Rainbow Six Siege All Defenders
Introduction
In sections that follow, we will rank all defenders in R6 Siege based on:
- Utility ranking
- Fragging potential
- Beginner friendliness
- Top half dozen operators
| Operator | The Best Utility |
| Jager | The best support operator on defense in Rainbow Six Siege; Utility protects nearby defenders from various offensive tools (i.e., grenades) |
| Mira | Area denial specialist; Her utility changed the game and META; I-sided mirrors |
| Echo | Intel-gathering and plant denial specialist; Echo brings to the table 2 unique Yokai drones |
| Lesion | Peachy intel-gathering trap oriented operator; Agile utility that debuffs affected attackers and notifies about their position |
| Azami | Expanse deprival specialist; Creates new angles and encompass for defenders, with potential to eliminate strong offensive angles. |
| Bandit | Breach Denial; Denying breach to attackers is a game within the game in Rainbow Six Siege; Best at electrifying walls |
| Kaid | Breach Deprival; The only operator capable of consistently denying breaching of reinforced hatches |
| Operator | Good Utility |
| Maestro | Intel-gathering; 2 Evil Eyes that can serve equally turrets and cameras |
| Wamai | Support defender; Mag-cyberspace pulls various offensive gadgets; Helps to secure areas and is capable of impacting attackers negatively |
| Aruni | Area-denial defender; Surya gates are good devices for "burning utility" and providing heads-upwards about attackers' push |
| Rook | Support defender; Buffs defensive team by increasing their resistance to harm |
| Doc | Support defender; The just healer on defense force in Rainbow Six Siege; 3 Stim shots that heal or revive afflicted operator |
| Mute | Intel & Breach denial specialist; Versatile operator who disables drones and remote detonation of electronics inside his gadgets' range |
| Mozzie | Intel denial and gathering defender; Able to hack attackers drones and use them for defenders' advantage |
| Melusi | Surface area denial specialist; Slows down impacted attackers and gives sound cue about their presence |
| Goyo | Area denial operator; Equipped with ii Volcan shields which are like default deployable shields, only with fastened explosive tank; Covers nearby area in a burn on detonation |
| Valkyrie | Intel-gathering defender; iii Black Eye cameras that tin be placed basically anywhere on the map |
| Fume | Expanse denial specialist; Becomes useful and deadly when the time of the round runs low; Able to deny plants |
| Pulse | Intel-gathering wall-hack; His Cardiac scanner identifies attackers within 9 meters, even through surfaces |
| Caveira | High-hazard high-reward roamer; Silentsteps make her move silent, while interrogation provides intel most remaining attackers location |
| Disharmonism | Highly defensive intel-gathering shield operator; Slows downward and damages enemies within ~12 meters |
| Castle | Area denial specialist; Equipped with 3 Armored Panels that deed as glorified barricades; Can backfire when used wrongly |
| Thunderbird | Support operator; Offers static stations which offering healing and even revival |
| Operator | Least useful utility |
| Excuse | Intel-gathering defender; Prisma provides intel well-nigh the location of "tricked" enemies |
| Vigil | Roaming specialist; Denies intel about his exact location for drones thanks to his ERC-7 |
| Oryx | Roaming specialist; Traverses map fast, breaches through walls and climbs hatches |
| Kapkan | Trap oriented defender; 5 EDD traps identify-able in doors and windows. Damages impacted attackers |
| Ela | Trap oriented defender; 3 Grzmot concussion mines that disorientate influenced attackers |
| Thorn | Trap oriented defender; 3 Razorbloom traps which deal lethal damage to enemies caught in its radius |
| Frost | Trap oriented defender; iii Welcome mats that downwards attackers who step into traps; The highest reward trap operator, with the lowest activation risk |
| Tachanka | The Lord is a category on his own; Deployable LMG with destructible protection covering the head of the player |
| Warden | Intel-gathering defender; Able to see through smoke and nullify flash/stun outcome; Extremely situational |
| Operator | The best fragging potential |
| Jager | 2-speed; Great AR |
| Bandit | iii-speed; Great SMG; C4 |
| Maestro | i-speed; LMG on defence with 80 bullets and skilful RPM… |
| Melusi | three-speed; Skillful SMG; Utility supporting fragging |
| Alibi | three-speed; Nifty SMG; Utility supporting fragging |
| Vigil | 3-speed; Very good SMG; Automatic secondaries; Utility supporting roaming |
| Operator | Good fragging power |
| Wamai | 2-speed; Neat simply ugly AR |
| Thorn | 2-speed; Adept SMG with UZK; Utility helps with frag potential |
| Azami | 2-speed; Skilful weapon options; Utility enhances angles for fragging |
| Thunderbird | 2-speed; AR on defence force offers adept fragging ability; Healing capability |
| Lesion | 2-speed; Good SMG; Utility supporting fragging |
| Rook | 1-speed; Low recoil, ii.0x scope MP-5; Armour makes him more resistant |
| Physician | 1-speed; Depression recoil, 1.5x scope MP-5; Ability to heal himself |
| Mira | 1-speed; Insane fire rate Vector; C4 |
| Echo | 1-speed; 1.5x telescopic silenced MP-5; Automatic secondary |
| Aruni | ii-speed; Very good SMG; Enhanced melee supporting rotation capability (opens hatches, etc) |
| Oryx | two-speed; Skilful SMG; Utility supporting roaming and flanking potential |
| Mute | two-speed; Versatile loadout options (shotgun/SMG; SMG/SMG); C4 |
| Mozzie | ii-speed; Very proficient SMGs; C4 |
| Goyo | 2-speed; Insane burn down rate Vector/Sniper TCSG12 "shotgun"; C4 |
| Valkyrie | 2-speed; Headshot machine but peashooter MPX; Secondary Deagle; C4 |
| Smoke | 2-speed; Versatile loadout options (shotgun/SMG; SMG/SMG) |
| Pulse | 3-speed; Low recoil UMP with a depression rate of burn; C4; Utility enhancing fragging potential |
| Kapkan | ii-speed; Low recoil decent SMG; C4; Trap utility with killing potential |
| Ela | 3-speed; Loftier burn down rate just insane recoil SMG; Trap utility support fragging potential |
| Kaid | ane-speed; 2.0x scope sniper TCSG "shotgun" or decent SMG with i.5x scope; C4 |
| Operator | Least fragging potential |
| Caveira | 3-speed; Bad primaries; Loftier damage unique pistol; Utility supporting fragging potential |
| Clash | 1-speed; Extremely defensive focused shield operator |
| Frost | two-speed; Depression DPS & fire rate SMG |
| Tachanka | 1-speed; Unique weapon with low rate of burn |
| Castle | 2-speed; Low recoil UMP with a depression charge per unit of fire |
| Warden | 1-speed; Headshot auto but peashooter MPX |
| Operator | The easiest operators |
| Rook | Mechanically the easiest utility in Rainbow 6 Siege; Passive; non-vital utility; doesn't require map knowledge |
| Aruni | Simple utility from mechanical perspective; Requires basic map knowledge for basic usage of the Surya gate; Does not back fire unlike Castle's Armored panels |
| Doc | Mechanically more demanding than Rook'due south, just still very piece of cake; Active, non-vital utility; doesn't crave map cognition |
| Kapkan | Mechanically simple; Limited placement options (doors/windows); Passive; not-vital utility; requires at least basic map noesis |
| Ela | Mechanically simple; Flexible placement options; Passive; Non-vital utility; Requires at least basic map knowledge |
| Thorn | Mechanically simple; Flexible placement options; Passive; Non-vital utility; Requires at least basic map cognition |
| Frost | Mechanically uncomplicated; Flexible placement options; Low chance of activating simply high advantage traps; Passive; Non-vital utility; Requires basic map cognition |
| Thunderbird | Requires pre-planning more Medico's healing capability; Passive utility; Simple mechanically |
| Operator | Moderate difficulty operators |
| Bandit | Medium mechanical difficulty, with high skill ceiling; Can be active ("Bandit tricking"); Vital to squad's success; Map knowledge required |
| Jager | Mechanically simple, only potentially vital utility; Passive; Requires communication and agreement of a team's plan |
| Melusi | Mechanically simple, merely requires at least basic map knowledge for utility placement; passive utility |
| Azami | Mechanically unproblematic; Utility requires good game sense and map noesis to truly shine |
| Maestro | Simple to place, but difficult to utilize well; Non-vital utility; Active/passive ratio depends on situation & thespian; Map knowledge required |
| Wamai | Mechanically simple; Agile utility, potentially vital utility; Requires understanding of gadgets interactions and game sense |
| Oryx | Easy mechanically, but requires game sense and map knowledge to use efficiently; Non-vital utility; Active usage |
| Excuse | Mechanically simple; Passive utility; Non-vital; Requires trickery mindset and game sense |
| Vigil | Mechanically uncomplicated; Active utility; not-vital; Requires game sense & good roaming skills |
| Mute | Mechanically elementary; Passive; Vital to team'due south success; Map knowledge required |
| Mozzie | Medium mechanical difficulty, with high skill ceiling; Active/Passive ratio depends on situation & player; Map knowledge required |
| Goyo | Simple to identify, but hard to know where; Passive utility; Not-vital but can backlash hands; Requires map knowledge and advanced tactical sense |
| Kaid | Medium mechanical difficulty, with high skill ceiling; Can be active ("Kaid tricking"); Vital to the team's success; Map knowledge required |
| Tachanka | It is hard to discuss the Lord but let's try to exist serious: Medium mechanical difficulty, requires a specific placement to have any positive consequence; Agile; Conspicuously non-vital; Map knowledge required to place in a skillful spot |
| Operator | Difficult operators |
| Echo | Requires patience and advanced game sense; Active/Passive ratio depends on the situation & player; |
| Mira | Requires a lot of map, tactics & meta agreement; Vital to the team's success and tin backfire when used poorly; |
| Lesion | Mechanically elementary, only requires good game sense and map knowledge for correct placement; Active utility; Gains significance as the round progresses |
| Valkyrie | High-skill ceiling; Great map cognition needed for optimal usage; Passive utility |
| Smoke | Difficult to ballast with; Potential impact on round increases as fourth dimension passes; High patience and game sense required |
| Pulse | High-skill ceiling; Dandy map knowledge & advice needed for optimal usage; Agile utility; |
| Caveira | Loftier gamble-High reward operator; Requires avant-garde game sense, map knowledge & sneaky mindset to be constructive; Active utility |
| Clash | Defense force-oriented shield attacker; requires coordination, map cognition, and game sense |
| Castle | Mechanically uncomplicated, but requires tactic, game sense and map noesis to benefit the team; Tin backlash when used wrongly |
| Warden | Underwhelming characteristics make him hard to play; Very situational usage; Active utility; Warden is not in a good place in R6 Siege |
| Operator | The Best Defenders |
| Jager | A passive utility that helps anchors greatly. Jager besides has an amazing chief weapon – AR – and is a ii-speed defender |
| Bandit | Excellent Breach Denial option with bang-up SMG and versatile universal gadgets; three-speed |
| Maestro | LMG on defense. If that wasn't enough, Maestro has Intel-gathering utility; The only downside is his 1-speed |
| Mira | Provides a game-changing utility that revolutionized defense in Siege; Insane RoF of Vector makes her mortiferous from brusque distances |
| Repeat | Invisible drones that can provide intel and debuff to enemies; plus plant denial potential; 1.5x scope; 1-speed |
| Azami | Powerful utility with surface area denial functionality and immense creativity potential; Good SMG; 2-speed |
Rainbow Six Siege All Defenders,
Source: https://r6siegecenter.com/guides/defense/rankings-defending-operators/
Posted by: fangverfurne73.blogspot.com

0 Response to "Rainbow Six Siege All Defenders"
Post a Comment