MMoexp: Precision PvP Tactics in Warborne: Above Ashes
If you’re the kind of player who enjoys slipping into the night, selling someone a bomb on a supply crate, and then vanishing before their buddies even blink—welcome. This is a focused, practical guide to the sort of “hit-and-run” open-world PvP in WAA Solarbite: what weapons work best, which skills and gear to prioritize, how to set up combos, and the little consumable tricks that turn one perfect strike into thousands of faction points.
This isn’t a tank vs. DPS theorycraft. We’re talking about small-scale aggression: hitting lone players, ambushing small parties at crates/outposts/transport routes, and getting out alive. The playstyle is simple—gank, collect the reward (big faction points!), and escape. Let’s break down the tools and tactics that actually make that work.
Why bombs? Why daggers?
Bombing someone on a crate or while they’re doing a resource run is high-value PvP—especially when you kill them solo. The smaller the engagement (fewer people involved), the bigger the fraction of faction points you get. In small fights you’ll regularly pick up thousands of points (2,000–3,000+ is not unusual), whereas zerg kills are diluted into hundreds. So your goal is to secure those high-value solo kills and leave before reinforcements arrive.
Daggers (daggers/“daggers builds”) are the natural fit for this. They offer:
Very high single-strike and burst damage.
Mobility for closing gaps or escaping.
Useful crowd/area options so you can hit multiple targets if needed.
Abilities that reduce enemy armor or healing—critical for turning a hit into a kill.
From the footage and testing, daggers are the best “bomb” weapon because they combine reliable burst with tools for both initiation (stuns, pulls) and getaway (invisibility, movement boosts).
Two dagger variants to consider (the short of it)
High-burst dagger (single-target focus)
Ideal for hunting healers or priority targets inside a small party.
Heavy single-target skills that do massive damage to one person—perfect when you can isolate a target at a crate or road.
Keep a stun/engage and a pull to lock them down long enough to detonate the bomb and finish them off.
Area dagger (multi hit / bomb group)
Useful when you expect 2–3 targets clustered on a chest or outpost.
Has area-of-effect (AoE) damage and armor-shred effects so that the initial explosion and follow-ups hit everyone.
Slightly less single-target damage, but much higher success rate in cramped scenarios.
Both are valid—pick the one that matches your playstyle and the common situations you find yourself in (solo hunts vs. small group ambushes).
Key dagger skills and mechanics you need to know
A few dagger abilities are particularly valuable for bomb play:
Armor reduction / area hit — One of the dagger’s area strikes reduces enemy armor by ~46 points for 4 seconds and is available once every 5 seconds. You want this to land before or right as you detonate—shredded armor turns a near-miss into a one-shot.
Single-target finisher — There’s a dagger ability that deals huge single-target damage (excellent for picking off a healer or lone player).
Execute when <40% health — A core dagger passive/skill that deals ~450% of your physical damage to low-HP enemies. This is your “do not miss” finisher for turning a crippled target into a corpse.
Gap closer + stun + pull — Use a throw/stun to stop someone looting or running, then pull/attach to them if they try to run.
Crowd control cleanses — A late-game dagger skill that frees you from CC is very handy when multiple people try to lock you down after the bomb.
The typical pattern: land the armor-shred AoE → land stuns/pulls as needed → unleash single-target execute on the chosen victim(s) → use mobility/invisibility to escape.
Recommended gear and why it matters
Your weapon choice matters, of course, but your armor and accessories are what let you escape with your prize:
Hunter’s Skin (essential)
This is the go-to piece for bombers. Its active skill deals a sizable area hit, reduces enemy damage resistance by 20% for 6 seconds, and boosts your damage by 15% for 6 seconds. Start your engagement with this—its dual utility (offense + shredding) makes it perfect for an initial bomb strike.
Crimson Helm / Crimson Headpiece
Deals immediate damage on activation and reduces enemy healing by 40% for 6 seconds. If your target is a healer or has strong self-sustain, this helmet punishes any attempt to recover during the chaos.
Stealth / Evasion Boots
Boots that grant invisibility and a burst of movement are mandatory. The pattern used in successful clips is: after a short 1-second activation, you gain +60% movement speed and become invisible for 4 seconds—enough to flee the scene. Combine boots with overdrive and a hiding potion for nearly guaranteed escape.
Overdrive (class/ability choice)
Overdrive is a powerful active that deals damage and buffs movement speed, attack speed, and crit chance (crit chance +30%). Use it to both amplify your bomb damage and as a get-away buffer. Overdrive + boots + potion = excellent survivability after an ambush.
Consumables: Elixir of Concealment / Stealth Potions
Bring them. Use them to flank attackers, approach crates, or cover retreats. Hiding potions let you close the gap unseen or vanish after a kill.
Detector / Heartbeat Sensor (strategic consumable)
This is huge for small-crew ambush tactics. It reveals up to 10 enemies on the map for 90 seconds and refreshes every 10 seconds, giving repeated updates of enemy positions. Materials to craft it are cheap in the supply depot (roughly 50 resin + 200 scrap in the test), or you can buy them on the market for solar bytes (e.g., packs of 10 for a modest cost). Use this to scope out crates/outposts: if there are only a few red dots, you can confidently roll in for a bomb.
A recommended drop-in combo (step-by-step)
This is a simple, repeatable sequence that balances damage and escape:
Detect & plan – Use the detector to check the outpost/crate area. If 0–5 players, you’re in business.
Approach hidden – Use Elixir of Concealment and/or a stealth boot activation to close the gap without being seen.
Open with Hunter’s Skin or “chest” – This gives the large area hit plus the 20% resistance reduction. It’s your initial shred.
Trigger Overdrive – Activate Overdrive to boost your damage and movement/attack speed.
Hit dagger pierce / gap closer – Use your dagger’s engage to stun or pull the primary target.
Finish with single-target execute – If they drop below 40% health, the execute will ice them. If multiple targets, use your AoE dagger finisher.
Immediate escape – Use boots invisibility + potion + movement buffs to vanish. If you’re low on survival, pop any shield or extra evade skill.
If any survivors chase you, your stealth and movement should allow you to cross a boundary or hide long enough to reset.
Teamwork and resource sharing
If you’re running with a small party, splitting the cost of detectors and alternating activations is efficient. Each detector reveals up to 10 enemies so the entire party benefits—rotate who crafts or buys them. Also, when the detector shows more than ten red dots, be cautious—the sensor won’t reveal additional people beyond its cap.
When you kill an enemy solo, your faction rewards will often be much higher than when you’re part of a zerg. So the ideal setup is: a two-to-five person “gank squad” that can reliably isolate and pick off targets and run fast afterward. Share loot, rotate detectors, and designate an escape lead.
What to expect from the score log and bugs
Large kills produce huge faction point gains, often displayed in the log. However, the journal can be buggy: not all kills or assists always record perfectly—so don’t judge your success solely by what the log shows cheap WAA Solarbite. It’s useful to check the opponent’s skill set from the journal entry when it does record a kill—this helps you learn counters when someone beats you.
Also, if you’re killed by someone in stealth, check the killer’s recorded abilities to see what built-in invis or leap they used. The scoreboard won’t capture assists in fine detail, so edge cases happen—expect occasional mis-recording, but trust the gameplay payoff (massive faction points) to still be real.
Practical tips & mindset
Pick your moment: ambush when people are distracted (at crates, during faction objectives, or transport runs).
Keep moving: even after a perfect kill, don’t hang around. The survivors will call for help.
Use detection wisely: detectors are the difference between walking into ten enemies and finding a perfect two-player target.
Target priority: healers and crafters on crates are high-value targets—heal reduction items make them easy to finish.
Practice combos in safe areas: learn timing—armor shred → execute windows are small; practice seasonal timing until it’s muscle memory.
Economy: detectors and consumables are cheap relative to the faction point payout. Buy a stack and use them liberally.
Final thoughts
If you love the adrenaline of surgical strikes and you enjoy maximizing the PvP payout per engagement, a dagger + stealth + detector setup is exactly the toolkit you want in Warborne: Above Ashes. It gives you initiation, high burst, and an exit strategy—everything required for successful crate and outpost bombing. Gear like Hunter’s Skin and Crimson Helm turn good hits into guaranteed kills, while boots, overdrive, and concealment potions keep you alive long enough to cash in those juicy faction points.
This playstyle rewards precision and timing more than raw durability. You’ll die sometimes—welcome to PvP—but each carefully executed ambush will net you far more points than sloppy mass fights. Grab your daggers, craft some detectors, and start hitting the lanes. The night is full of targets, and your bomb is waiting.
Now go cause a little chaos—and remember to vanish before their friends log back in.