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Frost Shot
Frost Shot.png

Innate - Frost Shot: Ashe's Basic Attack.png basic attacks and abilities apply Frost to enemies, Slow icon.png slowing them by 20% − 30% (based on level) for 2 seconds. Basic attacks against enemies with Frost deal 110% (+ (75% + 6% to 30% 6% to 30%) of critical strike chance) modified damage.

Frost Shot 2.png

Innate - Critical Slow: Ashe's Critical strike icon.png critical strikes deal no extra damage, instead they double Frost's slow strength to 40% − 60% (based on level), decaying over 1 second to its normal strength.



Ranger's Focus
COST: 50 Mana + 4 Focus

Passive: While Ranger's Focus is inactive, Ashe's basic attacks on-attack against Turret icon.png non-structures grant a stack of Focus for 4 seconds, stacking up to 4 times, with the duration refreshing on subsequent attacks. Stacks are lost by one every 1 second.

Ranger's Focus.png

Active: Ashe gains Attack speed icon.png bonus attack speed for 4 seconds and causes each of her basic attacks to fire a flurry of five arrows.

Bonus Attack Speed:
20 / 25 / 30 / 35 / 40%
Ranger's Focus 2.png

Flurries trigger on-hit effects only once, and each arrow deals modified physical damage that benefits from Frost Shots Frost Shots and Life steal icon.png life steal.

Damage Per Arrow:
21 / 22 / 23 / 24 / 25% AD
Total Damage Per Flurry:
105 / 110 / 115 / 120 / 125% AD

Ranger's Focus Bladework.png resets Ashe's basic attack timer.

  • Ranger's Focus first bolt deals Basic Attack.png basic damage with the subsequent 4 bolts dealing a non-reactive damage type (e.g. Umbra Blades.png default damage or Wit's End item.png proc damage). The entire effect is classified as a basic attack on a script-level, which disables Ravenous Hunter Ravenous Hunter, but is considered an ability for other effects (i.e Sap Magic Sap Magic), which is likely due to a mistaken script-level tag.
  • Although Ranger's Focus has no actual cooldown, 4 stacks of focus are needed before Ranger's Focus can be reactivated. The time before being able to reactivate Ranger's Focus is 6.08 − 1.6 (based on attack speed) seconds.
  • Each arrow from a flurry applies Frost Frost and the bonus damage from Frost Shot Frost Shot is calculated individually per arrow.
    • Similarly, since a flurry is 5 instances of physical damage, Black Cleaver Black Cleaver allows her to cleave the enemy target 5 times per flurry.
    • Amumu's Amumu's Tantrum Tantrum will reduce each arrow's damage, for a total of 10 − 50 (based on Tantrum's Rank) per flurry.
  • Each additional arrow from Runaan's Hurricane Runaan's Hurricane will also split into 5 arrows.
    • The arrows are evenly distributed among secondary enemies but one enemy cannot be hit by more than 5 arrows.
    • The flurry will trigger on-hit effects once to each enemy hit.
  • The flurry applies against structures.


EFFECT RADIUS: Range center.png 1200
WIDTH: Range model.png 20
ANGLE: 27.75°/ 37° / 46.25° / 4.625°
SPEED: 2000
COST: 70 Mana
COOLDOWN: 14 / 11.5 / 9 / 6.5 / 4

Active: Ashe a volley of arrows in a cone in the target direction, each dealing physical damage to the first enemy struck, and applying Critical Slow Critical Slow to enemy Champion icon.png champions hit.

7 / 8 / 9 / 10 / 11
Physical Damage:
20 / 35 / 50 / 65 / 80 (+ 100% AD)

Enemies can intercept multiple arrows but do not take damage from any beyond the first.

  • The missiles are spawned in a straight horizontal line 75 units in front of Ashe, with a total width of 75/100/100/123/123 units.
    • Between each missile spawn location is a distance of 12.5 units, except for the two outermost ones at the last two ranks (which are 11.5 units from the closest other one), and the two centermost missiles at ranks 2 and 4 (which have 20 units between them and 15 units to the next missile, respectively).
    • This inconsistent behaviour of spawn locations means the angle between each missile can vary off of 4.625° slighty.
  • Volley fires from Ashe's location at the end of the cast time.


SPEED: 1400
COST: 1 Charge
RECHARGE: 90 / 80 / 70 / 60 / 50

Passive: Ashe periodically stocks a Hawkshot charge, up to a maximum of 2.

Active: Ashe sends a hawk spirit toward the target location, Sight icon.png revealing the area along its path「 repeatedly for 0.5 seconds after every 100 units traveled 」「 for effectively up-to 1.8 seconds at any location 」and at its destination for 5 seconds.

  • Hawkshot's recharge timer seems to start at the beginning of the game, even prior to ranking the ability, but upon actually ranking the ability, it starts with one charge and the recharge timer starts from 0.
  • Hawkshot will ping enemy champions it spots if allies didn't already have vision of them, and put a 'revealed' visual effect on them for 2.75 seconds, but does not actually reveal the units in particular, and is removed if the champion leaves the area.
  • Hawkshot will grant assist credit if a previously-unseen enemy champion is killed within 10 seconds of being revealed by the ability.


Enchanted Crystal Arrow
EFFECT RADIUS: Range center.png 400 / 350
WIDTH: Range model.png 260
SPEED: 1600
COST: 100 Mana
COOLDOWN: 100 / 90 / 80
Enchanted Crystal Arrow.png

Active: Ashe fires a massive arrow of ice in the target direction, granting brief Sight icon.png sight of the area it flies through every 1 second. The arrow shatters upon hitting an enemy Champion icon.png champion, dealing magic damage, Stun icon.png stunning them for 1 − 3.5 (based on distance traveled) seconds, and revealing the area around them for 1 second.

Magic Damage:
200 / 400 / 600 (+ 100% AP)
Enchanted Crystal Arrow Minimap.png

Enemies surrounding the main target are struck for 50% damage, but only slowed by Frost Shot Frost Shot.

Secondary Magic Damage:
100 / 200 / 300 (+ 50% AP)

  • The minimap icon of Enchanted Crystal Arrow can be seen by Ashe and all her allies.
  • The Enchanted Crystal Arrow is fired from the original cast location upon completion of the cast time.



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