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Dear fire starting Ashka players, I hope your Flames are ready because this burning guide is about to be lit!
To give a short summary of myself, people know me as “linegrinder” and I’ve been playing Battlerite since the beta in August 2016 (around 1,2k hours of game time). As in almost every game, I’m quite competitive and try to reach high ELO as quickly as possible. This often means to read up on as many guides as possible to attain as much knowledge as you can to significantly boost your win rate. Therefore I hope this guide can do that justice as well and provide you with some helpful insight to get you to GC in no time.
I’ve reached GC mutliple times in 3v3 almost exclusively playing Ashka. During that time I accumulated around 2,5k games with Ashka with a win rate over 77%. Even though I don’t play soloq, I do strongly believe that Ashka is one of the most versatile and safe picks for soloq as well.
In the following guide, I will try to give you some tips & tricks on how to burn your enemies to ashes and showcase my personal playstyle of Ashka. By no means is this the only way to play the hero however, it does represent what has worked for me in the past and how I managed to greatly increase my win rate.
Passive – Ignite Ignite deals 8 damage over 4.5s.
This is what makes Ashka a huge damage monster and maximizing the uptime of ignite over the course of the match will drastically increasing your damage output.
M1 – Fireball
Launch a fireball that deals 15 damage and reapplies ignite.
Definitely the important thing to note here is the reapplication of ignite which enables Ashka to let the ignite keep ticking the enemies down leading to their inevitable demise.
M2 – Firestorm
Fire a series of 3 flame bolts. Each bolt deals 16 damage and inflicts ignite.
This is the hardest hitting spell in Ashka’s kit which should basically be used whenever it is up. Do keep in mind that is also a very useful tool to keep pushing melee characters away from you. It also applies ignite so only hitting one of the Firestorms is already a significant damage boost for the rest of the fight (if you keep applying it over and over with M1 of course).
Due to the fact that this ability is so strong, the enemy will most likely use a counter or escape before your third hit lands. So make sure to be aware of that and cancel it early! This is also the reason why it can be used very effectively to bait out counters and other defensive abilities.
Space – Searing Flight
Transform into fire and travel to the target location, dealing 10 damage to nearby enemies.
This quite a big movement spell which can either be used defensively or aggressively. More often than not you will use this tool to for repositioning however it’s also a very strong spell to quickly finish someone off.
Keep in mind that you have an I-frame in battlerite whenever you are in the air, which means that Ashka will receive no damage mid-flight. This can also be used effectively to dodge things like a croak ultimate. The 10 damage on impact is AOE dmg which means it can be used to kill a low health enemy when they used things like counters or directional shields.
Ex Space – Searing Fire
Transform into Pure Fire and travel to the target location, dealing 10 damage to nearby enemies. Pure Fire: Your Fireball hits heal you for 15 health.
Searing fire is the ex version of your space ability, which unlike many other ex abilities needs 2 energy bars instead of 1. It also knocks back enemies on the impact location. While this spell, in theory, sounds quite strong, you will often find that you won’t want to waste 2 energy bars only for this spell. In most cases you should try to conserve your energy for more valuable skills.
I do however use this spell If I have made a significant mistake early on and need to get my health pool back up or I’m in such a bad spot that I know I won’t reach the maximum amount of energy for my ultime anyway so there’s no point in conserving energy for it.
Q – Flamestrike
Engulf target location in flames, dealing 20 damage and inflicting Stun to enemies in the area. Stun: Target is unable to move or use abilities for 0.6sec
This is a hard hitting spell that can be used to combo, punish or gain orb control. Since it is AOE it’s a very strong spell to use when enemies use their counter in order to deal damage and break them out of it. Flamestrike may also be used to pressure enemies into using their escape spells, which you will then punish right after.
In order to be more successful in landing this spell you should try to lead this spell to where to enemy going and not where it is located right now.
Ex Q – Molten Chains
Give rise to a lava stream, inflicting Petrify on nearby enemies. Petrify: Target gains a shield that absorbs up to 20 damage and is unable to more or use abilities for 3s. This effect breaks the she shield breaks.
This spell is insanely important as a defensive tool and will need to be used more and more the higher you go up in ELO. The reason for this is that while it might have worked to place Flamestrike under your feet to save yourself in lower ELO, in higher ELO players will simply react to this and walk out of it before it pops. Therefore you need a faster way to save yourself, which is exactly where Molten Chains comes into play.
You can also use this spell to get a melee of your teammate and give them some room to breathe and heal back up.
This is basically your go-to spell when you find yourself a very shitty situation with no way out. Make sure to keep an eye on your energy bar though as this spell costs 25 (one bar).
E – Molten Fist
Turn into a fist of magma and dash forward. Inflicts Snare and knocks the enemy back. Snare: Reduce’s target movements speed by 25% for 1.5s.
This is a very good defensive spell which can often also be used to dash against someone coming at you like a rook charge. You need to be aware that this spell actually triggers counter, so if you E into a rook that has his counter up, you better hope you have another trick up your sleeve or else you’re dead meat right there. Therefore you need to always make sure that you land E.
As with your other defensive spells, make sure that you don’t use this one righter after space and ex Q, because that puts you in a very helpless spot with 0 defensive spells.
During the travel time when you are a molten fist, you also have an I-frame. Keep that in mind to dodge big ultimates or other hard hitting spells.
R – Firewall
Summon a firewall at the target location. it blocks projectiles and inflicts Ignite on enemies
This is one of the core spells of Ashka, which enables him to heavily outtrade most other ranged champions and come out on top. You should be using this a lot, especially with the “conflagration battlerite”.
Secondly, this is a very good tool to place behind the mid orb, to control it for your team.
It can also be used to save your teammates from hard hitting projectiles like Jade ults or even normal auto attacks.
If you find yourself in a situation where you are losing the autoattack trade, don’t hesitate to place it as close to yourself in front of you as possible. The reason is that you still want to be able to change sides of the firewall by walking through it, if need be.
F – Infernal Scorch
Transform into a fire elemental and dash forward dealing 36 damage and inflicting Stun. Scorches the ground below you dealing 24 damage and ignite enemies in the area over 4s.
While this might not be the hardest hitting ultimate in the game it is still a relatively easy ultimate to hit which goes through counters and directional shields and such. It does till slightly more damage than 36 on one target because they will instantly get the ignite damage from the burning ground as well. The burning damage from this ultimate can actually kill, while the normal ignite DOT cannot.
As with every ultimate in Battlerite you should 100% be certain that the enemy won’t be able to dodge your ult with a movement spell before casting it. Therefore bait out the enemy escapes with m2 and Q and then go for the ultimate.
Q -> ultimate is a very strong damage combo, which I myself do quite often. Make sure to hit it thou or else you will have instantly wasted 2 spells for nothing.
If possible try and hit multiple enemies or mid orb as well as this ultimate and then quickly secure it right after. Landing a triple ultimate can be insanely devastating for the enemy team.
3. Battlerite Overview
M2 – Combustion
This battlerite looks quite good on paper however you will quickly come to the realization that you will very seldomly actually be able to use the AOE dmg effectively. Normally enemies even melees don’t stay clumped up and not have defensive spells for to actually make use of this. The main issue here with most other of Ashkas sub par battlerites is simply that he has far better battlerites that he shouldn’t give up in order to take this.
You could make an argument of taking this battlerite against Pest (because of the AOE dmg of his queen) or Blossom (AOE dmg of tree), still I would not recommend this battlerite at all.
M2 – Heat
This is by far the most important Battlerite on ashka that opens so many doors and makes you infinitely stronger. Use it to reach champions that would normally be out of reach if you wouldn’t be walking closer to them. Use it while slowly walking backwards to increase the gap between you and the enemy melee player that much more. Use it by charging it behind the wall and the turning around the corner for a surprise burst. Use it to constantly be in range of enemy players. Use it to need to be a sitting duck while channeling m2, just waiting to get ambushed.
As you can see this Battlerite has so many uses and is what really makes ashka the burning damage monster that he is.
If you don’t take this you might as well pick another ranged champion instead of Ashka.
M2 – Wildfire
I highly discourage people from taking this battlerite as you will never be in a situation where you will reliably have the time and the opportunity to hit all 4 firestorm projectiles. Most of the time you will not even be able to cast all 3 firestorm projectiles, because the enemy will use a counter or another defensive spell before that. Therefore you cancel cast M2 very often. Secondly, it makes you a slow moving target that much longer, which also can’t be happening as a ranged DPS. Substituting this with another better Battlerite will be far better for your overall survivability and damage output.
Space – Blaze
Ah yes, Blaze. I’m probably one of last high ranked Ashka players to still take this Battlerite since the Battlerite system overhaul. It used to be in every ashka build, however, the meta has changed a bit. Personally, I’m still a huge fan of this spell as it increases your damage output drastically by giving you another method to apply ignite.
Secondly, your next auto attack after space will deal more damage. However be aware that a lot of players will use their counter right after you space onto them. Therefore make sure to either cancel cast this auto attack or wait a second after space for the enemy to use their counter and then hit them with this empowered m1 right after.
I do believe that Blaze is still a very hard hitting spell and the ignite damage over the course of the match that you get from it should not be neglected. The biggest advantage it has over other ignite applying battlerites, is that it’s super easy to hit and therefore is very reliable.
Space – Burning Feet
This Battlerite gives you so much utility, survivability and repositioning capability that it’s a must pick in every build. Not only will this make dodging and running away infinitely easier but it also enables you to chase down enemies effectively. Definitely, a must pick.
Space – Fire Ward
This spell used to be one of the battlerites Ashka always took before the Battlerite overhaul. Nowadays it’s not strong enough anymore thou and provides too little survivability. You will already get enough survivability from Burning feet therefore you don’t want to spend too many valuable battlerite slots on your space.
This slot is better used for either defensive or offensive battlerites that boost Ashka’s gameplay way more than this Battlerite could.
Q – Ember Fire
Ashka is a Damage glass cannon character, therefore your job is not to heal yourself with Q. Let your support do that for you. If you are desperate to heal up, you can either secure mid or take health orbs or even choose to attack an enemy with Pure Fire (Ex Space). Keep in mind that Pure Fire will drain 2 energy bars thou, so you might want to consider other options. Therefore this Battlerite does definitely not suit the carry DPS role, which you should clearly be going for as Ashka.
Q – Eruption
Eruption is actually an interesting choice. I used to believe that it was picked as an excuse for bad ashka players that aren’t able to hit their Q reliably. However it turns out that this radius increase can actually be used effectively to group 2 enemies together and land your stun on 2 instead of one target. You can theoretically make this work if you constantly get the value out of, however, I personally would not advise wasting a Battlerite slot for this. Therefore there is “some” value in this Battlerite, however, Ashka’s other Battlerites are just too good to give up on.
Q – Inferno
This Battlerite is very strong if used correctly. Especially in comps where your synergy revolves around landing big combos with incap, this Battlerite will have a huge impact (e.g. croak + Ashka).
Secondly it gives you another way to apply ignite, which always something you are looking for as Ashka.
Finally it gives you superb orb control that enemies usually don’t suspect or can’t do much against.
In my personal experience, I run this when I play duoq or 3v3 with a combo comp such as croak + ashka. You will quickly realize that it deals an insane amount of damage especially because it works in combination with your magma battlerite. I do however think that you need to know the player you are playing with in order to use it effectively. Otherwise, in soloq I would feel much safer and usually have a higher ignite damage by running Blaze instead of Inferno.
E – Fire punch
E battlerites should always aim to give you extra survivability as it’s primarily a defensive spell. If you are looking for the maximum value on your E battlerite you will be better off taking the “Lava Punch” battlerite for E. Both Battlerites have the same goal (providing survivability), however “Lava Punch” is just superior in this regard. Lower cooldown provides more survivability than the extra knockback range does.
E – Knockout
Oh, knockout…How many times I have had to explain why this Battlerite should not be taken and promotes a too aggressive playstyle is probably beyond 9000. Hopefully, this will be the last time I’ll have to explain it here. Molten Fist is primarily a defensive spell, which you will also need to use defensively 95% of the time, especially when you get to higher ELO. Therefore constantly trying to use this spell aggressively, will just leave you in such a vulnerable spot and have a huge arrow pointing to your head saying “Please attack me now, I just wasted my E”. Especially because you can’t even combo E -> Q with it, because the stun from this battlerite runs out before you even land the Q stun. Unless the enemy doesn’t have a movement spell he will not get stunned from your Q. Now if you tried to do it like this, you just wasted your Q (which also happens to be one of your best defensive spells -> exQ) and your E! Congratulations you played yourself.
Again this battlerite can theoretically work if you play it insanely well and you are playing combo comps like with croak for example. But even then it is just waay to risky to use a defensive spell offensively and I highly highly discourage anyone from getting into that bad habit.
E – Lavapunch
This is basically the better version of Fire Punch, coincidentally the name sounds superior as well. Lavapunch is your go-to Battlerite when playing against a double melee comp or if you know the enemy players will try to stick with you as much as possible. Basically, it just reduces the cooldown on your E which is exactly what you need in scary matchups. Also if you don’t have a support in your team that can’t instantly get you out of scary situations, it’s even more of a reason to take this Battlerite.
Personally, I run this against double melee in 2v2 or if the enemy players have scary picks such as croak & RK for example.
R – Conflagration
Just an amazing Battlerite. It basically turns your M1s into M2s, which heavily boosts your dmg. You will use R a lot and this Battlerite compliments that spell perfectly. It enables effective trading against enemy ranged champions and even pushing melee characters away from you, due to the M2 knockback. I use this 99% of the time. The only time when I don’t pick this is when I play against double melee (2v2), because you won’t be using R as much in those cases anyway.
F – Raging Fire
Ultimate Battlerites are rarely picked in this game and this Battlerite is definitely no exception. You will never get as much value out of this as you could from any other good Battlerite from Ashka. Maybe you won’t even ult during a round or you might whiff your ultimate making this Battlerite completely useless. Therefore just don’t pick this ult battlerite and chose a Battlerite that helps you out 100% of the time instead of only when you reached 100 Energy
Passive – Inspiration
Another amazing Battlerite that brings so much value to the table. It enables you to basically always have enough energy for Q or R up and makes you reach your ultimate just that much faster. A very solid and strong pick. Just good to take in every regard. In my personal playstyle, I use it in my anti-melee build but not in my team damage build where I usually have enough energy anyway or can rely on my teammates to save me. Still very solid pick.
Passive – Magma
The extra ignites damage from magma combos with other battlerites such as Inferno, Conflagration or Blaze, which is always nice. But more importantly, it provides a slowing debuff to the enemy that enables you to keep your distance better and simultaneously lets your land autoattacks much much easier. A must pick for me.
This is the most common build I use 90% of the time in SoloQ. Keep in mind that this is an aggressive damage monster build which you need to know how to use effectively. Blaze will often times make you want to space in, however you really need to gauge this before you actually do it.
In this build, you no longer have conflagration which means you will want another Battlerite instead that helps you to apply ignite on the enemy. That is why we pick Blaze. Secondly, Blaze provides a small knockback which can be helpful against those pesky melees. You also have inspiration in this build, because you will spam ExQ to save your life, so you can’t be running out of energy. Thirdly you will be needing some breathing room and a way to get melees of you, which is why you run Lava punch as well. This build does decrease your damage, however, provides an insane amount of survivability.
Change out Blaze for Inspiration. Definitely a safer choice and a good substitution for soloq, however, your overall damage will decrease a bit. Right now I personally prefer Blaze however you can definitely see the value Inspiration brings if you watch the god himself the one and only Hotbiscuit.
For the Wombo combo build, you swap out blaze for Inferno. That way you still have a Battlerite that applies ignite however you have way more combo potential as well. Make sure to also use inferno for insane orb control and slightly adapt your playstyle.
5. How to Play (in general)
As Ashka your main damage output comes from auto attacks and the burning damage from ignite. He really excels at consistent damage output, however you also have the ability to inflict huge burst with a Q -> ult combo. Since you are an auto attack champion you really need to make sure that you have good aim and lead your shots to where the enemy is going and not where he is standing right now. A quick tip on that: If you happen to find yourself in a situation where the enemy constantly sidesteps your autos and you always shoot left when he goes right and vice versa. Then an easy fix to this is shoot left twice. That way you reset the rhythm and you will end up hitting every shot again =)
As a ranged DPS character, you should constantly be dealing damage. Make sure that you don’t find yourself standing around doing nothing. Since you are ranged you should constantly be hitting something. If your target gets out of range, flick your auto or M2 to the next target and start dishing out damage there.The exception to this is if you need to dodge spells. Autoattacks do lower your movement speed, so when you need to reposition you should quickly stop auto attacking, reposition and then start attacking them again.
Another useful tip in this regard is moving around walls and corners while charging M2. People usually don’t expect it and forget about you when you space behind a wall. Then to their surprise, you come back locked & loaded around the corner ready to rain down chaos on them. Be quick with cancelling your M2 though as soon as they realize you are back again. This is another reason why M2 can be used very effectively to bait out counters.
You should also be very accurate and react very quickly with your M2. Try and practice this before the match starts, by switching from the most bottom dummy to the most top one, so you get a feel for how fast you should be able to switch targets while casting M2.
My Soloq build, especially with blaze will often make you go in with space and play hyper-aggressively. While this can work out amazingly it can also lead to an instant death if you misjudged the enemies burst damage. Therefore against scary comps you should use space more defensively. There more defenisve you play against them -> the longer you will survive -> the more value you will generate for your team. Also, it’s better to survive for a long time and deal consistent damage than dealing quick burst at the start of the round but dying after 10 seconds.
Even though you normally shouldn’t be stuck up on points or stats in this game, ashka is a pure damage dealer. This is why you should still aim to have a high score at the end of the round as this gives you quite a good index on your performance. Of course not all damage is good and effective damage, however in general that it can be used as a “rough” guideline.
Remember not to give up too early. I see too many low elo ashka players either standing still to give up the round or not making a good attempt at kiting the enemy when they are low. You can always still turn around and using those extra 30 seconds to face a 1v3 will improve your map awareness a lot and teach you how to deal with situations like those. Always use it to train your skills and improve more. Never give up. Ashka can also kite for so long or you could mount back up and take orbs and mid or even pure fire on mid orb and then secure it as well. I’ve won so many games just by not giving up and kiting around and having so much of the enemy’s focus on myself that they completely overlooked that fact that they are getting wrecked by my teammates in the meantime.
The main Tipps I can give in this chapter is to adapt your playstyle to the enemy comp (more on this in the chapter (Matchups).. If they have a shifu and croak you probably shouldn’t space in as much. However if they run something relaxing for you like Lucie + Pestilus you can space in no problem.
6. Strengths and Weaknesses
Strong consistent damage
a lot of survivability
can have high burst
In this chapter, I will go over each Matchup and tell you exactly which spells you should look out for or avoid entirely and how you can win matchups against them.
The difficulty is rated from 0 (easiest matchup) to 10 (hardest matchup) and based on my experience of playing against those characters at a high level.
Alysia (Difficulty 5 out of 10)
Alysia has gotten a lot stronger since she has received multiple smaller buffs over the course of the last months. Nonetheless, the fight is quite simply and straight forward and will boil down to who hits more auto attacks.
If you get Chill by her M2 make sure to 100% dodge her E, which she will cast right after. Or else you will get frozen and receive so much unnecessary damage.
If she uses R, don’t shoot at it or you will get burst down. Cancel your auto, reposition to another angle and continue fighting her. this should be done very quickly.
As soon as she spaced (make sure to check if she has recast space Battlerite or not), you can Q or even ult her.
Ashka (Difficulty 5 out of 10)
Well you should know all his spells so make sure to get more value out of yours and outtrade him aswell. This boils down to who uses their spells more effectively and has better aim.
Bakko (Difficulty 7 out of 10)
A very good Bakko player can be quite strong against Ashka. Usually bakko players take recast on Q shield. So they run up to you with their shield and will then charge against you instantly. Try to E knock him back right when he tries to dash to you before you get weakened. You need to have frame perfect timing on this. Once his shield is down and you just performed that correctly he will now be vulnerable and either space jump onto you or space away. Make sure to dodge his space.
Before you ult him make sure his space is on cooldown.
Try not to get hit by a 3 stack M2 of his axes.
If he keeps sticking with you, and you can’t escape somehow, simply use exQ.
Do not E into his shield. This will stun you and make that round living hell for you if he keeps pressuring you after that.
Bakkos usually try to E the Orb to their side, so be a bit more patient with your Q and wait for him to reposition and then place it down to where he pushed it so you may still sneakily take it for your team.
Blossom (Difficulty 3 out of 10)
Really quite an easy matchup and nothing much to look out for.
If you charge up M2 and she has the energy she will most likely try to blow it back with her R, so be ready to cancel cast it.
Wait for her double space until you Q or ult her.
Dodge her E (when her hand turns blue) with either your E, space or R. It deals damage twice so be sure not to take dmg from the hit and another dmg portion from the stun. Preferably neither of the two.
Keep in mind if she is close to ult and as soon as she ults, just block it will your R Firewall. This will be sure to trigger her.
If you have quick reflexes you can also dodge her ex space, but it’s not necessary to win this matchup. Just another thing one could improve on.
Croak (Difficulty 8 out of 10)
Definitely a hard matchup. And not many things the enemy croak could go wrong here.
Basically, you need to dodge his space jump damage and also the following auto attacks if he took the extra dmg after space battlerite.
Try to stay out of his jump reach. This means you want to stand in a perfect range, where he could only jump over you or jump too short in front of you but never actually on top of you.You need to find that perfect blind spot that he can’t jump to.
If he lands his first space on you, don’t instantly knock him back with E because that will put him in perfect range to just jump back right at your with his second space. Instead you should try to space and run or use ExQ.
you can iframe his ultimate right when it is about to explode with either your space or your E.
Make sure to pay attention to the red eye above your head when he used stealth and reposition or use defensive spells accordingly.
Destiny (Difficulty 6 out of 10)
Destiny is not all too scary for Ashka, however, you also don’t have many windows to attack and actually do damage. So she is not a threat to you but she is hard to kill.
Basically, it’s very straight forwards against her. Make sure to keep her Q and Space cooldown in mind. Destiny players will often Space after you don’t trigger their Counter and then you can punish her right after with your Q + ult.
Don’t trigger her spell block from M2.
Use your R to outtrade and I-frame her ultimate.
You can I-frame through the borders of her Ex E.
Ezmo (Difficulty 9 out of 10)
Very hard matchup and by far the strongest enemy ranged dps you can face. This is due to the fact that he counters your spells like Firewall while also having large burst and good defensive spells against ashka such as silence or shield.
Be aware that your Firewall will be basically useless against him as he can just space over to your side and then if you switch sides he can follow you with his second space again. If that isn’t enough he can still Firebreath right through your firewall. After that he usually presses m2 for quick silence + burst. After that he will walk out whille pressing Q.
So how can you win against this? Usually you will want to consistently get an advantage by outranging him with your basic attacks. Also a lot of ezmos pick movespeed on their space battlerite so don’t waste your Q or ult after his 1st or 2nd jump. Place your firewall as close as you can infront of you so you can try and get some value out of it. Don’t waste all your defensive spells instantly, because he will then lay his ult on top of you. Basically try to win it slowly and don’t go too close,because that is where ezmo really shines. If both of his spaces are down, feel free to lay down your Q or ultimate.
Freya (Difficulty 6 out of 10)
There is only one rule in battlerite for freya: Never focus freya. The more you attack her the stronger she can get so try to downright ignore her by keeping your distance and simply focus her teammate. If he gets too close you should EX Q
The most important thing to watch out for is her counter. By no means should you ever E into it. Other than she is not very fast so she can’t chase after you effectively. So just ignore and kill her teammate.
Iva (Difficulty 5 out of 10)
Iva can deal some crazy burst with her increased attack speed after she pops shield or her M2 + burn dmg.
After she spaces over you, she will apply oil to you which will make her M2 deal insane amounts of damage. So you need to dodge her M2. Even without the oil it’s wise to dodge the M2.
Don’t engage close quarter fights with her. Use your range and R to outtrade.
Don’t trigger the Spellblock stun from her E (check before the round starts if she has the bouncing Tazer or not).
If she uses her R you can just place down her Q or ultimate.
Jade (Difficulty 7 out of 10)
Jade is a very evasive and tanky (exQ) ranged dps.
You don’t want to get to close her, because all of her m1s combined deal quite some dmg.
Don’t trigger the spellblock of her E.
Listen to the windup of her M2 snipe and dodge it accordingly.
Jade players will very often use their snipe for mid orb, so you can simply place down your R firewall behind the orb to ruin her day and take the orb for yourself.
Jamila (Difficulty 5 out of 10)
I haven’t played against scary Jamilas yet, so basically you can just keep your distance and don’t trigger her counter and you should be fine.
Make sure to not get incapped of the second part of the wall jump.
Dodge her ult clone with space or E.
Jumong (Difficulty 5 out of 10)
Very fun matchup, and usually you can heavily outtrade a jumong player by going hyper aggressively. He will not have the time to build up stacks or Energy for his R so he loses the matchup really hard. If you go in that hard make sure to dodge his trap as that can slow down your engage, leading to him building up the energy and stacks that he needs.
Dodge the third hit of his ex m2, because it will stun you.
use R a lot to outtrade.
He has to stand still during his autoattacks while you don’t, so use that to your advantage and dodge his while hitting your own AAs.
Lucie (Difficulty 3 out of 10)
Quite and easy matchup. The only thing you need to pay attantion to is her panic flask which has quite a long windup time. Even high elo Lucies don’t cancel cast it very often so I would just dodge it. If over the course of the match you notice you are facing a lucie you cancel casts it a lot, then of course adapt to it and try to sidestep it instead of always wasting all your escapes.
You can i-frame the explosion damage from her Deadly injection with space or E.
After she used R tell your team to punish her and kill her.
Her Q cleanses the ignite debuff off her, so make sure to reapply it right after again.
Oldur (Difficulty 6 out of 10)
A good oldur can be very annoying by just spamming his bubbles. He has insane orb control with it and will often negate your damage.
Make sure to not kill yourself by shooting into his bubble. Also don’t shoot into his Q because that reduces the cooldown of his space movement spell.
If he all of a sudden spaces towards you, or walks towards you, he will definitely try to petrify you with his R. Simply dodge it then with your space or E right before it proccs. If you don’t have those up then don’t let him get into range of even applying the petrify debuff onto you in the first place.
If he ults and you know he will focus you, then you can i-frame t right before the stun pops (so keep one i-frame ready for it). Or if you don’t have a defensive spell up, simply place your Q under your feet, so he will get stunned the second he lands ontop of you.
Punish him after his space and Q
Pearl (Difficulty 8 out of 10)
I put 8 out of 10 here not because she is a scary opponent to face in the sense that she is a big threat to you, but in the sense that is is insanely hard for you to kill her. This is because her bubble, her space, her shield and her silence all superb spells against you.
Therefore the matchup is simple but not easy. Don’t trigger the Counter.
Dodge or block her charges M2 silences with your R.
Punish her after her space, unless she has multiple space battlerite.
Her Shield cleanses her teammates out of stuns and other status effects. Keep that in mind when you want to lay down a combo on her allies.
Pestilus (Difficulty 4 out of 10)
Quite easy and straightforward. Dodge his panic and make sure to punish him once his space is used. Not much else to say here. You should be able to outtrade him quite heavily using your M2 or R.
Poloma (Difficulty 4 out of 10)
Against Poloma you need to make sure to stay mobile so she can’t ex space you which will heal her and turn the trade in her favor.
Her Panis is only activated once you trigger the spellblock so try not to get silenced. Usually if she walk up to you either with or without Otherside or she spaces into you, she will follow it up with a panic.
A lot of polomas take panic reset after their space. Keep that in mind.
Use your Firewall to block her Wolf or R
Raigon (Difficulty 6 out of 10)
A really good Raigon is actually not much easier to deal with than other melees. You need to dodge his space with your own space, because it denies him the damage and the extra slicing wind heal (incase he took that BR).
After space he will often use his Q. Don’t hit it and simply put your Q under him. After that he blew everything so now it’s your time to punish with M2.
Keep in mind that he can use his M2 and R as a movement spell aswell. So just because he used his space doesn’t mean you are safe to ult him. Track his M2 and R cooldown as well if possible, in order to find the perfect time window for your ult.
Rook (Difficulty 5 out of 10)
Actually the melee matchup you can get. It’s all about dodging his space and not triggering the counter. The worst thing you can do here is getting hit by his space and then dashing into his counter with your E. Then you failed hardcore.
If you have fast reactions then you will not get outsmarted by rook canceling their space. Simply wait until you see him actually running towards you and then E into him. You can also dodge with space ofc.
Make sure you are not in range of his R or M2 or will you get comboed to death.
Ruh Kaan (Difficulty 8 out of 10)
You should play very defensively in this matchup.
Stay out of his E grab range at all times and dodge his m2 and charged m1
If he ults and you are far away you can drop down your Firewall so he can’t pull you towards him.
Shifu (Difficulty 8 out of 10)
Can be a hard matchup if the enemy shifu is strong. You will quickly know this if he lands all of his Es. If he doesn’t land those you should be good to go by just not hitting his counters.
After space he will often R so try and dodge that.
If you do trigger his counter, instantly E away so he will whiff his empowered autoattack.
Sirius (Difficulty 4 out of 10)
After his space he will use counter very often. If you bait that out and don’t trigger it then you can punish him hardcore afterwards. Just dodge is petrify aswell with your i-frames.
Taya (Difficulty 6 out of 10)
Use your R to outtrade her. Dodge her M2 with your i-frames.
The rest is just about landing your autoattacks and dodging hers.
Thorn (Difficulty 5 out of 10)
Thorn has great sustain so it’s not always easy to quickly finish him off. Make sure to dodge his E and punish him after he used his space.
Track the cooldown of his R in order to know when you should be using your burst spells.
Varesh (Difficulty 5 out of 10)
Make sure to dodge his M2 at all cost. If you don’t have the judgement debuff on you, he loses a lot of trading potential.
Use your R to outtrade and dodge his Es, especially if you have judgement on you.
Good varesh players will move the orb to their side with ex E, so wait with your Q and use it after he has moved it to steal it away from him.
Zander (Difficulty 5 out of 10)
Zander has 3 Escape spells that you need to track. Other than that just dodge his Sheep with your i-frames and you should be good.
8. Team Compositions
Ashka can either be played as a combo burst champion with someone like croak incap for the setup or he can be played as a strong consistent damage dealer. He fights in mostly any comp so don’t worry about team comps too much.
Not so good
Pearl, Zander, Lucie, Ulric
9. Final Words
Thanks for reading my ashka guide and don’t forget to let it burn, burn, burn! If you have any further questions don’t hesitate to hit me up on twitch.tv/linegrinder.