Template WIP Ashe Health decreased from 250 to 200. B.O.B. Ultimate cost reduced from 2450 to 2240 Wiki The Viper Type Weapon (Hip Fire) Effect Type Hitscan Semi-automatic rifle. Damage : 40 – 12 Falloff range : 20 – 40 meters Headshot : ✓ Rate of fire : ~0.266 second recovery (3.75 shots per second) Ammo : 12 Reload time : 0.5 seconds (initial animation) +0.2 seconds per bullet 2.9 seconds (full reload animation) Spread angle : Max: 1.85 degrees Projectile radius : 0.08 meters  Ashe's semi-automatic rifle fires quick shots. Ability details: Damage per second: ~150 while firing (71.64 overall w/reload) Ashe reloads The Viper one bullet at a time in rapid succession, instead of all at once. The more bullets used in the magazine, the longer it takes to fully reload. If the reload is cancelled before completion, some ammo is still replenished based on how many bullets loaded into the gun, instead of none at all. Unlike most weapons, The Viper is semi-automatic instead of fully automatic. Spread resets after 1.5 seconds since the last unscoped shot. Spread starts on the 3rd shot and reaches its maximum upon the 6th shot. Each shot raises the Ashe camera (changes the facing angle) by 1 unit. If after the shot you turn on the zoom and try to shoot, it will take at least 0.240 seconds. The Viper (ADS) Type Weapon (ADS) Effect Type Hitscan Hold to zoom in, increasing damage and accuracy but slowing rate of fire. Damage : 75 – 22.5 Falloff range : 30 – 50 meters Headshot : ✓ Rate of fire : 0.65 second recovery Ammo : 12 Reload time : 0.5 seconds (initial animation) +0.2 seconds per bullet 2.9 seconds (full reload animation) Cast time : 0.192 seconds scoping in 0.160 seconds for scope out Spread angle : None Move. speed : -25% penalty Projectile radius : 0.08 meters Ashe can use her aim-down sights for a more damaging, precise shot. Ability details: Damage per second: ~115 while firing (79.15 overall w/reload) Ashe can jump while aiming down sights. After the shot, the game raises the Ashe camera (changes the facing angle) by 1 unit, after which it starts lowering the Ashe camera to its previous value. Unlike Cassidy, Ashe will not be able to shoot once the camera is back in position and will have to wait ~0.096 seconds. Dynamite E 12 seconds Type Ability Effect Type Arcing projectile Area of effect ! ! ! Throw an explosive that detonates after a short delay or immediately when shot. Damage : Explosion: 20 - 50 Burn: 100 Self: 50% Cast time : 0.16 seconds for throw + 0.4 s. recovery 2 seconds for explode after landing Duration : 5 seconds (burn) Area of effect : 5 meter radius Projectile speed : 25 meters per second Projectile radius : None  Ashe throws an explosive that detonates after a short delay or immediately when shot. The explosion from Dynamite also lights enemies on fire, dealing damage over time. Ability details: Damages self, but the damage is halved. Can be shot at with The Viper or Coach Gun to detonate immediately. The burn also affects barriers and turrets. The burn is removed immediately by Protection Suzu, Personal/Projected Barrier or upon taking a Health Pack. Life Grip does not remove the burn effect, but prevents the target from being damaged by it for the duration of the pull. There is a bug in the game due to which you can receive 3,84 damage after taking a health pack. If the ability is interrupted before cast time ends, the ability's cooldown will not trigger. The projectile can be destroyed while in air by Defense Matrix, Kinetic Grasp and Javelin Spin and reflected by Deflect, but the explosion is unaffected. Amplification Matrix affects all damage dealt, if the projectile passes through it. Explosion damage alone or player with DoT going through is not amplified. Coach Gun LSHIFT 10 seconds Type Ability Effect Type Shotgun (hitscan) Blast enemies in front of you and knock yourself backwards. Damage : 6 per pellet 90 per shot Headshot : ✕ Bullets per shot : 15 Cast time : 0.16 seconds for cast + 0.4 s. recovery Max. range : 15 meters max (enemy knockback) 9.4 meters (self-knockback) Move. speed : 18 meters per second (max. vertical) 16 meters per second (max. horizontal) Projectile radius : 0.45 meters Ashe blasts enemies in front of her, knocking them away and propelling herself backward for added mobility. Ability details: During cast time, you can change the future flight path. The bullets do not need to hit anything in order to apply the knock back to Ashe. Can be used while rooted or hindered, as it counts as a self-knockback instead of a movement ability. Hindered does not interrupt or prevent the knockback either. Being rooted, however, will still prevent any movement. B.O.B. Q 2240 points Type Ultimate Ability Effect Type Melee (charge) Movement (charge) Hitscan (arm cannon) ! ! ! ! ! Deploy Bob. He charges forward and knocks enemies into the air, then attacks with his arm cannons. Damage : 120 (charge) 17 (arm cannons) Rate of fire : 8 bullets per second Health : 1000 Cast time : 0.5 seconds animation Duration : 10 seconds (after bob collision) Max. range : 70 meters (charge) 40 meters (arm cannons) Move. speed : 15 meters per second Ashe summons her trusted omnic sidekick, B.O.B., who charges forward and knocks enemies into the air, then lays down suppressing fire with his arm cannons. Ability details: Damage per second: 136 while active B.O.B can deal a total of 1326 damage over the duration. Ashe passively generates 1% Ult Charge every 4.48 seconds. B.O.B. appears slightly to the right of Ashe and lands 5 meters in front of her, then charges in the direction Ashe is looking at. Once B.O.B. bumps into an enemy or a wall, or travels 65 meters, B.O.B. halts and begins shooting nearby enemies like a turret. If B.O.B. bumps into an enemy (or enemies), B.O.B. inflicts 120 damage to them and flings them into the air. If a charging B.O.B. collides with Charge, Rocket Punch, Shield Bash, or another charging B.O.B., both participants get knocked down for 1.7 seconds. B.O.B. automatically uses Symmetra's Teleporter if it's in his path. B.O.B. prefers to target enemies that Ashe damages with her rifle. B.O.B. is treated as an additional player for most effects, such as contesting/capturing objectives or Wrecking Ball's Adaptive Shield. B.O.B. can be healed, buffed (e.g. Nano Boost), and debuffed (e.g. Hack). If B.O.B. is hacked, B.O.B. becomes inactive for 5 seconds. Damaging or healing B.O.B. does not give ultimate charge, but damage boosting as Mercy does. B.O.B.'s charge cannot be blocked by barriers, Defense Matrix, Kinetic Grasp, Javelin Spin and Deflect or boosted by Amplification Matrix, but the shots fired by him interact normally with all of the mentioned. B.O.B.'s charge counts as a movement ability, and is interrupted by rooted and hindered. Damage amplification buffs on Ashe do not affect B.O.B., but he can be directly boosted by them.