What named creators run on Ace, and every option the game allows. Plus the gadget interactions that decide the matchup.
Primary and attachments: NotJoeyBlack and Rasco100's pick.
Rainbow Six counters are gadget interactions, rules of the game rather than statistics, so every pairing here comes from the two operators' own kit pages: the mechanism from whoever wins it, the gadget it beats from whoever brings it.
The S.E.L.M.A. Aqua Breacher is thrown onto the surface and then opens to deploy, and Bandit's Shock Wire kills it on a wall it is still attached to.
Ace's S.E.L.M.A. Aqua Breacher rolls down a wall to deploy up to twice, and an electrified surface takes it out mid-roll.
Ace's S.E.L.M.A. Aqua Breacher opens to deploy after it is thrown, which is exactly the window a Zoto Canister freezes shut.
A Kiba Barrier is bulletproof, so shooting the patch is pointless. The S.E.L.M.A. Aqua Breacher does not shoot it: it bursts the surface it is stuck to and takes the repair with the wall.
A Volcan Shield blocks a pathway and waits to be shot, and Ace opens a clean rectangle in the wall beside it instead, so the incendiary never gets its trigger.
Ace is an Attacker in Rainbow Six Siege.
Rainbow Six's counters are mostly deterministic gadget interactions, rules of the game rather than statistics, so we state them from the two operators' own kit pages with no telemetry needed. A pairing is only written where the winning operator's page names the mechanism, which is why plenty of operators here carry none. Statistical data is based on external APIs and publicly available information. It may differ from official data.
NotJoeyBlack, Rasco100 and SINOOS publish loadout picks under their own name, and this page credits each of them rather than averaging them into a single answer. We measure nothing ourselves. The list of what Ace can equip is the game's own, and is separate from anyone's opinion about it. Statistical data is based on external APIs and publicly available information. It may differ from official data.