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Ash Prime

Ash: Ensnare/Larva/Resonator - Crowd Control

by last updated 2 years ago

50

Distraction and subterfuge become lethal weapons with Ash Prime. Featuring altered mod polarities for greater customization.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
150
HEALTH
555
SHIELD
465
SPRINT SPEED
1.2
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
185
Damage Reduction
38.1%
EFFECTIVE HIT POINTS
1,517
Guide
0 Comments
Ash Prime builds
Builds by F1ameBlade

Ash: Ensnare/Larva/Resonator - Crowd Control

Ash Gameplay Guide

[Ash]'s kit is balanced between stealth and powerful Slash procs. His passive can make many appropriately modded Slash sources scale into endgame content. His base abilities provide reasonable damage but his ability augments give him great flexibility. His stealth isn't the strongest when compared to other frames but any form of stealth is a powerful survival tool.

📝 Build Overview 📝

[Ash] isn't known for his crowd control tools but subsumed abilities and the [Smoke Shadow] augment can give him support options. He already has decent damage through his passive so we can make some sacrifices in his kit while still having damage that holds up to relevant endgames.

Most builds utilize tools that can be swapped out to serve the same purpose albeit in a different manner. The following suggestions are an outline and aren't exhaustive.

🔢 Helminth Options 🔢

Shuriken and Blade Storm are far less useful without their augments or reasonable ability Strength investment. Teleport gives you decent movement options. Replace the weakest unaugmented ability.

Ensnare and Larva are great crowd control tools against any enemies susceptible to their effects. Ensnare is a bit easier to use due to the intentional range nerf on Larva but it's a bit slower at gathering enemies. Choose either one depending on your playstyle.

Resonator is arguably the best Helminth crowd control tool available but it requires fairly high Duration to compete with Ensnare and Larva's general usability.

Gloom requires a very specific ability stat spread but has immense crowd control and support potential.

Other abilities are decent but provide a lot of redundancy due to the existence of operator mode and the previously mentioned options.

📊 Modding Plan 📊

Range and a bit of Duration is all you need to make most crowd control abilities function. Some abilities like Larva thrive with low Duration but it may hurt your other abilities and energy economy.

Helminth Invigorations, Arbitration Buffs, Ally Abilities, Arcanes, and other external stat boosts can save you multiple mod slots but may rely on specific team compositions, loadouts, or sheer luck. Plan around these situations and modify your loadout to hit desired ability stat breakpoints.

❤️ Survivability ❤️

Invisibility and crowd control trivialize most threats as long as you pay attention to cooldowns, avoid enemies that disable nearby abilities, and utilize the parkour system to stay away from large area of effect attacks.

[Rolling Guard] or other forms of temporary invincibility may be necessary to deal with enemies that can counter your survival options or to cover minor mistakes.

⏲️ Duration ⏲️

Duration will vary depending on which ability you choose to focus on. Ensnare does well with above average Duration while Larva and Resonator either want much lower or much higher Duration respectively. [Augur Message] and [Constitution] are good flex mod choices depending on whether you want to benefit from a strong shield gate or a bit more Duration. [Narrow Minded] does not work well with the build as any significant Range loss will limit your ability to crowd control enemies.

⛽ Efficiency ⛽

[Streamline], [Primed Flow], and Arcane Energize are usually enough to keep your energy economy in check even if you decide to get a bit spam happy with abilities. Larva benefits from Fleeting Expertise so it should be slotted in over any flex mods in lower enemy density environments.

📏 Range 📏

Range is arguably the most important stat on this build. [Augur Reach] could be considered a flex mod but dropping any more Range than that will have a large impact on your playstyle unless you're intentionally playing on a smaller tileset.

💪 Strength 💪

Strength is useless. Most of our damage is coming from our weapons and slash procs being boosted by our passive. [Overextended] hurts our Strength too much to reasonably increase it back above the baseline without using multiple mod slots or crippling the build.

🔧 Quality of Life / Augments 🔧

[Swift Momentum] provides additional combo counter leniency for melee builds. It can be replaced with any other aura mod if you choose to run other forms of combo counter management either through your melee mods or the [Rising Storm] augment.

[Primed Sure Footed] is a powerful survival tool that completely negates many forms of hostile crowd control. It also allows weapons with a large area of effect to be fired with impunity. It's an expensive login reward so replace it if you have other forms of status effect immunity.

[Smoke Shadow] is a flex augment that gives your team additional survivability. It isn't necessary and can be replaced with Rising Storm or any other mod that fits into the polarity plan.

⚙️ Arcanes ⚙️

Arcane Energize pairs well with [Primed Flow] and allows you to be extremely greedy with your ability casts. It can be replaced if you're confident with your energy economy or you're playing with an ally Warframe that provides energy. Offensive arcanes like Arcane [Fury] or defensive arcanes like Arcane Resistance are usually the call on most content.

Arcane Strike synergizes with the melee oriented playstyle of most [Ash] builds. It can be replaced if you're focusing on your abilities or guns. Tertiary offensive arcanes like Arcane Avenger or defensive arcanes like Arcane Aegis are usually the call on most content.

📋 Final Notes 📋

[Ash]'s passive has been slightly changed to be independent of most other damage sources. This means the double dipping with status damage mods has been taken away but it's still a reasonable increase in final damage so pair it with other sources of final damage that it can multiply with like Faction mods.

🔄 Linked Builds 🔄

Frames

Weapons

Other Necessary Tools

📧 Contact Information 📧

Remnants of the Void / Phantom Vanguard Discord Server
If you have any questions or concerns please contact us through the Discord server. We appreciate all forms of support and welcome any criticism designed to help us improve. If you enjoyed this guide you can also support us by giving it a 👍 and sharing it with your friends!

This build is part of a collection that you can either find on the builder's profile or through a special bot we have in the Discord server. We have builds for every item in the game and we're adding new ones frequently. Come check it out!

🏆 Credits 🏆

  • NICHE - Developed tools that made generating builds far easier.
  • Dragazer - Fact checking and testing across many builds.
  • Dystopia - Several level cap endurance videos that prove concepts.
  • Marr - Proofread original build format.
  • Faras - Created videos for several hundred weapons.
  • Angst - Event and Operation testing in competitive environments.
  • Voltage - Guide and resource aggregation during Events.
  • Taiepii - Strategy, research, and team composition management.

🛑 Disclaimers 🛑

This build may make certain assumptions about mechanics that can change after a patch. Multiple unnecessary forma may be used to facilitate more options across multiple builds with one polarity plan. Certain sub-optimal mods may be run to fit them into the forma polarity plan. We do not make builds that purposely attempt to abuse mechanics that aren't intended by the developers. None of these previous statements are excuses for a fundamentally incorrect build and we ask that you please contact us when we're wrong. We do not consent to anyone other than the original author of this guide posting it without permission.