Ashe
ASHESkills
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cost | 30 | |||
| Attack Damage | 115% | 120% | 125% | 130% |
| Attack Speed | 20% | 30% | 40% | 50% |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 15 | 12 | 9 | 6 |
| Cost | 65 | 60 | 55 | 50 |
| Base Damage | 70 | 110 | 150 | 190 |
| Arrows | 5 | 7 | 9 | 11 |
| LV 1 | LV 2 | LV 3 | LV 4 | |
|---|---|---|---|---|
| Cooldown | 45 | 40 | 35 | 30 |
| LV 1 | LV 2 | LV 3 | |
|---|---|---|---|
| Cooldown | 80 | 70 | 60 |
| Cost | 100 | ||
| Base Damage | 200 | 350 | 500 |
Tier by Rank
OfficialTier and numbers
- TierWinPickBan
- Diamond+B← B52.3%6.4%0.2%
- Master+B← B52.1%6.2%0.2%
- ChallengerC← C52.1%5.4%0.1%
- LegendaryC← C52.1%4.9%0.1%
Tencent official (CN server) / ADC / 2026-11-07
Tier moves B → C across ranks, a 0.2 point spread in win rate.
Reading the table
The “← A” after a tier is the tier in the previous ranking.
Legendary is the top tiers of the Legendary Queue, a separate ranked queue for top players.
Among ADC
One dot per championBuild Trends
Official Tencent data (China server)Diamond+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 55.7%
- 56.3%
- 56.4%
- 56.8%
- 54.2%
- 54.2%
- 55.7%
- 55.4%
- 54.0%
- 62.1%
- 49.8%
- 52.3%
- 49.3%
- 59.8%
- 51.8%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 52.7%
- 52.1%
- 51.4%
- 55.2%
- 49.5%
- 54.8%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 52.6%
- 52.7%
- 51.9%
- 49.5%
- 54.4%
Official Tencent data (China server)Master+ / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)16 combos, by pick rateby win rate
- CombinationPickWin
- 55.8%
- 57.5%
- 56.2%
- 57.0%
- 54.5%
- 54.6%
- 56.1%
- 55.6%
- 54.0%
- 63.4%
- 49.4%
- 59.6%
- 51.5%
- 51.1%
- 51.8%
- 55.5%
Runes5 combos, by pick rateby win rate
- CombinationPickWin
- 52.7%
- 52.5%
- 51.3%
- 54.1%
- 50.1%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 53.0%
- 52.7%
- 51.8%
- 50.3%
- 55.1%
Official Tencent data (China server)Challenger / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)15 combos, by pick rateby win rate
- CombinationPickWin
- 57.6%
- 56.8%
- 57.8%
- 55.7%
- 55.7%
- 65.7%
- 59.1%
- 54.8%
- 61.8%
- 56.4%
- 55.9%
- 50.9%
- 54.9%
- 63.5%
- 54.8%
Runes5 combos, by pick rateby win rate
- CombinationPickWin
- 53.4%
- 53.4%
- 53.3%
- 56.7%
- 54.4%
Summoner spells6 combos, by pick rateby win rate
- CombinationPickWin
- 53.8%
- 53.5%
- 54.5%
- 51.4%
- 53.0%
- 44.3%
Official Tencent data (China server)Legendary / ADCAs of 2026-11-0611/06
Build patterns
Splits into 2 core · 1 rune patternsHow it works
- Durability
- health, armor, magic resist
- Attack damage
- attack damage, armor penetration
- Ability power
- ability power, magic penetration
- Attack speed
- basic attack speed
- Ability haste
- ability cooldowns, mana
The combos in the tables below, grouped by shape; not a ranking or a verdict. Each item goes to the family its stats are worth the most gold in, and a shape is how many of the 3 core items fall in each family. Effects (passives) are not counted, and items without stats are left out. Runes are grouped by keystone and the most common tree among the rest. The icons show the most common combo of each shape. A shape at 10% or more counts as a pattern; shapes under 3% get no card. Less common item families are families whose items appear in under 10% of the Chinese combos but do show up in overseas guides or streamer and pro builds. Their icons are separate item options seen in those sources, not one build. Families are listed by how many sources they appear in.
Core items2 patterns
RunesNearly all one shape
Core items (3)13 combos, by pick rateby win rate
- CombinationPickWin
- 56.3%
- 59.2%
- 58.8%
- 61.3%
- 62.4%
- 48.9%
- 48.0%
- 56.2%
- 59.1%
- 61.0%
- 50.0%
- 65.7%
- 53.3%
Runes6 combos, by pick rateby win rate
- CombinationPickWin
- 52.6%
- 53.2%
- 49.5%
- 55.1%
- 63.6%
- 53.7%
Summoner spells5 combos, by pick rateby win rate
- CombinationPickWin
- 52.3%
- 55.2%
- 54.7%
- 51.2%
- 50.9%
Pick and win rates are Tencent's own figures, shown as published (sample sizes are not published).
Streamer and pro builds4 builds (1 pro)
- Streamer / proCore itemsKeystone, spells
- PRO
Chinese streamer and pro builds published by Tencent (pros first). Support items are not included.
Items
Physical
Boots
Runes
Keystone
Domination
Resolve
Sorcery
China vs Overseas Builds
Items, runes and spells whose share on this champion differs by 50 points or more between the China server (each lane's most-picked combinations in Tencent's official Diamond+ stats, plus streamer / pro builds) and overseas guides. Not in-game pick rate or win rate as such.
Patch Changes
Ver. 77.3dNerfCombat power Lv15 10,387 → 10,387 (±0.0%)
Frost Shot
- Bonus damage dealt to the target by basic attacks: 0 ~ 130% (Based on crit stats) → 0 ~ 123.5% (Based on crit stats)
7.3Changed
Base Stats
- Attack Damage per Level: 2.65 → 4
- Base Attack Damage: 58 → 60
- Attack Speed Ratio: 0.658
- Base Attack Speed: 0.658
- Base Bonus Attack Speed: 0.23
- Attack Speed per Level: 0.03
Frost Shot
- Slow effect: 15 / 17.5 / 20 / 22.5 / 25% (based on level) → 20 / 22.5 / 25 / 27.5 / 30% (based on level)
- Bonus damage: 10% + 100% × Critical Rate × (Critical Damage-1) → 100% × Critical Rate + 100% × (Critical Damage-2) × Critical Rate
Ranger's Focus
- Mana cost: 50 / 50 / 50 / 50 → 30 / 30 / 30 / 30
Volley
- Cooldown: 16 / 13.5 / 11 / 8.5s → 15 / 12 / 9 / 6s
- Mana cost: 50 / 50 / 50 / 50 → 65 / 60 / 55 / 50
- Damage: 20 / 35 / 50 / 65 + 115% Attack Damage → 70 / 110 / 150 / 190 + 100% bonus Attack Damage
7.0cChanged
Base Stats
- Base Health: 600 → 630
Ranger’s Focus
- Attack Speed Increase: 15/25/35/45% → 20/30/40/50%
Analysis
Nothing equippedCombat Power at Lv15 is 10,387 (#119 of 142, #15 of 26 Marksman). About the same as #131 at Lv1.
Growth by level
Shape of ability effects
Lv15Growth by level
| Lv | CP | Median | Marksman median | Rank |
|---|---|---|---|---|
| 1 | 5,361 | 5,897 | 5,544 | 131 |
| 2 | 5,831 | 6,459 | 5,924 | 131 |
| 3 | 6,203 | 6,934 | 6,418 | 134 |
| 4 | 6,522 | 7,485 | 6,880 | 137 |
| 5 | 6,895 | 7,899 | 7,352 | 134 |
| 6 | 7,299 | 8,244 | 7,648 | 129 |
| 7 | 7,550 | 8,552 | 7,938 | 130 |
| 8 | 7,890 | 8,948 | 8,262 | 129 |
| 9 | 8,250 | 9,378 | 8,635 | 127 |
| 10 | 8,719 | 9,716 | 8,922 | 122 |
| 11 | 8,964 | 10,018 | 9,168 | 124 |
| 12 | 9,343 | 10,461 | 9,551 | 123 |
| 13 | 9,705 | 10,786 | 9,864 | 122 |
| 14 | 10,119 | 11,138 | 10,153 | 119 |
| 15 | 10,387 | 11,462 | 10,439 | 119 |
Shape of ability effects
Lv15Level 15 values with nothing equipped.
- Slow (Frost Shot)2,050G
Combat only: 50%Survival factorMove speed % as flatChampion median- +20-50% attack speed (on Focus spend)833G
- +15-30% damage (attacks while active)1,210G
Combat only: 50%Skill ranks from level- Physical damage938G
Combat only: 50%At most once per 8sDamage valued like healingSkill ranks from level- Vision (read as death avoidance)225G
Read as a similar priceSix risky momentsOne death = 300GStacks at half the capSkill ranks from level- Magic damage329G
Combat only: 50%Damage valued like healingSkill ranks from level
Gold values with nothing equipped. Ratios such as AP grow with your build in the Build Lab. Tap a row to see the formula.
Assumptions
Combat only: 50%
Effects that only work in combat or under a condition are counted as active half the time. The same rule applies to every rune and spell.
Survival factor
Moving faster by some % is counted as that % more effective health, since speed lets you dodge and escape. Value = median max health × the speed gain × the health price.
Move speed % as flat
Move speed % is converted to flat move speed against the median base speed of 350, then priced at the flat rate.
Champion median
Values that depend on the champion, such as health, use the median of all champions at level 1 and level 15.
Skill ranks from level
A champion's ability values depend on rank, so rank is derived from level. The ultimate ranks up at levels 5 / 9 / 13. Remaining points go to abilities 1 → 2 → 3 in turn (1 / 0 / 0 at level 1, 4 / 4 / 4 at level 15). Which ability to max first is a judgement call, so every champion uses the same order. Abilities with a different number of ranks (such as Jayce's 5) follow the same rule, raising the lowest-ranked ability one point at a time; an ability learned from level 1 starts at rank 1.
At most once per 8s
Effects that re-trigger on attacks are counted at most once every 8 seconds, since a single fight only allows so many procs.
Damage valued like healing
Damage to an enemy is valued like healing yourself the same amount, priced with the health regen rate.
Read as a similar price
Effects without a price are read as the closest existing formula: vision as avoiding a gank death (half an escape tool's chance), blocking attacks or projectiles as a shield for the same time, untargetable time (invisibility, etc.) as crowd control on the enemy, range as the move speed of the approach distance saved, experience as gold (1 = 0.5 gold), and stolen or reduced enemy stats as stats (or defense) you gain.
Six risky moments
Summoner spells are saved for risky moments, so at most 6 uses in a 15-minute match are counted.
One death = 300G
Avoiding a death saves the 300 gold base kill bounty (official patch notes 4.2). Half the match total is counted as the mid-match average.
Stacks at half the cap
Effects that build up over time are counted at half their cap as the mid-match average.
| Lv 15 | Ashe | Min | Median | Max |
|---|---|---|---|---|
| HP | 2,422 | 1,832 | 2,422 | 2,732 |
| Armor | 98 | 34 | 104 | 127 |
| Magic Resist | 50 | 45 | 60 | 80 |
| Attack | 116 | 50 | 109.5 | 147 |
| Attack Speed | 1.086 | 0.735 | 0.951 | 1.252 |
| Move Speed | 335 | 335 | 350 | 360 |
| HP regen | 14 | 14 | 19 | 29 |
| MP | 807 | 802 | 1,080 | 1,390 |
| MP regen | 19 | 16 | 25 | 36 |
Rank and min to max are among all 142 champions. Mana stats are among the 119 champions that use mana.




