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  • Home - Guides - Ashka

    Ranged

    Ashka


    Ft. Hotbiscuit

    Damages

    Constant damage, Poke, AOE burst

    90%

    Survavibility

    Self-healing, air times

    60%

    Protection

    0%

    Control

    AOE stun, AOE petrify, push, projectile block

    50%

    Difficulty

    70%

    Ashka

    The Molten Fury

    Pros

    • Really long range

    • Good mobility

    • Good in Sudden Death

    • Good at zoning

    Cons

    • Hard to learn at first

    • Lack of CC's

    1. Standard build

    For 2v2 and 3v3. This build is used against most comps or in soloq if you don't know how to build. This will provide enough damage and kite for yourself so it's a very balanced build that can be used against any comp.

    Offense

    Wild fire

    Fire Storm launches 1 additional projectile but cooldown increases by 1s.

    Mobility

    Heat

    Fire Storm can be cast while moving at 50% movement speed and 30% while channeling.

    Mobility

    Burning feet

    Searing Flight increases movement speed by 40% for 2s.

    Offense

    Conflagration

    Fireballs traveling through Firewall turns into Fire Storm bolts.

    Utility

    Inspiration

    Increases your maximum energy by 25% and energy gained from abilities is increased by 10%.

    2. Damage deal

    This build is based on dealing a lot of damage based on poke. Basicaly used against double range teams or teams with non aggressive melee.

    With combo setup
    Offense

    Wild fire

    Fire Storm launches 1 additional projectile but cooldown increases by 1s.

    Mobility

    Heat

    Fire Storm can be cast while moving at 50% movement speed and 30% while channeling.

    Offense

    Magma

    Ignite deals 4 bonus damage when first applied and reduces target's movement speed by 10%.

    Offense

    Inferno

    Flamestrike deals 8 bonus damage and inflicts Ignite.

    Offense

    Conflagration

    Fireballs traveling through Firewall turns into Fire Storm bolts.

    Utility

    Inspiration

    Increases your maximum energy by 25% and energy gained from abilities is increased by 10%.

    3. Combo potential

    This build is made by all aggressive options you can choose. It is only recommended if the enemy team doesn't deal pressure, if you have a combo with a long control champion.

    Offense

    Combustion

    Fire Storm bolts deal 2 bonus damage, 8 area damage and inflict Ignite on nearby enemies.

    Offense

    Wild fire

    Fire Storm launches 1 additional projectile but cooldown increases by 1s.

    Offense

    Inferno

    Flamestrike deals 8 bonus damage and inflicts Ignite.

    Offense

    Magma

    Ignite deals 4 bonus damage when first applied and reduces target's movement speed by 10%.

    Offense

    Conflagration

    Fireballs traveling through Firewall turns into Fire Storm bolts.

    4. Survive

    This build is based mainly on your E having a smaller cooldown (push ennemie away) and petrify your opponent

    More damage
    Mobility

    Heat

    Fire Storm can be cast while moving at 50% movement speed and 30% while channeling.

    Mobility

    Burning feet

    Searing Flight increases movement speed by 40% for 2s.

    Mixed

    Fire punch

    Molten Fist travel distance increases by 50% and knockback force increases by 25%.

    Control

    Lava punch

    Molten Fist cooldown is reduced by 1.5s and hitting an enemy further reduces the cooldown by 1.5s.

    Utility

    Inspiration

    Increases your maximum energy by 25% and energy gained from abilities is increased by 10%.

    Offense

    Blaze

    Your next fireball after using Searing Flight deals 2 bonus damage and inflicts Ignite.

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    Basic guide

    Beginner tips

    Try to keep your ignite up on enemies as much as you can.

    Never space in on an ennemy having all cooldowns up ! It will just put you in a bad situation. Learn to use it properly and avoid wasting it on uneeded aggression.

    Pick up as much orange essences as you can, Ashka's energy is a crucial point of her gameplay.

    Your E is a good disengage if a melee all in you, but you can also disengage by petrifying them (EX-Q) or simply spacing out

    Combos

    Difficulty :
    Q + E

    You can Flamestrike (Q) behind your opponent then E to push him into your Q, then using M1/M2's for an extra bonus damage on your combo.

    Difficulty :
    Q + F

    Your Q + Ult is your best burst combo to secure orbs/dealing an enormous amount of damages.

    Mastering guide

    Positioning

    You have one of the longest range in the game, try to always keep your ennemies from a good distance to poke them without getting traded back. Punish people without cooldowns but don't overcommit or you will get hardly punished on a single mistake.

    Sudden death

    Unless the ennemy would die from your ult, always save it (to punish/escape). Best way to play sudden death is to abuse your EX-Space to heal with your M1 on the orb or your opponent. Your E is also a really good spell to push him back from the safe zone. A really good combo in sudden death is to petrify your opponent, then pushing him back from the safe zone with your E and then using M2 to deal a lot of damages.

    Advanced tips

    Your Q is really good to zone people out from you or your ally, keep that in mind.

    Try to force defensive spells from your opponents with your Flamestrike and M2 (or M1's if you are confident enough about your capacity to hit them all) then punish them with a space when they used a lot to escape.

    Your ult can be used both aggressively and defensively at the same time : to disengage an all in while hitting some ennemies on the way / picking up the orb at the same time.

    Orb control

    You have to know your damage numbers by heart. Q + M1 correctly timed is a good instant amount of damages to secure it / steal it. If no one is battling for it, the faster way is to M1 + Triple M2 to take it quickly. If you really need it for you and your teammates, you can also Q + Ultimate (+ trying to hit ennemies at the same time with it) to take it by yourself.

    Synergy & Match-up

    We are actually updating Synergy and Match-ups.

    Match-up

    Bakko

    Can stick to you very easily. His bulwark is also a pain for ashka (blocking M2's/stunning you if you E in it). Keep him away from your max range and dodge his M2's as much as you can.

    Ezmo

    His mobilty, his CC, his Q, everything will make you hating him. You have a better range than him, so keep him away from you and don't get baited by his M2/E cancels or you will be in a big trouble with no escape vs him.

    Ruh Kaan

    Can stick to you as well. His Q (a shield, AGAIN) can annoy you really hard and absorb your poke. You have to dodge his M2/E at the same time. Keep him from a good distance and punish him with your ally if he overcommits on you.

    A video with Ashka

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