Forbidden Poke Ashe (too spicy for Mobafire)
Off-MetaAshe ADC by Vanhaomena — updated Jul 24, 2026
A guide with this build was rejected from Mobafire with the explanation "just no"
Item Build
Starting Items
you start with 475g
Doran's Blade is the most stats you can start with apart from the inadvisable
Elixir of Fortitude . This isn't a version of the game where tier 1 boots make a huge difference over shoelessness, starting with higher combat stats is preferable.
Core Build
With the
Ionian Boots of Lucidity, 4% from masteries and 0.8% from one cooldown reduction Glyph,
Spirit of the Elder Lizard and
Youmuu's Ghostblade this build hits 39.8% CDR as soon as it has the
The Brutalizer part of Ghostblade. This build takes a while to get going and only comes online with a fully stacked
Muramana , giving you an unbelievable 90 physical damage on-hit with an example mana pool of 1500. You slowly but surely stack the
Manamune by having
Frost Shot (Q) on while farming, and the reward at the end is having a damage item on par with the heavy hitters for 2100g.
Volley (W) doesn't apply the
Muramana damage, but it does apply the one from
Spirit of the Elder Lizard on multiple targets. The ability is on a 2.4 second cooldown on max rank and max CDR, and that's the whole reason for this build. It slows for 2 seconds on a target with no tenacity, so you can just almost but not quite keep enemies permaslowed without even autoattacking in between.
Youmuu's Ghostblade builds from an
Avarice Blade which you can buy any time in the early game for higher income.
This is a very cheap build, it has 3 items for 6800g when the more common early build
Infinity Edge +
Phantom Dancer is 2 items for 6600g. If the game goes beyond full builds, the cheap items can be replaced with more luxurious ones.
Flex Items
This isn't the League of Cleavers edition of this item, so it has underwhelming offensive stats for the gold. You might want to replace
Youmuu's Ghostblade with this if the enemy is really stacked in the armor department.
Fully defensive items like
Thornmail belong in the tutorial, not this build. The playstyle of poking with
Volley (W) from beyond the range of most engage methods is the safest thing you can do as any champion of the ADC variety.
Summoner Spells
Flash and your favourite between
Barrier
Heal and
Ghost
Skill Order
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | ||||||||||||||
| W | W | W | W | W | ||||||||||||||
| E | E | E | E | E | ||||||||||||||
| R | R | R |
Early levels in E are a temptation you should resist. The strength of the slow of both the basic attack and
Volley (W) scales with the rank of
Frost Shot (Q) and getting that from 15% to 35% is more valuable than the small increase in income.
Putting a point in
Enchanted Crystal Arrow (R) and
Volley (W) whenever allowed is a good strategy. Trust me.
Runes
9× Mark of Lethalitymark
9× Minor Seal of Attack Speedseal
1× Glyph of Cooldown Reductionglyph
8× Glyph of Managlyph
3× Quintessence of Attack Damagequint
The nonexistence of Armor Penetration (this stat is renamed "Lethality" now, but it's flat armor pen) Quintessences makes this easy: the reds and quints are going to have as much Armor Pen as the game lets you choose, and the rest goes in AD.
I had a more complex calculation with Excel sheets and Powerpoint presentations for the optimal split of those two stats when this guide was unfairly rejected from a different site for build guides but that is unnecessary now because it's impossible to overdo the Armor Pen.
I had already written a paragraph proving the superiority of the armor yellows but after doing the math, the minor seals of attack speed are much better than they were originally. Compared to the cost effectiveness of the basic items
Cloth Armor and
Dagger, 9 armor is 180g worth of stats, 7.2% AS is 240g. It's actually more bang for the buck than the defensive options, despite being listed as "minor".
We take one CDR glyph to get this build from 39% to 39.8% and the rest of the blue runes go to Mana, because there's nothing else in the glyph section that makes any sense for this build, except for the damn Attack Speed minors again No. We take Mana to spam more
Volley (W) and to make
Muramana hit for 6 more damage when it's finished. The utility in early laning is going to be better than the DPS and you'll have to trust me on that one because I'm not rewriting this section too
Masteries




3/4
4/4


4/4




3/3
1/1




2/2






3/3


1/1








































1/1


2/3
1/1


2/3
3/3























Because this build rarely crits after the first autoattack, we skip the crit damage multiplier and Frenzy and prefer the all game long and guaranteed +3% Attack Speed. The 4 points in CDR are necessary to bring your total CDR from 35.8% to 39.8%.
The damage of this build scales with Mana, so we take Mana per level from the Utility tree as the first priority.
Comments (2)
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rejected from mobafire is crazy LOL def gonna try this
stacking muramana takes FOREVER but the damage is actually very nice when it all comes together