Ace R6 Guide — Loadout, Sites, & How to Play in 2026
In Rainbow Six Siege, Ace is an attacker built around the S.E.L.M.A. Aqua Breacher. Position S.E.L.M.A. on the wall section closest to where your team will exec — the device opens a hole big enough for entry. Recon 6's plans pick Ace at 24 sites (24 essential), led by Tellers' Office on Bank.
Ace is the Plat+ default hard breacher when Thermite and Hibana are banned. His S.E.L.M.A. devices open reinforced walls without needing line-of-sight to the entire wall section, making him better than Thermite on wall types where Thermite can't place flush.
Where is Ace strongest?
Ace is strongest at Tellers' Office on Bank, where Ace is an essential attack pick. Ace is picked at 24 sites: 24 essential. The plans pair Ace most often with Twitch (19 sites), Iana (15) and Sledge (12).
- Tellers' Office / Archives on Bank (1F): attack, essential, hard breach.
- Customs Inspection / Supply Room on Border (1F): attack, essential, hard breach.
- Blackjack / Poker on Calypso Casino (1F): attack, essential, hard breach.
- Kitchen / Dining Room on Chalet (1F): attack, essential, hard breach.
- Church / Arsenal on Clubhouse (B): attack, essential, hard breach.
- Administration / CEO Office on Emerald Plains (2F): attack, essential, hard breach.
- Blue Bedroom / Green Apartment on Favela (1F): attack, essential, hard breach.
- Kitchen / Dining Room on Hereford Base (1F): attack, essential, hard breach.
- Garage / Workshop on House (1F): attack, essential, hard breach.
- Boiler / Laundry on House (B): attack, essential, hard breach.
- Kitchen Service / Kitchen Cooking on Kafe Dostoyevsky (1F): attack, essential, hard breach.
- Master Office / R6 Room on Lair (2F): attack, essential, hard breach.
- Armory / Weapon Maintenance on Lair (1F): attack, essential, hard breach.
- Lab / Lab Support on Lair (B): attack, essential, hard breach.
- Control / Storage on Nighthaven Labs (1F): attack, essential, hard breach.
- Kitchen / Cafeteria on Nighthaven Labs (1F): attack, essential, hard breach.
- Kids' Dorms / Dorms Main Hall on Oregon (2F): attack, essential, hard breach.
- Laundry / Supply Room on Oregon (B): attack, essential, hard breach.
- Work Office / Exhibition on Skyscraper (2F): attack, essential, hard breach.
- Piano Room / Kitchen on Stadium Bravo (1F): attack, essential, hard breach.
- Office / Initiation on Theme Park (2F): attack, essential, hard breach.
- Gift Shop / Lantern Room on Tower (2F): attack, essential, hard breach.
- Restaurant / Bird Room on Tower (1F): attack, essential, hard breach.
- Kitchen / Dining Room on Villa (1F): attack, essential, hard breach.
Open Ace in the operator tool.
Ace's loadout and gadget
- Role: Hard Breach.
- Gadget: S.E.L.M.A. Aqua Breacher.
- Primary: AK-12 / M1014.
- Secondary: P9.
- Secondary gadget: Smoke Grenade / Breach Charge.
- Speed / armor: 2 / 2.
Three S.E.L.M.A. devices that stick to reinforced walls and detonate in a self-extending sequence, opening a 1x2-meter hole. Cannot be denied by Bandit batteries (too far from the wall surface), only by Mute jammers.
Ubisoft's Ace page has the current loadout; SiegeGG's Ace stats track pro picks.
Y11S3.1 update (September 22, 2026)
- M1014: M1014 damage increased to 30 (was 28).
Ace's strengths
- Three S.E.L.M.A. charges per round — three breach windows.
- Bandit batteries can't directly counter S.E.L.M.A. (the device extends away from the wall surface).
- Strong primary AR (AK-12) for entry frag.
- Smoke secondary gadget enables post-plant lineups.
Who counters Ace?
Operators that counter Ace:
- Mute (jammers prevent S.E.L.M.A. detonation).
- Kaid (Electroclaws on hatches limit Ace's flexibility).
Playing against Ace
On defense: Mute jammers placed within ~1m of a reinforced wall block S.E.L.M.A. detonation. Position jammers to cover both walls of a bomb pair if Ace is on the attacking team — one jammer often covers two walls.
Climbing ranked with Ace
Position S.E.L.M.A. on the wall section closest to where your team will exec — the device opens a hole big enough for entry. Pair Ace with Thatcher (clears Mute jammers) for max effectiveness. If Mute is unbanned, save your S.E.L.M.A. for a second wall after Mute jammer is destroyed.