Arrr, VRC.LOL

Bot · Normal DraftMatchup chartPatch 16.20.1

Ashe vs Tryndamere

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

AsheVSTryndamere

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseBot

Pick two champions from th' list.

Arrr, role fit

BotAshe

Ashe has an established Bot carry course that can scale through shared-course farm and work wit' a Support partner.

Arrr, primary role
Old chart, mateyRecommendations 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
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Bot

Arrr, evidence-supported Ashe Bot

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, primary role
S
Draft / Ranked opening · separate from gear 1

Doran's Bow

400 doubloons

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.

1
First aboard gear

Hexoptics C44

2,800 doubloons

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.

2
Boots

Berserker's Greaves

1,100 doubloons

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.

3
Core

Phantom Dancer

2,650 doubloons

Sail through units, arrr.

4
Late

Infinity Edge

3,500 doubloons

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.

5
Flexible

Lord Dominik's Regards

3,300 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Arrr, late sustain

Bloodthirster

3,400 doubloons

Completes th' six-gear inventory wit' high attack damage and sustain fer extended late fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CorePhantom Dancer
  4. LateInfinity Edge
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
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.

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CorePhantom Dancer
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Arrr, late sustainBloodthirster

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, they burst meArrr, Guardian Angel protects a completed damage core from one decisive death.Spy full course

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

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CorePhantom Dancer
  4. LateInfinity Edge
  5. Guardian Angel
  6. Arrr, late sustainBloodthirster
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.

  1. First aboard gearHexoptics C44
  2. BootsBerserker's Greaves
  3. CorePhantom Dancer
  4. Wit's End
  5. FlexibleLord Dominik's Regards
  6. Arrr, late sustainBloodthirster

Arrr, runes and summoner spells

Arrr, runes and summoner spellsAsheBot

Arrr, preserve firing space and turn longer fights into sustained damage.

Normal Draft, matey
Arrr, primary tree

Precision

Lethal TempoPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree

Sorcery

CelerityGathering Storm
Arrr, summoner spells
FlashBarrier
Coordinate th' Support

Avoid duplicating th' same defensive spell without a reason. Barrier protects th' user; Heal can protect both nigh th' ship course partners.

Cleanse be specific

Pick Cleanse only when removable crowd control be th' course or fight problem and ye can use it reliably.

Arrr, matchup notes

What changes when Tryndamere is opposite you?

Pre-battle kit comparison
Arrr, strategic interaction

Arrr, control spacing and engages

Persistent slows and a clear th' deck engage tool remain useful agin' most marksman patterns.

Arrr, all-round

Th' kit can contribute through course, first aboard prizes and later grouped fights without relying on one narrow power window.

Yer course

Use th' course ye prepared

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation be seaworthy.

Trick reminders

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.
Trick reminders

Against Tryndamere

  • Try harassing Tryndamere early so he can't kill minions and heal wit' Bloodlust.
  • Remember, Tryndamere can only slow ye if ye be facing astern from him.
  • Most o' Tryndamere's damage be physical. If he's getting too strong, consider buying a Thornmail.

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.

Arrr, they burst me

Guardian Angel

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

Arrr, magic damage reaches me

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

Cooldown / Cost / Range Data Dragon 16.20.1

Ashe

  1. P
    Frost Shot

    Frost Shot be an automatic part o' th' kit involving a slowing effect and damage. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Ranger's Focus

    Ranger's Focus contributes basic-attack interaction. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cost 30 · Arrr, listed range 400
  3. W
    Volley

    Volley be a ranged cast involving damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

    Cooldown 18/14.5/11/7.5/4 · Cost 75/70/65/60/55 · Arrr, listed range 1200
  4. E
    Hawkshot

    Hawkshot be part o' Ashe's E pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

    Arrr, listed range 25000
  5. R
    Enchanted Crystal Arrow

    Enchanted Crystal Arrow be a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

    Cooldown 100/80/60 · Cost 100 · Arrr, listed range 25000

Tryndamere

  1. P
    Battle Fury

    Battle Fury be th' always-on rule shaping Tryndamere's normal trading and fight pattern. Watch its in-battle state afore committing.

  2. Q
    Bloodlust

    Bloodlust contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 12 · Arrr, listed range 400
  3. W
    Mocking Shout

    Mocking Shout contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 14 · Arrr, listed range 850
  4. E
    Spinning Slash

    Spinning Slash contributes damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 12/11/10/9/8 · Arrr, listed range 650
  5. R
    Undying Rage

    Undying Rage be part o' Tryndamere's R pattern. Read its listed effect first aboard, then track th' cooldown and condition that make th' next aboard use valuable.

    Cooldown 120/100/80 · Arrr, listed range 400

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.

Even course

Prioritise farm, spacing and coordination wit' Support

1
Course

Clash th' opposing carry's income and trade when both course partners can participate.

2
Sea chart play

Finish th' wave afore rotating unless th' fight be immediate and clearly reachable.

3
Fights

Stand astern o' allied control and loadout damage on reachable targets afore stepping toward th' back aboard line.

Pings, movement and prizes

Ashe Bot sea chart course

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.

Ahead

Carry th' lead into th' next aboard seaworthy fight

Ping
Use Target on th' reachable foe, Peril when Support or Jungle be too far across th' waters astern, and On Me Way after th' wave be secured.
Arrr, farm or rotate
Finish th' wave, recall on th' gear timing and rotate wit' protection. Do nay cross river alone to save a few seconds.
Prize
Attack from th' seaworthy side o' th' prize and keep damaging th' nearest reachable threat. Preserving th' shutdown matters more booty than chasing.
Even

Loadout th' gear timing and move together

Ping
Use Target to align wit' Support, Foe Lost overboard when either Bot foe leaves and Peril if an engage begins outside yer seaworthy range.
Arrr, farm or rotate
Rotate after th' wave or when th' prize fight be immediate and reachable. Communicate if staying fer th' wave be th' safer call.
Prize
Enter astern o' vision and allied control. Keep a course astern from th' foe engage afore starting sustained damage.
Behind

Shorten exposure and recover promised doubloons

Ping
Use Retreat afore Support or Jungle forces a fight ye cannae damage, and Foe Lost overboard as soon as th' taking th' victory Bot course leaves.
Arrr, farm or rotate
Avoid being first aboard into river. Move wit' Support after th' seaworthy wave, or trade an unsafe prize fer protected farm.
Prize
Stand beside peel and attack whoever enters seaworthy range. Do nay cross foe control to reach th' opposing carry.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Secure th' wave

    Finish seaworthy farm and communicate th' recall or move afore th' prize setup begins.

  2. 2
    Arrr, enter protected

    Walk wit' Support or another ally and choose th' side where foe engage cannae reach ye first aboard.

  3. 3
    Arrr, set attack space

    Keep an exit course and identify th' nearest target ye can damage without crossing foe control.

  4. 4
    Arrr, stay alive

    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

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options