Inspect rerolls and th' shared bench, then leave wit' an opening that fits this champion and th' crew 'round it.
ARAM · Howling AbyssMatchup chartPatch 16.20.1
Ashe vs Rell
Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.
Arrr, ARAM context
One shared course, one champion-specific course
Th' chart uses ARAM starting, shopping and teamfight rules. Its internal loadout source be nay shown as a Rift assignment.
Review patch be unknownRecommendations await inspection
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
- Recommendations’ patch
- — Data Dragon
- Build check’s patch
- 16.19.1 Data Dragon
- Item lookup’s patch
- 16.20.1 Data Dragon
Arrr, howling Abyss rules
Prepare fer one shared course
ARAM removes th' normal Rift role sea chart. Loadout 'round th' champion, th' five-sailor crew and th' next aboard fight instead.

Ye cannae Recall to buy. Course components afore leaving th' shop and use each death timer deliberately.
A relic heals nigh th' ship crewmates after a short delay. Signal it and avoid taking th' trigger when a lower-hull teammate needs th' area.
Minions create structure pressure and safer space. Clearing first aboard can be more booty useful than forcing another low-hull engage.
Arrr, ARAM · Howling Abyss
Arrr, ARAM marksman reference
Compare th' opening wit' Riot's ARAM Captain-recommended shop afore leaving base. After that, purchases happen only while dead; th' six usable inventory slots do nay increase.

Guardian's Hammer
950 doubloonsAn ARAM attack-damage and sustain starter to compare wit' th' present Captain-recommended shop.

Berserker's Greaves
1,100 doubloonsAdds attack speed and movement fer repeated attacks.

Kraken Slayer
3,000 doubloonsArrr, builds a reliable repeated-attack damage core.

Infinity Edge
3,500 doubloonsIncreases critical-strike damage after critical chance be established.

Lord Dominik's Regards
3,300 doubloonsAdds percentage armour penetration agin' meaningful armour.

Bloodthirster
3,400 doubloonsAdds high attack damage and sustain fer extended late fights.

Immortal Shieldbow
3,000 doubloonsCompletes th' permanent inventory wit' critical strike and a low-hull shield after th' damage core be established.
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Shipshape loadout choices
Pick th' course afore play
Recommendations await inspection
AlternativeArrr, too much healingMortal Reminder combines armour penetration wit' anti-heal.Spy full course▾
Arrr, best when: Mortal Reminder combines armour penetration wit' anti-heal.
Arrr, attack-speed BootsBerserker's Greaves
Arrr, repeated-attack coreKraken Slayer
Arrr, critical damageInfinity Edge
Mortal Reminder
Arrr, late sustainBloodthirster
Arrr, final optionImmortal Shieldbow
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
AlternativeArrr, magic damage reaches meArrr, Wit's End adds magic resistance without giving up attack speed.Spy full course▾
Arrr, best when: Arrr, Wit's End adds magic resistance without giving up attack speed.
Arrr, attack-speed BootsBerserker's Greaves
Arrr, repeated-attack coreKraken Slayer
Arrr, critical damageInfinity Edge
Wit's End
Arrr, late sustainBloodthirster
Arrr, final optionImmortal Shieldbow
Buy this only after selling yer Guardian starter, when all six permanent slots be needed, arrr.
Arrr, runes and summoner spells
Arrr, runes and summoner spellsAsheHowling Abyss
Th' marksman chart preserves sustained damage and spacing. Flash and Ghost provide two sailor-controlled movement tools on th' narrow Howling Abyss.
Precision
Sorcery
Mark and Clarity be mode-specific choices. Do nay copy to parchment this pair onto a Summoner's Rift chart.
Pick th' second spell 'round access, survival and crew resources rather than treating every ARAM champion as a diver.
Arrr, matchup notes
What changes when Rell is opposite you?
Arrr, compare reliable reach and repeatable value
Track which champion can apply damage, control or protection without crossing th' foe crew's seaworthy space. ARAM does nay turn this kit comparison into a course-counter claim.
Crew context first aboardRerolls, allied range, engage and protection can matter more booty than either champion in isolation.
Use th' course ye prepared
Use th' champion-specific ARAM loadout as a starting reference, then inspect th' present Captain-recommended shop, yer five-sailor composition and th' next aboard available death shop.
Ashe reminders
- Try to fire Enchanted Crystal Arrow in th' same direction enemies be moving, so it be more booty likely to hit.
- Volley arrows be blocked by th' first aboard foe they hit, so keep yer distance to avoid having them all absorbed by foe frontliners.
- Hawkshot reveals units in brush. If a crew fight be occuring in th' jungle it can give ye a significant advantage.
Arrr, static alternatives
Compare th' problem afore changing th' course
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Mortal Reminder
Mortal Reminder combines armour penetration wit' anti-heal.

Wit's End
Arrr, Wit's End adds magic resistance without giving up attack speed.
Trick reference
Arrr, compare both kits
Trick reference Data Dragon 16.20.1
Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
Ashe
- PFrost ShotEnglish
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.
- QRanger's FocusEnglish
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) 400 - WVolleyEnglish
Ashe 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) 1200 - EHawkshotEnglish
Ashe 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.
- REnchanted Crystal ArrowEnglish
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 100
Rell
- PBreak the MoldEnglish
Rell's Attacks and Abilities deal additional magic damage and steal Armor and Magic Resist on hit.
- QShattering StrikeEnglish
Rell deals magic damage to units in a line, breaking their shields and stunning them.
Aim through shielded foes to smash their shields and stun 'em.
Wait fer reload (s) 11/10.5/10/9.5/9 · Cost 50 · Charted reach (units) 600 - WFerromancy: Crash DownEnglish
Mounted: Rell Dismounts, crashing down in her armor, Knocking enemies up and gaining a large Shield. While dismounted, she gains Armor, Magic Resist, Attack Speed, and Attack Range, but is Slowed. Dismounted: Rell forms her Mount, gaining a burst of speed and Knocking Up the next enemy she attacks.
Wait fer reload (s) 10 · Cost 40 · Charted reach (units) 450 - EFull TiltEnglish
Passive: Rell gains out of combat Move Speed. Active: Rell and an ally gain ramping Move Speed, doubled toward enemies and each other. Her next Attack explodes, dealing magic damage.
Wait fer reload (s) 14/13/12/11/10 · Cost 40 · Charted reach (units) 1200 - RMagnet StormEnglish
Rell explodes in a magnetic fury, violently Pulling nearby enemies toward herself. Then Rell constantly Drags nearby enemies toward herself for a short while, dealing magic damage over time.
Wait fer reload (s) 120/100/80 · Cost 100 · Charted reach (units) 200
Adapt th' course
What to do when th' battle changes
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Protect th' lead while th' course stays shared
Clear th' deck together and keep enough hull to use th' next aboard structure window.
Use brushes and th' available healing safely; there be no side lanes to abandon.
Keep useful crewmates in reach and avoid giving astern shutdowns through an isolated chase.
Trade 'round hull, range and th' next aboard wave
Let th' crew clear th' deck without spending every fit fer th' captain's eye cooldown at once.
Track th' shared course, brush control and available relics rather than looking fer a Rift rotation.
Use th' champion's reliable range, protection or control afore forcing a low-percentage engage.
Arrr, use structure space and coordinated clears
Clear th' deck from safe harbour and avoid dying afore th' next aboard minion wave reaches th' structure.
Wait fer teammates to respawn instead o' walking into th' shared course alone.
Punish overextension and preserve th' cooldown that can stop th' first aboard foe commitment.
Shared-course course
Ashe on Howling Abyss
Read hull, range, wave position and respawn timing together. ARAM has no side-course rotation, neutral-prize setup or normal ward-control loop.
Clear th' deck or escort th' wave, inspect which crewmates be alive and preserve enough hull to use th' champion's reliable range, protection or engage.
Use th' nearest seaworthy target and th' crew's reachable follow-up. Do nay cross th' whole foe formation fer a single low-hull champion.
Push wit' surviving minions, take th' seaworthy structure damage available and reset th' course only through a real death rather than donating one alone.
Arrr, keep preparing
Stay wit' Howling Abyss ship's intelligence
Unfurl th' shipshape ARAM loadout or compare another champion. Rift role counters be intentionally kept out o' this chart.