Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

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Operator Tips & Tricks
By Doogy
Optimise your performance with specific operators with these nifty tips!
   
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What To Expect
Greetings. If you're looking to improve your game with certain operators, or just want to learn useful hints to optimise your performance with each operator, then check out this guide.

Many times have I joined a game only to see at least one player not using their operator properly. No more. Learn exactly what each operator can do and discover how you can use that to your advantage.

← This symbol indicates that the operator is good for beginners.
Recruit
Recruits - Attacker & Defender

(This section is not limited to the Recruit operator - this section is for general, all-purpose tricks and tactics that all operators can use.)

Let's start off with the basics of Siege gameplay; the stuff that the in-game Tutorials talk about. Barricades and walls. First, the barricade.
Barricades are simple wooden sheets that will block a doorframe (seriously, have you ever seen an actual door in Siege? There's no doors. Only doorframes) or window. All defender operators carry an unlimited supply of barricades that they can attach to a doorframe or window.
Barricades are not so useful at providing good cover, as just about any weapon can blow a hole in it, and it only takes three melee hits to bring one down. Instead, barricades should be used to block line-of-sight. They can also be used to alert defenders as to which direction an attacker is attempting to come from, since the attacker will have to stop to break it.
An attacker can place a breach charge on a barricade to destroy it in one go; while this is quite loud, the debris and resulting smoke can give the attacker a slight advantage as they rush inside. Defenders can take down a barricade by holding the F button.

Then we come to walls. This is where the breach charge really comes into play, as it can make a new entrance to a room if placed on a wall and detonated. Obviously, this would probably make the game unfair for the defenders, but they have their own way of combating the breach charge; the metal wall reinforcer. Each defending operator can carry two of these (except for Recruit, who can only carry one). Place one of these on a weak wall to strengthen it and prevent the attackers from blowing it up. However, even a reinforced wall can be destroyed (see Thermite and Hibana), but for the most part, reinforcing walls will greatly help the defending team.
Defenders can also reinforce the trap doors that are scattered about the map, preventing the attackers from making easy ways to drop down a floor. If you are defending on a lower floor, it is a good practice to rush upstairs and reinforce the trap doors to deny the attackers this advantage.
Unless you yourself are an attacker, in which case you can use your breach charges on a trap door to make a quick way down, or a new vantage point on unwitting defenders cowering below.
If a defender runs out of metal walls, they can restock at a Refill Box.

Operators can carry several gadgets, depending on their team. Attackers may be able to carry breach charges, grenades, or claymores. Defenders can carry grenades, barbed wire, nitro charges or deployable shields.
Breach charges we've touched on; grenades, however, come in several types:
- High explosive (does as expected. They blow up after a few seconds, causing major damage)
- Flashbang/stun (Makes a loud noise and temporarily blinds anyone foolish enough to look at it)
- Smoke (covers an area with thick smoke, hiding visibility)
- Impact (similar to H.E., only instead of a timer, these merry little packages just blow up on impact)
Then there's claymore mines. These are motion-sensitive explosive surprises. Plant one in a narrow hallway where you expect an enemy to wander in to.
Barbed wire can be placed on the floor. It is a sprawling spaghetti-mess of jagged metal edges, with the intention to slow an attacker who meanders into one, leaving them vulnerable to your bullets. Attackers can melee barbed wire to destroy it.
Nitro charges stick to any surface. They are recogniseable from their flashing red light and beeping sound. Once placed, the nitro will not do anything until triggered by the player who placed it, upon which it will violently explode, leaving a mess of limbs where the unfortunate enemy was. Attackers can safely destroy a nitro charge simply by shooting at it.
White Mask AIs in Terrorist Hunt can place nitros too, but these nitros have an undesirable trick; they detonate automatically when an operator gets too close to one.
Deployable shields are sheets of bulletproof metal that can be folded and carried around. A defender can place one to give themselves a handy piece of cover to crouch behind, wherever they are. If you find one blocking a doorway, you can vault over it with the SPACE button.

Attackers are also equipped with a drone. This R.C. gadget is useful in discovering where the enemy team are hiding amongst the map, as you can Spot enemies using the drone, which will tag them with a red icon, alerting your teammates to their location. In Multiplayer, rounds always begin with the attacking team unleashing their drones. Each drone should take a different floor/section of the building. Drones are small enough to fit underneath doors or go through ventillation shafts, but remember that enemies can destroy a drone. If they do or if it gets stuck inside a vent or crawlspace, then that drone is lost, so remember to find it and pick it up so you can use it again.
Defenders, on the other hand, are equipped with an app that can access the building's CCTV cameras, which are scattered about. Defenders can also Spot enemies with the cameras, although they are obviously affixed to walls and ceilings and cannot be moved. Keep in mind that Attackers can find and destroy the cameras to prevent the Defenders from using them.
S.A.S.
Sledge - Attacker

The main concept for Sledge is his breaching hammer; it allows you to destroy barricades and unfortified walls, but did you know that Sledge is excellent for when you wish to be stealthy?
Compared to standard breach charges, which are obviously loud as hell, Sledge's hammer is
much more quiet, making him perfect for silent force of entries. His hammer also lasts much longer
than the amount of breach charges usually carried by an operator.
Sledge is also perfect for going against fortifications covered by Mute's jammers, and the hammer can also take out Castle's reinforced barricades.
One last thing the hammer is great for, and that is it can destroy barbed wire in one hit.
Sledge is best used for close-quarter ops.

Thatcher - Attacker

Thatcher is the guy you want when the defending team is using electric-based traps. His EMP grenades will take out anything electronic; a roomful of nitro charges will be wiped out safely with just one grenade. However, the EMP grenades are not just limited to nitros. In Multiplayer, the grenades will take out Mute's jammers, Bandit's shock wires, Echo's YOKAI drone, Kapkan's trip wires, Ela's concussion mines, and in Terrorist Hunt, the grenades will also disable a Bomber's trigger, rendering their main suicide attack useless.
If IQ is on your team, then stick close to her, as she can detect any electronic devices that your grenades can take out. Be careful of Jäger's grenade defence device; while Thatcher's grenades can shut it down, the device itself will disable the grenade if you throw it too carelessly.

Smoke - Defender

Smoke is ideal if you enjoy planting traps for the enemies; he carries poison gas canisters, which will damage anyone caught within over time.
The canisters will stick to walls and floors like nitro cells, and also like nitro cells, the canisters need to be triggered manually, so the best strategy with Smoke is to plant a canister in a location that will hide it from enemies, keep an eye on it from afar, then trigger the canister when the enemies get too close to it.
Keep in mind that the gas from the canister can harm both enemies and friendlies, so alert your teammates where you've planted it so they know to steer clear.

Mute - Defender

Mute is your best protection from breach charges and drones; his jammers will disable any electronic device that comes within range.
Admittedly, the range on his jammers are not very large; for best effect, plant the jammer right next to the spot you wish to protect. Keep in mind that both Thatcher and Twitch can destroy your jammers thanks to their EMP grenades and shock drone, respectively, so find a way to conceal the jammers. A good way to do this is to use the deployable shield that Mute can equip, so you can hide the jammer behind it.
Two things to note about the jammers; it is difficult to protect against a trap door if placed below it; move upstairs and find a secluded spot to hide the jammer instead, and Ash's breaching rounds are unaffected by the jammers.
Mute's jammer is affectionately called the "Moni".
F.B.I. SWAT
Ash - Attacker

Ash's breaching rounds will destroy barricades and unfortified walls from afar, making them a great way to breach walls and floors unreachable. Blow up a trapdoor from below to take enemies by surprise.
Because the rounds will detonate automatically, they are unaffected by Mute's jammers, making Ash a great counter if Mute is on the defending team. If Castle is also on the opposing team, using Mute's jammers to keep his reinforced barricades safe, use Ash to destroy it from afar.
The breaching rounds will also destroy a deployable shield and can damage any player hiding behind it. Keep in mind that the rounds themselves will not do much damage to an enemy compared to a breach charge.

Thermite - Attacker

Thermite is a heavy-duty operator best suited for when the defending team are reinforcing as many walls as they can. His exothermic charge is one of the only ways to destroy a reinforced wall/floor.
Thermite works great alongside Thatcher and Twitch, who both have the ability to disable Mute's jammers and Bandit's battery packs, both of which will disable Thermite's charges if left unchecked.
Do not waste a charge on an unreinforced wall; let someone with a standard breach charge blow that up.

Castle - Defender

Castle brings more durable and resistant barricades to the defending team, perfect for slowing down the attacking team. If matched with one of Mute's jammers, the reinforced barricade can't be destroyed to a breach charge, leaving the only way to remove it is via Sledge's hammer or Ash's breaching rounds.
If you or a teammate takes the barricade down, it is returned to you, but it is lost forever if destroyed by an enemy.
The barricades are close to being bulletproof; only Glaz is able to penetrate the barricade with his sniper rifle. Melee attacks will also eventually bring it down, but that will take a while.

Pulse - Defender

Pulse's special device is the heartbeat sensor, which will detect any enemy nearby, even through walls, making it very difficult for the attacking team to approach undetected. This does make it vital that you actively communicate with your team so you can alert them when you've spotted an enemy.
Take care if Thatcher is on the attacking team; his EMP grenades will disable your heartbeat sensor for a short time. IQ is also someone to be wary around, as she can detect the heartbeat sensor thanks to her electronic sensor.
The beeping sound the sensor makes gets louder the closer the enemy is to Pulse, so use that to determine distance. Note that enemies can hear the beep themselves.
G.I.G.N.
Twitch - Attacker

Twitch uses a shock drone, which acts like regular drones except it has a weapon; a short-range taser. This is best used for taking out enemy traps such as Bandit's battery packs or Mute's jammers, keeping in mind that the drone itself is not immune to the latter.
The drone's taser can also cause light damage to enemies, and while it is possible to kill an enemy with it, it is not practical as the drone only has 15 taser charges, so use the drone as a means of distraction rather than a weapon to kill.

Montagne - Attacker

Montagne is the ultimate point-man and scouter. His shield can be expanded to completely protect his front and head, but remember that his sides and back are still vulnerable.
The best way to use Montagne is to send him in first, have him extend his shield, and have a teammate follow behind, shooting around him. Montagne is perfect for close-quarter maps where the corridors are long and narrow if used in this way.
Montagne's shield is impervious to bullets and melee, but not to explosions from nitros, grenades, Smoke's poison gas container, or Echo's YOKAI drone.

Doc - Defender

Doc is the healer of the team. His stim pistol can heal a moderate amount of health, and can even overheal, giving a temporary health buff. Because of this, Doc is best when he is close to his teammates.
Doc's stim pistol really comes into play when a teammate goes down. The stim pistol can revive a downed teammate from afar, allowing Doc to stay in cover. Doc can even heal and revive himself with his stim pistol.
It is possible, though pointless, to heal and revive enemies with the stim pistol.

Rook - Defender

Rook is perfect for beginning defender players. He can drop several armour jackets for his team to equip, each will improve their armour rating. Whenever you play Rook, the first thing you should do is drop the bag containing the jackets so your teammates can grab one.
If you or a teammate is downed then revived, their armour jacket is lost; however they can grab another one if any remain in Rook's bag.
Keep in mind that the enemy team can also grab a jacket from Rook's bag, so make sure everyone on your team grabs a jacket before the enemy can get to it.
Spetsnaz
Glaz - Attacker

Glaz is the sniper of the team. He can flip his gun's sights, allowing him to zoom in and take out enemies from afar. Have him camp on an elevated area and snipe the enemies through windows.
Glaz's rifle is very high caliber and can pierce walls very easily. It can shoot through Castle's reinforced barricades and can even shoot through the windows of the Presidential Plane, making Glaz a great pick for that map.

Fuze - Attacker

Fuze is one of the most destructive attacking operators in the game, making him a top priority for the defending team to take out. Fuze can place a cluster charge on a wall or floor, which dispenses five cluster grenades into the room beyond before violently detonating each one in turn. The grenades will kill enemies, blow holes in walls, and destroy traps, however Mute's jammer will disable the cluster charge before it can be activated.
It is very important to survey the room beforehand using a drone to find the best spot to plant the cluster charge, as well as informing your teammates which room you are about to launch the cluster grenades into, as the grenades will kill friendly teammates and even yourself if you are too close. If playing on Terrorist Hunt, it is vital that you do NOT use the cluster charge on a room that contains a hostage.
Jäger's active defence system can intercept up to two of the cluster grenades fired into the room.

Kapkan - Defender

Kapkan can place entry denial devices, or tripwires, on doors and windows, as automatic explosive traps for unwitting enemies.
Kapkan can place the EDDs at any height on the doorframe, so it would not be a good idea to place it around the middle of the frame, as that makes it more easily spotted by attackers. Instead, crouch down and place it at the bottom of the frame; enemies will usually fail to spot the tripwire before it's too late and walk straight into it.
The best places to place the tripwires are on single doorframes inbetween the objective room and the outside doors. Enemies are much more likely to place breach charges on outside doors, double doors, and windows, which will also destroy the tripwire before they are triggered.
It is also a bad idea to place the tripwires on Castle's reinforced barricades, as enemies are also most likely to blow them up with breach charges, or just avoid them altogether.
Be cautious of Thatcher; his EMP grenades can disable Kapkan's EDDs.

Tachanka - Defender

Tachanka can deploy a turret gun that he can use to mow down enemies coming from the front or sides, within a radius of 120 degrees. If placed in a corner, with deployable shields used as extra protection, with full view of two different points of entry, the turret can be a very formidable obstacle for the attacking team.
Anybody can operate the turret gun, including teammates and enemies, so keep an eye on it if left unattended.
G.S.G. 9
Blitz - Attacker

Blitz is a very effective point-man; his shield allows him and teammates behind him some protection, so it is best to allow Blitz to go in first.
Blitz's shield has a special flash attack; acting like an instant flashbang grenade, it will stun any enemy unfortunate enough to be staring in his direction, leaving them vulnerable to Blitz and his teammates.
It is possible to activate the shield flash while Blitz is looking through his gun's sights.

IQ - Attacker

IQ's flip-up electronic detector device (affectionately named the "Spectre"), is capable of detecting any electronic device within proximity, making her perfect for weeding out enemy traps.
Using her device, IQ can detect the bombs in Bomb Defusal, the Bio Container in Secure, active cameras (including Valkyrie's Black Eye cameras), nitro cells, Mute's jammers, Kapkan's tripwires, Jäger's grenade defence systems, Bandit's shock packs, Pulse's heartbeat sensor, Blitz's shield, drones (including Twitch's shock drone and Echo's YOKAI drone), Smoke's gas canisters, Lesion's Gu Mines, Ela's concussion mines, Vigil's video disruptor, and the Bombers in Terrorist Hunt.
IQ can detect enemy and friendly devices. If Thatcher is on the team, have him stick with you so he can disable any nitro cells you detect.

Jäger - Defender

Jäger can plant a grenade defence device on walls and floors of rooms. These nifty devices will disable enemy grenades that get too close before they have a chance to detonate. However, each device can only disable two grenades before powering down for the rest of the round.
The devices are best planted next to doorframes where enemies are most likely to throw their grenades before attempting to breach.
Because the White Mask AIs don't usually use grenades in the Protect Hostage gamemode, Jäger is not much use in Terrorist Hunt and is much better suited to Multiplayer.
Thatcher's EMP grenade can disable Jäger's grenade defence device if thrown accurately enough, otherwise it too will be caught by the device.

Bandit - Defender

Bandit can place down battery packs to deter or even kill enemies attempting to breach. These battery packs provide an electrical charge to whatever they are attached to, causing damage to enemies and destroying breach charges. Place down some barbed wire in front of a barricade, electrify it with the battery pack, then it will deal damage to any enemy foolish enough to attempt to break through the barricade. The effect is greatly enhanced if it's one of Castle's reinforced barricades.
Another good spot for the electrified barb wire is right below a trap door; enemies that drop on it will be caught and damaged.
If a doorway is protected by a deployable shield, then you can place a battery pack next to the shield; it will damage enemies that attempt to vault over it.
Bandit's battery packs can also be used in lieu of Mute's jammers. Place one next to a reinforced wall and it will disable Thermite's breach charge or Hibana's pellets placed on it.
J.T.F.2
Buck - Attacker

Buck is a simple, straightforward operator. His weapons include a special "Skeleton Key" attachment, which is an underbarrel shotgun. This means he works well in just about any map. He can take out enemies from medium to long range with his rifle, then close in for the kill in close-quarters with his Skeleton Key shotgun. The shotgun is also great for making large holes in walls.

Frost - Defender

Frost deploys her special "Welcome Mat" traps, which resemble bear traps. If an attacking player steps on it, it immediately snaps shut and downs them, forcing them to wait for a teammate to come and revive them. This does not apply to Terrorist Hunt; White Mask AIs that step on the mat simply get killed instead.
The best places to put the Welcome Mat is behind deployable shields or underneath windows that enemies are likely to climb through.
Navy SEALs
Blackbeard - Attacker

Blackbeard carries two personal rifle shields which he can mount and unmount at anytime. Each rifle shield protects against headshots from the front; however they are not bulletproof and will break if shot enough. Note that Blackbeard's movement speed is reduced while a rifle shield is mounted.


Valkyrie - Defender

Valkyrie can place three "Black Eye" cameras that will stick to any surface, which can then be viewed like a normal surveillance camera by her and her teammates.
Ideal places to place cameras are areas where enemies are predicted to enter through, rooms not already under surveillance, or in rooms where the standard cameras are prone to destruction. Placing cameras in the objective room is redundant, as the defenders will most likely be aware of enemies in there by that point.
The Black Eyes can be used to Spot enemies, but doing so alerts them of the camera's presence, so try to conceal the camera's location when placing them. Use the nitro cells and Smoke's gas canisters alongside the Black Eyes for precise traps.
B.O.P.E.
Capitão - Attacker

Capitão's special gadget is his crossbow. He can fire two types of bolts from it; asphyxiating fire-based bolts and micro smoke grenades.
The crossbow is quite accurate from afar, so Capitão can break a window and fire the bolt at an unsuspecting enemy hiding behind his deployable shield. The effect has a fairly wide range and can affect more than one enemy at once.
The micro smoke grenades can be used to provide concealment for a teammate from afar, when the range fo a normal smoke grenade's throw won't reach.

Caveira - Defender

Caveira is for the player who wishes to remain as stealthy as possible. She has a specialised handgun that can knock enemies out instead of outright killing them, and she can interrogate downed enemies to get information about the attacking team for her and her teammates. However, she is vulnerable to other enemies while she is interrogating.
Caveira cannot be detected by Jackal when she is sneaking around.
S.A.T.
Hibana - Attacker

Hibana is what you get when you combine Thermite and Ash together; an aggressive operator with breaching rounds capable of destroying reinforced walls. Hibana's "X-KAIROS" pellet launcher fires six pellets in each shot, which can then be detonated remotely. Fire them at a reinforced wall to blow a murder hole in it. If you fire at the wall again, you can make the hole large enough to traverse through.
The pellets are considered electronic, so they are affected by Mute's jammers and Bandit's battery pack.
The pellets can completely destroy a trapdoor; even a reinforced one.

Echo - Defender

Echo is fairly difficult to use at first, but when used properly, his "YOKAI" drone can effectively impede the advancing attacker team. The drone can jump and adhere itself to the ceiling, where it will attempt to cloak itself; but the real point of the drone is its sonic attack.
When activated, the sonic attack will disorient enemies, causing them to lose accuracy for a few seconds. Have the drone hide in an area close to the objective where enemies are most likely to move through. Alert your teammates about your drone's location, then fire at incoming enemies to slow them down while your teammates take advantage of the disoriented attackers.
While the drone technically has an unlimited amount of sonic bursts, it does take a while for it to reload each time, meaning you must be frugal with it.
IQ can detect your drone even when cloaked, so it is imperative that you take her out before she has a chance to spot it. Thatcher can disable the drone for a short time with his EMP grenade.
G.E.O.
Jackal - Attacker

Jackal is a great operator to have when the defending team tends to roam about the map. His "Eyenox" footstep visor can analyse recent footprints made by the defenders, alerting everyone on the attacking team to the whereabouts of the defender who made the footprints for a whole minute.
Getting shot or being too close to Mute's jammer will interfere with Jackal's Eyenox visor, so it is best to turn it off when in combat.
Be wary of Caveira, as she can hide her footsteps from Jackal.

Mira - Defender

Mira comes equipped with two "Black Mirror" breaches, which she can place on walls to allow her team to view any attackers without risk; attackers on the other side will only see a black pane of glass, which is bulletproof.
The mirror comes with a pressurised canister. If shot or melee'd, it will burst, causing the glass to shatter, leaving the breach in place as a murder hole for the teams to shoot through.
The best places to put the Black Mirrors is on reinforced walls so that they cannot be easily destroyed. Make sure that by doing so does not reveal a line of sight toward the hostage, if you are playing Protect Hostage on Terrorist Hunt. If in doubt, place a deployable shield between the hostage and the mirror so enemies cannot fire at the hostage through it.
The mirrors can be placed next to each other if the wall is large enough; if the wall separates you and a path that the enemies are likely to pass by (such as the outside wall if you start on Kanal's Control Room), then place both mirrors on the same wall, and destroy only one of the canisters; your team will be able to see the attackers through the unbroken glass and then shoot them as they pass by the opened one.
S.D.U.

Ying - Attacker

Speciallizing in crowd-control situations, Ying comes equipped with what can only be described as a cluster stun grenade. This gadget can be thrown like a regular grenade or adhered to walls like Fuze's Cluster Charge. It is essentially a souped-up version of the standard flashbang grenades.
Because of this, Ying comes equipped with special glasses that will prevent her from being blinded by her own grenades, although not from other operator grenades.
Ying's grenades can be "cooked"; i.e. they can be held before throwing to prolong the fuse time.
The grenades can also be tossed under door frames or vents, and will continue to roll until detonated.


Lesion - Defender

Just like Ying comes with a better version of a flashbang grenade, Lesion comes with a better version of barbed wire, with his Gu Mines. Inspired by the punji sticks used in the Vietnam War, Lesion can place the mines on the floor; any enemy that walks over them will get injected with a toxin that injures and decreases speed. Just one operator can trigger the mine, but any operator who is within range of the mine (approximately one metre), will receive the toxin. Gu Mines will trigger as long as they are on a flat surface, however any obstruction may affect them being triggered. Lesion can place the Gu Mines on top of bookcases or shelves and they will still trigger as long as an enemy gets close enough and they are not obstructed. The mines are cloaked so there is no need to attempt to hide it.
Anyone affected by the toxin will suffer damage over time and slower movement speed. They can either try to withstand this (the toxin will wear off after a while), or they can follow the prompts on their screen to remove the toxin quicker, which leaves them vulnerable while they do so.

Gu Mines are considered electronic. Lesion automatically restocks mines as the round goes on, and can place a total of seven mines at once. The mines are not immune to explosions, such as breach charges.
G.R.O.M.
Zofia - Attacker

Zofia carries a grenade launcher into battle. This grenade launcher is designed for two different types of grenade ammo; concussion and fragmentation. Zofia is great for leading the charge; have her fire a concussion grenade into a room full of enemies, then follow up with a fragmentation grenade while the defenders are still recovering. Zofia's grenade launcher can fire grenades at a faster launch speed than other operators can throw grenades, so use Zofia when you enjoy using those explosive little packages.
Be careful, as her fragmentation grenades blow up on impact with anything, so it's very easy to blow yourself and your teammates up.

Ela - Defender

Ela works to slow the enemy advance with her concussion mines. These sneaky little devices can be placed on surfaces like nitro charges; however, unlike nitro charges, they do no damage. Instead, they stun enemies that get too close and impair their hearing, leaving them disoriented and unable to sprint for a short period. While only enemies can trigger the mine, the mine will affect any teammate who happens to be within the blast radius.
Ela has a clever trick up her sleeve if she is downed; she carries one mine on her person at all times that she can trigger manually when she is down, disorienting nearby enemies in the hopes that her teammates can take them out before they take her out.
The mine is considered electronic.
707th
Dokkaebi - Attacker

Dokkaebi is a master phone hacker. Her "Logic Bomb" device is capable of hacking into the defending team's phones, making them ring uncontrollably and revealing their positions. The defenders can attempt to reset their phones, but this leaves them vulnerable; they may also drop their phones and abandon them; any dropped phones can be further hacked should Dokkaebi discover it, which will grant her access to the defender's camera feeds.
If IQ is on the team, she can find dropped phones with her Spectre device. Be wary of Echo if he is on the opposing team, as he is familiar with phone hacking and his phone is immune to Dokkaebi. Likewise, if Mute is on the opposing team, his signal disruptors will protect any defender's phones that are close enough to one.

Vigil - Defender

Vigil carries an interesting device; he uses a video disruptor that hides him from any of the attacker's video feeds while they are using their drones. This does mean that he is practically useless for Terrorist Hunt; use Vigil only for Multiplayer.
Vigil's device is electronic and can be detected by IQ (while the disruptor is active), and disabled by Thatcher. Vigil can also be detected by Jackal, as his disruptor does not hide his footprints.
C.B.R.N.
Lion - Attacker

Lion brings a very useful "fire-and-forget" type of gadget; a flying radar drone called the EE-ONE-D. Upon activation, this drone will gain altitude until it is well above the map, at which point it will sound out a warning to all operators in the map, after which it will automatically scan for all enemy movement and relay that information to Lion's team. While this might seem unfair for the defenders, they have a trick they can use to avoid getting scanned: once the warning is received, the defending operators need only stand still, as the EE-ONE-D cannot detect immobile operators. The drone will scan for defenders for five seconds, so defending operators should seek out a safe room during the warning, then stand still to avoid getting scanned.
Lion can activate his EE-ONE-D three times during a match. The drone is considered electronic, and Mute's jammers can prevent the drone from activating correctly if Lion tries using it close to the jammer.

Finka - Attacker

Finka is the buffer of the team. She can activate a team-wide buff called the Adrenal Surge, which affects her entire team from anywhere on the map. Adrenal Surge increases health, reduces weapon recoil, reduces reload time, increases movement speed when caught in barbed wire, reduces the concussion effects of Ela's mines and Zofia's grenades, and can even revive downed teammates (except for teammates downed by Frost's Welcome Mat).
Finka can activate the buff three times per round, and each buff lasts about 20 seconds. Note that the buff only affects the attacking operators; defending operators and hostages do not benefit from the buff.
Finka uses nanobots in her team to distribute and activate this buff, so the Adrenal Surge is considered electronic, and therefore cannot be activated when Finka is too close to Mute's jammers.
Because the buff increases the team's heart rates, Pulse's cardiac sensor is able to detect those affected by the buff from further away than usual, and Smoke's gas grenades deals twice as much damage to the affected operators.
G.I.S.
Maestro - Defender

Maestro combines the defensive capabilities of Valkyrie's placeable cameras with Tachanka's deployable turret. His "Evil Eye" camera can be adhered to any solid surface and can then be viewed by his camera tablet. The Evil Eyes are bulletproof by default, and can only be destroyed by explosives, or by Sledge's hammer. He can place down up to two Evil Eyes, but only he himself can use them.
While viewing one of his Evil Eyes using his camera phone, he can activate its turret mode by pressing the Iron Sights button (default is right mouse button), allowing him to use the camera as a turret. While in this state, the Evil Eyes have unlimited ammo at the cost of overheating if fired for too long. The Evil Eye also becomes vulnerable while in turret mode and it takes about a second to enable or disable turret mode. The Evil Eyes are considered electronic.

Alibi - Defender

Alibi is the operator you want when you're fond of creating distractions for the opposing team. She carries three "Prismas", gadgets that are capable of projecting a volumetric display of Alibi herself. What this means is she can create a 3D life-sized hologram of herself to act as a decoy.
If an enemy attempts to shoot or interact with one of the decoys, that enemy will become tracked for five seconds (and presumably aggravated that they fell for such a silly trick).
Keep in mind that each decoy display of Alibi will always be wearing her default outfit and will always be carrying an unmodified Mx4 Storm. Drones will not detect any of the decoys when scanning.
The Prisma devices themselves are considered electronic; the decoy displays are not.

Having Alibi on the team has a secondary effect; she is able to passively conceal the identities of the defenders when they are tracked, however Jackal's Eyenox device will bypass this if he is able to scan footprints.
G.S.U.T.R.
Maverick - Attacker

Maverick is a good operator to have when the defending team are attempting to box themselves inside various reinforcements. He carries a blow torch; a device that produces a white-hot flame intended for creating holes in walls. This is best used to create murder holes in walls, even reinforced walls. Keep in mind that fuel for the blow torch is limited; creating a hole that operators can move through with the blow torch may use a lot of fuel, so instead use Maverick for opening line-of-sight holes to shoot through.
The blow torch is not an electronic device; it is gas-based. It can be used to destroy deployable shields and barbed wires. It can also be used as a makeshift weapon, but will eat away at Maverick's fuel supply if you intend to kill someone with it.
Maverick can destroy Mira's black mirror breaches by using the blow torch on the four bolts holding the breach in place, but only from the front (the side of the wall the breach was placed on by Mira).

Clash - Defender

Clash brings ballistic shields to the defending side. Specifically, she carries a Crowd Control Electro Shield, designed to slow charging attackers so her teammates can kill them easily.
She does not carry it alongside a sidearm like other shield operators, instead she will deploy it upon activation of the ability. While it is deployed, the shield's taser activates, shocking any enemy standing within a 12 meter cone in front of her. Enemies that are shocked by the taser take minor damage and are slowed, with the effect becoming greater the longer they are subjected to the taser.
The taser has a five second discharge, and it takes five seconds for it to recharge afterwards.
The shield works great for keeping defenders from entering through windows, however keep in mind that the taser itself is not very effective at targeting operators that are above Clash.
Attackers can melee Clash's shield to stagger her, leaving her lower half vulnerable for a brief second.
G.I.G.R.
Nomad - Attacker

Nomad works best for crowd control and area denial, something that is uncommon for attacking operators. All her primary weapons come equipped with a special grenade launcher that fires "Airjab" pellets; these interesting little things stick to surfaces and are proximity-triggered by any standing defender, but not by a defender in midair or rapelling. Once triggered, the Airjab sends out a blast of highly compressed air that pushes back all operators in range (roughly 2 metres), forcing them to stagger and collide with whatever is behind them within 3 metres. If this includes breakable surfaces, then the force will be enough to break it. This can be used to cause damage; if the Airjab is used to force a defender through an unreinforced outside wall, for example, then the operator could suffer from fall damage.
The Airjabs are not electric, but they can be countered with Jäger's grenade defence device, or by Bandit's battery charge, should they stick to one of his protected walls.

Kaid - Defender

Kaid combines the flexibility of Ela's sticky mines with Bandit's battery packs; he comes equipped with two throwable Electroclaws that will adhere to most surfaces. The Electroclaw will then electrify any metal/metallic objects within range - this can include reinforced walls, deployable shields and even non-interactable furniture. The electrifying radius generated by the Electroclaws is not blocked by walls or floors, so it is possible to conceal them. Keep in mind that the device takes about four seconds to activate once it has been adhered.
Any attacker who comes into contact with an electrified object takes minor damage, so it would be wise to combine the Electroclaws with other defender traps for maximum potential. Drones and breach charges that get too close are instantly destroyed.
Kaid works well with Bandit, Mute and Frost when it comes to combining traps and breach defences and maximizing protection of rooms.
As one would expect, the Electroclaws themselves are considered electric.
52 Comments
Six.R6 Dec 13, 2017 @ 5:39pm 
707th are also called SMB on the weekly challenge.
Doogy  [author] Dec 10, 2017 @ 11:58am 
This guide has surpassed 10 thousand unique visitors. Now that's impressive for a serious guide competing amongst guides written by tween trolls.
XAP7AS Oct 3, 2017 @ 7:37am 
thanks for updating
Doogy  [author] Jul 29, 2017 @ 2:33pm 
I like to write unbiased guides that aren't oozing with ironic stupidity. Some people actually play Siege seriously enough that they want a serious guide.
aVeryLonePepe Jul 29, 2017 @ 2:18pm 
I really like the fact, that this is the first guide that doesn't outright say "German Attackers are useless, don't use em"

And I am MVP with em, how is this possible?!
Necroniks May 9, 2017 @ 6:16am 
There are a lot of crazy spots where you can kill enemys or outplay them. Can't wait to see your new guide!
Doogy  [author] May 9, 2017 @ 6:07am 
I'm working on a new guide; a map guide for Siege. I'll be analysing each map in the game and talking about great ways for attackers to breach each area and great places for defenders to place traps, as well as other useful tips.
Doogy  [author] Mar 27, 2017 @ 4:20am 
Not counting Recruit, I'd say Sledge, Montagne, Buck, Pulse, Rook, or Jäger. Each has a simple special gadget that is easy to get used to.
Goritude Mar 26, 2017 @ 11:02pm 
Great guide ! What operators would you recommend to a beginner ?
✌Husker54✌ Feb 28, 2017 @ 10:06am 
wow this must have took some time