Best Loadout for Every Operator in Rainbow Six Siege

New players, returning veterans, and even active players trying a new operator can all run into the same problem: choosing the right weapons and utility takes time and testing.  In this article, I’ll cover the best loadout for every operator in Rainbow Six Siege, so you can jump straight to the action without spending time testing loadouts and wondering which is better.

Best Loadout for Every Operator in Rainbow Six Siege TL;DR

  • The best Rainbow Six Siege loadouts usually favor versatile primaries, fast ADS, and utility that fits the operator’s role.

  • DMRs are a strong option on many operators because of their absurd TTK 

  • Secondary shotguns are almost always worth using when available because they add breach value while having higher ttk than most pistols.

  • If you are unsure what to run, start with the most versatile setup first, then swap to niche options based on your playstyle and the site.

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Best Attacker Loadouts in Rainbow Six Siege

R6 Attackers Loadouts

Striker

  • Primary: M4 - Magnified scope, flash hider, vertical grip, laser

  • Alt primary: SR-25 - Magnified scope, muzzle brake, horizontal grip, no laser

  • Secondary: Secondary shotgun

  • Utility: Flexible. Best combos mentioned are flashbangs + frag grenades, frag grenades + claymores, or hard breach charges + frag grenades

I think M4 is the best choice for the Striker; it’s just a good gun that covers all distances. SR-25 could be better if you like holding angles and playing slower.

Sledge

  • Primary: L85A2 - ACOG, compensator, vertical grip, laser

  • Secondary: SMG-11 - Start with flash hider and laser. Swap to a compensator if the recoil is too much for you

  • Utility: Frag grenades

  • Alt utility: Flashbangs for very aggressive play

This setup fits Sledge’s through-the-wall approach - faster ADS is super necessary to start firing asap after opening up walls. 

Thatcher

  • Primary: L85A2 - Magnified B, compensator, vertical grip, laser

  • Alt primary: PMR DMR - Magnified B, muzzle brake, horizontal grip, no laser

  • Secondary: Pistol - Muzzle brake, laser

  • Utility: Claymores

Once again, L85A2 is the versatile all-purpose choice, while the PMR is excellent if you prefer DMR playstyle.

Ash

  • Primary: R4-C - Magnified B or holographic, flash hider, vertical grip, laser

  • Secondary: 5.7 USG - Muzzle brake, laser

  • Utility: Claymores

  • Alt utility: Breach charges for basement sites

All you want from Ash is the ability to rush in and get the picks, this setup complements her aggressive kit design.

Thermite

  • Primary: 556XI - ACOG, flash hider, vertical grip, laser optional

  • Secondary: Shotgun with optional laser - Iron sights, laser

  • Utility: Flashbangs

Thermite gets more value from a stable rifle and a quick secondary shotgun than from trying to force a gimmicky double shotty setup - versatility above all, you never know which range you’re going to be forced to fight at.

Twitch

  • Primary: 417 - Magnified scope, muzzle brake, horizontal grip, no laser

  • Alt primary: F2 - ACOG, flash hider, laser

  • Secondary: P9 - Muzzle brake, laser

  • Utility: Claymores

DMR 417 DMR is insane on Twitch - it hits hard, has low recoil, and feels unfair in the right hands. If you prefer to use something automatic, F2 is a great option, especially on console.

Montagne

  • Primary: Shield

  • Secondary: P9 - Muzzle brake, laser

  • Utility: Smoke grenades

  • Alt utility: Hard breach charges

  • Why this works: Smokes make fast plants much safer on Monty, especially when you are using the shield to cover your back.

Glaz

  • Primary: OTs-03 - Reflex B or iron sights, muzzle brake, horizontal grip, no laser

  • Secondary: Bearing 9 - Holo, flash hider, laser

  • Alt secondary: GONNE-6

  • Utility: Smoke grenades

Glaz gets the most out of his kit when he can hold long angles through smoke and still defend himself up close, so I’d recommend you prioritize ADS. Please don’t run the laser, it has sabotaged me so many times.

Fuze

  • Primary: AK-12 - Magnified B, flash hider, vertical grip, laser optional

  • Secondary: GSH-18 - Muzzle break, laser

  • Utility: Hard breach charges

  • Alt utility: Breach charges or smoke grenades

AK-12 is notorious for being broken; I’ve already covered it in our weapons tier list, so using it is basically mandatory. Utility choice, I think, is extremely flexible and falls down to whatever you prefer since you don’t have a specific playstyle playing this operator.

Blitz

  • Primary: Shield

  • Secondary: Pistol - Muzzle brake, laser

  • Utility: Smoke grenades

There’s not a lot for me to say about Blitz’s loadout options - just use smokes to get to your enemies.

IQ

  • Primary: G8A1 - ACOG, compensator, vertical grip, laser

  • Alt primary: 552 Commando - Vertical grip, laser

  • Secondary: P12 - Muzzle break, laser

  • Utility: Frag grenades

I’d recommend using G8 because of its fire rate, mag size, and forgiving nature in gunfights. Personally, I'm a big AUG fan, and I use it in every game I play, so I use it a lot.

Buck

  • Primary: C8-SFW - Holographic, flash hider, laser

  • Alt primary: CAMRS - ACOG, muzzle brake, no laser

  • Secondary: Mk1 9mm - Muzzle break, laser

  • Utility: Flashbangs

  • Alt utility: Claymores if you are running the DMR and playing slower

The C8 setup matches Buck’s aggressive soft-breach playstyle, while the CAMRS is better if you want to post up on longer lines - DMRs are really hard to pass on in Siege, just build them with ADS priority in mind.

Blackbeard

  • Primary: MK17 CQB - Iron sights, compensator, horizontal grip, laser

  • Utility: Frag grenades

Blackbeard wants the fastest possible ADS on his MK17 and smoothest recoil you can get because his shield is strongest when you can get on target first - choose attachments accordingly. 

Capitao

  • Primary: M249 LMG - Compensator, vertical grip, laser

  • Alt primary: DMR - Magnified scope, muzzle brake, horizontal grip, laser

  • Secondary: GONNE-6

  • Utility: Impact EMP grenades

The LMG fits a more passive Capitao style and pairs well with his fire and smoke utility - you can swap out the compensator for whatever you prefer most.

Hibana

  • Primary: Type-89 - Magnified B, compensator, vertical grip, laser

  • Alt primary: DMR - Magnified B, muzzle brake, horizontal grip, laser

  • Secondary: Bearing 9 - Flash hider, laser

  • Utility: Stun grenades

Hibana can play very aggressively for a hard breacher, so this setup leans into fast swings and sharp follow-up fights - AR is completely optional, if you’re leaning towards the trending DMR playstyle, go for it. If you prefer a slower playstyle, you can opt for charges instead of stuns.

Jackal

  • Primary: C7E - Magnified scope, flash hider, vertical grip, laser

  • Alt primary: PDW9

  • Secondary: Secondary shotgun

  • Utility: Smoke grenades

  • Alt utility: Claymores

The C7E is the stronger weapon overall, and the secondary shotgun keeps Jackal flexible when he needs utility instead of a standard pistol. PDW is absolutely viable and strong, too; it’s just that, personally, I feel like C7E is more of a stable performer.

Ying

  • Primary: T-95 LSW - ACOG or holographic, flash hider, vertical grip, laser

  • Alt primary: Shotgun - No sight, laser

  • Secondary: Full-auto secondary - Flash hider, laser

  • Utility: Smoke grenades

Ying is strongest when she can push enemies with smokes and get picks. Shotgun is entirely viable and is actually my weapon of preference in Ying, but T-95 is much more versatile, of course.

Zofia

  • Primary: M762 - Magnified B or holographic, flash hider, vertical grip, laser

  • Secondary: RG15 - Muzzle break, laser

  • Utility: Hard breach charges

Use an ACOG or a Holo, depending on how comfortable you are with the gun; the attachments are pretty straightforward.

Dokkaebi

  • Primary: DMR - Magnified B, muzzle brake, horizontal grip, laser

  • Secondary: SMG-12 - Holo, vertical grip, laser

  • Utility: Stun grenades

  • Alt utility: Impact EMP grenades

The DMR handles the long-range work extremely well in this meta, while the SMG-12 gives Dokkaebi the aggression she needs for roam clearing, so choose whatever you like the most.

Lion

  • Primary: 417 - Magnified scope, muzzle break, horizontal grip, no laser

  • Secondary: P9 - Muzzle brake, laser

  • Utility: Frag grenades or flashbangs if you want to play more aggressively

The build is pretty straightforward; you can think about running Revolver, but it’s generally not worth it.

Finka

  • Primary: 6P41 - Magnified B, flash hider, vertical grip, laser

  • Secondary: GSH-18

  • Utility: Frag grenades

Finka’s boost makes LMG weaknesses easier to manage, so this is one of the few attackers where the LMG is easy to recommend, although the recoil is insane, so I’d recommend you practicing it.

Maverick

  • Primary: M4 - Magnified B, flash hider, vertical grip, laser

  • Alt primary: AR-15.50 - Magnified B, muzzle brake, horizontal grip, laser

  • Utility: Frag grenades

  • Alt utility: Flashbangs

Maverick can flex between patient and aggressive playstyle, and the two primaries reflect that in full. As always, frags for an off-angle play, flashes for pushes.

Nomad

  • Primary: AK-74M

  • Alt primary: ARX200

  • Secondary: PRB92

  • Utility: Flashbangs

The AK gives you a bit more room to handle multiple targets, while the ARX is better for cleaner 1v1ish fights.

Gridlock

  • Primary: F90 - ACOG, flash hider, vertical grip, no laser

  • Secondary: Super Shorty

  • Utility: Frag grenades

  • Alt utility: EMP grenades

F90 is non-negotiable - Gridlock is already slow, so the faster, lighter rifle setup makes more sense than an LMG. Or you can go full-on stationary build.

Nokk

  • Primary: PMR - Holographic, muzzle brake, vertical grip, no laser

  • Alt primary: FMG-9 - Holographic, flash hider, no laser

  • Secondary: 5.7 USG - Suppressor, laser

  • Utility: Frag grenades

Nokk is built around stealth, so the no-laser primary and suppressed secondary fit her role much better. Alternatively, you can go for less of a stealthy build if the suppressor’s build recoil is too hard to manage.

Amaru

  • Primary: G8A1 - Holographic, suppressor, vertical grip, laser

  • Alt primary: Supernova - Iron sights, suppressor, laser

  • Secondary: Secondary shotgun if using G8, or SMG-11 if using Supernova

  • Secondary attachments: Shotgun gets iron sights and a laser. SMG-11 gets holo, flash hider, vertical grip, laser

  • Utility: Stun grenades

Both setups lean into Amaru’s all-in rush style. Aim down sights speed is the name of the game - run in, get kills, win.

Kali

  • Primary: CSRX 300

  • Secondary: SPSMG9 - Reflex C, flash hider, laser

  • Utility: Claymores

Kali can get exposed on windows and balconies, so Claymores help shut down flanks. 

Iana

  • Primary: ARX200 - ACOG, flash hider, vertical grip, laser

  • Secondary: GONNE-6

  • Utility: EMP grenades or Smoke grenades

The ARX is the better rifle of her kit, and the rest of the build gives Iana more utility for force kills.

Ace

  • Primary: AK-12 - ACOG, flash hider, vertical grip, laser

  • Secondary: P9 - Muzzle break, laser

  • Utility: Flashbangs or Claymores

Ace already brings amazing hard breach value, so pairing that with the meta beast in the form of AK-12 gives him one of the strongest loadouts in the game.

Zero

  • Primary: SC3000K - ACOG, flash hider, vertical grip, laser

  • Alt primary: MP7 - ACOG, flash hider, laser

  • Secondary: GONNE-6

  • Utility: Claymores

  • Alt utility: Hard breach charges

Zero constantly swaps between cams and gunfights, so the laser and stable long-range DMR rifle setup makes a lot of sense, but I value the MP7 a lot, too, so I choose based on the range preference.

Flores

  • Primary: SR-25 - ACOG, muzzle brake, horizontal grip, no laser

  • Alt primary: AR33 - ACOG, flash hider, vertical grip, no laser

  • Secondary: GSH-18 - Muzzle break, laser

  • Utility: Flashbangs

Flores often plays behind his drones, so the DMR fits that slower, cleaner angle-heavy style very well. Still, opting for an AR is a viable option, too; sometimes the game calls for it.

Osa

  • Primary: PDW9 - ACOG, flash hider, vertical grip, laser

  • Alt primary: 556XI - ACOG, flash hider, vertical grip, laser

  • Secondary: PMM - Muzzle break, laser

  • Utility: Frag grenades

  • Alt utility: Impact EMP grenades

Osa usually fights from prepared positions, so both primaries work well as long as the handling stays clean and consistent, just use your cover placements accordingly to your gun choice.

Sens

  • Primary: 417 - ACOG, muzzle break, horizontal grip, laser

  • Alt primary: POF-9 - ACOG, compensator, vertical grip, laser

  • Utility: Frag grenades

The 417 is the stronger PC recommendation, yet lots of Senses run POFs. Laser makes sense here because you are often aiming through your own wall of light.

Grim

  • Primary: 552 Commando - ACOG, compensator, vertical grip, laser

  • Secondary: Secondary shotgun

  • Utility: Impact EMP grenades

  • Alt utility: Hard breach charges

Grim needs to fire bees, force movement, and then snap onto fleeing targets, so the laser and low-recoil Commando setup fits the ability design perfectly. Claymore is a viable Utility option, choice whatever you feel like you’re getting the most success with.

Brava

  • Primary: CAMRS - ACOG, muzzle brake, horizontal grip, laser

  • Alt primary: Rifle - ACOG, flash hider, vertical grip, laser

  • Secondary: Secondary shotgun

  • Utility: Claymores

  • Alt utility: Smoke grenades

Brava spends a lot of time on her drones, so the DMR and Claymore combo helps keep her safe and useful between hacks.

Ram

  • Primary: R4-C - ACOG or Holo A, flash hider, vertical grip, laser

  • Secondary: Pistol - Muzzle break, laser

  • Utility: Flashbangs

R4-C is the best option you've got. Ram constantly creates openings with her gadget, so the laser helps you punish anyone exposed through those fresh holes.

Deimos

  • Primary: AK-74M - Magnified B, flash hider, horizontal or vertical grip, laser

  • Alt primary: Shotgun - Iron sights, laser

  • Secondary: Revolver - Laser

  • Utility: Frag grenades

Deimos is made for hunting roamers, so the aggressive rifle build and laser-heavy setup suit that fighting-oriented flow of battle. Shotgun is completely viable if you feel comfortable with it.

Rauora

  • Primary: 417 - ACOG, muzzle break, horizontal grip, laser

  • Secondary: Reaper - Flash hider, laser

  • Utility: Smoke grenades

This is a versatile build - you pick enemies off in the distance with ACOG 417 and have an option of engaging in close-range with the Reaper.

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Best Defender Loadouts in Rainbow Six Siege

R6 Defenders Loadouts

Sentry

  • Primary: Commando 9 - Compensator, horizontal grip, laser

  • Alt primary: TCSG12 - Magnified scope, suppressor, vertical grip, no laser

  • Secondary: Super Shorty - Iron sights, laser

  • Utility: Nitro Cell

  • Alt utility: Proximity alarms, Deployable Shield, Barbed Wire, or Bulletproof Camera, depending on team needs

Commando 9 is the aggressive roarmer-esque option, while the TCSG is better for slower anchor play. Both benefit from the Super Shorty utility; just choose the primary based on how you enjoy playing the game.

Smoke

  • Primary: M590A1 - Iron sights, laser

  • Secondary: SMG-11 - Holo A, flash hider, vertical grip, laser

  • Utility: Barbed Wire

Smoke is still all about delaying time, and barbed wire makes his gas even more effective when they’re paired together. Primary is kind of the only option you get, but it works.

Mute

  • Primary: M590A1 - Iron sights, laser

  • Secondary: SMG-11 - any 1x, flash hider, vertical grip, laser

  • Utility: Nitro Cell

Mute gets the same powerful shotgun plus SMG combo as Smoke, but trades the slowdown utility for broken C4s.

Castle

  • Primary: UMP45

  • Primary attachments: Holo A, extended barrel or compensator, horizontal grip, laser

  • Secondary: Super Shorty

  • Secondary attachments: Iron sights, laser

  • Utility: Bulletproof Camera

  • Alt utility: Proximity alarms

Castle uses the Super Shorty for close-up setup and the UMP for smarter, more aggressive peeks around his barricades. Utility is flexible, even though the camera is preferred, the alarms are just as usable, I have a great time running them.

Pulse

  • Primary: UMP45 - Holo A, extended barrel, horizontal grip, laser

  • Alt grip: Vertical grip if you need more control

  • Secondary: Reaper MK2

  • Secondary attachments: Laser, plus flash hider or compensator, depending on which recoil bothers you more

  • Utility: Nitro Cell

Pulse needs to gather info and convert it into C4 kills, so the rest of the kit is built around fast ADS.

Doc

  • Primary: MP5 - Holo A, extended barrel, vertical grip, laser

  • Alt barrel: Flash hider or compensator if recoil control is an issue

  • Secondary: Bailiff

  • Utility: Bulletproof Camera

  • Alt utility: Barbed Wire

Doc no longer leans on magnified optics, so this setup makes him a stronger close-to-mid-range defender. You can choose to run a flash hider instead of an extended barrel if the recoil is too unwieldy.

Rook

  • Primary: MP5 - Holo A, extended barrel, vertical grip, no laser

  • Secondary: Reaper MK2 - Laser, plus flash hider or compensator, depending on preference

  • Utility: Nitro Cell

This follows the same core MP5 logic as Doc, but skips the laser because Rook doesn’t do gadget swapping.

Kapkan

  • Primary: 9x19VSN - Holo A, flash hider, vertical grip, laser

  • Secondary: GSH-18

  • Utility: Bulletproof Camera

  • Alt utility: Barbed Wire

Kapkan thrives on punishing opps after someone hits a trap, so the laser and easy recoil setup both work well with this tactic.

Tachanka

  • Primary: DP27 - Your preferred 1x sight

  • Secondary: Bearing 9

  • Utility: Flexible. Barbed Wire, Proximity Alarms, and Deployable Shield all work

Tachanka’s utility choice depends on the map you’re running. The main Tachanka loadout rule is simple: do not give up the LMG ever, ever.

Jager

  • Primary: 416-C Carbine - Any 1x sight, compensator, vertical grip, laser

  • Secondary: P10C - Muzzle break, laser

  • Utility: Bulletproof Camera

All Jager wants is a reliable primary and a strong backup pistol. This setup brings both.

Bandit

  • Primary: MP7 - Holo A, flash hider, laser

  • Secondary: Keratos

  • Alt secondary: P12 if you want a better pure sidearm

  • Utility: Nitro Cell

The undisputed option, MP7, already feels great, and the Keratos adds line-of-sight utility if you care about making holes in the wall, that is.

Frost

  • Primary: 9mm C1 - Holo A, extended barrel, horizontal grip, laser optional

  • Secondary: Secondary shotgun - Iron sights, laser

  • Utility: Deployable Shield

Frost wants to punish people who vault or rush carelessly, and shield plus mat setups still do that extremely well. C1 does not need any recoil reductions, so the attachments improve the gun in other ways.

Valkyrie

  • Primary: MPX - Holo, extended barrel, horizontal grip, laser

  • Secondary: D-50 - Muzzle break, laser

  • Utility: Nitro Cell

Valkyrie constantly jumps between cameras and gunfights, so a fast-handling setup and C4 are the most natural fit. You could try and run suppressor on your primary gun, but it’s excruciating in my experience - the recoil is simply too much to handle.

Caveira

  • Primary: Shotgun - Iron sights, laser

  • Secondary: Luison - No laser

  • Utility: Impact grenades

  • Why this works: Caveira is one of the few defenders who benefits from hiding her pistol laser, since staying unseen matters more than shaving off a little ADS time.

Echo

  • Primary: MP5SD - Holo, vertical grip, laser

  • Secondary: Bearing 9 - Holo A, flash hider, laser

  • Utility: Impact grenades

Echo’s buff makes him even better at juggling cams and fights, and laser supports that swap-heavy gameplay.

Mira

  • Primary: Vector - Holo, flash hider, vertical grip, laser

  • Secondary: Secondary shotgun - Iron sights, laser

  • Utility: Nitro Cell

  • Why this works: Mira is strongest when her setup is simple. Vector for fights, shotgun for site work, C4 for kill pressure.

Lesion

  • Primary: T-5 SMG - Holo A, flash hider, vertical grip, laser

  • Secondary: Handgun - Muzzle break, laser

  • Utility: Bulletproof Camera

Finally, we’ve got to my favorite. I love holo A on T-5, but you can opt for something different. Lesion plays best when he can hear a goo trigger and instantly get a kill with a low-recoil SMG, which is exactly what we’re going for here.

Ela

  • Primary: Scorpion EVO - Any 1x sight, compensator, vertical grip, laser

  • Secondary: RG15 - Muzzle break, laser

  • Utility: Barbed Wire

Ela chains her mines with barbs to keep enemies stuck, disoriented, and much easier to punish with your SMG.

Vigil

  • Primary: K1A - Holo A, flash hider, horizontal grip, laser

  • Secondary: SMG-12 - Holo A, vertical grip, laser

  • Utility: Impact grenades

What does every roamer need? A dynamic loadout with a vertical grip SMG.

Maestro

  • Primary: ALDA 5.56 - Holo A, flash hider, vertical grip, no laser

  • Alt primary: ACS12 - Magnified B, horizontal grip, laser

  • Secondary: Bailiff 410 - Laser

  • Utility: Barbed Wire

  • Alt utility: Impact grenades for more aggressive play

  • Why this works: ALDA is better for passive holding, while the ACS12 turns Maestro into a much more active defender.

Alibi

  • Primary: ACS12 - ACOG, horizontal grip, laser

  • Secondary: Bailiff 410

  • Utility: Proximity Alarms

Smg is entirely viable, but the ACS12 shotty is the overall better choice, it’s actually is being played as more of a high-caliber that can tear through walls. Pistol is usable, too, but the secondary shotgun is way more lethal in short-range fights, which is the range where you usually whip out your secondary.

Clash

  • Primary: SPSMG9 - Holo, flash hider, laser

  • Utility: Impact grenades

Clash needs a real gun behind the shield, and using SPSMG is the best way to make her threatening at range - it always gets the job done.

Kaid

  • Primary: TCSG12 - ACOG, suppressor, vertical grip, laser

  • Secondary: Preferred pistol, Laser

  • Utility: Nitro Cell

Kaid gets huge value from a magnified TCSG, and C4 is a default choice for me; the thing puts the fries in the bag.

Mozzie

  • Primary: Commando 9 - Flash hider, horizontal grip, laser optional

  • Secondary: Secondary shotgun - Iron sights, laser

  • Utility: Nitro Cell

Commando is the go because of the mag size, that’s mostly it. Shotgun secondary, as always.

Warden

  • Primary: Shotgun - Iron sights, laser

  • Secondary: SMG-12 - Holo A, vertical grip, laser

  • Utility: Nitro Cell

  • Why this works: Warden gets the classic shotgun plus machine pistol package, which suits his close-range anti-push role perfectly.

Goyo

  • Primary: Vector - Holo A, flash hider, vertical grip, laser

  • Alt primary: TCSG12 - Holo A, suppressor, vertical grip, no laser

  • Secondary: P229 - Muzzle break, laser

  • Utility: Impact grenades

Vector is the better choice, but I prefer TCSG12 way more - shotguns are my thing. Impact grenades let Goyo pop canisters from safe angles, which makes them much more unpredictable and dangerous.

Wamai

  • Primary: MP5K - Holo A, extended barrel, laser

  • Secondary: shotgun - Iron sights, laser

  • Utility: Impact grenades

Wamai does not need a fancy setup to work. The MP5K is the better primary, and its impacts make it more flexible around the site.

Oryx

  • Primary: T-5 SMG - Holo, extended barrel or flash hider, vertical grip, laser

  • Secondary: Bailiff 410

  • Utility: Team-dependent. Use what site setup needs most

Oryx needs faster ADS speed after his dashes, and the Bailiff helps him open up the hatches he wants to jump through.

Melusi

  • Primary: MP5 - Holo A, extended barrel, vertical grip, laser

  • Secondary: Secondary shotgun - Iron sights, laser

  • Utility: Bulletproof Camera

Melusi already slows enemies down with Banshees, so this loadout is all about taking the most value out of that info and stacking up the pressure.

Aruni

  • Primary: Mk 14 EBR - ACOG, muzzle break, horizontal grip, no laser

  • Secondary: PRB92 - Muzzle break, laser

  • Utility: Barbed Wire

Barbed plus gates are annoying to clear, and the DMR gives Aruni excellent ranged pressure. Just use the muzzle break and horizontal grips to reduce the recoil.

Thunderbird

  • Primary: Spear .308 - Holo, flash hider, vertical grip, laser optional

  • Secondary: Secondary shotgun - Iron sights, laser

  • Utility: Flexible. Any of the options can work

Thunderbird is one of the best defenders just because of its abilities, so the main goal is just to pick a reliable, versatile weapon. And who doesn’t want to use .308 guns?

Thorn

  • Primary: Shotgun - Iron sights, laser

  • Secondary: C75 Auto - Suppressor, laser

  • Utility: Barbed Wire

  • Alt utility: Deployable Shield

Shotgun works extremely well with Thorn’s gadget in close-range situations, so I prefer to opt for him and just go with a default ADS build.

Azami

  • Primary: ACS12 - ACOG, laser

  • Alt primary: SMG - Holo, flash hider, vertical grip, laser

  • Secondary: D-50 - Muzzle break, laser

  • Utility: Impact grenades

Just use the ACS12 - it’s the better anchor-style choice. SMG is fine - it fits more aggressive Azami play, especially if you push off her barriers.

Solis

  • Primary: Shotgun - Iron sights, laser

  • Alt primary: P90 - Holo, extended barrel, laser

  • Secondary: SMG-11 - Holo A, flash hider, vertical grip, laser

  • Utility: Impact grenades

The shotgun plus SMG-11 combo is the main combo I recommend, but the P90 is a fair fallback option if the shotty+smg combo feels bad to you.

Fenrir

  • Primary: MP7 - Holo, flash hider, laser

  • Secondary: 5.7 USG - Muzzle break, laser

  • Utility: Bulletproof Camera

Fenrir’s gadget already does his hard part, creating value by disrupting enemies, so I try to keep the rest of the build very basic and all about keeping his gunplay efficient and simple.

Tubarao

  • Primary: AR-15.50 - ACOG, muzzle break, horizontal grip, laser

  • Alt primary: MPX - Holo, flash hider, horizontal grip, laser

  • Secondary: Pistol - Muzzle break, laser

  • Utility: Nitro Cell

The AR-15.50 is the stronger recommendation because you get magnification and a great rangey high-caliber option. MPX is just as good; use what you like.

Skopos

  • Primary: Assault rifle - Any 1x sight, extended barrel, vertical grip, laser

  • Secondary: Pistol - Muzzle break, laser

  • Utility: Impact grenades

This operator constantly swaps to his bot; AR is the best versatile option to smooth out the transitions.

Denari

  • Primary: FMG-9 - 1x sight, flash hider, laser

  • Secondary: Secondary shotgun - Iron sights, horizontal grip, laser

  • Utility: Deployable Shield

The FMG-9 is the main tool you should use, while the slug shotgun is mostly there for creating openings - although it sometimes comes in clutch for me.

FAQ