleanup attempt. She should let slows and teammates finish targets that are already fleeing and keep her feet behind her strongest ally unless the enemy engage tools are clearly down. If she oversteps, she must use her.
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Ashe
Is Ashe a good pick in ARAM: Mayhem? Yes, Ashe is a strong control pick when your team wants range, poke, and fight setup. She shines if your side can follow up on slows and long-range vision, but she is less comfortable if the enemy has multiple divers and hard engage. Play her patiently, keep fights stretched, and you get a lot of value without having to hard-force kills yourself. What is Ashe’s main job in this mode? Your job is to start fights on good terms and make it hard for the enemy to cross open space. If they walk up carelessly, punish them with basic attacks and Volley, then look for a clean ultimate on whoever is out of position. The tradeoff is simple: the more you play for pressure and spacing, the less you need to gamble on all-ins. Should I build Ashe as poke or as on-hit carry? Both work, but you should decide based on what your team needs. If your team already has damage, lean into poke and utility so you can keep enemies low and force awkward engages; if your team lacks sustained damage, build for extended fights and stay on target longer. The risk with poke is lower direct DPS in long fights, while the risk with on-hit is that you have to stay safe and free-hit.
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