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Bot · SwiftplayMatchup guidePatch 16.20.1

Ashe vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

AsheVSVex

Matchup guide

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Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneBot

Choose two champions from the list.

Role fit

BotAshe

Ashe has an established Bot carry plan that can scale through shared-lane farm and work with a Support partner.

Primary role
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Swiftplay · Bot

Marksman baseline

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Primary role
S
Swiftplay opening · separate from item 1

Guardian's Hammer

950 gold

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

1
First item

Kraken Slayer

3,000 gold

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

2
Boots

Berserker's Greaves

1,100 gold

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

3
Critical damage

Infinity Edge

3,500 gold

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

4
Armour pen

Lord Dominik's Regards

3,300 gold

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

5
Safety

Guardian Angel

3,200 gold

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

6
Late sustain

Bloodthirster

3,400 gold

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

Choose the route before play

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Mortal Reminder
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Wit's End
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMortal Reminder combines armour penetration with anti-heal.View full route

Best when: Mortal Reminder combines armour penetration with anti-heal.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Mortal Reminder
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

AlternativeMagic damage reaches meWit's End adds magic resistance without giving up attack speed.View full route

Best when: Wit's End adds magic resistance without giving up attack speed.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Critical damageInfinity Edge
  4. Wit's End
  5. SafetyGuardian Angel
  6. Late sustainBloodthirster

Buy this only after selling the Guardian starter when all six permanent slots are needed.

Runes and summoner spells

Runes and summoner spellsAsheBot

Preserve firing space and turn longer fights into sustained damage.

Swiftplay
Primary tree

Precision

Lethal TempoPresence of MindLegend: AlacrityCut Down
Secondary tree

Sorcery

CelerityGathering Storm
Summoner spells
FlashBarrier
Coordinate the Support

Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.

Cleanse is specific

Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

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.

Ability reminders

Ashe reminders

  • Try to fire Enchanted Crystal Arrow in the same direction enemies are moving, so it is more likely to hit.
  • Volley arrows are blocked by the first enemy they hit, so keep your distance to avoid having them all absorbed by enemy frontliners.
  • Hawkshot reveals units in brush. If a team fight is occuring in the jungle it can give you a significant advantage.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Too much healing

Mortal Reminder

Mortal Reminder combines armour penetration with anti-heal.

Magic damage reaches me

Wit's End

Wit's End adds magic resistance without giving up attack speed.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Ashe

  1. P
    Frost Shot

    Ashe's attacks slow their target, causing her to deal increased damage to these targets. Ashe's critical strikes deal no bonus damage but apply an empowered slow to the target.

  2. Q
    Ranger's Focus

    Ashe builds up Focus by attacking. At maximum Focus, Ashe can cast Ranger's Focus to consume all stacks of Focus, temporarily increasing her Attack Speed and transforming her basic attack into a powerful flurry attack for the duration.

    Cost 30 · Listed range (units) 400
  3. W
    Volley

    Ashe fires arrows in a cone for increased damage. Also applies Frost Shot.

    Cooldown (s) 18/14.5/11/7.5/4 · Cost 75/70/65/60/55 · Listed range (units) 1200
  4. E
    Hawkshot

    Ashe sends her Hawk Spirit on a scouting mission anywhere on the map.

    The exported range is not a verified gameplay distance. Check the current ability tooltip.

  5. R
    Enchanted Crystal Arrow

    Ashe fires a missile of ice in a straight line. If the arrow collides with an enemy Champion, it deals damage and stuns the Champion, stunning for longer the farther arrow has traveled. In addition, surrounding enemy units take damage and are slowed.

    The exported range is not a verified gameplay distance. Check the current ability tooltip.

    Cooldown (s) 100/80/60 · Cost 100

Vex

  1. P
    Doom 'n Gloom

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Prioritise farm, spacing and coordination with Support

1
Lane

Match the opposing carry's income and trade when both lane partners can participate.

2
Map play

Finish the wave before rotating unless the fight is immediate and clearly reachable.

3
Fights

Stand behind allied control and build damage on reachable targets before stepping toward the back line.

Pings, movement and objectives

Ashe Bot map plan

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.

Ahead

Carry the lead into the next safe fight

Ping
Use Target on the reachable opponent, Danger when Support or Jungle is too far away, and On My Way after the wave is secured.
Farm or rotate
Finish the wave, recall on the item timing and rotate with protection. Do not cross river alone to save a few seconds.
Objective
Attack from the safe side of the objective and keep damaging the nearest reachable threat. Preserving the shutdown matters more than chasing.
Even

Build the item timing and move together

Ping
Use Target to align with Support, Enemy Missing when either Bot opponent leaves and Danger if an engage begins outside your safe range.
Farm or rotate
Rotate after the wave or when the objective fight is immediate and reachable. Communicate if staying for the wave is the safer call.
Objective
Enter behind vision and allied control. Keep a route away from the enemy engage before starting sustained damage.
Behind

Shorten exposure and recover guaranteed gold

Ping
Use Retreat before Support or Jungle forces a fight you cannot damage, and Enemy Missing as soon as the winning Bot lane leaves.
Farm or rotate
Avoid being first into river. Move with Support after the safe wave, or trade an unsafe objective for protected farm.
Objective
Stand beside peel and attack whoever enters safe range. Do not cross enemy control to reach the opposing carry.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Secure the wave

    Finish safe farm and communicate the recall or move before the objective setup begins.

  2. 2
    Enter protected

    Walk with Support or another ally and choose the side where enemy engage cannot reach you first.

  3. 3
    Set attack space

    Keep an exit route and identify the nearest target you can damage without crossing enemy control.

  4. 4
    Stay alive

    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

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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