
Doran's Bow
400 doubloonsRecommendations await inspection
This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.
Bot · Normal DraftMatchup chart
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, role fit
Old chart, matey. Recommendations await inspection. Ashe has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Bot
Recommendations await inspection

Recommendations await inspection
This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

Sail through units, arrr.

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

Recommendations await inspection

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.
Recommendations await inspection
Old chart, matey
Arrr, Guardian Angel protects a completed damage core from one decisive death.
Item ye would replace
Lord Dominik's Regards→
Guardian Angel
Old chart, matey
Arrr, Wit's End adds magic resistance without giving up attack speed.
Item ye would replace
Infinity Edge→
Wit's End
Arrr, runes and summoner spells
Arrr, preserve firing space and turn longer fights into sustained damage.
Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.
Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.
Arrr, matchup notes
Persistent slows and a clear th' deck engage tool remain useful agin' most marksman patterns.
Arrr, all-roundTh' kit can contribute through course, first aboard prizes and later grouped fights without relying on one narrow power window.
Keep Braum visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Guardian Angel protects a completed damage core from one decisive death.

Arrr, Wit's End adds magic resistance without giving up attack speed.
Trick reference
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.
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 · Charted reach (units) 400Ashe fires arrows in a cone for increased damage. Also applies Frost Shot.
Wait fer reload (s) 18/14.5/11/7.5/4 · Cost 75/70/65/60/55 · Charted reach (units) 1200Ashe sends her Hawk Spirit on a scouting mission anywhere on the map.
That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.
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.
That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.
Wait fer reload (s) 100/80/60 · Cost 100Braum's basic attacks apply Concussive Blows. Once the first stack is applied, ally basic attacks also stack Concussive Blows. Upon reaching 4 stacks, the target is stunned and takes magic damage. For the next few seconds they cannot receive new stacks, but take bonus magic damage from Braum's attacks.
Braum propels freezing ice from his shield, slowing and dealing magic damage. Applies a stack of Concussive Blows.
Wait fer reload (s) 8/7.5/7/6.5/6 · Cost 45/50/55/60/65 · Charted reach (units) 1000Braum leaps to a target allied champion or minion. On arrival, Braum and the ally gain Armor and Magic Resist for a few seconds.
Wait fer reload (s) 12/11/10/9/8 · Cost 40 · Charted reach (units) 650Braum raises his shield in a direction for several seconds, intercepting all projectiles causing them to hit him and be destroyed. He negates the damage of the first attack completely and reduces the damage of all subsequent attacks from this direction.
That exported range ain't a verified in-game distance. Check the ability's current tooltip, matey.
Wait fer reload (s) 16/14/12/10/8 · Cost 30/35/40/45/50Braum slams the ground, knocking up enemies nearby and in a line in front of him. A fissure is left along the line that slows enemies.
Wait fer reload (s) 130/115/100 · Cost 100 · Charted reach (units) 1250Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Pressure farm wit' yer Support while keeping th' wave and river warded; two foes can still punish an isolated carry.
Move after th' wave be secured and attack th' prize from a position yer crew can defend.
Deal damage to th' closest seaworthy target and preserve th' shutdown. Th' lead matters only while ye remain alive.
Clash th' opposing carry's income and trade when both course partners can participate.
Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.
Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.
Farm nigh tower or wit' nigh th' ship crewmates. Give up isolated minions instead o' offering another kill.
Avoid being first aboard into river and trade an unsafe prize fer income when th' crew cannae contest.
Wait fer foe cooldowns and attack whoever enters yer seaworthy range; survival creates more booty damage than a desperate flank.
Pings, movement and prizes
Protect income and coordinate wit' Support. Yer movement should follow th' wave, while yer pings make target choice and peril clear th' deck afore th' fight begins.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.
Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.
Keep an exit course and identify th' nearest target ye can damage without crossing foe control.
Continue useful damage without chasing astern from th' prize or donating a shutdown.
Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.
Arrr, keep preparing
Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.