Ashe

Ability Power Ashe Go Boom

Ashe

If you don't want to rely on your aim most of the time then this build is for you! This build spikes in round 3 when you get around 60-70% Ability Power where you can one shot squishy targets with Dynamite + Coach Gun or double Coach Gun. I mostly just build pure damage with this, rarely defensive.

Item purchase order

Round 1

Incendiary Blast
Incendiary Blast

[Coach Gun] applies Burning, dealing 100 damage over 5s. If the target was Burning, deal 75 additional damage instantly.

Shady Spectacles
Shady Spectacles
10% Ability Lifesteal
Compensator
Compensator
5% Weapon Power
Power Playbook
Power Playbook
10% Ability Power

At the beginning you're just looking to get as much damage with your whole kit and getting at least 10k gold for round 2

Round 2

Compensator
Compensator
Sell
5% Weapon Power
Silver Lighter
Silver Lighter
10% Ability Power

Damage dealt to Burning targets grants 20% more Ultimate Charge.

Nano Cola
Nano Cola
20% Ability Power

If you have at least 10k gold you can afford Nano Cola and Silver Lighter to get your B.O.B. faster and its the most Ability Power you can get for your buck (30%). If you have more than 10k gold you can look to just get more Ability power items with either ability haste or ability lifesteal (40% Ability Power or more if you can afford). I usually get Furnace Fuel in round 3 if i don't have enough gold to get more Ability Power and they have at least 2 ways of cleansing your burn. In the case where i can afford even more Ability Power i just skip Furnace Fuel.

Round 3

Double Barreled
Double Barreled

[Coach Gun] gains an additional charge.

Energized Bracers
Energized Bracers
10% Ability Power
10% Ability Lifesteal
Multi-tool
Multi-tool
10% Ability Power
5% Cooldown Reduction

In round 3 you're looking to have at least 50% Ability power with buying Energized Bracers and optimally Multi-tool for 60% Ability Power. If you have more than 24k gold you can get Champion's Kit and whatever gold you're left with you use on extra Ability Power (if you just have 24k gold its better to just get 60% Ability Power with Energized Bracers and Multi-tool). With the Double Barreled power you get in round 3 you can get away with using your Coach Gun twice on the same target(s) and applying an guaranteed Incendiary Blast that deals massive bonus damage.

Round 4

Energized Bracers
Energized Bracers
Sell
10% Ability Power
10% Ability Lifesteal
Champion's Kit
Champion's Kit
35% Ability Power

If you have a minimum of 29.5k gold in round 4 you can either go for pure damage with buying Champion's Kit giving you at least 85% Ability Power, or you could provide utility for your team by buying Cybervenom to apply Healing Reduction or Liquid Nitrogen to slow the enemies down and you have at least 70% Ability Power which is already enough to one shot a squishy target with either Dynamite + Coach Gun or even just double Coach Gun. Having 33.5k can even get you to 95% Ability Power.

Round 5

Early Detonation
Early Detonation

Shooting [Dynamite] reloads 5 Ammo and reduces the cooldown of [Dynamite] by 3s.

Shady Spectacles
Shady Spectacles
Sell
10% Ability Lifesteal
Power Playbook
Power Playbook
Sell
10% Ability Power
Energized Bracers
Energized Bracers
10% Ability Power
10% Ability Lifesteal
Cybervenom
Cybervenom
10% Ability Power
5% Cooldown Reduction

Dealing Ability Damage applies 30% Healing Reduction for 2s.

Getting Early Detonation simply allows you to use Dynamite more often (it counts if you detonate it with Coach Gun). In round 5 you will have enough gold to have both Champion's Kit and Cybervenom, with leftover gold you're just getting more Ability Power to deal massive amounts of damage or any defensive item you feel like you need. You could also get Stacked Sticks to increase the explosion radius of Dynamite and maybe hit more targets with it, but that's situational and up to preference. **In the case where the enemy has an armor heavy team comp you can also choose Incendiary Rounds and Codebreaker to deal with tanky heroes but still stick with ability power in later rounds.**

Round 6

Energized Bracers
Energized Bracers
Sell
10% Ability Power
10% Ability Lifesteal
Catalytic Crystal
Catalytic Crystal
15% Ability Power

Ability Damage and Healing grants 20% more Ultimate Charge.

MORE ABILITY POWER!!!!!!!!!!!

Round 7

My Business, My Rules
My Business, My Rules

When you deal damage to a Burning enemy with [The Viper], reduce the cooldown of your abilities by 10%.

Multi-tool
Multi-tool
Sell
10% Ability Power
5% Cooldown Reduction
Stacked Sticks
Stacked Sticks
40% [Dynamite] Explosion Radius
15% Ability Power

WHAT DO WE NEED??? EVEN. MORE. ABILITY. POWER!!!!!!!!!!!!!!!

Description

This build works against any comp you play against. The only situations where you shouldn't build only pure damage in is heal, armor or cleanse heavy comps in which cases you pick up
,
or
to help deal with these conditions. Having
in or after round 4 should be mandatory to hold the enemy team back even a little. The second Coach gun allows you to escape dive heavy comps while still applying the burn with
. Your basic combo is shooting Dynamite + Coach Gun or simply double Coach Gun in range after round 3.

Heroes

Tank
D.VaJunker QueenOrisaReinhardtSigmaZarya
Damage
AsheCassidyFrejaGenjiJunkratMeiReaperSoldier: 76
Support
AnaJunoKirikoLúcioMercyMoiraZenyatta