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Arknights: Should You Pull? Attack, Defense, Tactical Collide—Ash

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Attack, Defense, Tactical Collide: Ash

Featured Operators:

Rarity Operator
6★ Rate Up Ash - Anti-Air Sniper
5★ Rate Up Blitz - Normal Defender
Frost - Trapper Specialist
  • 6★ Rate-Ups have a 50% chance of appearing when pulling a 6★
  • 5★ Rate-Ups have a 50% chance of appearing when pulling a 5★
Test out your luck for this banner on our:[Attack-Defence Tactical Collide] Summon Simulator!

Should You Pull?

If you DON'T have Exusiai, then yes. If you DO have Exusiai, then maybe.

  • All of the Operators on this banner are limited. If you want to pull any of them, it has to be on this banner.
  • The mechanics of the banner are fairly advantageous. Making 120 pulls guarantees pulling Ash, and after pulling either Frost or Blitz, the next 5★ pulled is guaranteed to be the other.
  • For the pity mechanics, pulls made on this banner DO NOT carry over to other headhunting banners in the future. As such, if you’re going to go in on this banner, it’s best to prepare to go all-in.
  • Ash is a very strong Anti-Air Sniper and definitely worth pulling for if you don’t have Exusiai. Even if you do have Exusiai, Ash may be worth it, since all Doctors should have two strong Anti-Air Snipers raised. (That's where the "maybe" comes in.)
  • Blitz and Frost are decent but nothing special. If you don’t want Ash, you probably don’t need them either.

You should not pull on this banner just because the Operators are limited. Be aware of what these Operators do and whether you really want them before you make your final decision about how much to pull.

Keep in mind that all players will be receiving a free 10-pull on this banner and a 5★ or higher Operator is guaranteed in the first 10 rolls. So that’s pretty cool!

Quick Overview

Anti-Air Sniper

+ Usual archetype strengths: Low DP cost, fast ASPD

+ Talent 1 immediately drops an AoE Stun on an enemy within Ash’s attack range every time she is deployed

+ Talent 2 reduces Ash's DP cost and increases her initial SP for her first deployment of a map

+ S1 is a permanent buff that makes her attacks hit twice; good for sustained damage throughout a map

+ S2 inflicts a random Stun within Ash’s attack range and then massively boosts Ash’s damage potential for the next 31 shots (a nod to her ammo in Rainbow Six Siege)

+ S3 fires a missile that damages and Pushes back enemies; if the missile hits a ranged grid, it explodes, dealing colossal Physical damage

- As a limited unit, increasing her Potential can be difficult and/or expensive

- Relies heavily on Stun (for S2’s damage buff) or external ATK buffs (i.e., Sora/ Warfarin) to deal noticeable damage to high-DEF enemies

- S3 requires very specific positioning to get the full damage and can only be used twice per deployment

Trapper Specialist

+ Usual archetype strengths: can place a LOT of traps on the field to hinder enemies

+ S1 traps can Stun enemies (very helpful synergy for Ash and Blitz)

+ S2 traps can Bind enemies; if the enemy is within Frost’s attack range when it triggers these traps, Frost will immediately shoot them 3 times

+ S2 works great with ATK buffs (i.e., Sora/ Warfarin) because it deals multiple hits very quickly

- Usual archetype weaknesses: very low base ATK limits the effectiveness of trap damage

- Traps have low durations on their status effects

- Traps cannot be placed on a grid where an enemy is already standing; as such, Frost cannot trigger her S2 shots on an enemy who is being Blocked by another Operator (since that enemy is no longer moving and Frost can’t place a trap under them)

Normal Defender

+ Prioritizes Stunned enemies and does bonus damage to them (Talent 1)

+ Has 25% Physical Block when deployed next to a ranged grid (Talent 2)

+ S1 Stuns and Silences all enemies in range; at M3, Blitz deploys with full SP for this Skill, so he can Stun enemies immediately upon deployment

+ S2 Stuns all enemies Blitz is Blocking for a very long duration and soups up Blitz’s damage and rate of fire, giving him surprising burst potential

- Talent 2 is his only survival tool, and the 25% trigger chance is not reliable

- S1 can only be used 4 times per deployment (a nod to his ammo in Rainbow Six Siege), and his DP cost makes him relatively expensive to redeploy

- Poor uptime on S2

- Damage potential and overall usefulness falls dramatically against enemies that are immune to Stuns

Ash

Ash E2

De facto leader of the Rainbow Squad, the strict and stalwart Ash plays second fiddle to nobody. She’s probably the first Sniper able to compete with the legendary Exusiai, striking Stunned targets for massive damage at terrifying speed. This Sniper hits the field at a very affordable DP price, throws out a quick Stunning grenade, then tears into her opponents with guns blazing. Or she shoots them with a rocket. That usually gets the job done too.

Frost

Frost E2

Detail-oriented Frost has brought a whole package of welcome-home gifts for her opponents. Her homemade Welcome Mats (functionally giant mousetraps) can be set to “Stun” or “Bind,” and Frost can litter them all over the field to trip up the opposition. Of course, while Frost can deploy her Welcome Mats all over, the best place to place them is within her attack range, so her S2 can add a spray of welcoming gunfire when an enemy starts to take advantage of her “hospitality.”

Blitz

Blitz E2

Cheerful Blitz likes to keep it light. He’s always ready with a joke or a flashbang—whichever his allies need more at the time. His preferred equipment for the battlefield is his specially made shield, which he uses for pretty much everything except actually defending himself. Firing flashbangs? Check. Shutting enemies up with Silence? Check. Shooting a lot of bullets really fast? Check check check check check!

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About the Author(s)

A 4★ Supporter Operator with the "Writer" tag. Loves creative writing, all forms of editing, video game design, and badgers.

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