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In Arknights, Ash is a 6★ Marksman Sniper who specializes in DPS and is only available from the Attack, Defence, Tactical Collide headhunting banner, part of Operation Originium Dust – the crossover between Rainbow Six Siege and Arknights. She will never be available from any other banners and the "pity" system from other banners are not carried over to Attack, Defence, Tactical Collide; unlike in other limited banners, Ash have a 50% chance to be the 6★ that appears in a pull as in regular banners; to compensate that, Ash is guaranteed to appear in any of the first 120 pulls within the banner.

As a Marksman Sniper, Ash uses the 5.7 USG handgun which gives her an attack range of 3×3 tiles with a 1-tile extension up front that is improved to 3×4 tiles at Elite 1. She also targets aerial enemies over ground ones when attacking and possesses good ATK, low attack interval, decent HP and DEF, and low DP cost relative to other Snipers.

Ash's skills are geared to inflict as much DPS as possible with one also acting as a "breakthrough" ability as she were in R6S:

  • The first skill, Supporting Fire, has Ash use the R4-C assault rifle which permanently buffs her ATK and makes her attacks deal two hits once fully charged, which provides a consistent increase to her DPS and best suited when she is going to be on the battlefield throughout the operation.
  • The second skill, Assault Tactics, immediately activates Auxiliary Equipment (see below) and has Ash use the R4-C assault rifle with 31 bullets (matching with that of the R4-C's magazine size including the chambered round in R6S) which greatly reduces her attack interval and makes her attacks deal more damage against Stunned enemies. This allows her to quickly dispatch elites and bosses (unless if they cannot be Stunned) and synergizes well with other Operators that can stun enemies by allowing Ash to inflict massive damage, and Ash can save Assault Tactics for when it is needed and then "reloads" it when the area is clear, thanks to the skill's decent uptime.
  • The third skill, Breaching Rounds, has Ash fire an M120 CREM that flies in a narrow range covering the four tiles ahead of her, which deals heavy Physical damage to enemies it comes in contact with and pushes them back with a force of 1 (2 from Level 7). The CREM will explode once it reaches the edge of its range or hits a melee tile that is adjacent to a ranged tile, dealing more damage over the surrounding tiles from the point on impact which is doubled in the latter case. This allows Ash to act as a makeshift Push Stroker Specialist who can also inflict heavy damage to the victims (rather than breaching through walls as she does back on Earth), and when Ash is positioned correctly, Breaching Rounds can inflict massive damage, not to mention that its shift effect can blast them away from frontliners! As in R6S, however, Ash can only use Breaching Rounds twice in each deployment, so use it with caution.

Ash's first talent, Auxiliary Equipment, has her throw a stun grenade to an enemy within her range when deployed that temporarily Stuns enemies in the surrounding tiles to the point of impact, which synergizes well with Assault Tactics. Her second talent, Breaching Specialist, reduces Ash's DP cost by 3 and gives her additional SP when she is deployed for the first time (and only the first time) in an operation, which can be useful to allow Ash to use Assault Tactics or Breaching Rounds early in the game.

Ash's MAR-Y Operator Module, Tactical Breaching Round Pack, increases her ASPD by 8 when there are ground enemies within her attack range, in addition to increasing Ash's maximum HP and ATK; once upgraded, Breaching Specialist's DP cost reduction is increased.

Ash's first base skill, Team Rainbow, makes every Team Rainbow Operator (Ash herself, Blitz, Frost, and Tachanka) assigned to the Control Center reduce the morale drain rate of all Operators assigned to it by 0.05 per hour when she is assigned to the Control Center, with her second base skill Intelligence Reserve generating 1 Intelligence Reserve (to influence Blitz's Linguistics and Frost's Mechanical Engineering) for each Team Rainbow Operator (including Ash herself) assigned to the Control Center.

Overall, Ash is just as she is in R6S and a solid Marksman Sniper who can inflict massive damage to even the strongest of enemies when used correctly. She does make a killer entrance all the time.

Pros Cons
  • Attack aerial enemies over ground ones
  • Good stats
  • Supporting Fire permanently improves DPS
  • Assault Tactics increases her damage massively against stunnable enemies, and allows Ash to disorient and dispatch even the strongest of enemies
  • Auxiliary Equipment Stuns groups of enemies in each deployment
  • Breaching Rounds fires an M120 CREM that damages and pushes back enemies in its way, and detonates for more damage especially if it hits a melee tile adjacent to a ranged tile
  • Breaching Specialist reduces DP cost and gives additional SP in the first deployment
  • Can only be obtained during Operation Originium Dust from the Attack/Defence Tactical Collide headhunting banner; Ash can no longer be obtained in any way once the said crossover ends, unless further events involving Ubisoft and the Rainbow Six Siege franchises are launched and rerun
  • Assault Tactics is mostly worthless on enemies that are immune to Stun
  • Auxiliary Equipment's Stun only lasts for 20 out of 31 ammo for Assault Tactics, meaning other Stun sources are needed to maximize its damage
  • Breaching Rounds can only be used twice per deployment and loses over 50% of its potential damage if it fails to hit a wall
  • Breaching Specialist only works once per operation
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