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
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