Tom Clancy's Rainbow Six Siege

Tom Clancy's Rainbow Six Siege

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WRXs Beginners Guide (All you need to know!)
By WRX
In this guide, you will find everything you need to know. I will try to add everything - including new operations (operators, maps, etc.)
Keep in mind, things change a lot in Rainbow-Six: Siege, and sometimes I won't catch up on a specific change. If you know something is off in my guide, please point it out and I can update it. Since this guide is a huge one and I invested a lot of time into it, I won't always find the time to update it completely everytime something changes.

Right now I found some time to edit the guide, so please be patient, I will try to update it.

Feel free to follow me on Twitch, now that I recently started streaming. I usually stream in German, but I would start streaming in English in case the majority is "Non-German".


Last Update: 09/09/19
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General
So first of all you need to understand that not everyone shares the same opinion you have. This guide is a basis, for people who have no or little experience with the game and need advice.
This said, you can also disagree with what I say, but keep in mind I am pretty good at figuring out games. For example I was Global Elite in CS:GO, Grand Champion in Rocket League and well Diamond in Rainbow-Six Siege...
Mind Set
Think of this as your way to cope with anything that happens throughout your game experience. You need to always think of everything as FUN, if its not fun for you and it stresses you out more than you enjoy it, you are doing it WRONG.

For example people always try to win, always want to be the best. Yes, okay - fine. As long as they DO win. But than they get salty the instant they lost a round or a game. So be prepared. First of all YOU don't want to be that guy. Second, you don't want to play with those guys. Third, you need to NOT CARE if you win or loose. You want to have fun and improoooooooooove!

How do you achieve such a mindset?
1. Don't be a someone who you'd not want on your team, but have FUN!
2. Be communicative, but don't spam.
3. See others as "brothers in arms" rather than just random people you don't care about
4. Be honest!! If asked a question, answer honestly!
5. There is no shame in beeing bad, only in pretending to be better than you are.

If you do all this and still feel the urge to rage, well you need to relax while playing. Some people have some insane luck sometimes - it's just as it is. How else would someone win the lottery?
Focus
Now that you have a basic understanding on how to play with other people, here is why you should NEVER listen to what other people say while you are playing. First of all most people don't have your mindset. Now "never" listening to your teammates for example might be considered a problem since they make call outs and stuff, BUT thats not what I meant. If you get a call out for example, take it as it is, process it and THEN make a decision. Don't let others decide what you need to do. It only frustrates you if you had a different plan and instead of following your plan, you did otherwise and maybe failed. So take all information in and process it, afterwards make choices according to your plan. Never get emotional to what others tell you and don't rage back. You need to focus on the information you have. And in CASE someone really gets on your nerves, tell him he needs to be quiet otherwise you will have to mute him, because you can not focus. He might get salty because of that, but be honest!
Droning
Before the game actually starts for attackers, droning is a crucial part of the game. Not only is it the easiest way to locate the objective, but it is also a very easy way to get crucial information on enemy locations, empty rooms, the enemies setup and much more. In the following part, I will try to cover at least the most important aspects of droning, as well as explaining to you why the Twitchdrone has a different job.

General Droning
In this part, I want you to understand, that a drone is more viable for example than almost anything in the game. It is a camera, which you need to use to your advantage. First of all, spotting is a bad idea. Why you'd mights ask. Well, it is pretty simple. The moment you spot your enemy he knows that there is a drone somewhere arround him. Which gives him the information, that you have eyes on him. Shortly after, your drone usually gets destroyed. You can now be happy and say: "Well, at least I got 25 Points for the scan." Sure, good for you. BUT you lost your eyes on that position. Points do not matter that much. They are not giving you a win, even if they exceed a huge scale. DRONING WILL SAVE YOU A LOT OF TIME IF DONE CORRETLY. So, to make it easier for some of you here are some rules, while droning.
1. Never spot, unless you can confirm a kill.
2. Never jump into the objective room even if that means you don't got the points for spotting the objective. (YOU KNOW WHERE IT IS, tell your teammates)
3. Save your drones if possible.
4. Don't try to re-drone a part with your second drone, after it died there.
5. Stay away from mute jammers and electrified stuff.
6. Gain intel about room next to the objective by placing it in a safe position.
7. Never put your drone on "head level" it will be seen = shot.
8. Never activate your drone while beeing out of cover.
9. Don't turn your drone while in a good position, it will make noise, which will give away its position.
10. Don't stay in drones, if you don't actively monitor it and give call-outs.


Objective
Placing your drone in the Objective room has one benefit to placing it outside of the objective room, which is, that you know how their strategy is to defend. You can see changes in their setup and or locations, which makes pre-aiming and pre-fireing a lot easier, than without knowing what is going on in the objective room(s). In case you get your drone in their, try to hide it and keep an eye on the objective if possible. If you can not get eyes inside the objective room(s) that is no real problem, since usually you will not have more than three people playing on the objective. The more people are on the objective the easier it is for you to place your drones in FRONT of every entrence of the objective and secure the site arround it. After that you will still have enough drones, to see what is going on inside, without having to go anywhere else now.

Entrence Points
Besides covering the entrences to objectives, which is a very good idea, you can also try to get a drone close to a point where you want to get inside the building. The thing is, that it might be, that if you don't do it, you will get picked off by someone roaming at that EXACT entrence point you just thought about. And having a drone ALREADY there makes it way easier to get in while already knowing what is going on, saving a lot of time. If you have eyes in there you might already be starting off with an easy kill to get an early advantage. ANYWAYS you will save time and that makes an apporach to each objective easier.

Droning while Dead
IF YOU ARE DEAD YOU ARE NOT USELESS! You can still interact with the drone, which makes drones so important. If you have good placed drones, dead people can basicly tell you everything you need to know to win a round. For example if you have a hallway, where you can not see anything behind the corners, which leads to the objective having drones set up there will save you time and a lot of stress. Since when you are dead you can tell the people who are alive: "Ey dude, next to the corner close to you is Operator XY looking the other way, you can get him/her, rest is clear." THAT makes the life of your teammate so much easier, since he now knows, that there is only ONE guy in his bearings that he has to fight, where he already has an advantage because he knows his position and if you THAN time it correctly you can even spot the enemy on that particular drone to set his pre-fire up perfectly. Easy as that.

Twitch Drone
I used to mainly play Twitch and I see a lot of people doing it wrong. First of all a Twitchdrone is super super super effective right know. Still not as effective as Thatcher against most gadgets, but already super strong. So you DO NOT want to lose any of your drones. Second of all don't do anything of the above as a Twitch. Your drone has a different job. As you already maybe got from the sentence before you can destroy gadgets. AND THAT IS YOUR JOB! YOu don't need to tazer enemies or find them or whatever. THAT IS NOT YOUR JOB. What a Twitch has to do in the early stage is: Taking out all cameras, that you can, without exposing yourself. (So you won't get shot). Afterwards, while the round is already started. YOU, as a Twitch, want to destroy EVERY GADGET you can, while not exposing yourself too much. Which means if you blindly drive into the objective, your drone is going to die. You don't want that. So what do you do? Well, you have to communicate with your teammates. If they pressure certain points you can easily take out gadgets RIGHT UNDER YOUR ENEMIES NOSES! If there is noone to pressure, you have to be sneaky. Get ONE gadget AT A TIME. Get in, take one out. Get out. Get in, Get out. Everytime. If noone is in the objective, well easiest thing. TAKE ALL OUT AS FAST AS YOU CAN. Lastly, try to really focus on the outside cameras you can destroy with your Twitchdrone. Why you might ask, well... you will see that in the NEXT part where I explain Cameras.
Cameras
As already said in the prior section, I will also explain why it is important to destroy the outside cameras with your Twitchdrone. It should be pretty clear after the end, why it is important. If you do not make the connection, no worries, I will put it in the end of that last part.

General use of cameras
While you might think, that you know how to use cameras, well let's say you probably also thought you know how to use drones correctly. Using cameras is almos the exact same as using drones, but they are stationary. So first a few rules.
1. Do not spot on cameras, except you can confirm a kill.
2. Do not "afk" in cameras, if you do not actively play them, you might help your enemy.
3. If you have a camera, that the enemy did not see, do not stay in them for too long. The red flash will get your enemies attention towards it. Look at it quickly and than get out.

Outside Cameras
The thing with outside cameras is, that they are very usefull, which is why the enemies always destroy them very quickly. You can gain a lot of intel from them. BUT what if they have only destroyed one? Can you think of something? If you guessed something like, well they destroyed that one cam, that means they spawned there, than you are correct. MOST PEOPLE make the mistake, to only shoot a cam that is a direct threat towards them. Leaving them in believe, that they are safe after they destroyed that camera. Now if you realize you know where they spawned, you can open a window into that direction (or ideally have already prepared a window for every possible spawn) and open FIRE INTO THAT DIRECTION. I know this is pretty hard if you have no experience BUT the more you get used to "spawnkilling", the more you will benefit from cameras. Killing people right after they left their spawn, is a thing that was always a shame in other shooters. Spawncamping and such, WELL THAT IS A CRUCIAL PART IN THIS GAME. If you can kill people running from their spawns that is a huge advantage for your team. Getting shot while trying is not btw, so consider your skillevel for this. In conclusion if you know where the camera is that got shot, you know their spawn location.

Inside Cameras
Having cameras inside your building is nice, since you can cover angles without needing to look into a corridor or whatever. BUT they will pretty much get taken out very quickly, since they provide a lot of intel. So, if you get the chance to use a camera, than use it wisely. With that I mean, the closer you are to a camera the more you need to be carefull. After you see someone in the corridor while you look through the camera, you need to act quick if you want to get that kill. A good option is too quickly flank him or directly approach him while using a little pre-fire. The most usefull way is to form a duo though. If you can combine someone in cameras, that is safe on the objective for example covered by someone else, than he can use all cams usually and make call-outs to everyone, making your life easier as a roamer for example. Knowing where the enemy approaches from, without having to be in a camera yourself is very luxurious and a lot of people don't do it, because everyone wants to make kills. If you are playing this "kill kill kill" way, you will win less games, people who play this way don't even consider changing their point of view about this. In conclusion be that GUY who uses cams wisely and gives call outs, to give your roamers a good and easy life with information.

Valkyrie Cameras
Lastly are Valkyrie Cams, or Valk Cams. One thing before all, you should also not spot on Valk cams, and you should be very very carefull with their usage, since the blue shine is very obvious. On Reddit you'll often find posts like "Valk should always have controle over her cameras" or "Other operators should get out of the cam if Valks uses it" or something similair, basicly all meaning, if Valkyrie uses her thrown cam she should be the prioritized user. Now, as far as I can understand the point, there is a huge lack of knowledge behind this. As a Valkyrie you should be a very strong camera player, I do agree. You should able to use it at any time LIKE EVERYONE ELSE. Valkyrie is a strong operator and players who use her, tend to think of her a the ultimate roamer/solo player. Well, if I tell you you can throw cameras not only for yourself but also for your teammates how does that sound? Quite nice right? If you have the knowledge to throw cams for yourself you should also be able to do it for others. Meaning less soloplayer more teamplayer. And for the "Valk needs to be priority [insert bad word]", NO, NO, NO, NO! IF someone else is on her cam and she wants to use it, I must ask WHY, why are you in a better position to use the camera than anyone else on your team? Because there is NO VALID arguement. In this teambased game, operating a camera, is nothing even a noob can not do afer he understood the former stuff I said. I often get, "well I want to see where some enemy is and than jump out". Well you can still do that? I don't see your point? In case of Valk Cams, you can always look at them and noone in your team will shift the angle away from enemies usually.... so... there is that I guess? AND EVEN if someone afk's in your camera, well tell him to get out. Politely. NOT AGGRESSIVE. People like to be treated like you also want to be treated. Closing all this, you really do not need to be the guy in cams, if you don't want to but you should consider the advantage.

In case you did not understand WHY Twitch needs to destroy the outside cams, it is pretty easy. If you are a defender and you can not see any outside cams, well you don't know where the enemy comes from. If you only shoot ONE outside camera, they won't see you, BUT they do know where you are coming from. Making Twitch destroying ALL possbile outside cams, very crucial.
Hitboxes
With the new Update, Ubisoft changed the Hitboxes for all Operators. It is now more difficult to hit the target than it was before, especially landing Headshots can be a lot harder now, since the head "appears" to be bigger, since the model has a helmet, earmuffs, etc.

.

How do I deal with the new Hitboxes?
First of all, if you were consistent with hitting the head in the firstplace you will not see any heavy changes. Second, if you were having a reliable spraying method meaning you could kill people without relying too much on hitting a lucky headshot by wildly spraying at your target, you won't see much difference either. So here is what I personally have done. Since I find it way harder to land headshots if there is a 3-Speed Operator running arround, I increased my ADS sensitivity by a bit, so I can control sprays and burst fire easier, so I don't have to move my mouse that much anymore. I have to admit ADS feels a bit inconsistent and inaccurate, yet it is just a matter of getting used to it. KEEP IN MIND, that I only increased ADS and not the standard sensitivity I use to look arround. AND I only increased my ADS to the point where I could do the same movement as I could without ADS. Before I was using two different methods. For ADS I was using a 90° Angle which I could perform easily in-game, where as for the normal sensitivity I was able to perform a 180° Angle (looking instantly behind me) and that is now the same for both (180° turn). There are people who do 360° and stuff, but I don't find that usefull.

What do I aim at now?
In that regard nothing really changed, all you have to do is hit the head. Or land as many shots as possible at your enemies body. All you have to keep in mind WHILE doing so, is what parts are body and what parts are clothes/helmet/masks/earmuffs and so on. It is harder, yet not that difficult. So AIM for the part that SHOULD be the head. Not the thing you see, but the thing that is mostly centered under the helmet (for example the face). Hits between the eyes, are the most reliable headshot.

Why do so many people still hit so consistently?
If you feel like people hit way more consistently than you do, well here is ONE possible reason - experience. Many people (me included) have played several other shooters, where precision is key, because the hitboxes are rather small. For example Pro-CS:GO players have a really consistent aim on low hitboxes, since CS:GO hitboxes are smaller than Rainbow-Six: Sieges hitboxes. Another explanation might be, that you aim for the wrong parts or generally have a wrong idea of where the head is.
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Typical Roles (Defend)
In this short excerpt I want to introduce you to the common operator roles there are. In Rainbow6 Siege you play a Shooter with Operators who have different roles and therefor do different things. These roles give you a better understanding on game. If you have played any MOBA before, some will make sense right away.

Basic Defender Jobs
  • Roamer
    Roamers deny Attackers to infiltrate a building. To deny access to the building itself is the first thing on the fun list of activites roamers have to do. Their roles need them to deny enemies easy entrences to the objectives as well as key rooms and aspects. Their job is to make the attackers to NEVER feel save and there is always a flank coming. Wasting time - that is basicly a roamers job.
  • Anchor
    Anchors are supposed to play on the objective or very closeby. Their job is to deny the Attackers direct access to the objectives or to fight out the remaining time.
Name
Basic Job
Smoke
Anchor
Mute
Both
Castle
Both
Pulse
Roamer
Doc
Anchor
Rook
Anchor
Kapkan
Roamer
Tachanka
Anchor
Jäger
Roamer
Bandit
Both
Frost
Both
Valkyrie
Both
Caveira
Roamer
Echo
Anchor
Mira
Anchor
Lesion
Anchor
Ela
Roamer
Vigil
Roamer
Maestro
Anchor
Alibi
Roamer
Clash
Both
Kaid
Anchor
Mozzie
Roamer


Advanced Defender Jobs
  • Disabler
    Disabler make gadgets useless. For example having Thermite gives you the ability to breach a reinforced wall. Bandit/Mute make that ability useless.
  • Trapper
    Trapper use traps: Either to deal damage or deny access to certain locations.
  • Nuisance
    Nuisance usually describes operators who you always have to lookout for, because you can not leave them be.
  • Denier
    Denier usually deny an area or visibility to a certain location. Most trap operators could also be called Denier, but the point is to diverse the operator more and not less.
  • Intel
    An operator who usually gains a lot of information due to his gadget.
  • Support
    The classic moba role; the operators who supports his team with a gadget that reinforces and strengthens them.
Name
Advanced Job
Smoke
Denier
Mute
Disabler
Castle
Denier
Pulse
Nuisance
Doc
Support
Rook
Support
Kapkan
Trapper
Tachanka
Nuisance
Jäger
Denier/Disabler
Bandit
Disabler
Frost
Trapper
Valkyrie
Intel
Caveira
Nuisance
Echo
Denier/Intel
Mira
Intel/Nuisance
Lesion
Trapper
Ela
Trapper
Vigil
Nuisance
Maestro
Intel/Denier
Alibi
Intel
Clash
Intel/Support
Kaid
Disabler/Denier
Mozzie
Intel
Typical Roles (Attack)
Basic Attacker Jobs
  • Fragger
    The classic FPS role of an entry fragger is also part of Rainbow6 Siege. Therefor some operators are more or less suited for this job.
  • Supporter
    Also a classic role, (more for a moba but also) in terms of FPS. In Rainbow6 being a Supporter means, that you are droning or holding a certain angle in general.
  • Shields
    Shields are more of a combination of both jobs. They can entry-frag but also support BUT they can do it at the same time, being the drone.
Name
Basic Job
Sledge
Fragger
Thatcher
Support
Ash
Fragger
Thermite
Support
Twitch
Support
Montagne
Shield
Glaz
Support
Fuze
Support
Blitz
Shield
IQ
Fragger
Buck
Fragger
Blackbeard
Fragger
Capitao
Fragger
Hibana
Both
Jackal
Fragger
Ying
Support
Zofia
Fragger
Dokkaebi
Support
Lion
Support
Finka
Both
Maverick
Support
Nomad
Support
Gridlock
Support


Advanced Attacker Jobs
  • Breacher
    Breacher usually destroy walls, to create new entries to the objectives.
  • Disabler
    Disabler are, like their counterparts in defense, making abilites/gadgets useless.
  • Denier
    Denier are, like their counterparts in defense, keeping the defenders from seeing or using a certain area.
  • Anti-Roamer
    Pretty self-explanatory, but Anti-Roamers FIND roamers and make their lives miserable.
  • Sniper
    Sniper usually keep long distances to the objective and take out enemies from far away.
Name
Advanced Job
Sledge
Breacher/Denier
Thatcher
Disabler
Ash
Breacher
Thermite
Breacher
Twitch
Disabler
Montagne
Denier
Glaz
Sniper
Fuze
Denier
Blitz
Denier
IQ
Anti-Roamer/Denier
Buck
Denier
Blackbeard
Sniper
Capitao
Denier
Hibana
Breacher
Jackal
Anti-Roamer
Ying
Denier
Zofia
Breacher/Denier
Dokkaebi
Anti-Roamer/Disabler
Lion
Anti-Roamer/Denier
Finka
Anti-Roamer
Maverick
Breacher/Denier
Nomad
Anti-Roamer/Denier
Gridlock
Anti-Roamer/Denier
Picking Operator
DEFENDING

Picking an Operator
So first of all you need to pick an operator... which might lead to problems for some of you. Follow these steps and you might have always selected the right operator for your team. In case you are really new, and your team is not picking operators wait 5-10 seconds than pick

  • Do you have a Bandit/Mute? - No, pick him.
  • Do you have a Jäger? - No, pick him.
  • Do you have a Rook/Doc? - No, pick either one.
  • Do you have a Smoke/Echo? - No, pick him.
  • Do you have all of the above? - No, pick one of them!

ADVANCED Picking an Operator
In general you might be good with one of the above, but in some cases they are all already picked (because, mostly they are the best option to play it safe or experienced players want to play them). In that case you need to figure out what operator would also be usefull

  • Castle is always good if you have windows that are a real threat to your site, or if you play above the objective to delay the enemy team.
  • Pulse ....is VERY situational and needs a lot of patience and practice, he is one of the operators you want to stay away from, because he does not really benefit the team. (If you have the knowledge to throw C4's and generally kill people from below or above, you can try him)
  • Kapkan and Tachanka are also VERY situational but you'd rather stay away from both. Kapkan is a good choice if the opponents keep rushing you.
  • Frost is also situational, but she can shut down windows with her welcome mats as well as important corners, where people could position themselves.
  • Valkyrie is a VERY GOOD Operator, and can provide a lot of intel, but you need to know beforehand where you want to place your cameras and you need to do it in a way they won't get destroyed.
  • Caveira is a good pick if you manage to get interrogations, but also not very beneficial for the whole team without interrogations.
  • Mira is relying on a lot of experience, yet always good if you have more than 2 walls next to each other so you can look through on mirror and shoot out of the other one. Other than that it's really down to experience where you can place good windows.
  • Lesion is a trap defender similair to Kapkan and Frost, yet he can have up to 8 traps up and is not bound to a certain specific like Kapkan. He can also place them on the ground like Frost, but is not really limited to space like her. He is a very good operator to gain intel.
  • Ela is also a trap operator like Lesion, but fits a far better roamer role. She can sit somewhere and can rely on her traps to give her an advantage over every enemy. She can also gain intel, and is very versitile in terms of placing her traps due to them sticking to any surface.
  • Vigil can be a very effective roamer - BUT he is easily countered by IQ, Thatcher and Twitch. So keep in mind, that he can be very easily taken down without his gadget.

ATTACKING

Picking an Operator
The thing with attacking is you need to NOT GET shot in the first few seconds. It is very easy to avoid that, by droning. Always place at least one drone to the spawn point where you will spawn, so you can already see if someone is spawnpeeking and where from. If you are more experienced you can try to shoot them.

  • Do you have a Thermite/Hibana? - No, pick him/her.
  • Do you have a Thatcher/Twitch? - No, pick either one.
  • Do you have a Sledge/Buck/IQ? - No, pick either one.
  • Do you have a Ash? - No, pick her.
  • Do you have all of the above? - No, pick one of them!

ADVANCED Picking an Operator
In general you only need those to attack. With those picks you will always get into ANY site. But if they are all already taken, well think about what you could provide further.

  • Montagne is also a decent pick, if you can play him. He can gain a lot of information without risking his life too much. Also in bomb you can use him as cover to plant behind him. In Secure Area he is also a very good pick, since he can be really hard to get rid of the site.
  • Glaz is very situational, but as long as he has the thermal scope he is a very very good pick in all sorts of spots. BUT you need to be a good shooter otherwise you won't get too far with him.
  • Fuze is a very good pick if you want to clear sites that are easily accessable from outside. Otherwise I would not consider him. DO NOT PICK HIM IN HOSTAGE UNLESS YOU KNOW WHAT YOU DO!
  • Blitz is generally a good close combat shield, yet like every other shield it is unlikely to win a long range battle.
  • Blackbeard is pretty heavily nerfed but is always good to peek at windows or small holes.
  • Capitao is now very situational, his firebolt can deny defenders a lot of space and his smokebolts can reduce their vision. Combined he is good at distracting but not really a viable pick anymore.
  • Jackal is a very strong pick, but you need to be carefull to not get flanked by Caveira while scanning footprints.
  • Ying is a very brute force like Operator. In combination with Thatcher she can basicly blind a whole spot without any exposure and easily clear the site like that.
  • Zofia is a VERY VERY strong Operator as entry fragger. A lot of abilities/gadgets and strong weapons.
  • Dokkaebi is the strongest support role Operator. With her gadgets she can gain a lot of intel, further she can locate and disable operators.
Loadout Equipment
Post from PenileErections on the Rainbow-Six Siege Subreddit.

Equipment
Attack
The most important part of picking equipment for a round is understanding what you are trying to do for your team. Are you trying to breach and clear the room quickly? Are you trying to support a team mate like Thermite and Glaz who, especially the former, are very crucial to winning the round?

Claymores
Claymores are a gadget that suit any playstyle, their main purpose is to prevent aggressive defenses that like to flank or come out of windows behind you. The problem with claymores is knowing where to place them, as you only get 1. Yet, learning common spots for enemies to pop outside or placing it in the doorway of secure area when your team is inside can get you a cheeky kill.

Smoke Grenades
The operators with access to these grenades are Blitz, Montagne, Ash, Thermite and Glaz (I think that is all of them let me know if I missed one) smoke is really helpful on Bomb defusal, as they allow for the defuser to be planted more safely. They are especially useful if you have a Glaz on your team as he can see operators as clear as day through them, and they can't see him. Take these if you want to play more of a support role on your team.

Flashbangs
Flashbangs are tricky in this game, unlike CSGO, how much you are flashed depends on how close the grenade lands to you, not if you are looking directly at it or not withing a certain range, outside of that range they work the same as CSGO. Flashes are extremely useful on objectives like the upper library of Chalet and other rooms that have very little room to navigate without cover. Use these if you are an aggressive player and like catching enemies off guard.

Breaching Charges
These can be used by any playstyle, if you like to push the objective as quickly as possible, place these to create a quick path to the objective. Also these can be used very effectively by players who like to plan their movements as much as possible. I like to use these on hostage maps to allow me to create a path to bring the hostage out that doesn't involve me going into high traffic areas like hallways, though this takes a lot of map knowledge and team communication. Also breaching charges can be used on floors while you may not be able to completely breach through and move into a room youre able to create new lines of sight for dealing with enemies from above.

Frag Grenades
Like shotguns, use your frags as a tool more than as a mean to get a free kill. Use them to clear barbed wire from doors or take down deployable shields in you way. If you throw them at the corners of non-reinforced walls, you can usually blow a hole wide enough to crawl through, they also can take out hatches in 1 throw. They are very useful for getting enemies to move as well, throw them close enough to an enemy and if they choose to move, you have a shot at them, or if they don't they will take a significant amount of damage.

Defense
Barbed Wire This tools main use is denial of quick movement. Placement is dependent on map but putting barbed wire in high traffic areas with little cover yields the best results. These include but are not limited to, stairs, doorways, and long hallways. It is also good for having an audio cue when an enemy is nearby.

Nitro Cell
A majority of the operators now, especially the ones that are being added in in DLC, have access to Nitro Cell, this is the one gadget that I would specifically use for killing, it is capable of killing multiple enemies at once, and if thrown right, can deal with any shield operator. This also can be usedfor opening up walls however.

Deployable Shield
When used alone, they are mildly effective as good cover, and greatly effective at creating tight peeking angles with door frames. However, the shield is best served in combination with Frost, or any operator with barbed wire. By placing a Frost trap directly behind the shield, enemies will have to either make the decision (if they decide to hop the shield) of either looking down and shooting the trap (which doesn't always work) or looking for you to shoot you. In either situation, it opens them up for devastating counter attack. The barbed wire means that they will have to take extra time to move away from the shield which usually is in an area that doesn't offer much in the way of extra cover

Impact Grenades
These were introduced due to complaints in the community where too many operators had access to C4 and rounds devolved into essentially explosive dodge ball. While these grenades do deal damage (62 to 1 Armor Ops, 53 to 2 Armor, and 47 to 3 Armor, They do 8 damage when thrown into the shield of an operator) they are great at opening walls and hatches. The effect that they have is actually greater than C4 in my mind because ops have access to 2 grenades which allows for multiple kill holes or movement potential between objectives.
Loadout Weapons
Post from PenileErections on the Rainbow-Six Siege Subreddit.

Weapons
Primaries
On the attacking side, every operator has access to at least 1 rifle, some also have access to either another rifle, an SMG (Jackal) or a lmg/shotgun, certain attackers also have access to DMRs.

Attack
DMRs
The DMR has a funciton between a rifle and Glaz'z sniper. Use the DMR when you want to give ranged support, but also have the option of quickly moving into the building/objective. For example, say on House, there is a tree house that can see the entirety of the upper floors main hall, and into master bedroom. I like to run Buck with his DMR and clear the hallway for team mates and then enter through the breachable windows on that side of the house.

Rifle
This is and should be the standard pick for each operator. Most of your engagements will require a certain amount of range, and favors most playstyles, especially if you like to slowly approach the Objective or peek windows from a distance. It should be noted that the tradeoff with every rifle will be a direct relation to damage and recoil, i.e. high damage = higher recoil.

SMG
You should only use an SMG if available if you have an extremely aggressive playstyle and like to get to the objective as quick as possible and peek corners very quickly and from tight angles.

Shotguns
View your shotgun more of as a tool than to actually kill enemies outright, you should have a similar play style as taking an SMG but use your shotgun to open up new lines of sight for you and your team that the enemy will not be expecting

LMG
If you want to be loud and proud take this weapon and use it to flush enemies out of a spot. Spraying through walls and at cover creates noise that your team can use to move around the objective undetected and will definitely spook any defenders nearby.

Defense
Most operators use SMGs as they allow for versatility in close quarters as well as the capability to deal with enemies effectively at medium range, but all defensive operators also have access to a shotgun as well. The only exception for this is Jager who is the only defensive operator with access to a rifle.

SMGs
These should be your go to pick, as stated above, they offer the most variety for choosing engagements, if you have more than 1 SMG to pick from note that there is an inverse relation between rate of fire and damage, i.e. the higher the rate of fire, the less damage each shot does.

Shotguns
Also as above mentioned, view your shotgun as more of a tool than as a straight up killing machine. Shotguns on defense serve a similar role to impact grenades, which I will get to later. Use them to open up new lines of sight that will make an enemy think twice about their movement. Also nice for shotguns is when roaming use them to open up floor hatches to drop down behind or on top of an enemy(ies) to get a cheeky kill or two (this is especially good with Cav as it allows for lots of opportunities to interrogate).

*currently Jäger is the only Operator on defense, that has a Rifle.
- - - - - - - - - -
How to play SAS
In this part of the guide, I will teach you basic routines for each and every operator currently available in the game. Some "meta changes" might come and go, yet these are basics you need to get down, to play this game, with most success. And I will start off with the "basic" or "vanilla" operators - so I will cover SAS, FBI and all the "not-DLC" operators first and the newer ones later.


Special Air Service


SMOKE
Smoke is a very common picked operator due to his gadget, that takes a lot of time away from the attackers. His "beauties" can deny access to rooms and can also be used to gain room in general. Usually Smoke is played with a shotgun his SMG-11 and barbed wire. His job is to create rotations and lower/upper line of sights. Depending on the spots and strategy, he opens holes to get a top-down view or a bottom-up view to the objective. In mid rounds, his job is to hold short angles or anchor on the objective. Roaming with Smoke is very uncommon and very risky. Losing his gadget gives the attackers 30+ seconds to work with, which Smoke could have denied (playing Bomb of course). Another thing Smoke has to do, is to get rid of shield operators, that might push into the objective/teammates.


MUTE
Mute is a less picked operator due to the more powerfull bandit - who covers the same skillgroup. He denies the attackers to easily breach reinforced and not reinforced walls with his mute jammers. He can also mute castle walls. All gadgets used on surfaces that are muted will not work. Therefor making him a good combination with Castle. Every breachable (not reinforced/castle walls) can still be destroyed with Sledge's Hammer. Mute's routine usually requires him to first deny drones to get easy access to the sites, so droning out people is more difficult. BUT that requires him to reposition his jammers - which is kind of pointless at a certain time. Usually it is a good idea to use one jammer to deny access for drones and the other three for walls. Playing him with his SMG or shotgun is fine either way - depending on your strategy. For starters use his MP5.


SLEDGE
Sledge is a common picked operator yet usually less picked than Buck. Attacking with Sledge usually requires him to take his Assault Rifle and his SMG with him as well as his grenades. His job is to take out barbed wire or operators with his grenades. He is also often used to create line of sights (top-down; bottom-up view) to take out defenders.


THATCHER
Thatcher is also a common picked operator, he is very usefull to destroy electronic devices without exposing himself to any threat. Most gadgets that the defenders use are electronice devices and he can disable (temporary) or destroy them with his gadget. His EMPs have quite some range for that effect destroying and disabling a lot of gadgets at the same time. A usual setup with Thatcher would require him to disable Bandits "Shock Wire" or Mutes "Jammer". His job is also to take out gadgets to entry points - such as Kapkans "Entry Denial Devices" or Lesions "Gu Mines".
How to play FBI
Federal Bureau of Investigation


CASTLE
Castle is a pretty distracting operator. His ability is countered by so much, yet he is a pretty solid choice. Not a lot of people use breaching charges, many prefer a Buck over a Sledge. Yet it remains and with the current "Breach and Trap Meta" Castle has a hard time, not only to even get picked, but to even make sense. Ash and Zofia alone, destroy all of his Barricades without exposing themselves to any threat. Further they can open ONE more entry than he can cover. Usually as a Castle you'd have to close up line of sights or entry points. If you play Castle your job is not to deny the access, just make it harder! Do not close off sites completely, or you will find yourself having a hard time getting back on the objective. Do not castle off entries used for rotation (this does not mean you can not close one or two rotations off - just make sure you have at least two rotations opened for your teammates).

PULSE
Pulse is very hard roamer. Usually his routine requires him to play either below or above an objective. His "Cardiac Sensor" will notify you when an enemy is close by, therefor you can use a Nitro Cell from below or shoot from above through a killhole you made already. He can also give his intel to his teammates, therefor he is collecting a lot of intel usually.

THERMITE
Thermite is a typical breacher - but using his exothermic charges he can breach reinforced walls and hatches as well. Therefor his routine is droning A LOT. He needs to stay alive, so he has to be passive a lot anyways. In a typical scenario he drones and walks up to a wall he has to destroy, after his team got control over the rooms connected to the wall. If a Thermite dies (usually) it is either the fault of a bad Thermite behaviour OR the Team. PASSIVE PASSIVE PASSIVE. That is what you have to do as a Thermite. After you have done your job of opening new entries, you can go aggressive.

ASH
Ash is a pretty simple operator to play really, she is fast and has good guns. Her gadget does not require a lot of thought. See a wall you want to go through? Is it reinforced? Choose a different wall. Is it not reinforced? Could you open a different wall that would get your team a better view to the objective? OPEN THAT WALL! It is that simple. You need to open lines of sight for your team, so they can see you while you run arround and shoot people. Jokes aside though, you need to open the lines of sight that are usefull. Opening a wall just because you can walk into the next room --- well --- you know --- breaching charges? ...or doors can also be usefull especially if you are loud, you need to be quick and have your aim compensate for your loud playstyle.
How to play GIGN
Groupe d’intervention de la gendarmerie nationale

ROOK
Rook is pretty similair to Doc, just a different ability and impact grenades. You basically do the same, but instead of putting wire close to the site, you open up rotations early for roamers or close to the site for all anchors.

DOC
Doc is a very stable anchor. With his ability to heal people and "reviving" people in DBNO State he is a good choice to keep on sites. In a normal match Doc could go for a quick spawnpeek with his ACOG and later on hold long angles. Reinforce walls close to the site and wire as well.

TWITCH
Twitch is very essential to counter Mira and to destroy a lot of gadgets. Her downside is obviously that she needs to use her drone for that - which can be easily destroyed by everyone. Thatchers ability is therefor better. But her gun is amazing. In a match she should keep her drone pretty safe and try only to destroy important gadgets. Prioritation depends on what your attack setup is. If you need to get behind a reinforced wall, get Mute Jammers or Bandit Batteries first before anything else. If it is a window or a doorway you need to clear, first get EVERY ADS you can. It gives you more room - throwing stuff always helps. Afterwards go for traps or jammers/batteries (in case you are blocked go for a jammer/batterie first obviously).

MONTAGNE
Montagne is a good operator to push into rooms. Gu Mines are a huge threat to him, as well as Smokes "beauties". Be careful when approaching a door, but push towards people - never hide in a corner. You are useless to your team that way. You need to put PRESSURE on a guy.
How to play SPETSNAZ
СпН, Спецназ, подразделение специального назначения Российской Федерации

KAPKAN
Kapkan is a very strong operator if your opponents have a tendancy to rush into rooms. Against fast and aggressive players, he is one hell of damage dealer. With his 5 traps he can almost elminate more than half of the enemies HP even if they are all 3-armored operators. Kapkan is usually played with his smg as a roamer. His gun is very precise and allows for easy kills onto uncovered people. LONG RANGE fights are usually not ideal for him, but with decent aim you can manage this as well. If you want to play Kapkan either place your traps to entry points towards the site or an area you want to cover. You can set them up all close to a site or all away from the site. But you need to have a concept. All random might feel as a good idea, yet makes it easy to be a waste of utility if your opponents don't even use the area. For example if you put them close to the site - you will have a potential advantage if time runs out. If you put them towards an area you want to control, you will be able to use them as intel for fast kills. As well as that it will take a lot of time away from attackers.

TACHANKA
The Lord. Memes are dreams. BUT you can actually play Tachanka. All you need is a plan. A plan that people will fall for. For example an open door or an easy entrence towards a site. Someone will want to take advantage of that. Covering that entrence with a Tachanka can be viable. BUT good players will drone you out and just take you down. Therefor the tactic I prefer for Tachanka is, that you go to a point of NO INTEREST, something NOBODY needs to control. Be in a spot nobody would be. Be as open as you like, there are no mistakes in this. You might only get one kill with the turret, but he has the same gun as Kapkan. You can use this, but I don't recommend it.

GLAZ
Textmarker. Shoot the things that light up in the flashy yellow. For real though, you can play Glaz very well if you keep your distance and play the longest angle possible. You also need to consider AT WHAT you are shooting. If you always go for the head - good. If not, think about it for a second. The less armor, the faster downed or dead. With Rook armor - ok - it will be a bit different. Therfor keep in mind if you shoot at a 3-armored operator. For 1-armored operator try to hit them in the upper body twice. 2-armored and 3-armored operators can withstand more damage: GO FOR THEIR HEAD. In general you play Glaz with smokes, out of a distance and shoot accurate and slowly. Spamming will maybe secure one kill but that is it. The firepower you posess with Glaz is insane. Use it wisely.

FUZE
Fuze is a common operator pick for objectives that tend to have outside walls or destuctable floors. Hatches can be fuzed but can be very dangerous. The potential for Fuze is not really to kill actually, but he can destroy a lot of gadgets! Killing people with Fuze is not a real goal if you want to play him competetively. It is more of a distraction. It is annoying to be fuzed. It is dangerous. It makes you move as a defender. THAT is where Fuze shines. Providing support for his teammates by making the defenders leave their "safe positions". Keep this in mind and it will work. Typically Fuze is played with his AK-12, but his LMG can be also a viable tactic as well as his shield togeather with his strong pistol. You have all the choices with Fuze, just think about what you want to do with him. Get close and fuze - Shield+Pistol; Medium Range? LMG and AK will work. Long Distances? AK-12. Heavy Support Fire? LMG!
How to play GSG9
GSG 9 der Bundespolizei

JÄGER
Jäger is a very nice operator to get all of the projectiles away from your site. Getting Jäger means a fast operator with high damage potential as well as a gadget that prevents attackers from throwing stuff at you. Sounds good right? Yes, it is good. Placing ADS can be a bit overwhelming at first, but it is pretty easy. If you have anchors, on an important position, place an ADS in a way that keeps him safe from stuff thrown at him. Same goes for entrences to Bombsites, that can be planted at. Smokes give attackers a great way to cover up their planting tries.

BANDIT
Bandit is a great Operator to deal with Thermite and Hibana. Using his batteries to destroy charges and pellets is key to keep your site safe for the most part. Usually you play him as a partial roamer. Partial because, you can either stay on site after you are "done" with bandit tricking (even if you fail) or go roam - HOW FAR - is the question here. And I'd say close to the site, not too far. People will be in the building already probably.

IQ
IQ has utility and a unique gadget. She can throw grenades and see electronic gadgets from Defenders. This includes all traps except Frosts Welcome Mats. She is a 3-speed operator and therfor really good to entry frag as well. Alone she could take out a lot of enemy gadgets or enemies. With IQ you usually use your equipment to see the enemies preparation with traps and so on, then decide your best use of utility - meaning not only grenades but also smokes and flashes. ADS? No Problem, IQ knows where they are. Kapkans, Lesions and Elas traps as well... If you found a way full of traps it usually is smart to clear them out as far as you can without wasting utility OR to throw a grenade there and push after it to get a fast push in. You can also try to use your grenades to get a entry kill OR if an enemy is scouted out to blast him from above/below. IN ALL CASES, let your teammates know where stuff is.

BLITZ
Blitz is pretty simple to use. Get close and personal. Blitz is pretty fast, even if you beg to differ. There is no chance you can win a 1v1 against a well played Blitz. Mistakes I often see with Blitz is, that people try to blind their opponents from distances beyond his flashs reach. You need to be closer than you think. The estimated distance for a consistant blinding is about 3m. You can try to do it at four, but that is a risk. Afterwards you need to STAY BACK. Flash and move. You could die if you get meele'd twice - or shot in the hand/face whatever. Try to flash and move arround your target. Hipfire/Knife is a safe method! Aiming, might kill you too. Stay on your guard even with that fast shield boy. Typically you play Blitz as someone going for roamers with a backup. If the guy does not shoot you, you kill him. If he shoots you, your teammate will kill him. That is how shields in general work, but Blitz is special, since he is a greater threat to anyone on defense.
How to play JTF2
Joint Task Force 2

FROST
When Frost got introduced to the game, nobody really knew the game yet. Therfor Traps were a common death. Welcome Mats are huge and easy to spot usually. But if you play it smart you can hide them very effectively. Most of the time Welcome Mats will not grant you an easy kill, therefor it is down to the enemies "dumb easy approach" usually. For example if you use barbed wire to cover an area everyone uses to walk through, but give them the option to use a different route which is equally long/short - THAT spot, is the exact spot you want to place a trap. With Frost it is a lot like Tower Defense. You use utility to guide them into your Welcome Mat. Other than that use Frosts Welcome Mats below windows and positions, where enemies might back up to. If you know for sure, there is an angle an enemy is holding, try to place a welcome mat behind the angle, so if the enemy falls back a bit or re-positions himself, he steps into the mat. Another thing that you'd have to look for are positions that are vaultable. Vaulting offers Welcome Mats a great benefical effectiveness. Usually its common sense now to look down and shoot a Welcome Mat, BUT it is sometimes very hard to shoot a Welcome Mat while being shot at. Usually you should run Frost with her SMG but her Shotgun can also work in close quarter combat. Further to encourage you to play Frost, there are not a lot of people who play Frost, and a lot of people do not really think about her anymore - If you do not get spotted, its even easier to use her gadget effective.


BUCK
Buck is very very usefull operator. He basicly does Sledges job, but better. His Skeleton Key gives you a huge advantage in close quarter combat as well as allows you to creat lines of sight vertical and horizontal. Usually you try to get into a position with Buck to deny "active Bandit" plays, as well as getting rid of utility or enemies who are just holding an angle very passive. An example for this is "Trophy on Chalet". There is only so much you can do to get rid of someone playing there, but Buck is the easiest. There are a lot of opportunities to do this. All you need is a site, where someone is playing and has a destrucable floor underneath him. If you find yourself in a map where there is a site like this (or multiple) Buck is always a great choice.
How to play NAVY SEALS
United States Navy SEALs

VALKYRIE
Vakyrie is a very suitable operator if you need information. Information in Rainbow is key to win rounds. Of course with the addition of Dokkaebi there is the risk of the cameras to work against you. But even IF the enemies have Dokkaebi, there is no guarantee for them to even hack cameras or destroying your cameras. If you set them up in a way to only be usefull to you, there is no problem really. If they manage to get them hacked - still nothing to worry about since, you can simply destroy them. Further Valkyrie is usually played as an anchor so she can get information or a roamer to use her cams actively to peek outside of the building. Remember though, if you play Valk aggressive, you might lose your head. Getting droned, running out, die - that is not very effective. Playing Valk more passive or defensive is usually a greater option. Placing cameras in areas of interest, but not easily see-able or overly obvious, makes her a great information gatherer.

BLACKBEARD
Blackbeard is basicly an anchor on attack. He is not meant to be inside a building typically. You can of course be aggressive with him, since usually nobody wants to peek a Blackbeard, but you need to know what you want to do with him. If you decide to use him aggressively you need to have a plan for the play. If he is inside, remember that he is slow, and can be backstabbed very easily. If you decide to play him hanging outside at a window, remember that weapons with high RPMs will melt his shield, as well as his head in close range fights, and people can also run out next to him - which make him an easy target. Just remember to protect your Blackbeard and you should be good. Most effective is Blackbeard in holding off rotations or points of interest.
How to play BOPE
Batalhão de Operações Policiais Especiais

CAVEIRA
...there is actually not a lot you have to understand to Caveira. Play smart and passive, hide and take cover. Do not interrogate when there are other enemies arround. Down someone and use them as bait or kill them instantly and retreat. In higher Elo plays, you will not find Caveira that often - as soon as she is droned, she is dead. And nothing will remain, since she has no utility. She is a strong operator, but she is not very useful after she dies.

CAPITAO
Mr.Utility, fire bolts and smoke bolts as well as a claymore. That is a lot of utility, which you should use. He is also a three speed operator and has a neat gun. If you want to overwhelm your enemies with utility and fast paced plays, Capitao is your man. He can also clear off difficult angles with his fire bolts. Typically you'd have capitao smoke off areas that you usually can not smoke off that easily as well as clear out tough angles. If you do that, you can clear a site very well and plant instantly.
How to play GEO
Grupo Especial de Operaciones

MIRA
Mira is probably the STRONGEST defender currently. Not only does she have an amazing gun, but she also has a Shotgun with her as a sidearm. Further she has a gadget that creates a huge advantage for defenders. Typically you should play Mira in advantagous positions. For example a point of interest which faces a destructable wall. You can play three types of Mira strats. Use both Black Mirrors next to each other with both walls reinforced. In that type you have a huge wall that covers you and you can still shoot out of that window. The second type is to leave one wall soft and only use one Black Mirror. If you do, keep in mind that you can be shot and prefired easier, but can also inflict damage easier. The third option is not use it as a crouched window. You can do that with a reinforced and a not reinforced wall. Depending on your choice keep in mind, that if you do not reinfoce the wall, even an Ash Breaching Round can destroy the Black Mirror.

JACKAL
Jackal is basicly reversed Caveira. Your job is to hunt roamers, and therfor try to catch them of guard. The colours of the footprints tell you how long ago someone was at that position. The colour scheme moves from Red (current position) to blue (long ago). Think about it for some time, if it makes sense to scan an enemy that is away already (blue/green). Or use them for when you actually find yourself in an advantagous position. Having a Jackal tracking you in a 5v3 is more annoying than in a 5v5.
How to play SAT
特殊急襲部隊 Tokushu Kyūshū Butai

ECHO
Echo is an operator to deny planting/using gadgets. Typicall you place yourself in cover and try to deny enemies vision and their use of their utility. Always keeping your distance you can also support your roamers with your Yokai drone. In regards to this there are two possible styles to play Echo really... one is a very defensive or passive style and the other is more active and aggressive. Depending on how you play you of course risk your Yokai drone. If you play aggressive, you can easily get some kills on enemies because of the ability to drone them out like you would on attack, but on the other side you could also deny plants. So it is really down to the situation and your personal preference - and maybe experience.

HIBANA
Hibana is the 2nd operator who can destroy reinforced walls, therfor making her an excellent operator to always use. She is also a three speed operator and can destroy three reinforced hatches instead of only one. Keep in mind though, that Thermite is still a better operator to destroy walls, since Hibana needs to either use all of her pellets to open a wall like Thermite or she can only do a hole you can either crouch or prone through. Both are not very good. In an ideal attack you'd want to get Thermite for big entrences and Hibana for Maps/Objectives with a lot of hatches. You can of course pick both, which would give you a lot of utility to open reinforced walls.
How to play SDU
特別任務連

LESION
Lesion is great in defending an area or in denying a lot of entrences. His Gu Mines give him a lot of utility and make it hard for enemies to push. He is doing a lot of damage - 80 alone if all of his Gu Mines get activated but also more if the enemies decide to just ignore it. Further it takes a lot of time off the enemies, since you can not really do anything while you stepped in a Gu Mine. Planting with a Gu Mine inside of your foot is not possible! Lesion can deny a lot of areas, but he can also gain a lot of information. If Lesion plays close to his mines, he can get easy kills. If someone steps into a Gu Mine, you know someone is there. It is up to you, push him or leave him be. One or the other, you know where the enemy comes from - and they don't know if you hold up behind the next corner or hold a long angle or play below or whatever... He is really versitile.

YING
Ying... Well... Ying is a bruteforce for a site. She has a lot of utility. Three flashes, that actually flash everything and two smokes. She can plant on her own usually if there is no Smoke on the enemy team. If you can handle her gun, she can also do a lot of easy kills. Because if you use your Candelas effectively you can not be killed. Drone a site, open it up, Candelas - Smokes - Whatever into the site, maybe another Candela, plant and done.
How to play GROM
Grupa Reagowania Operacyjno-Manewrowego

ELA
Ela is a very good roamer, with her mines she can get a very huge advantage and can easily get kills. Since she has a huge magazine (40+1) she can also take down multiple oponents without the need to reload. Typically you'd place one or two traps at important key points or site entrences and cover them. If you roam very heavily you need the extra 1 or 2 traps to cover your 6. Other than that you are pretty much limited to your own choices.

ZOFIA
Zofia has a lot of Utility. Like Capitao her utility is range based and can cause a lot of diversion it is also very good to use for breaching. To explain that quite quickly, if you have a Bandit "tricking" you can disorientate him with the concussion effect from Zofias "2nd" gadget. It makes Bandit take away his batteries. Therfor giving Thermite the chance to place his Exo Charge rather easily. You can evade one or two concussion mines, but not 4x the concussion. If you time it right you usually only need two. Usually you can pick a Zofia instead of a Thatcher sometimes, if there is a drone hole next to the wall you want to breach. She is a huge aggressive option for those who play rather passive. She is a good entry fragger with her gun as well as she can provide a lot of aggressive support. Scouting out enemies with her concussion mines and opening lines of sight.
How to play SMB
제707특수임무대대 or 第707特殊任務大隊

VIGIL
Mr. Invisible is your ideal roamer. If he'd anchor there is but one problem. If you know he is on site, well... he can't flank you. His ability allows you to create a lot of distraction. You never know if he is on the floor you are currently droning or below... or above. Since you can not be sure where exactly he is, he creates a huge need for roam hunting operators such as Dokkaebi, Jackal or IQ. Benefit of IQ is if you try to drone Vigil, you can instantly see him with the drone or see and shoot him with IQs gadget. Typically you'd want Vigil to stay hidden as long as possible making the attackers worry about him all the time.

DOKKAEBI
Dokkaebi is a huge game changer due to her having a "global effect gadget". It causes all of the operators to take a second and make a decision. Do I answer the call or not. Whatever you do there are two options. If you do or don't - either you get charged by an Ash or IQ or you are lucky and noone follows up on that call. Whatever you do, you are pretty much open. Dokkaebi is a very easy too use aggressive support - if you know how to use her. Typically all you need to do is communicate with your entry fraggers. Are they close to the site? Do they know someones is close? Is there a chance of a flank currently? Those are questions you need answered, and than make a call.
How to play CBRN
Chemical, Biological, Radiological and Nuclear

LION
Lion is an Attacker, that sets you in "don't move" state. In case you panic you will be revealed. If you play Lion use his Gadget in the moment someone is caught. If you droned them or just happen to know where someone is, that is the point you want to use your "Big Brother". Other than that, you want to survive long enough to use all your charges. So don't go in Solo and try to rush as Lion because you want to use him to his full ability.

FINKA
Finkas Ability allows you to boost your Allies with 20HP, no Recoil and revive them if they are downed. Try to use her the way you use Lion or on fast executes. If you are about to push an enemy activate it. Otherwise don't use it, because the sound is very obstructing and will eventually kill your own, because they can not hear the sound. ALWAYS warn your teammates when using the ability. The reason behind this is, that if your teammates are in a firefight, they might just compensate too much because of the no recoil and suddenly miss the shot because they are now shooting the kneecap of an enemy.
How to play GIS
Gruppo di Intervento Speciale

MAESTRO
Maestro is a very strong defender. He has the ability to gain Intel, even through smokes. His Gun is very powerfull and can even have an ACOG, which nowadays is something special. The only real threat for Maestro is explosives. His devices are bulletproof, yet Twitch and Thatcher can open the visor of his Evil Eyes. Twitch can hit it again with her shockdrone to destroy it as well. Pro Tip: Turn your Evil Eyes up if there is a Twitch, so she can not hit the inside. You can also put them in places hard to hit/out of reach. Evil Eyes can be very crucial in the last seconds into a round. They can not stop a "plant" like Echo, but they do Damage, which could in the end lead to kill which could resort in a win as well. Further Maestro can use his Pistol-Shotgun to open up Rotations or Holes in general.

ALIBI
Is a great Operator. She has a great gun, is a 3-Speed and can be used very versitile with her Kit. You can get very creative with her Holograms. She can also use the Pistol-Shotgun. Depending on your Opponents she can trick the enemy more than once, and if you play it smart - you might even trick someone in believing you are a Hologram if you use default Uniforms - but I would not count on that.
How to play GSUTR
Grim Sky: Urban Tactical Response Team

CLASH
Clash is a weak Operator if played Solo. She can easily be countered by getting close to her or grenades, Capitaos Fire Bolts or Zofias Concussion Mines. Even Flashbangs might give you the Edge over her. But in combination wtih a strong roaming operator she can be hell to deal with. Not only is her SMG amazing, she can also do damage and slow the enemies with her shield. Therfor she is perfect to play with a roamer like Vigil or Caveira.

MAVERICK
Maverick is our newest "hard breacher". He can use his blowtorch to open up anything that is reinforced, without having to deal with Mute/Bandit (and now Kaid). If you want to use him to his full potential think about what you want to achieve. Small holes will give a very fast kill hole which is hard to be seen - but if you stick your head in it, you can also get shot very quickly. Opening the wall from below up can give you a crazy advantage, as usually noone pays attention to the floor that much. If you do it in a manner, that you can lay far back from the opening you can get a good angle through that line of sight you just created. Another way is to open it up from the top. Just a straight line, will give you enough to work with if you rapell upside down. Most people will probably notice the new opening but you will be hard to hit and can see almost everything usually. Lastly you can use his torch to create holes big enough to get through or destroy hatches completely. Hatches can also be partially destroyed so you can create unique lines of sight.
How to play GIGR
Groupe d'Intervention de La Gendarmerie Royale (مجموعة التدخل للدرك الملكي)

KAID
Kaid is similair to Bandit, but his device works in an area, meaning he can electrify multiple iron parts at ones. Barbed Wire or shields, also reinforced walls you could basically electrify all of them at once. Hatches also work that way. He is great in the regard that he is very versitile in use, he only has two charges so you need to be smart about where you place them. You do not need to place his gadget ON the things you want to electrify, all you need is to place them in the range of the things.

NOMAD
Nomad is a very powerfull flank watcher. With her mines, she can knock every operator off their feet, even herself. If it activates, everyone will land on their butt. It only activates when a foe is in the area of effect, but it will affect everyone in that area. Her guns are both great, the AK has way more ammunition though. Typically you would want to place her mines in a manner that saves your behind from trouble early OR to push out defenders from their angles.
How to play SASR
Special Air Service Regiment

MOZZIE
Mozzie is a great roamer and supporter. He can gain intel through the drones of attackers. You can choose to actively play the drone (like Echo) or set them up in a location that benefits your team. If you decide to play the drone actively you should be in a safe location, just like you would when attacking. If you play as a roamer make sure you set the drones up so they make roaming for you easier, meaning flanks are covered. He also has a Shotgun as a sidearm.

GRIDLOCK
This woman is a beast. She has so much power to push with it is insane. Her gadget spawns so many "traps" it fills up rooms. You can lay down a carpet full of traps that each do damage. If you want to push a site, she can throw in all of her "trap grenades" and lock the defenders out of their objective for a little bit of time. If you than cover those traps with smokes - which she also has, you can that easily deny vision for the defenders as well. On TOP of that she has the Shotgun as well as a sidearm. Meaning she can open up lines of sight or just holes to throw her gadgets into rooms above or below.
- - - - - - - - - -
Weapon Attachments
Here is what attachments you should use for which type of shooting style. I started using Flash Hider + Laser now personally started using attachments based on the fire rate of the guns now, since it feels better for me. Sometimes changing up your Attachments gets you out of a slump. Below are the attachments that give you the least amount of spread for each shooting style.

Full Auto

Burst Fire

I stole these from Varsity Gaming, Youtube Channel and click here for the video where he shows the specific weapons.

I do not include shotguns here; to find more about each specific shotgun look at the "Shotgun" part of this guide.

NEW OPERATIONS
Velvet Shell
  • Mira
    • VECTOR .45 ACP
      • Full Auto = Compensator
      • Burst Fire = Flash Hider
  • Jackal
    • C7E
      • Full Auto = Compensator
      • Burst Fire = Flash Hider
    • PDW9
      • Full Auto = Compensator
      • Burst Fire = Muzzle Brake

Blood Orchid
  • Ying
    • T-95 LSW
      • Full Auto = Flash Hider
      • Burst Fire = Muzzle Brake
  • Lesion
    • T-5 SMG
      • Full Auto = Compensator
      • Burst Fire = Flash Hider
  • Ela
    • Scorpion EVO 3 A1
      • Full Auto = Compensator
      • Burst Fire = Flash Hider

White Noise
  • Dokkaebi
    • Mk 14 EBR
      • Full Auto = Muzzle Brake
      • Burst Fire = Muzzle Brake
  • Vigil
    • K1A
      • Full Auto = Muzzle Brake
      • Burst Fire = Flash Hider
  • Zofia
    • M762
      • Full Auto = Flash Hider
      • Burst Fire = Flash Hider
    • LMG-E
      • Full Auto = Muzzle Brake
      • Burst Fire = Muzzle Brake

Chimera
  • Lion
    • V308
      • Full Auto =
      • Burst Fire =
  • Finka
    • SPEAR .308
      • Full Auto =
      • Burst Fire =

Para Bellum
  • Maestro
    • ALDA 5.56
      • Full Auto =
      • Burst Fire =
  • Alibi
    • Mx4 Storm
      • Full Auto =
      • Burst Fire =

Grim Sky
  • Clash
    • SPSMG9
      • Full Auto =
      • Burst Fire =
  • Maverick
    • M4
      • Full Auto =
      • Burst Fire =

Wind Bastion
  • Kaid
    • AUG A3
      • Full Auto =
      • Burst Fire =
  • Nomad
    • AK74-M / ARX200
      • Full Auto =
      • Burst Fire =

Burnt Horizon
  • Mozzie
    • COMMANDO 9 / P10 RONI
      • Full Auto =
      • Burst Fire =
  • Gridlock
    • F90 / M249 SAW
      • Full Auto =
      • Burst Fire =

Keep in mind, that using silencer is ALWAYS an option if you want to be stealthy. To shoot cameras or gadgets or whatever.
RPM! (Rounds per Minute)
RPM is a very important thing in Rainbow 6. Why? It is pretty simple actually, the more bullets you can fire the higher are your chances to land a lucky headshot. Lucky? Why not aim? Well, sometimes you will aim for the head and miss. Sometimes it comes down to firepower. And firepower does not only mean damage, and well damage is unreliable. So here is a little chart with the RPMs for each weapon. (Excluding Singlefire Weapons)

Weapons (based on RPM)
The spoilers are used to show the categories better.
  1. SMG-11 (1270) - SAS
  2. SMG-12 (1270) - SMB
  3. VECTOR .45 ACP (1200) - GEO
  4. BEARING 9 (1100) - SAT
  5. SCORPION EVO 3 A1 (1080) - GROM
  6. C75 Automatic (1000) - SMB
  7. F2 (980) - GIGN
  8. P90 (970) - GIGN
  9. MP7 (900) - GSG9
  10. T-5 SMG (900) - SDU
    ------------------------------------------------ Fast
  11. R4-C (860) - FBI
  12. AK-12 (850) - SPETSNAZ
  13. G8A1 (850) - GSG9
  14. TYPE-89 (850) - SAT
  15. C8-SFW (837) - JTF2
  16. MPX (830) - NAVY SEALS
  17. MP5SD (800) - SAT
  18. C7E (800) - GEO
  19. PDW9 (800) - GEO
  20. FMG-9 (800) - SAS
  21. MP5K (800) - SAS
  22. MP5 (800) - GIGN
    ------------------------------------------------ Normal
  23. G36-C (780) - FBI
  24. 9x19VSN (750) - SPETSNAZ
  25. AR33 (749) - SAS
  26. 416-C CARABINE (740) - GSG9
  27. AUG A2 (720) - GSG9
  28. 552 COMMANDO (690) - GSG9
  29. 556XI (690) - FBI
  30. 6P41 (680) - SPETSNAZ
  31. L85A2 (670) - SAS
    ------------------------------------------------ Slow
  32. T-95 LSW (650) - SDU
  33. PARA-308 (650) - BOPE
  34. M249 (650) - BOPE
  35. UMP45 (600) - FBI
  36. MK17 CQB (585) - NAVY SEALS
  37. 9mm C1 (575) - JTF2
  38. M12 (550) - BOPE

As you can see, RPM goes from 550 (slowest) to 1270 (fastest) therefore having a difference in RPMs can have a huge impact on your firefights. In fact, most firefights usually favor the person with the higher RPM due to having more chances to land a headshot. If you now take a closer look I devided the table into categories. Slow Weapons are those from 550 to 650. These Weapons you can basicly consider as a disadvantage in close combat situations. Especially if you are using a rapid fire mode. In case of an RPM from 651-799 I would consider those weapons Normal weapons that are neither fast nor slow. They will not give you a huge advantage towards lower RPMs but also not the biggest disadvantage in close combat. If you look at the weapons having an RPM from 800 to 899, those can be considered fast weapons, and they give you a little advantage towards slow weapons. And last but certainly not least, there are those RPM Monsters if you want to call them that. Having an RPM above 900 will favor you decently in close combat. Therefore any of those will have you win mostly all battles with slow weapons and maybe even give you some advantage over normal weapons due to their lower RPM rate. STILL, keep in mind, those numbers mean ROUNDS PER MINUTE, therefor yes there is a GAP in between those weapons, yet landing one shot correctly can make all the difference. (Still, use higher RPMs especially in lower rankings to gain an advantage!)
Secondary Weapons
For your secondary weapons you usually have 1 or 2 weapons you can use. Some will have only one pistol, some will have two others have a pistol and an smg. And lastly some have a secondary shotgun next to their pistol. Before we get into the details of the weapons, keep in mind, that the attachments for secondaries are not that important. Having them is always good, but for example as IQ you could potentially prefer a silencer over anything else, because of her gadget. Further Lasers could be a nice addition to weapon if you play as a shield. You are pretty much free on your secondary weapon.

S.A.S.
For SAS specialy we already start out with a very strong pistol and smg choice. Either one can be a very good loadout.
  • P226 MK 25
    Stats: 53 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 15
  • SMG-11
    Stats: 32 DAMAGE, 1270 Fire Rate, 50 MOBILITY, CAPACITY 16
As you can see the SAS has a very strong pistol (see list below), but they also have the SMG-11, which is pretty fast fireing SMG. If you pick Smoke or Sledge you can use this SMG instead of the P226 MK 25. It can basicly be your primary, which allows you to carry a shotgun to open walls and hatches, to create some rotations.

FBI SWAT
For the FBI you have the choice between two pistols.
  • M45 MEUSOC
    Stats: 47 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 7
  • 5.7 USG
    Stats: 27 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 20
As you can see the FBI have a decent Pistol in terms of damage, and one pistol with a high capacity. That gives you some options here. Do you need the secondary to do a lot of damage in a short amount of time? Or do you just need it to finish downed players and get multiple headshots due to the high capacity? The choice is yours

GIGN
For the GIGN you have the choice between two pistols.
  • P9
    Stats: 30 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 16
  • LFP586
    Stats: 77 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 6
As you can see the GIGN have the second strongest pistol, the Revolver LFP586, in the game currently. It is dead accurate for the first shot as well and can give you an advantage if you run out of ammo in close combat. The P9 on the other hand has a bigger magazine, but low damage. You have to make the same decision as you did for the FBI. Which does not mean you have to pick the high damage pistol when you selected that one already. It always comes down to that specific round you play.

SPETSNAZ
For the SPETSNAZ you have the choice between two pistols.
  • GSH-18
    Stats: 44 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 18
  • PMM
    Stats: 63 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 8
As you can see the SPETSNAZ also have a high damage pistol and a high capacity pistol. Same thing as the FBI and the GIGN.

GSG 9
For the GSG 9 you have to deal with the one pistol they have.
  • P12
    Stats: 43 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 15
As you can see the Pistol for the GSG 9 is pretty all-rounded, which makes it pretty good as a secondary to have. As already stated, think about what you want to use your pistol for. As for IQ a silencer might be good, but is it also good for Bandit or Jäger? The choice is yours. Nothing is wrong in that regard. But you have to feel comfortable with it.

JTF2
The JTF also only have one pistol available for you.
  • MK1 9mm
    Stats: 43 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 13
As you can see the MK1 from the JTF has a lightly smaller magazine, than the P12 from the GSG 9. It is still a very good pistol, and you can use it quite well, even if you play a shotgun as Frost for example. It is also very accurate, just like the GSG 9 pistol.

NAVY SEAL
The NAVY SEALs have just one pistol available.
  • D-50
    Stats: 68 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 7
The NAVY SEALs only have the D-50. This Desert Eagle is a very strong pistol, BUT it is very inaccurate after 2 or 3 shots. Which makes it hard to controle. But it is basicly the same for the Revolver from the GIGN.

BOPE
BOPE has two different pistols available one for attacker and one for defender.
  • PRB92 for Capitao
    Stats: 39 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 15
  • LUISON for Caveira
    Stats: 99 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 15
The BOPE have Caveira, which has a pistol, the LUISON, which has a huge damage output, which is due to her ability. She needs to down people to interrogate them. Due to that reason, and not to make it overpowered (in my opinion it is too strong) it does not kill, but always downs people. Even after a headshot.

S.A.T.
The S.A.T. has one pistol and one SMG available.
  • P229
    Stats: 50 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 12
  • BEARING 9
    Stats: 32 DAMAGE, 1100 Fire Rate, 50 MOBILITY, CAPACITY 25
For the S.A.T. similair rules apply as they apply to the S.A.S. since you also have a very strong pistol AND an SMG as choices.

G.E.O.
The G.E.O. have one pistol and a sawed off shotgun as secondaries. They are currently the only Operators with that sidearm.
  • USP40
    Stats: 43 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 12
  • ITA12S
    Stats: 66 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 5
Since the G.E.O. have the only secondary shotgun they can open hatches or make rotations. BUT they also have a decent pistol as you can see. It is almost exactly like the pistol from the GSG 9 and the JTF2. Which makes it also quite balanced.

SDU
The SDU only have one secondary, which is the Q-929.
  • Q-929
    Stats: 60 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 10
Because you only have one weapon choice as your secondary, you are very limited to that one pistol.

GROM
The GROM have (so far) one pistol, the RG15.
  • RG15
    Stats: 38 DAMAGE, Single Fire, 50 MOBILITY, CAPACITY 15

SMB
THe SMB have two secondary weapons. The C75 Automatic and the SMG-12. Both are considered SMGs but, the C75 is actually a pistol in the game (recoil animation wise).
  • C75 Automatic
    Stats: 29 DAMAGE, 1000 Fire Rate, 50 MOBILITY, CAPACITY 26
  • SMG-12
    Stats: 28 DAMAGE, 1270 Fire Rate, 50 MOBILITY, CAPACITY 32

Secondary Weapons Ranking (based on DMG)
The spoilers used below are to exclude Shotguns and SMGs.
  1. LUISON (99) - BOPE
  2. LFP586 (77) - GIGN
  3. D-50 (68) - NAVY SEAL
  4. ITA12S (66) - G.E.O.
  5. PMM (63) - SPETSNAZ
  6. Q-929 (60) - SDU
  7. P226 MK 25 (53) - S.A.S.
  8. P229 (50) - S.A.T.
  9. M45 MEUSOC (47) - FBI SWAT
  10. P12 (43) - GSG 9
  11. MK1 9mm (43) - JTF2
  12. USP40 (43) - G.E.O.
  13. PRB92 (39) - BOPE
  14. RG15 (38) - GROM
  15. GSH-18 (44) - SPETSNAZ
  16. SMG-11 (32) - S.A.S.
  17. BEARING 9 (32) - S.A.T.
  18. P9 (30) - GIGN
  19. C75 Automatic (29) - SMB
  20. SMG-12 (28) - SMB
  21. 5.7 USG (27) - FBI SWAT

After you have seen all of that and made up your decisions for your secondary weapon choices lastly I want to tell you, that you really do not need to worry that much about your pistols. You can usually play all of it, without having any disadvantages. BUT like already explained, having an SMG can be beneficial over a pistol - as well as having a secondary shotgun over a pistol. Just think about the round. What you want to do - what you will need - than choose wisely and roll with it.
Shotguns
Shotguns (based on Damage)
  1. BOSG12.2 (125) Capacity 2; Double Barrel - SMB
  2. ITA12S (70) Capacity 5; Pump-Action - GEO
  3. M870 (60) Capacity 7; Pump-Action - GSG9
  4. SG-CQB (53) Capacity 7; Pump-Action - GIGN
  5. SASG-12 (50) Capacity 10; Semi-Automatic - SPETSNAZ
  6. ITA12L (50) Capacity 8; Pump-Action - GEO
  7. M590A1 (48) Capacity 7; Pump-Action - SAS
  8. SUPERNOVA (48) Capacity 7; Pump-Action - SAT
  9. FO-12 (35) Capacity 10; Semi-Automatic - GROM
  10. SPAS-12 (35) Capacity 7; Semi-Automatic - NAVY SEALS
  11. SIX12 SD (35) Capacity 6; Semi-Automatic - SDU
  12. SIX12 (35) Capacity 6; Semi-Automatic - SDU
  13. M1014 (34) Capacity 8; Semi-Automatic - FBI
  14. SUPER 90 (32) Capacity 8; Semi-Automatic - JTF2
  15. SPAS-15 (30) Capacity 6; Semi-Automatic - BOPE

If you decide to use a Shotgun, usually it is a good idea to run an SMG as well. For example Smoke, Sledge, Hibana & Echo are able to do that. Mira/Jackal can do that also, since their secondary is the ITA12S which is the shotgun with the highest damage output.

KEEP IN MIND, SHOTGUNS HAVE SHORT RANGES IN GENERAL!
Therefor, beware of your positioning with shotguns - The ITA12S has a very short range for example. Close quarter combat is the key to success here. Many shotguns have a high kick-off (or recoil if you want) therefor you need to make every shot count. (The Shotgun BOSG12.2 from the SMB has a high range though, because it uses SLUG Ammo, so you could "snipe" with it.)
Grenades
I did not know where to put this, but I wanted to share this little thing with you I use. When throwing grenades it is important to know when the grenade explodes. That is why you need to know how long to cook it and at what distances it explodes instantly. I usually ping a distance I want to throw my grenade at and go by my rule of thumb.

Rule of thumb for me when cooking grenades is this:
05m distance 6 flashes.
10m distance 5 flashes.
15m distance 4 flashes.

If you go by this you barely can make a mistake.
The flashes I am reffering to here are the ones that your "crosshair" does while cooking up the grenade after you pulled the pin. Keep in mind, that throwing a grenade at a distance from under 5m is very dangerous to your own health.
Finding your playstyle
Finding your playstyle is pretty simple, after you read the stuff below you should look for 3 attackers and 3 defenders you consider yourself playing and than you've figured out your playstyle.

Styles
Fast
Basicly not droning (defender: camera) a lot, dependant on teammates. Waiting for calls, pushing angles aggressive.

Slow
Droning a lot (defender: camera), giving call outs. Locking down angles. Running out of time often (defender: make enemies run out of time).

Offensive
Peeking a lot, looking for enemies. Gaining information, roaming arround the map.

Defensive
Playing Objective, not flanking or peeking a lot.

These can all be combined and more or less we all play everything but putting yourself into a major category helps the whole team.

Defenders:
  • Smoke - Slow, Defensive
  • Mute - Slow, Defensive
  • Castle - Slow, Defensive
  • Pulse - Fast, Offensive
  • Doc - Slow, Offensive
  • Rook - Slow, Defensive
  • Kapkan - Slow, Offensive
  • Tachanka - Slow, Defensive
  • Jäger - Fast, Offensive
  • Bandit - Fast, Offensive
  • Frost - Slow, Defensive
  • Valkyrie - Fast, Offensive
  • Caveira - Fast, Offensive
  • Echo - Slow, Defensive (Drone: Offensive)
  • Mira - Slow, Defensive
  • Lesion - Slow, Offensive
  • Ela - Fast, Offensive
  • Vigil - Fast, Defensive

Attackers:
  • Sledge - Fast, Offensive
  • Thatcher - Slow, Defensive
  • Ash - Fast, Offensive
  • Thermite - Slow, Defensive
  • Twitch - Slow, Defensive
  • Montagne - Fast, Defensive
  • Glaz - Slow, Offensive
  • Fuze - Slow, Offensive
  • Blitz - Fast, Offensive
  • IQ - Fast, Offensive
  • Buck - Fast, Defensive
  • Blackbeard - Slow, Defensive
  • Capitao - Fast, Offensive
  • Hibana - Fast, Defensive
  • Jackal - Fast, Offensive
  • Ying - Fast, Offensive
  • Zofia - Slow, Offensive
  • Dokkaebi - Slow, Defensive

BUT, don't forget, that this is only if you play those roles. For example if I play as Ash or any 3-speed Operator really, I personally tend to go more aggressive and roam/flank a lot more. And rest assured you don't have to play defensive, passive and slow. You can also play aggressive and defensive. For example, if I have to, I will also play aggressive with an Operator that is not really meant to do that. It is situational yet very important.

So depending on what operators you picked, you now should know what playstyle fits you best and what you should focus on.
Decisions
To ROAM or NOT to ROAM
Basicly what all this is going to be about is me explaining when it is OKAY for you to roam and when it is not. First of all, if you can not constantly get a kd of 1.0 or more you should NOT ROAM. It only means your shooting skills are not good enough to permantly kill someone you encounter or you get droned out quickly or loose firefights easily. That is the most crucial thing you need to understand. If you are bad at shooting stick to cams or gadgets you need to handle and let those who can roam, actually do their job. Roaming is not about getting this one kill and than die though. If you roam you need to gain information and an advantage for your team. If you can not do that, you should not roam. So when should you roam. Well first of all you should always consider to have one roamer at least and three at maximum. Why so many roamers? Well, that is easily explained. If every roamer kills one guy, because they did a good job, well than its already 5v2. Let's say one guy failed. You still have 4v3 now. If all of the roamers fail... well you should consider changing how you roam. If noone wants to roam, well you should try at least. HIDE, if you get droned out, DONT RUN. Play it smart. Look for the drone position. Where does it go. Where can you get shot from if you move, don't move into their arms, move away. Roaming is not THAT hard, but you need to play it smart.

To PEEK or NOT to PEEK
Do you know your opponents position? Yes - peek.
Does he know your position? Yes - Don't peek.
If both are yes, don't peek unless it's 1v1 than prefire as much as you can.

The problem with peeking is always you could peek when the other is not peeking and than peek when you want to change position getting you easily killed.

Thats why you have to often consider your position, especially if you are easily droned.

NEVER PEEK if you have number advantage.

- - - - - - - - - -
Maps
Originally I wanted to put my own starts etc. here, but it would take up so much of my time to do it - and lets be honest, it is probably easier for everyone if it is a video explaining it and not my paint skills. So I changed it all and now we will have attacking and defending guides for all maps. Hooray!
House
Attack:

Defense:

(credit to KingGeorge)
Oregon
Attack:

Defense:

(credit to KingGeorge)
Hereford Base
(old) Attack:

(old) Defense:

(credit to KingGeorge)



New Hereford Base:

Attack:

(credit to DiirtyyDave)

Defense:

(credit to Kaosx)
Club House
Attack:

Defense:

(credit to KingGeorge)

Remember there were changes to Club House. This video is older.
Presidential Plane
Attack:

Defense:

(credit to KingGeorge)
Yacht
Attack:

Defense:

(credit to KingGeorge)
Consulate
Attack:

Defense:

(credit to KingGeorge)

Keep in mind the video was before the changes to Consulate.
Bank
Attack:

Defense:

(credit to KingGeorge)
Kanal
Attack:

Defense:

(credit to KingGeorge)
Chalet
Attack:

Defense:

(credit to KingGeorge)
Kafe Dostoyevsky
Attack:

Defense:

(credit to KingGeorge)

New Kafe:

Attack:

Defense:

(credit to Kaosx)
Border
Attack:

Defense:

(credit to KingGeorge)
Favela
Attack:

Defense:

(credit to KingGeorge)
Skyscraper
Attack:

Defense:

(credit to KingGeorge)
Bartlett U.
Attack:

Defense:

(credit to KingGeorge)
Coastline
Attack:

Defense:

(credit to KingGeorge)
Theme Park
Attack:

Defense:

(credit to KingGeorge)
Tower
Attack:

Defense:

(credit to KingGeorge)
Villa
Attack:

Defense:

(credit to Kaosx)
Fortress
Outback
- - - - - - - - - -
If you have further questions...
...I will try to answer them in the comments, OR try to add parts to the guide if I feel they should be added.
FAQ
Q: "Where do I find more Informations about Siege?"
A: "Check out the Subreddits Rainbow6 and Siege Academy. You will find almost ANYTHING you are looking for."

Q: "Blitz is not broken, you are an idiot. Kill yourself. You noob ♥♥♥♥♥♥!
A: "Thank you for your feedback. I can see that you have probably a higher knowledge than I do, since your account says you have multiple thousands of hours into the game, that is why YOU wrote this guide and not me. Oh wait... NOW, as I already answered in the comments all shield hitboxes (except montagnes extended shield) are broken. They clip away sometimes when you go up little edges and turning sometimes dont influence them turning with you. BUT well eventually as I can only hope, you will eventually learn, instead of beeing abusive and showing this childish behaviour."

Thanks to Ubisoft, the new Hitboxes made Blitz a viable Operator now.

Q:"I need help moving around the map, occasionally I feel as if I rushed too much, or know I didnt play the game tactical enough. I love to play tactically, can you give me some help in knowing what i should do during a match?"
A: If you feel out of the loop during a competetive match, you should rotate back to the site if you are roaming. In my case, I usually do not roam, since I am an anchor player. Yet, if I am roaming, I usually try to close up an entrence to a site. Because it is my job to waste the enemies time or get them to give up their initial try. If you feel lost as I said, you should try that approach. If you are a heavy opposite building roamer, someone that really tries to deny the opponents entry on the other side of the building - consider taking one pick (one kill) and than rotate to a more defensive position. Many people try to roam the whole time, even after getting picks - which ultimately can cost you the round even though you did get kills. Further in Attack, if you feel lost, try to get a different angle towards what your teammates are doing. OR try to help them with advancing towards their goal - setting up a crossfire, droning for someone, calling out enemies, covering hard angles and so on. There is enough to do, all you need to do, is to look for what is missing. I hope that answers your question.
Edits & Socialmedia
Edits
from OLDEST to NEWEST.
Ninja Edits won't be listed here.

  • Added Weapon Attachments ("Gun?") to the guide due to popular demand
  • Added PenileErections Guide
  • Added Droning and Camera using
  • Added Secondary Weapons
  • Added Hitboxes & changes regarding Blitz
  • Added Rounds per Minute
  • Added Operation "Blood Orchid"
  • Added Hitbox & Operator Pictures
  • Added Pictures
  • Updated FAQ
  • Added My Settings
  • Added Shotguns
  • Added SAS "How to play"
  • Updated all Weapons Information
  • Added Operation "White Noise"
  • Added Basic/Advanced Jobs
  • Added FBI "How to play"
  • Updated/Re-Organized Pictures
  • Added GIGN "How to play"
  • Added SPETSNAZ "How to play"
  • Added GSG9 "How to play"
  • Added JTF2 "How to play"
  • Added NAVY SEALS "How to play"
  • Added BOPE "How to play"
  • Added GEO "How to play"
  • Added SAT "How to play"
  • Added SDU "How to play"
  • Added GROM "How to play"
  • Added SMB "How to play"
  • Added Grenades
  • Started with Map "House"
  • Removed most Gifs
  • Added CBRN "How to play"
  • Removed more Pictures
  • Updated a lot
  • Added GIS
  • Added GSUTR
  • Added GIGR
  • Added SASR
  • Updating Map Guides with YouTube Videos



Update Schedule
When I find the time

  • Adding GIS
  • Adding GSUTR
  • Adding GIGR
  • Adding SASR
  • Update RPM
  • Update Shotguns
  • Update Secondary Weapons
  • Add Maps




My Socialmedia:
Twitch[www.twitch.tv]
YouTube
Facebook[www.facebook.com]
Twitter
Reddit
My Settings
Due to someone requesting it, here are most of my settings.
(Last Updated: 06/05/2019)



"Real" Settings
[DISPLAY_SETTINGS]
;ResolutionXXX => 0 for autodetection
;RefreshRate => 0 will let DirectX pick it
;WindowMode => 0 fullscreen / 1 windowed / 2 borderless
;AspectRatio => 0 display / 1 resolution / 2..N as options
;VSync => 0 disabled / 1 frame / 2 frames
;UseLetterbox => 0 disabled / 1 enabled
;DefaultFOV => Default vertical field of view (degrees)
;TAASharpenFactor => Sharpen filter applied to TAA
;RenderScaling => Percentage of the display resolution at which 3D rendering is performed
;TAAScaling => Percentage of the display resolution at which TAA is performed
;UseAmdAGS => Enables usage of AMD AGS library for additional info in crash reports
;InitialWindowPositionX/Y => -1 for centering
GPUAdapter=0
Monitor=0
ResolutionWidth=1920
ResolutionHeight=1200
RefreshRate=143.996002
WindowMode=0
AspectRatio=4
VSync=0
MaxGPUBufferedFrame=1
UseLetterbox=0
DefaultFOV=90.000000
EnableAMDMultiDraw=1
TAASharpenFactor=0.500000
RenderScaling=50
TAAScaling=100
UseAmdAGS=1
InitialWindowPositionX=299
InitialWindowPositionY=171

[HARDWARE_INFO]
GPUVendor=NVIDIA
GPUDeviceId=0x1b80
GPUSubSysId=0x85aa1043
GPUDedicatedMemoryMB=8079
GPUScore=9719.000000
GPUScoreConf=0.772449
SystemMemoryMB=32706
CPUScore=4484.603516
HardwareNotificationEnable=1

[QUALITY_SETTINGS]
QualityPresetName=Custom
TexturePresetName=Ultra

[CUSTOM_PRESET_SETTINGS]
Shadow=3
Reflection=0
LOD=0
AO=0
Shading=0
MotionBlur=0
LensEffects=0
DepthOfField=0
TextureFiltering=4
AntiAliasingMethod=1

[READ_ONLY]
DefaultValuesVersion=12

[INPUT]
RawInputMouseKeyboard=1
InvertAxisY=0
InvertMouseAxisY=0
Rumble=1
AimAssist=1
YawSensitivity=55
PitchSensitivity=35
DeadzoneLeftStick=10
DeadzoneRightStick=10
MouseSensitivity=5
MouseYawSensitivity=60
MousePitchSensitivity=70
MouseSensitivityMultiplierUnit=0.004000
MouseScroll=1
XFactorAiming=0.015000
ToggleAim=0
ToggleLean=1
ToggleSprint=0
ToggleCrouch=0
ToggleProne=1
ToggleWalk=0
ToggleGadgetDeploymentGamepad=1
ToggleGadgetDeploymentKeyboard=1
AimDownSights=50
AimDownSightsMouse=100
ControlSchemeIndex=0
ControllerInputDevice=0

[DISPLAY]
;FPSLimit => Limit the game's fps. Minimum of 30fps. Anything below will disable the fps limit.
;Console => Enables the in-game console which is mapped to `/~. Will only work if the key is not already mapped.
Brightness=65.000000
FPSLimit=200
Console=0

[AUDIO]
;Dynamic Range mode: (0) Hi-Fi, (1) TV, (2) Night Mode
;VoiceChatCaptureMode => 0 Auto / 1 Manual / 2 Push to talk
Subtitle=0
Volume=1.000000
VolumeMusic=0.000000
VolumeSoundEffects=1.000000
VolumeVoice=1.000000
DynamicRangeMode=0
VoiceChatPlaybackLevel=70
VoiceChatCaptureThresholdV2=35
VoiceChatCaptureMode=0
VoiceChatCaptureLevel=100
Mute=0
VoiceChatMuteAll=0
VoiceChatTeamOnly=1
VoiceChatVolume=5

[GAMEPLAY]
PartyPrivacyEnable=0
GameplayPingEnable=1

[ONLINE]
;DataCenterHint =>
; default 'ping based'
; eus 'us east'
; cus 'us central'
; scus 'us south central'
; wus 'us west'
; sbr 'brazil south'
; neu 'europe north'
; weu 'europe west'
; eas 'asia east'
; seas 'asia south east'
; eau 'australia east'
; wja 'japan west'
;
;if UseProxyAutoDiscovery is set to true, http_proxy or https_proxy or all_proxy and no_proxy are going to be looked up and used for all http calls
DataCenterHint=weu
UseUPnP=1
UseProxyAutoDiscovery=0

149 Comments
e-baguette Jul 29, 2020 @ 3:17pm 
noicxe
millburg Mar 11, 2020 @ 2:28pm 
please update it. this is awesome
Ajoule Oct 15, 2019 @ 1:54am 
update the weapon attachments pls
keirt Mar 4, 2019 @ 4:29am 
The first paragraph of Mind Set makes me instantly click the Rate Up and Favorite buttons.
Conki cola Feb 15, 2019 @ 10:01am 
Updato?
redsky Feb 8, 2019 @ 3:06am 
such basic stuff
RetroCode Oct 18, 2018 @ 1:07am 
This was supposed to be BASIC............
DoubleReel Aug 31, 2018 @ 4:46am 
Standard gadget deployment? not advanced?
Lord Sneed Jul 31, 2018 @ 6:24pm 
Nice guide, though traps aren't really to my taste.
Marcster1 Jun 10, 2018 @ 1:18pm 
Think we might need a bit of an update freind, otherwise amazing guide!