Arc Snare Tactical Q/LB/L1/LB
Arc Snare
Description Throw a spinning snare that damages and tethers the first enemy that gets too close.
Cooldown 20 seconds

  • Throws a projectile. Upon landing, creates a spherical snare trap with a radius of 10 meters.
    • After throwing, it spawns ~10 meters away from Ash.
  • The first enemy to enter the radius takes 10 damage and is snared for 3 seconds.
    • Deals double damage to shields.
  • Lasts up to ~5 seconds if no target is snared.
  • Used as an off-hand ability, so you can shoot your weapon, heal, etc, and use the Snare as of Season 21. Holding the snare does not slow movement speed.
  • The play area of the enemy given by the arc snare will be a sphere based on the enemy's last position at the moment that they get ensnared.
    • An arc snare that captures an enemy midair will proceed to fall directly downwards from their last position.
    • Greedy Snare will continue to fly the direction it was thrown, even if it leashes an enemy, as long as it does not hit a solid target. If a target is tethered this way, they can be tethered twice if they then step into the area where the snare lands.
  • While snared, enemy movement is slowed by 40%.
    • With the Greedy Snare perk, enemies will remain slowed even after the tether ends, as long as they remain in the area of the snare.

  • Tethered players can escape through a Dimensional Rift Dimensional Rift, Phase Breach Phase Breach, Void Passage Void Passage, or Into the Void Into the Void.
  • Sticks to all surfaces.
  • Players who get snared while riding a Zip Rail will begin to slow down and be unable to travel further in the duration of being ensnared.
    • That is if they reach a certain distance from the arc snare.

  • A snared enemy still has a lot of room to dodge and weave within the radius. Since their movement will only be impaired if they try to escape, try to snare someone after they've taken some damage so you can finish them off.
  • Pair the snare with AoE attacks like grenades, Caustic's Nox Gas Trap Nox Gas Traps, Fuse's Knuckle Cluster Knuckle Cluster, etc.
    • Arc stars are excellent at disrupting caught enemies; precise, quick, stuns, and doesn't roll off.
  • Since it's a very slow-moving and obvious projectile, it's hard to hit at long range. Expect to use it more for area denial than actually trapping enemies from a distance.
    • After Ash's previous buffs, it could be viable to ensnare enemies now like it was supposed to.
  • Throw an arc snare at a doorway or corridor to block it for a few seconds, giving you a short time to heal.
  • Throw the snare at an enemy Horizon's Gravity Lift Gravity Lift or an Octane's Launch Pad Launch Pad. It'll effectively disable them for a few seconds (for one enemy, at least).
  • Due to the hitbox starting out very small on cast, be mindful when using arc snare at close ranges as it might not ensnare the enemy.

  • Throws a projectile. Upon landing, creates a spherical snare trap with a radius of 10 meters.
    • After throwing, it spawns ~10 meters away from Ash.
  • The first enemy to enter the radius takes 10 damage and is snared for 3 seconds.
    • Deals double damage to shields.
  • Lasts up to ~5 seconds if no target is snared.
  • Used as an off-hand ability, so you can shoot your weapon, heal, etc, and use the Snare as of Season 21. Holding the snare does not slow movement speed.
  • The play area of the enemy given by the arc snare will be a sphere based on the enemy's last position at the moment that they get ensnared.
    • An arc snare that captures an enemy midair will proceed to fall directly downwards from their last position.
    • Greedy Snare will continue to fly the direction it was thrown, even if it leashes an enemy, as long as it does not hit a solid target. If a target is tethered this way, they can be tethered twice if they then step into the area where the snare lands.
  • While snared, enemy movement is slowed by 40%.
    • With the Greedy Snare perk, enemies will remain slowed even after the tether ends, as long as they remain in the area of the snare.

  • Tethered players can escape through a Dimensional Rift Dimensional Rift, Phase Breach Phase Breach, Void Passage Void Passage, or Into the Void Into the Void.
  • Sticks to all surfaces.
  • Players who get snared while riding a Zip Rail will begin to slow down and be unable to travel further in the duration of being ensnared.
    • That is if they reach a certain distance from the arc snare.

  • A snared enemy still has a lot of room to dodge and weave within the radius. Since their movement will only be impaired if they try to escape, try to snare someone after they've taken some damage so you can finish them off.
  • Pair the snare with AoE attacks like grenades, Caustic's Nox Gas Trap Nox Gas Traps, Fuse's Knuckle Cluster Knuckle Cluster, etc.
    • Arc stars are excellent at disrupting caught enemies; precise, quick, stuns, and doesn't roll off.
  • Since it's a very slow-moving and obvious projectile, it's hard to hit at long range. Expect to use it more for area denial than actually trapping enemies from a distance.
    • After Ash's previous buffs, it could be viable to ensnare enemies now like it was supposed to.
  • Throw an arc snare at a doorway or corridor to block it for a few seconds, giving you a short time to heal.
  • Throw the snare at an enemy Horizon's Gravity Lift Gravity Lift or an Octane's Launch Pad Launch Pad. It'll effectively disable them for a few seconds (for one enemy, at least).
  • Due to the hitbox starting out very small on cast, be mindful when using arc snare at close ranges as it might not ensnare the enemy.

  • Throws a projectile. Upon landing, creates a spherical snare trap with a radius of 10 meters.
    • After throwing, it spawns ~10 meters away from Ash.
  • The first enemy to enter the radius takes 10 damage and is snared for 3 seconds.
    • Deals double damage to shields.
  • Lasts up to ~5 seconds if no target is snared.
  • Used as an off-hand ability, so you can shoot your weapon, heal, etc, and use the Snare as of Season 21. Holding the snare does not slow movement speed.
  • The play area of the enemy given by the arc snare will be a sphere based on the enemy's last position at the moment that they get ensnared.
    • An arc snare that captures an enemy midair will proceed to fall directly downwards from their last position.
    • Greedy Snare will continue to fly the direction it was thrown, even if it leashes an enemy, as long as it does not hit a solid target. If a target is tethered this way, they can be tethered twice if they then step into the area where the snare lands.
  • While snared, enemy movement is slowed by 40%.
    • With the Greedy Snare perk, enemies will remain slowed even after the tether ends, as long as they remain in the area of the snare.

  • Tethered players can escape through a Dimensional Rift Dimensional Rift, Phase Breach Phase Breach, Void Passage Void Passage, or Into the Void Into the Void.
  • Sticks to all surfaces.
  • Players who get snared while riding a Zip Rail will begin to slow down and be unable to travel further in the duration of being ensnared.
    • That is if they reach a certain distance from the arc snare.

  • A snared enemy still has a lot of room to dodge and weave within the radius. Since their movement will only be impaired if they try to escape, try to snare someone after they've taken some damage so you can finish them off.
  • Pair the snare with AoE attacks like grenades, Caustic's Nox Gas Trap Nox Gas Traps, Fuse's Knuckle Cluster Knuckle Cluster, etc.
    • Arc stars are excellent at disrupting caught enemies; precise, quick, stuns, and doesn't roll off.
  • Since it's a very slow-moving and obvious projectile, it's hard to hit at long range. Expect to use it more for area denial than actually trapping enemies from a distance.
    • After Ash's previous buffs, it could be viable to ensnare enemies now like it was supposed to.
  • Throw an arc snare at a doorway or corridor to block it for a few seconds, giving you a short time to heal.
  • Throw the snare at an enemy Horizon's Gravity Lift Gravity Lift or an Octane's Launch Pad Launch Pad. It'll effectively disable them for a few seconds (for one enemy, at least).
  • Due to the hitbox starting out very small on cast, be mindful when using arc snare at close ranges as it might not ensnare the enemy.

Info
Interactions
Tips

Marked for Death Passive H/Down/Down on a deathbox
Marked for Death
Description Ash's map shows the location of recent deathboxes.
Press on a deathbox to mark surviving attackers (once per box).
?

  • Ash's map screen displays a marker over every Death Box that is less than 3 minutes old.
    • She can use these markers to ping them from any distance, by clicking on them in map view.
  • Ash can interact with the Death Box of any player (including your own squadmates) killed by another squad to find that squad's current location. If the attackers are dead, it will return "No Living Attackers".
    • You can use this ability on your own squadmates' death boxes to find their attackers.
    • The location of the attackers are marked on the map with the Ping Enemy Here Enemy Here ping for ~8 seconds.
    • For ~4 seconds, Ash is told the number of marked enemies. Those enemies are notified "POSITION REVEALED BY ASH" on their HUD.

  • Upon a teammate's elimination, the killer's location gets marked.

  • When combined with kill feed, the map-ping function can help to find fights, or to avoid places where fights occur.
  • You can help your teammate find loot by using the map-ping function to mark deathbox; this is especially helpful when the area is known to have intense firefights or in the last few rings.
  • Be cautious when marking death box: Some enemies are good at tracing their previous location, and as such marking deathbox may end up exposing your own position instead.
  • Habitually observing the map for deathboxes can give you a good idea of where enemies are and where fights occurred.
    • Knowing where deathboxes are, especially those that appeared 45~ seconds ago or less, can essentially give you a semi-radar of precisely where enemies are.

  • Ash's map screen displays a marker over every Death Box that is less than 3 minutes old.
    • She can use these markers to ping them from any distance, by clicking on them in map view.
  • Ash can interact with the Death Box of any player (including your own squadmates) killed by another squad to find that squad's current location. If the attackers are dead, it will return "No Living Attackers".
    • You can use this ability on your own squadmates' death boxes to find their attackers.
    • The location of the attackers are marked on the map with the Ping Enemy Here Enemy Here ping for ~8 seconds.
    • For ~4 seconds, Ash is told the number of marked enemies. Those enemies are notified "POSITION REVEALED BY ASH" on their HUD.

  • Upon a teammate's elimination, the killer's location gets marked.

  • When combined with kill feed, the map-ping function can help to find fights, or to avoid places where fights occur.
  • You can help your teammate find loot by using the map-ping function to mark deathbox; this is especially helpful when the area is known to have intense firefights or in the last few rings.
  • Be cautious when marking death box: Some enemies are good at tracing their previous location, and as such marking deathbox may end up exposing your own position instead.
  • Habitually observing the map for deathboxes can give you a good idea of where enemies are and where fights occurred.
    • Knowing where deathboxes are, especially those that appeared 45~ seconds ago or less, can essentially give you a semi-radar of precisely where enemies are.

  • Ash's map screen displays a marker over every Death Box that is less than 3 minutes old.
    • She can use these markers to ping them from any distance, by clicking on them in map view.
  • Ash can interact with the Death Box of any player (including your own squadmates) killed by another squad to find that squad's current location. If the attackers are dead, it will return "No Living Attackers".
    • You can use this ability on your own squadmates' death boxes to find their attackers.
    • The location of the attackers are marked on the map with the Ping Enemy Here Enemy Here ping for ~8 seconds.
    • For ~4 seconds, Ash is told the number of marked enemies. Those enemies are notified "POSITION REVEALED BY ASH" on their HUD.

  • Upon a teammate's elimination, the killer's location gets marked.

  • When combined with kill feed, the map-ping function can help to find fights, or to avoid places where fights occur.
  • You can help your teammate find loot by using the map-ping function to mark deathbox; this is especially helpful when the area is known to have intense firefights or in the last few rings.
  • Be cautious when marking death box: Some enemies are good at tracing their previous location, and as such marking deathbox may end up exposing your own position instead.
  • Habitually observing the map for deathboxes can give you a good idea of where enemies are and where fights occurred.
    • Knowing where deathboxes are, especially those that appeared 45~ seconds ago or less, can essentially give you a semi-radar of precisely where enemies are.

Info
Arenas
Tips

Phase Breach Ultimate Z/LB+RB/L1+R1/LB+RB
Phase Breach
Description Tear open a one-way portal to a targeted location.
Charge time 2 minutes

  • Ash immediately enters the phase tear upon activation.
  • Maximum range is ~75 meters.
  • The one-way portal lasts ~15 seconds.
  • Ash can use phase breach simultaneously with Arc Snare Arc Snare.

  • Any player who uses the portal will face in a predetermined direction.
    • Use this to your advantage by immediately walking backwards after exiting your phase to take any enemies who follow you by surprise.
  • This ability can be used through open windows. Use this to escape a building, or to surprise enemies.
  • Most "Can't Place Here" errors can be resolved by jumping while creating the portal.
  • Paring this with Arc Snare Arc Snare at the same time could allow you to quickly catch enemies down from afar.
    • This can be made more efficient by holding Ash's ultimate and throwing her Arc Snare, minimizing the down time between her snare's travel time and her equipping her blade.
    • Before doing this, make sure you'll be safe, preferably behind cover, when you phase onto said enemy (rather than giving your opponents the advantage instead).
  • In every fight, consider scanning the area and use this to move to more advantageous positions depending on the situation.
    • It can be highground, a good angle, or even closing the gap between something.
    • Flanking can also be effective when played right.
  • Don't be afraid to use this often because it has a relatively shorter cooldown compared to other ultimates.
    • Using it habitually helps in making the best use of Ash's kit.
  • Unlike most assault and skirmisher ultimates, be decisive when using this.
    • Utilizing Ash's ultimate may need more thought as it does not have the usual more direct impact like other ultimates do; or in other words, it is more tactical.
  • If you have trouble of knowing how to use phase breach, think of it as a swift repositioning tool.

  • Ash immediately enters the phase tear upon activation.
  • Maximum range is ~75 meters.
  • The one-way portal lasts ~15 seconds.
  • Ash can use phase breach simultaneously with Arc Snare Arc Snare.

  • Any player who uses the portal will face in a predetermined direction.
    • Use this to your advantage by immediately walking backwards after exiting your phase to take any enemies who follow you by surprise.
  • This ability can be used through open windows. Use this to escape a building, or to surprise enemies.
  • Most "Can't Place Here" errors can be resolved by jumping while creating the portal.
  • Paring this with Arc Snare Arc Snare at the same time could allow you to quickly catch enemies down from afar.
    • This can be made more efficient by holding Ash's ultimate and throwing her Arc Snare, minimizing the down time between her snare's travel time and her equipping her blade.
    • Before doing this, make sure you'll be safe, preferably behind cover, when you phase onto said enemy (rather than giving your opponents the advantage instead).
  • In every fight, consider scanning the area and use this to move to more advantageous positions depending on the situation.
    • It can be highground, a good angle, or even closing the gap between something.
    • Flanking can also be effective when played right.
  • Don't be afraid to use this often because it has a relatively shorter cooldown compared to other ultimates.
    • Using it habitually helps in making the best use of Ash's kit.
  • Unlike most assault and skirmisher ultimates, be decisive when using this.
    • Utilizing Ash's ultimate may need more thought as it does not have the usual more direct impact like other ultimates do; or in other words, it is more tactical.
  • If you have trouble of knowing how to use phase breach, think of it as a swift repositioning tool.

  • Ash immediately enters the phase tear upon activation.
  • Maximum range is ~75 meters.
  • The one-way portal lasts ~15 seconds.
  • Ash can use phase breach simultaneously with Arc Snare Arc Snare.

  • Any player who uses the portal will face in a predetermined direction.
    • Use this to your advantage by immediately walking backwards after exiting your phase to take any enemies who follow you by surprise.
  • This ability can be used through open windows. Use this to escape a building, or to surprise enemies.
  • Most "Can't Place Here" errors can be resolved by jumping while creating the portal.
  • Paring this with Arc Snare Arc Snare at the same time could allow you to quickly catch enemies down from afar.
    • This can be made more efficient by holding Ash's ultimate and throwing her Arc Snare, minimizing the down time between her snare's travel time and her equipping her blade.
    • Before doing this, make sure you'll be safe, preferably behind cover, when you phase onto said enemy (rather than giving your opponents the advantage instead).
  • In every fight, consider scanning the area and use this to move to more advantageous positions depending on the situation.
    • It can be highground, a good angle, or even closing the gap between something.
    • Flanking can also be effective when played right.
  • Don't be afraid to use this often because it has a relatively shorter cooldown compared to other ultimates.
    • Using it habitually helps in making the best use of Ash's kit.
  • Unlike most assault and skirmisher ultimates, be decisive when using this.
    • Utilizing Ash's ultimate may need more thought as it does not have the usual more direct impact like other ultimates do; or in other words, it is more tactical.
  • If you have trouble of knowing how to use phase breach, think of it as a swift repositioning tool.

Info
Tips

Main article: Legend Upgrades