
Guardian's Hammer
950 goldAdds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.
Bot · SwiftplayMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
Ashe has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

Completes the six-item inventory with high attack damage and sustain for extended late fights.

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

Adds percentage armour penetration against targets who have built meaningful armour.

Adds a revive for a high-value late fight after the functional damage or durability core is established.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Mortal Reminder combines armour penetration with anti-heal.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Wit's End adds magic resistance without giving up attack speed.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Preserve firing space and turn longer fights into sustained damage.
Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.
Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.
Matchup notes
Persistent slows and a clear engage tool remain useful against most marksman patterns.
All-roundThe kit can contribute through lane, first objectives and later grouped fights without relying on one narrow power window.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Mortal Reminder combines armour penetration with anti-heal.

Wit's End adds magic resistance without giving up attack speed.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Frost Shot is an automatic part of the kit involving a slowing effect and damage. Track when its condition is active instead of treating every fight the same way.
Ranger's Focus contributes basic-attack interaction. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cost 30 · Listed range 400Volley is a ranged cast involving damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 18/14.5/11/7.5/4 · Cost 75/70/65/60/55 · Listed range 1200Hawkshot is part of Ashe's E pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Listed range 25000Enchanted Crystal Arrow is a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 100/80/60 · Cost 100 · Listed range 25000Stone Skin is the always-on rule shaping Wukong's normal trading and fight pattern. Watch its in-game state before committing.
Crushing Blow contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 8/7.5/7/6.5/6 · Cost 20 · Listed range 250/275/300/325/350Warrior Trickster is part of Wukong's W pattern. Read its listed effect first, then track the cooldown and condition that make the next use valuable.
Cooldown 22/21/20/19/18 · Cost 60/55/50/45/40 · Listed range 275Nimbus Strike contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 10/9.25/8.5/7.75/7 · Cost 30/35/40/45/50 · Listed range 650Cyclone contributes damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 130/110/90 · Cost 100 · Listed range 315Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Pressure farm with your Support while keeping the wave and river warded; two opponents can still punish an isolated carry.
Move after the wave is secured and attack the objective from a position your team can defend.
Deal damage to the closest safe target and preserve the shutdown. The lead matters only while you remain alive.
Match the opposing carry's income and trade when both lane partners can participate.
Finish the wave before rotating unless the fight is immediate and clearly reachable.
Stand behind allied control and build damage on reachable targets before stepping toward the back line.
Farm near tower or with nearby allies. Give up isolated minions instead of offering another kill.
Avoid being first into river and trade an unsafe objective for income when the team cannot contest.
Wait for enemy cooldowns and attack whoever enters your safe range; survival creates more damage than a desperate flank.
Pings, movement and objectives
Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Finish safe farm and communicate the recall or move before the objective setup begins.
Walk with Support or another ally and choose the side where enemy engage cannot reach you first.
Keep an exit route and identify the nearest target you can damage without crossing enemy control.
Continue useful damage without chasing away from the objective or donating a shutdown.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.