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The Viper
Key mouse 1
Hero-ability-circle
Ability-ashe1

Type
Weapon (Hip Fire)
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
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)
Key mouse 2
Hero-ability-circle
Ability-ashe1

Type
Weapon (ADS)
Effect Type
Hitscan Hitscan
Blocked by barriers.
Ignores barriers.
Blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
Blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
Affected by Amplification Matrix.
Ignores Amplification Matrix.
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
Hero-ability-circle
Ability-ashe2
12 seconds
Type
Ability
Effect Type
Arcing projectile Arcing projectile
Area of effect Area of effect
Blocked by barriers.
Ignores barriers.
!
Partially blocked by Defense Matrix/Kinetic Grasp.
Ignores Defense Matrix/Kinetic Grasp.
!
Partially blocked by Deflect/Javelin Spin.
Ignores Deflect/Javelin Spin.
Affected by damage boosts.
Ignores damage boosts.
!
Partially affected by Amplification Matrix.
Ignores Amplification Matrix.
 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 Ability-ashe1 The Viper or Ability-ashe3 Coach Gun to detonate immediately.
  • The burn also affects barriers and turrets.
  • The burn is removed immediately by Protection Suzu Icon Protection Suzu, Ability-zarya2 Personal/Projected Barrier or upon taking a Health Pack.
    • Life Grip Icon 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 Ability-dva3 Defense Matrix, Abilities-sigma3 Kinetic Grasp and Ability JavelinSpin Javelin Spin and reflected by Ability-genji2 Deflect, but the explosion is unaffected.
  • Baptiste-ability4 Amplification Matrix affects all damage dealt, if the projectile passes through it. Explosion damage alone or player with DoT going through is not amplified.