Operators in Rainbow Six Siege – Full guide

Defenders

Smoke

Member of the British SAS, Smoke is a very offensive defense operator since in addition to his shotgun M590A1 and the FMG-9 submachine gun, he is equipped with the SMG-11, which is very effective in short-range thanks to its rate of fire. To this is added, his unique gadget, Compound Z8 (Remote Gas Grenade): three toxic gas grenades that can be launched, stick to any surface and then triggered remotely, thus causing significant damage to operators caught in the cloud of smoke.

Despite his aggressive side, Smoke is an operator destined to stay on target and focus on the objective. First, because his gas grenades allow him to block accesses in the last moments, and also because his weapons are all oriented to short range. When used well, he, alone, can slow down the access of the opposing team to the objective, allowing his teammates to take them out from behind. Be careful, however, his grenades are subject to friendly fire. He is the only one to be immune. It’s not because his SAS colleagues are wearing gas masks that they are not vulnerable to his unique gadget. Watch for the position of your allies when you launch one of these grenades, especially as the smoke passes through the walls and ceilings.

Smoke is the perfect operator to counter Finka and enemies with shields. The first, because her nanobots are particularly sensitive to toxic gas and accelerate the damage, the second because the shield operators are slow and take time to get out of the toxic cloud. However, you must beware of operators like Thatcher, who is able to destroy any Gas Grenade

before its detonation. Twitch’s Shock Drone can also counter your special gadget. In addition, The Electronics Scanner of IQ can hunt down and take out your gas grenades. All in all, Smoke is a remarkable defense operator, who can turn the table around for his squad in the last moments.

Mute

As a Medium Armored Operator and a member of the British SAS, Mute is highly effective when teaming up with Bandit to restrict the access to the objective. His unique gadget GC90 Signal Disruptor is polyvalent; during the preparation phase, his jammers can prevent the drones from locating the hostage, the bombs or the container. Once the round begins, they can be moved to the feet of the walls or windows to prevent enemies from destroying them with a charge, and prevent Fuze to use his grenade launcher. Concerning Mute weapons, the MP5k submachine gun and its infernal fire rate has proved its worth, while the shotgun M590A1, which is optimal for close range, can take over on the tighter and more closed maps.

When you play Mute, it is better to wait to see if Twitch is present before placing the jammers, to avoid being destroyed. Unlike Bandit, a single disruptor can protect two pieces of wall if placed in the middle. However, he is not as fast as the latter to have fun doing “Mute Tricks”, by placing his disruptors at the last moment. When associated with Castle, he allows to secure the openings and to prevent Fuze from causing bloodshed. Also when coupled with Mira, Mute can protect the one-way mirrors of the latter against the pellets of Hibana. Placed on purpose near the entrances, his jammers will disrupt Jackal and prevent him from scanning the operators squatting in the room. In short, all this makes Mute a very important operator.

Here is a trick you can do with Mute: start of the preparation phase, go and place the jammers on the stairs and at the main accesses. Middle of the preparation phase, recover the jammers and destroy the trapped drones. End of the preparation phase, place the disruptor to jam 2 reinforced barricades (with a single jammer) or under the windows to avoid the drones thrown by the attackers during the round. A genius trick!

When you play Mute, you should know that you have a great gadget, the Signal Disruptor, which “Jams communications for remotely detonated gadgets or drones in its range.” However you must pay attention to counters, because mechanical gadgets are not affected by his ability. Also, the EMP Grenades of Thatcher can destroy the disruptors. In addition, using her Electronics Detector, IQ can seek and destroy your Signal Disruptor from a safe distance. Anyways, Mute is very handy and if you master his unique gadget, you will become a pain in the neck for your opponents.

Castle

As part of the FBI, Castle has the same arsenal as his friend Pulse. He is armed with a UMP45 submachine gun and the M1014 shotgun. The first is ideal for maps where medium-range combat is needed, and the second is great for close combat. Castle is an expert in ballistics and therefore has, as a special gadget, the UTP1 Universal Tactical Panel; 3 bulletproof panels that can be deployed on windows as on doors (only Glaz and Dokkaebi can fire through, in attack), and this in addition to usual barricades of course. The main advantage is that they are very difficult to break for the opponents and when combined with Mute, the attackers will not be able to count on their charges.

Castle is becoming less and less useful. This is because Sledge with his hammer and Zofia with her grenade launcher, can destroy the tactical panels easily. Buck and Finka are also capable to do so with their frag grenades, if their user manages perfectly his throws (for doors) and timing (for windows). Also note that, a melee attack done 12 times can destroy the Armor Panels. However, when Castle is coupled with Mute, they form a fearsome duo to counter Fuze and block access to other operators. In addition, know that Vigil shotgun is able to shoot through the unique gadget of Castle. This is a handy trick for creating a discreet line of sight in a reinforced window or door.

Be careful, locking yourself in a room with Castle’s reinforcements is never a good idea and usually involves waiting for death without any possibility of withdrawal rather than defending against enemy attacks. No need to bother yourself when your teammates remove one of your barricades because each one of them comes back into your inventory and can

be deployed again. The main role of Castle is to stay inside the objective to barricade multiple windows in order to slow down the enemy. This is really when he proves useful.

Pulse

Pulse is a Light Armored Operator and a member of the FBI SWAT. His unique gadget is the HB-5 Cardiac Sensor, which detects heartbeats at a short-distance, even through walls and obstacles. While some operators have lost popularity over the months, the case of Pulse is the complete opposite. At first delicate to play with his heart sensor that made him blind, he became much more noteworthy from the moment when Ubisoft, simply, applied a transparent effect on the screen of his device. He instantly became the pet peeve of all the attackers, so the developers were forced to reduce the efficiency of his ability again, lowering the detection distance from 13 to 9 meters, and by extending the animation of the transition between the heart sensor and the weapon.

Because of his usefulness when it comes to defending the windows, equipping him with the shotgun M1014 and C-4 is almost a must, although his submachine gun UMP 45 is rather powerful at medium range. Pulse is also fearsome when it comes to trapping enemies when the objective is in the basement. Thus, a C-4 on the ceiling, in a strategic location, an entry, for example, will very often hit the spot and it is almost unstoppable for attackers. With his velocity and ability to spot opponents within range, Pulse is also an excellent roamer who can easily hedge against his trackers. Finally, insofar as he is able to determine the number and position of nearby enemies with his cardiac sensor, it is recommended that the one who plays Pulse communicates with the rest of the team in order to share the information. Be careful, however, when using your heart sensor, IQ is able to detect it.

In addition, as an electronic device, the Heartbeat Sensor is vulnerable to the same weaknesses as other gadgets of its type. Also, the EMP Grenades of Thatcher will disable the Heartbeat Detector for a considerable period of time if they detonate near Pulse. The Shock Drone of Twitch can also affect your unique gadget if Pulse was shocked while using it.

Here is a trick you can easily apply: a C4 placed on a destructible ceiling, the heartbeat sensor wisely waiting for an enemy to go upstairs. As soon as it starts beeping, you trigger the C4 and BOOM! This also works well with hatches and all destructible walls. Pulse is an outstanding Defending Operator of R6, by identifying the number and location of nearby enemies with his unique gadget and communicating all the Intel with his squad, then this will certainly contribute to victory.

Doc

The two defending operators of GIGN, Rook and Doc, have exactly the same arsenal: an MP5 submachine gun with high rate of fire and mobility, another submachine gun P90, which is great for close quarters and a shotgun SG-CQB with close-range stopping power. They are also two heavy and slow operators. Doc’s unique gadget the MPD-0 Stim Pistol contains 3 medical syringes (5 in Terrorist Hunt mode).

Originally, it was only usable to bounce back or to get a grounded teammate back on his feet. Today, Doc can now heal an ally or heal himself or even an opponent whenever he wants. This makes him very valuable and coincides precisely with his thunderous comeback in many organized teams. Because of his role, slowness and weight, this operator is not suitable for roaming and must stay close to his teammates to heal or revive them more quickly. In addition, his unique gadget allows him to heal or revive allies remotely or to grant a temporary health boost; if your healing ability makes your HP over 100%, no worries, the extra health is credited to you and slowly goes down to 100.

The healing ability and the health buffer of Doc help him get an edge over the opponent in close combat, but beware of headshots. Always remember that Doc is probably the most altruistic operator, so keep an eye on your teammate’s life bar. Any operators, including attackers, will obtain 40 HP when hit by Doc’s Stim Pistol. Also, this unique gadget can revive any downed operator from a distance with a single shot and with 75% of their baseline health. What makes Doc very special is the ability to revive himself when downed using the Stim Pistol. Don’t forget that the headshots are the only direct counter to Doc. As an easy to use defending operator, Doc is highly recommended for new players and we

cannot deny that his Stim Pistol can do wonders. So stay alive, save your teammates’ lives and become the best doctor in r6.

Rook

If we had to choose the most useful operator to all his teammates, it would be Rook, the heavy armored operator of GIGN. With his bulletproof vests R1N “Rhino” Armor Pack, which is his unique gadget, he offers as a buff of protection to all his team. In addition, each operator who equips the vest, which grants a 20% reduction in damage, increases his armor rating and protection from Light to Normal, Normal to Heavy and Heavy to Super Heavy, without affecting the speed. Rook has the same arsenal as Doc (MP5, P90 and SG-CQB), the MP5 submachine gun perfectly fulfilling his duties.

Some defenders have to react quickly during the preparation phase (Mute, Bandit, Valkyrie…); it is not uncommon that they come to get their vests belatedly; even when the round is already started. It is therefore a must to put them on the ground before doing anything else, in a corner protected from enemy bullets (not in front of the windows, for example). Coupled with Doc, his fellow of the GIGN, they provide an effective defense to the whole team; this is thanks to DOC’s ability of healing from a distance and giving an amazing Overheal. Be careful though, when the Armor Plates are equipped, the operators can die from melee attacks. Also, beware of Twitch’s Shock Drone and Capitão’s asphyxiating bolts, which are powerful counters to Rook’s unique gadget, as they deal great damage to all the armor ratings.

All in all, Rook is the ideal operator for beginners and his ability to give extra protection to his teammates is highly valuable.

Kapkan

A Medium Armored Operator and member of the Russian Spetsnaz, Kapkan is a defending operator, who is very useful inside the objective, thanks to his unique gadget, EDD MK II Entry Denial Device, which are 5 explosive traps set beforehand during the preparation phase. His mines can be placed on doorway and window frames and explode when the enemies touch its invisible lasers. To properly set up his explosive charges, you have to put the destructible side to the doorpost that is the hardest for the attackers to reach, the one that causes the enemy to expose themselves to destroy the trap. The special mines of Kapkan are not lethal and deal only 45, 51 and 60 points of damage (against a heavy, medium and light operator). But still a big deal!

Weapons side, Kapkan has the 9x19VSN submachine gun, which has high penetration and suitable for close and mid-range battles. He also has the 9x19VSN semi-shotgun with limited range. Your best choice for gunfights is the first. If you play Kapkan, avoid setting traps on Castle’s reinforcements, because the trap will be destroyed when the barricade explodes. Also, don’t forget that your EDDs can be destroyed with a single bullet and with Thatcher EMP Grenades from a safe distance. With her Electronics Detector, IQ can detect any of Kapkan mines when attached to a frame. Ash with her breaching rounds is also an effective counter to Kapkan unique gadget. Given the velocity of the operator, it is strongly advised to rush the entry points of the map at the beginning of the round, in order to set your explosive traps on them and increase the chances of surprising the opponent.

In addition, do not hesitate to keep one or two traps for the objective, in order to gain the upper hand over the attackers during last-second assaults. Kapkan is a highly effective trapper, especially when you know where, when and how to set his explosive mines.

Tachanka

Heavy Armored Operator and also a member of the Russian Spetsnaz, Tachanka is a female defense operator of R6 and she is equipped with the RP-46 Degtyaryov Machine Gun as a unique gadget, which is a deployable machine gun, fired from a standing position. Both teammates and opponents can use this mounted LMG. In addition, it has a frontal shield

protecting the user’s head from incoming bullets. Thanks to the sustained fire of this unique gadget can block off corridors and doorways. As for weapons, this operator has the same equipment as Kapkan, except the two gadgets, which are different.

Well placed and perfectly mastered, she can cause havoc with her unique gadget, but it goes without saying that its use requires caution and a very careful choice of its spots. Finally, in terms of stats, the mounted LMG deals 66 damage, at a rate of 550 RPM, 60 bullets in the magazine and 179 bullets in total. The frontal shield can take 500 damage before being destroyed. Note that, the tripod has a turning limit of 60 degrees in all directions. The LMG is able to open holes in surfaces easily and destroy portions of walls. The RP-46 Degtyaryov Machine Gun of Tachanka is great and powerful but being immobile, you should really watch your back and also pay attention to operators like Montagne, who is resistant to bullet coming from the front. Beware of Ash breaching rounds, which can destroy the frontal shield protecting the legs of Tachanka. Also, Capitão’s Asphyxiating Bolts will burn the operator on the mounted LMG, if they don’t run for their lives quickly.

One of the big weaknesses of Tachanka unique gadget is that it can be hijacked by anyone and used against her (and her teammates of course). So if your Mounted LMG is taken by the enemy, make sure to inform your squad. Tachanka has many weaknesses, especially because of her special weapon, but it can prove deadly if deployed in the right position.

Jäger

A Light Armored Operator and member of the GSG 9, Jäger was an enigmatic character during the first days of the game. Then after becoming able to stand against Fuze, his role quickly became very essential. Indeed, his unique gadget, called ADS-MK IV “Magpie”, which is three Active Defense Systems that can stop live grenades before their detonation. This ability allows him to place a small device on walls or floors, which automatically fires at the enemy grenades. Very useful for not only destroying the launched projectiles (whether a grenade or a flashbang) but also to survive against the special ability of Fuze. Indeed, if he can block only two of the five mini grenades of the Spetsnaz operator, he is able in any case to survive 9 times out of 10.

While his Magpie are mostly useful against Fuze and Ying, they can also be useful on the ground, next to a door reinforced by Castle. Because even though they are inside the room, they will intercept grenades thrown from outside, by Buck (or other attackers with frags), to destroy these barricades. On a wall next to a door or window, the defense systems will stop the grenades (smoke, frags, flash) and even the projectiles of Zofia and Ash; it may be great to place them outside the objective. Add to that his great velocity and one of the best rifles for a defensive agent the 416-C Carbine, which has a high rate of fire and recoil and suitable for mid-range combat as well his M870 shotgun, this is why Jäger has become a popular defender over time.

Remember that the Magpie is able to detect the projectiles that are within its direction range and that a single Active Defense System can intercept 2 projectiles at the same time. In addition, the ADS of Jäger can intercept and neutralize different types of projectiles, including frags, smoke and stun grenades, Thatcher’s EMP Grenades, Ash’s Breaching Rounds, the sub grenades of Fuze, Ying’s Candelas, the two types of grenades of Zofia and the Airjabs of Nomad. AMAZING! However, pay attention to Twitch, who can safely take out the magpie with her Shock Drone from afar. In addition, beware of IQ Electronics Detector, which can search and destroy Jäger ADS.

Jäger ensures an effective defense for the whole team thanks to his speed and to his Magpie; we mean, imagine a defending operator who can neutralize different types of grenades before their detonation! His role is very important and this makes him one of the best defending operators in R6.

Bandit

A Light Armored Operator and also a member of GSG 9, Bandit is one of two defenders, particularly useful when it comes to countering Thermite and Hibana (Mute being the second). His unique gadget the CED-1 (Crude Electrical Device): four Shock Wires enabling him to send electric charge into metal objects. Combined with barbed wire, for example, it will cause damage to attackers who come in contact with it (also effective against drones). Same thing for the deployable shields, over which the attackers will have to jump to pass.

These devices, which are designed to be placed on any metallic surface, are very handy when it comes to protecting the reinforced walls… especially if Mute is not present or if there are too many walls to be jammed. Thus, Thermite and Hibana will be unable to create breaches, if Thatcher or Twitch do not help them.

With Bandit, the ideal tactic is to quickly electrify barbed wire at each entrance and door to prevent drones from passing. Then, recover them to electrify the walls before the attackers arrive. It does require speed and coordination, however, as well as a bit of luck for Twitch’s drone not to thwart your plans. The other technique to protect an important wall (garage doors, for example) is the “Bandit Trick”. This trick is to keep his electrical devices in stock, and thus protect them from Thatcher’s EMs and Twitch’s drone. By staying close to the wall to be protected, Bandit can then place them when Thermite triggers his charge or when Hibana pulls her X-Kairos, in order to destroy them. But be careful, if you miss, then you will be offering a great opportunity for attackers.

As for Bandit arsenal, he has the M870 shotgun and the powerful MP7 submachine gun, which offers high penetration and it is adapted to close and mid-range engagements.

Please note that the shocked objects take out almost all electronic devices that they come in contact with, be it friendly or opponent gadgets. In addition, the Shock Wires of Bandit can destroy the electronic devices of certain attackers such as Ash’s breaching rounds, Nomad’s Airjabs… As for the defender electronic gadgets that can be neutralized with Bandit ability, we mention Mute’s Signal Disruptors, Kaplan’s Entry Denial Devices, Smoke’s Remote Gas Grenades, Jäger’s Active Defense Systems, Valkyrie’s Black Eyes, Ela’s Grzmot mines… However, Don’t forget that IQ’s Electronics Scanner can detect the Shock Wires.

Bandit the trickster, a popular and great defense operator in R6; his cunning and his unique ability are very crucial in the game.

Frost

A Medium Armored Operator and member of the JTF2, together with Buck, Frost is also part of the very first DLC, released on February the 2nd. Having the Sterling Mk2 LHT as a unique gadget, which consists of 3 Welcome Mats; wolf traps, knocking down whoever sets foot on them. Her traps are ultra-efficient under the windows, but sometimes placing them in improbable places is more effective. Behind a shield, it works very well too. Above all, do not put them in the middle of the corridors or on the doorstep, too visible. In case of enemies who rush the objective in the last seconds, 2/3 traps placed to the right and left of the entry ensure an easy frag.

Although these Welcome Mats are not lethal, they require the help of a teammate to get back on their feet and very often act as a last defense against end-of-round rushes. Frost gadget is not deadly, but it can put attackers in a DNBO state (Down But Not Out). Particularly fatal at the very beginning, her Super 90 shotgun has lost a lot of its power, it is now considered as an optimal breach tool, so for better gunfights, it is recommended to use her 9mm C1 light machine gun, especially since it has almost no recoil and has a very large magazine, suitable for close to mid-range engagements.

The mechanical traps of Frost are mainly utilized to incapacitate the opponents, who then can’t move or even decelerate the bleed rate. The amazing ability of the Welcome Mats is highly effective against these capacities; Zofia’s Withstand, Finka’s Adrenal Surge, and Doc’s Stim Pistol shots, which are not able to revive an operator downed by the Sterling Mk2 LHT. Also, an Attacker moving onto a Frost’s trap while downed will be killed immediately.

Retrieving the Welcome Mat and deploying it again will restore its full HP. And even if it can be destroyed with a single melee attack, this tactic is not recommended. However,

explosives can destroy the welcome mat. When you play Frost, it is all about give and take, for example, operators with Barbed Wire can hide the Welcome Mats and make it difficult for Attackers to notice the trap. In addition, Frost ability is more effective when she cooperates with Bandit and Kaid, because electrified devices can’t destroy her mechanical gadget, so if an electrified Barbed Wire is placed on top of the Mat, any caught Attackers will die promptly. Moreover, when frost traps the enemy in her Mat, other operator can leverage this opportunity; Smoke with his toxic gas, Lesion with his Gu Mine and Caveira can interrogate them easily. Great synergies! Frost’s effective ability makes her one of the essential operators in R6.

Valkyrie

Valkyrie is a Medium Armored Operator and member of the Navy SEALs, arrived with Dust Line, the second DLC released in early August 2016. She is a female support operator; optimal for enhanced surveillance, her unique gadgets are three Mk2 “Black Eye” Gyro Cams, which can be attached anywhere on the map to observe the movements of the opponents. These cameras are accessible to all members of the squad, not just Valkyrie. Considered as one of the very best operators when it was released, and particularly for her SPAS-12 high-powered shotgun suitable for both in close combat and at a distance, Valkyrie’s efficiency was considerably reduced (she also lost a cam). She is nevertheless an outstanding defender, very aggressive and mainly appreciated by roamers. As for the arsenal, Valkyrie has a choice between two very good weapons: the MPX submachine gun and the SPAS-12 shotgun.

The cameras are perfect outside or under furniture. In height, they are visible to enemies. Hidden under a chest of drawers, they are almost undetectable. A discreet camera in an insert piece of the assault team with a C4 under the ground triggered at the right time thanks to the cam is an ultimate trap. Valkyrie is a particularly effective operator in a complete team, where players communicate with each other. Because in a team that does not communicate, the only way to inform the team members of the danger is to mark the enemies; and thus to warn them of the presence of a camera. While in those where players talk to each other, the enemy cannot know that they are spotted until they see the blue dot of the Black Eye. When you play Valkyrie, the placement of your cameras is essential. Note that if it is

impossible to throw one outside during the preparation phase, nothing prevents this once the round has started.

The power of her Desert Eagle is very useful for making holes in the walls (especially at the top), in order to place a camera capable of observing both sides of this wall. Please note that Valkyrie’s black eyes are recoverable after being thrown, but only if they are within reach. Unlike normal security cameras, Black Eye cameras are gyroscopic, which makes them able to rotate nearly 360 degrees and allows for a faster view than normal cameras. They also have a larger field of view. Combined with the abilities of Caveira and Pulse, this will offer more cameras on the map, which can help them cover their backs while raising awareness of the areas that Black Eyes can monitor where normal CCTV cameras cannot.

The Black Eyes main counters are Thatcher’s EMP Grenades, Twitch’s Shock Drone, IQ’s Electronics Scanner, which can spot Valkyrie’s cams when they are within its range, and finally, Dokkaebi with her ability to access the defender’s CCTV once she has got her hands on a fallen defender’s phone, thus, enabling her to turn Valkyrie’s unique gadget against the Defenders. All in all, with the ability of the great R6 operator Valkyrie, having eyes on the map and on the enemy movements will contribute to victory.

Caveira

Light Armored Operator and member of the BOPE; Caveira is a defending operator and one of the most frequently met during the games. What is really special about Caveira is that she has two unique abilities: the Silent Step and the Interrogation, the first one enables her to walk stealthily at wolf’s pace, leaving no footprints behind her, thus she can bypass enemies without being detected by the noise so that she can immobilize them using her unique gadget, the Luison pistol.

And here comes the second ability; once the opponent is downed she can interrogate him to temporarily (10 seconds) reveal the position of his teammates for the whole squad. Note that the Luison handgun is equipped with a personalized suppressor and subsonic bullets. It is designed as a powerful short-range weapon. Being non-lethal, the Luison will always incapacitate the operators instead of neutralizing them, allowing Caveira to carry out her interrogation successfully.

As for the arsenal, she has a SPAS-15 shotgun or an M-12 submachine gun, both of which are very useful. In the role of a roamer and armed with her devastating shotgun, Caveira

clearly does the job perfectly. Guided by Valkyrie, or Echo’s Yokai, she can make the opposing team suffer a lot. Given Caveira’s propensity to infiltrate, it is more than not advisable to add a laser pointer on her weapons, to avoid being detected. Finally, with Jackal’s arrival in the roster, Caveira discovered a new ability: triggered just before the end of the Spanish attacker’s eyenox cooldown, the silent step technique allows Caveira not to be spotted by the latter. A very practical technique to counter this anti-roamer. Be careful though, the Silent Step does not counter the detection of Lion and Dokkaebi can easily reveal Caveira position by ringing her phone.

When Caveira uses her Silent Step, she can only utilize her sidearm, it is not recommended to switch back to the other weapons because this will disable her ability, so you can only use melee attacks, Interrogation or the Lusion to avoid turning the Silent Step off. Don’t forget that when she uses Interrogation, she can’t move, making her more vulnerable during the interaction. Also, this ability can only be interrupted by killing Caveira or the victim, but if the victim is dead, the interrogation and its impact will not be prevented. When you play Caveira while Frost is in the team, her Welcome Mat will facilitate the Interrogation. You should pay attention to Gridlock’s Trax Stingers when you use the Silent Step.

Caveira is one of the best operators in R6, her stealth allows her to hunt down her prey without a sound and her interrogation ability is fantastic… An outstanding Defender!

Echo

A Heavy Armored Operator and member of the SAT, Echo is, to this day, the only defender equipped with drones (2). These latter represent his unique gadget the Yokai, which is a hovering drone that emits sonic pulses that disorients and disrupts all targets in a given area. The Yokai also transmits a real-time video stream, allowing Echo to secure his surroundings. The 2 drones can move on the floor and can be attached to the ceiling. It is from this position that Echo can use his ultrasonic bursts to blur the vision of the affected opponents. After using the 2 bursts, it is necessary to wait for 20 seconds for a cooldown to be able to reuse one (40 for both, therefore). When one of these ultrasonic waves hits an opponent, his vision is blurred. The blindness effect lasts a handful of seconds if the enemy stays still, but if he moves it gets worse until it makes the action completely unreadable, thus resulting in a powerful screen sway. Moreover, the advantage of the Yokai is its discretion:

being small, thin and quiet, it has an optical camouflage that makes it difficult to detect with the naked eye.

Echo has the MP5SD submachine gun with sound suppressor as well as great recoil control and he has the SuperNova shotgun that boasts additional ammo capacity. If the Yokai was originally a drone exclusively useful to Echo, thus requiring essential communication between players, it can now tag enemies and allow other defenders to manipulate its camera to obtain information about the enemy position. Therefore, the whole team can use the cameras, but only Echo can control the drone. When you play Echo, always make sure to never leave your Yokai in the same place. As soon as you hit an attacker, move to another location to make it more difficult for enemies to spot it.

Keep in mind that through his role in supporting defenders, Echo makes relatively few frags. Moreover, due to his interest in advanced technologies, he is the only operator to be immune to Dokkaebi’s ability to hack into mobile phones and cameras. In addition, when Echo is dead, he and his teammates can still see through the camera when in support mode.

Echo’s Yokai can touch Bandit’s Shock Wires without being destroyed and this is good for Bandit if he is in the team. Beware of Thatcher’s EMP Grenades, as they are able to disable the Yokai for 5 seconds and also drop it to the ground if it is attached to the ceiling. In addition, IQ can quickly locate Echo and his Yokai with her Electronics Scanner.

Being able to gather information and disorientate enemies with his unique gadget, Echo is a very handy operator in the game, especially for his teammates, his ability is excellent, but he is not recommended for beginners.

Mira

Mira is the Spanish defense operator of the first DLC of the second year and the first woman in heavy protection of the game. Mira has the Black Mirrors as a unique gadget; 2 one-way bulletproof mirrors, which she places on the walls, reinforced or not, in order to create an opening and therefore, a line of sight. All operators (including attackers, if they can reach it) can open the mirror in order to take advantage of the opening in the wall to

shoot down enemies in the opposite direction. All you have to do is blow up the small gas canister at its base with a rifle butt. Here too, it is vital to be sure to hit the target before opening the mirror, because a hole in the defense can quickly become problematic; that is even more dangerous if the crew members do not know that the hole is open and here comes the importance of communication.

Mira has the Vector .45 ACP submachine gun, which is very accurate and provide an incredible rate of fire. She also has the ITA12L shotgun, which packs a powerful punch. On the reinforced walls, Mira’s Black Mirrors are placed exclusively on the metallic part. So be careful to set the barricades on the right side if you want to take advantage of them. If they are deployed on a bare wall, it is no longer possible to reinforce it later. In addition, it is vital to assess the usefulness of a line of sight in this area and its threat to the defenders in the room. Once the mirror is opened, it is important to avoid carefully placing it back to back, or in the line of sight of a window, so as not to get caught from behind while looking through.

Here are the tactics and tricks that you should opt for when you play Mira; place two mirrors side by side, in order to open one as a shooting line and keep the other closed to keep watch of the enemy, or not to reinforce the wall next to the mirror to fire through once the enemies have been spotted. On the attackers’ side, know that Hibana can easily open the black mirror from the outside with her X-Kairos, and Twitch can blow the gas canister from the inside with her drone. Bandit and Mute can therefore be very useful in countering them. Also, when you play Mira, remember that deploying the black mirror takes 5 seconds and don’t forget that operators who use stun grenades (Blitz, Ying…) can blind the defenders looking through the Black Mirror.

Mira is a wonderful defending operator in R6, her very practical gadget allows her to open new lines of sight and fire, without exposing herself or her teammates completely, make sure to reap full benefits from this unique ability.

Lesion

A Medium Armored Operator and member of SDU, Lesion is a Chinese defender endowed with the Gu Mine as a unique gadget that he throws to the ground and that poison the enemies as soon as they step on them. Although he has a total of eight mines, he only starts the round with one of them in his hands. The others are added one by one to his inventory after a 30-second cooldown.

These mines cause ten damage points to the operators walking on them (cumulative damage depending on the number of mines), then 4 additional damage points every two seconds (non-cumulative damage), causing a gradual loss of health until the poisoned operator is downed or removes the needle from his foot. In terms of weapons, Lesion has the SIX12 SD shotgun with an integrated suppressor for stealth, great for close-range engagements. He also has the T-5 SMG submachine gun which offers a high rate of fire.

All GU mines deployed by Lesion, are indicated on the map by an icon. When an attacker walks on one of them, he is immediately informed. They are therefore an excellent warning of the presence of an enemy. Placing one behind a door or a window, for example, is a deadly trap for the opponent, since if he is close by, he just has to pull through it to hit the target. Also note that when combined with Frost Welcome Mat, these mines become fatal and can also be dangerous when coupled with Kapkan EDDs. Also, be aware that in addition to taking constant damage, poisoned enemies cannot sprint until they remove the needle. However, these traps are not completely invisible, but difficult to detect. They can be disabled by Thatcher’s EMP Grenades, and appear on IQ Electronics Scanner. Also avoid placing them near Castle reinforcement, as they will be destroyed with the explosion. Over time Lesion has

proven his roaming skills and his mines can be a powerful ally in trapping attackers in corridors or covering his escape if you are spotted by the enemy.

Combining Lesion with his Gu Mine with Ela and her Grzmot mines, the enemy will be disorientated and poisoned at the same time. Also, Caveira can use her interrogation ability easily on the opponents who are downed by Lesion Gu Mines.

Like a spider in the middle of the web, hunting down his enemies, poisoning and slowing them with his invisible traps the Gu Mines, Lesion is an amazing defender in R6.

Ela

A Light Armored Operator and member of the GROM, Ela the biological sister of the attack operator Zofia, is a fast and agile defender who has 4 Grzmot Mines as her unique gadget; they are concussive mines that disorient and stun enemies and even teammates who come within range. Three of them can be thrown and stick to surfaces; walls, floors and ceilings or furniture. The fourth one is kept in reserve to be detonated directly when she is downed and waiting for someone to heal her.

Armed with a FO-12 shotgun with fast reload and effective in close quarters combat together with an excellent submachine gun Scorpion EVO 3 A1 with a high fire rate. Note that the speed of her Scorpion gives her a certain effectiveness in short range, making her a remarkable roamer.

Like her sister, being familiar with concussion effects, Ela is less vulnerable to Zofia’s concussion grenades; she recovers 50% faster than other operators do. Be careful, if the Grzmot mines only detonate when they detect an enemy movement, if she or an ally is nearby, they will be just as disoriented as the attacker. Being equipped with a fourth mine on her, it may be useful to associate Ela with Rook; his Armor Plates can multiply her chances of only being injured and entering DBNO state and thus triggering her reserve Grzmot Mine.

Of course, since her unique gadgets are electronic, they can be detected by IQ and deactivated by Thatcher EMP Grenades. When the Grzmot Mines explode and the blast hit an operator, it will cancel his current action, except the action of pulling the needle from Lesion’s Gu mines. The concussion effect lasts about 6 seconds and it results in temporary blindness and the disruption of hearing and vision as well as the inability to sprint.

Ela, a trap expert, skilled as both a roamer and an anchor, excellent at close range, her amazing unique gadget and her pretty looking face; this makes her one of the most extraordinary defense operators in R6.

Vigil

A Light Armored Operator and member of the 707th SMB, Vigil is a South Korean defender who is remarkably effective in roaming, due to his speed and devastating arsenal. Indeed, he moves quickly, and if his double barrel shotgun BOSG.12.2 has only two bullets in each magazine, it is undoubtedly the most powerful weapon in the game and the only defensive weapon that can breach Castle’s Barricades, just make sure to never miss your target, to avoid the risk of being vulnerable to the attackers.

His K1A submachine gun provides medium-range accuracy. In addition, his secondary handguns are 2 Machine pistols, both optimal at short-range engagements; the C75 Auto has an extra mag as a front handle allowing for more control, as for the SMG-12 it boasts a high rate of fire. Vigil’s unique gadget the ERC-7 (Electronic Rendering Cloak) enables him to become invisible to drones (and to cameras when they are hacked by Dokkaebi’s Logic Bomb), as long as he does not use weapons or gadgets. His Video Disruptor removes his image from video feeds temporarily, for 12 seconds.

Since Vigil shotgun is able to create holes in Castle barricades, it can be useful to create a line of sight without undermining your defense too much. However, his submachine gun will be more suitable for most players (especially the beginners), even if it does much less damage.

Vigil’s ERC-7 works a bit like Caveira’s Silent Step, as it can be activated infinitely, but is limited by a 6-second cooldown between each use. Moreover, beware of Thatcher’s EMP Grenades and Twitch’s Shock Drone, which can temporarily disable Vigil ERC-7 and prevent him from using it for a certain period of time, even if it is not active. Also, pay attention to IQ, who can locate Vigil Video Disruptor, when it is active, with her Electronics Detector. It is therefore recommended to activate Vigil ability during the preparation phase in order to avoid this type of inconvenience. In addition, don’t forget that his capacity of becoming invisible to cameras, doesn’t mean that he can’t be heard by drones or cameras.

When you play Vigil and activate the ERC-7, you should always remember that, when you fire a gun, use a melee attack or affect the surrounding environment, this would automatically disable your ability. In addition, when the ERC-7 is active, the EE-ONE-D of Lion won’t be able to locate the movement of Vigil, however, if he is marked by the EE-ONE-D, activating his unique gadget won’t have any effect. Also, note that the Eyenox Model III of Jackal can detect the footprints of Vigil even he uses his ability.

All in all, Vigil excels in the Anti Intel role thanks to his unique ability. A great roamer who hides his presence from attackers. A fast operator who boasts an effective arsenal, the perfect choice for players who fancy playing as roamers.

Alibi

A Light Armored Operator, Alibi is one of the two Italian defenders of the G.I.S. She is a light and fast operator, as a unique gadget, she is equipped with 3 Prisma devices, a device capable of projecting a hologram of herself, which automatically detects the enemy’s position if he touches or shoots it. Alibi’s arsenal consists of the awesome ACS12 automatic shotgun, as well as the famous Mx4 Storm submachine gun offering high rate of fire.

In handguns, Alibi has a choice between two powerful revolvers, but with limited magazines: the Keratos.357 or the Bailiff 410. The Prismas of Alibi are activated when they are thrown to the ground and they need enough space around them. If there is not enough space, the device will fail to deploy and then enter a “jammed” state in which it will glow with a flashing red light and refuse to deploy. Also, it is not advised to place the Prisma in doorways, because it will destroy itself once a barricade is placed onto the same doorway.

The three Prisma holograms are fixed and immobile. It is therefore preferable to place them in such a way that they “hold” a line, to better fool the enemy, or within sight of a reinforced window or door, to take advantage of enemy reflex shooting. Be careful, however, Alibi’s holograms spread an image of herself with her original and unmodified submachine gun and her default skin. So being dressed differently or playing with the shotgun can therefore be a valuable clue for the opposing team. However, this is not a serious problem, as the majority of R6 players prefers her submachine gun, because her shotgun is more useful to demolish a wall than to kill an opponent. Be careful also with Glaz, who will be able to differentiate the

real Alibi from her holograms, thanks to his Flip Sight. Twitch’s Shock Drones and Thatcher’s EMP Grenades can also easily disable and destroy the Prismas. For the others, it will be enough to shoot the Prisma itself without touching the hologram, to destroy it without being detected. One of the main strengths of Alibi’s unique gadget is that when a drone passes over the projection, its holder will be automatically spotted as if he had fired at it.

Very fast and with her unique gadget, Alibi is also excellent in roaming. In this case, do not hesitate to keep a hologram on you to use it on the opponents you would encounter. When Alibi is present in the team, the identity of all defenders is completely hidden when a one of them is identified by being either outside or tracked by the EE-ONE-D of Lion. Here is a trick you can try, the “Alibi trick”, taking the place of her hologram once she has been spotted to lure the enemy; this requires well-chosen timing and nerves of steel but can be highly advantageous since the attackers will no longer be suspicious of you. In addition, when you play this defending operator, bear in your mind that there are certain actions that will activate the Prismas, including melee attacks, movement, drones, gunfire, projectiles and grenades, any interaction with the projection. The tracking lasts 5 seconds and shows the location of the attacker who triggered the Prisma. The projections are not identical to the real Alibi and when an attacker aims at them, the crosshair will not turn red. So be careful! Alibi is more efficient when combined with defenders with shields who can defend the Prismas or Jäger’s ADS, which can protect them from explosions and grenades.

Alibi is one of the fastest operators in R6, her special ability is destined to deceive the enemies and gather Intel. Her Prismas forces the enemies to be confused before shooting, thus revealing their positions. Alibi also has excellent roaming potential and her unique gadget who fools the opponents and make them focus their aim at the wrong target, can be very beneficial for the whole team.

Maestro

A Heavy Armored Operator, Maestro AKA “Pizza Guy” is a heavy Italian defender who joined the roster with Operation Para Bellum. Equipped with the same automatic shotgun as Alibi (ACS12) as well as the two powerful revolvers; the six-bullet Keratos.357 and Bailiff 410, Maestro also has a devastating machine gun, the ALDA 5.56 a monster when it comes to

annihilating the opposition. In addition, he is also equipped with the Evil Eye (Compact Laser Emplacement (CLE-V)) as his unique gadget. It consists of two bulletproof cameras (cannot be destroyed by gunfire or melee attacks), that can be attached to any solid surface; floor or wall just like Jäger’s Active Defense Systems. The Evil Eye camera is capable of seeing through smoke and its turret can fire fast high-energy laser beams causing 5HP of damage.

While Maestro’s Evil Eyes are bulletproof, they are not resistant to explosive gadgets (Ash, Zofia, even grenades) or Sledge’s breaching hammer. In addition, Twitch’s Shock Drone or Thatcher’s EMP grenades are capable of deactivating them for a short period of time. If all operators can use the Evil Eyes as cameras (including Dokkaebi, if she hacks into the cams), Maestro is the only one who can turn them or use the turret (as long as he is alive). In active mode, these cameras are capable of firing up to 20 successive laser bursts before overheating, so they need 5 seconds to cool down completely. Be careful, however, because the Evil Eyes become vulnerable to enemy fire as soon as they switch to active mode. Therefore, the placement of the Evil Eyes is very important and deploying them, for example, in a corridor in front of the objective, this will force the enemies to either turn their backs on the defenders or turn their backs on the camera and thus become optimal targets.

In addition, when you play Maestro, avoid deploying the Evil Eyes near Bandit’s Shock wires, because they will be destroyed. Pay attention to the Breaching Torch of Maverick, which can destroy Maestro’s unique gadget by burning it. Also, note that the laser bursts of the Evil Eyes can take out the attacker drones.

Maestro, an effective anchor on defense together with Echo. The Italian defending operator of R6 masters two roles thanks to his Evil Eyes; firstly Intel gathering through visual information and secondly disruption with the powerful turrets of his unique gadget. Maestro must stay alive, because his special ability is crucial to the whole team.

Clash

A Heavy Armored Operator and member of the GSUTR, Clash is a British operator, the first of the defensive roster to be equipped with a shield. The CCE Shield (Crowd Control Electro Shield) is her primary weapon and also her unique gadget. The latter extends to cover her from head to toe, thus protecting her completely from frontal fire. However, she is unable to shoot from the hip, or even use her shield to hit the enemy. She is therefore vulnerable to hand-to-hand combat.

In addition, she has a device mounted on her see-through shield, dealing electrical shocks that can inflict damage (3HP per second, 12 meters away) and slow down the attackers. This taser can last up to five seconds continuously, and requires five seconds to be fully recharged. Of course, being equipped with a shield, Clash does not have main weapons, but has the choice between two handguns: a P-10C pistol equipped with a red dot sight and a machine pistol SPSMG9 with a high rate of fire.

Clash being the first defender to be equipped with a shield, its use can be confusing at first. Moreover, this one is terribly cumbersome. When equipped, she cannot sprint, she can’t fortify a wall and she can’t jump a window. Be careful, therefore, it is better if you opt for doors. Having a slow mobility like Montagne and other operators with shields, she cannot run away quickly from the Asphyxiating Bolts of Capitāo. Her Shield can be knocked back with a melee attack, leaving the lower half of her body exposed to the enemy for a brief moment, same thing happens when hit by Ela’s or Zofia’s concussion grenades or even Ash’s breaching rounds. So be careful when these operators are on the opposing team. The

shield of Clash protects her from frontal fire and when it is not equipped; it is placed in her back and therefore protects her from attacks coming from behind.

The massive size of her shield allows her to completely block access to a window or door, but also to protect team members who can hide behind her; or even those who would like to go out, for spawn peak or to place explosive charges or gadgets outside (Valkyrie or Maestro, for example). In addition, if Alibi is in the game, the attackers will not be able to identify Clash if she goes out. This can be an excellent trap; attracting the opponents to her while a teammate is holding another line. Don’t forget that Thatcher’s EMP Grenades can disable the taser ability of Clash’s Shield, also, when the taser is active, IQ can detect it using her scanner. Beware of Nomad’s Airjabs, which can knock you on the ground, leaving you vulnerable to the enemy.

The large shield of Clash, the taser functions and communication with the teammates, this is the optimal formula that you can opt for to wreak havoc with this powerful defender. So defend your squad using the Crowd Control Electro Shield, shock enemies, slow them down using the taser, and block all entry points because that’s what great defenders do.

Kaid

A Heavy Armored Operator, Kaid is the oldest operator in R6 and he is Nomad’s mentor and comrade as a Moroccan operator in the Royal Gendarmerie Task Force. With 3 points in armor and 1 in speed, he is adapted much better to on-site defense than roaming. Kaid is an alternative to Bandit, with his unique gadget 2 “Rtila” Electroclaws, which can be thrown and attached to any surface just like Ela’s Grzmot Mines.

This enables him to electrify hatches, reinforced walls as well as barbed wire and deployable shields and even metal objects on the other side of the wall within a radius of 0.75 meters. Thus making it difficult for the enemy to breach any post that he is defending. On the equipment side, you will have the choice between an AUG A3 submachine gun or the first semi-automatic shotgun TCSG 12 with a suppressor, it is optimal for close quarters combat. His secondary weapon is the same as Nomad; the high powered .44 Mag Semi-Auto.

With only two claws, Kaid will have a hard time defending the objective on his own and should preferably be associated with Bandit or Mute. Moreover, since the Electroclaws takes a long time to charge up, it will not be able to be used in the same way as the German operator and his famous “Bandit tricks”. However, as they can be placed on a non-metallic wall, Kaid will be able to protect himself from Maverick’s blowtorch by placing his Rtilas out of her reach. When you play Kaid, you can go for the Kaid-Bandit combo, which can electrify most of the reinforcement of a bombsite against hard-breachers like Thermite or Hibana.

Depending on the site to be defended, Kaid’s Electroclaws will be an essential asset to protect the hatches and the traps. Just like Bandit’s Shock Wires, the unique gadget of Kaid affects metal objects, thus destroying electronic gadgets that touch it. As we said earlier, Kaid and Bandit are the perfect match as they optimize the defense of a room thanks to their electrifying devices.

The second synergy is with Echo and his Yochai drone that can pass through electrified surfaces and objects easily without being affected. Same thing for the drones hijacked by Mozzie, however the electrified surfaces can still take out his pests. In addition, Kaid can work well with Mira, who can set her Black Mirrors on electrified Reinforced Walls, without a problem. You can also try this: place your Electroclaws on Frost’s Welcome Mats and any enemy who is caught within them will be killed. As for counters, Kaid’s Rtilas can be detected by IQ’s Electronics Scanner and can also be destroyed by Thatcher’s EMP Grenade. In addition, Twitch can destroy the Electroclaws with her shock drone. However, the latter can be destroyed instantly if it touches a metal object electrified by the Electroclaws.

All in all, when it comes to Breach or Intel Denial, Kaid is the right man for this thanks to his Electroclaws. Electrifying hatches is a piece of cake for him as he is the only operator who is able to do it. Kaid is one of the best and strong defenders in R6.

Mozzie

In defense, it is Mozzie who assists Gridlock in the SASR. Mozzie is the first Rainbow Six Siege defender to be able to hijack enemy drones thanks to his unique gadget: Pest

Launcher. Mozzie is able to launch small bots called pests, which can be placed on the surface of your choice to ambush drones that would enter the gadget’s activity radius or you can also shoot a pest directly onto a drone to hack it, if you can do it, of course. The pest launcher (with 3 pests available) allows you to take control of your opponent’s drones, including Twitch Shock Drones. Despite having 2 speed ratings and 2 armor ratings, Mozzie is an effective roamer who, thanks to enemy drones, could figure out in advance what lies ahead of him. As for his equipment, you will have the choice between the Commando 9 assault rifle or the P10 Roni Submachine Gun as main weapon and the Super Shorty shotgun identical to Gridlock or the SDP 9mm as handgun. As for gadgets, you can choose between the nitro cell and the barbed wire.

Mozzie is an interesting character, with a flexible playstyle in both anchor and roaming. This operator offers new possibilities to defenders. The range of cameras is becoming quite impressive: cameras, bulletproof cameras, Valkyrie’s Black Eyes, Maestro’s Evil Eye… and he is able to hack them and when you know the importance of being able to give information to your teammates, the ability of having drones in defense becomes a key factor for victory. Mozzie is recommended when Twitch is present, but any drone will be a valuable asset. However, you should always remember to properly place the drone so that the whole team can give information and do not forget that they can be spotted with their blue lights so it is essential to hide them as if you were an attacker. In addition, Mute can help Mozzie trap drones easily by jamming them and making them immobile. Mozzie is a great roamer if you opt for this role. In this case, the hijacked drones can be used to cover your back or to observe what is happening in front of you before you go.

You should always keep in mind that the enemy drones will receive a red triangular warning symbol whenever they are getting near a deployed Pest. Also, Mozzie is able to pick up an already deployed Pest to use it again, however, when the pest hacks a drone, it will self-destruct, thus you can’t retrieve it. In addition, the deployed pests can be destroyed by any kind of damage. Moreover, the Barbed Wire and Mute’s Signal Disruptors can’t affect the hijacked drone. It is also immune to the electricity from Bandit’s Shock Wires and Kaid’s Electroclaws. By hacking a drone, Mozzie is able to use its ability, for example, when he hacks Twitch’s Shock Drones, he can use its taser to destroy the attackers gadgets. If

Mozzie moves a hijacked drone outside for more than 3 seconds, he will lose the signal and the drone will be lost and cannot be used by both teams for the rest of the round.

When you play Mozzie, bear in mind that he can’t hijack Echo’s Yokai drones and Lion’s EE-ONE-D. In addition, IQ can detect your pests as well as the hacked drones thanks to her unique gadget. Also, Dokkaebi is able to reclaim the access to the camera feed of a hacked drone, but the latter will remain under the control of Mozzie and his team. Finally, beware of Thatcher and Twitch, the first can destroy your pests and temporarily disable your hijacked drones, as for the second, she can use the darts of her drone to take out the pests from afar and also destroy the hacked drones.

Whether used for anchor or roaming, Mozzie has a flexible playstyle that enables him to be the perfect fit for the two roles. Let alone his Pest Launcher and its special ability to hijack the enemy drones. Mozzie is a great defender who is very useful when it comes to Intel gathering and Anti Intel.

Warden

A Medium Armored Operator and member of the Secret Service, Warden is an extraordinary defender and close protection specialist who fills the most obvious gap and lack in the ranks of R6 defenders.

He is a kind of mix between Glaz and Ying, thanks to his unique gadget the Glance Smart Glasses, which enables him to see through smokes and to become immune to the effects of Stun Grenades, Smoke Grenades, and other related gadgets like the candela of Ying. However, he must stay immobile so that his special ability can work. As for equipment, Warden has as main weapons: an MPX submachine gun with medium to high penetration or the M590A1 shotgun, which is optimal at close range. He also has as secondary weapons: the P-10C machine pistol with a high rate of fire and ideal for short range or SMG-12 pistol with a red dot sight. His gadgets are the deployable shield and barbed wire. Warden appears very powerful, countering both smokes and flashes such as Blitz’s flash-bang. Moreover, for objectives where the latter is used to being present, do not forget that the ability requires being immobile for you and your opponent, so you will have to react very quickly to a smoke.

Many players choose Warden in order to avoid flash or smoke during a round, thus his ability became somehow outdated, however, his effective arsenal can make up for this. Warden’s smart glasses can be used endlessly, their effects last 10 seconds and they run on a charge as they take 10 seconds to recharge, however they cannot be activated until they are completely charged. Being immune to flashes, Warden can remove the effects of the latter when he is affected by it just by activating his ability. This defender has the smoke vision capacity, meaning that he can see through smoke unless he is not moving fast. Please not that his smart glasses are not able to prevent audio deterioration. Also, when activated, his glasses can be detected by IQ and disabled by the EMP Grenades of Thatcher.

Behind his smart glasses, the native Kentucky operator has a great confidence in his abilities of being immune to flashes and seeing through smoke, making him a key asset for R6 defenders.

Goyo

Goyo, the Mexican defense operator, brings amazing explosives to the defenses, thanks to his unique gadget the Volcán Shield, which is an explosive version of the classic deployable shield. His special shield is equipped with an incendiary charge hidden in its back and can be triggered by friendly or enemy fire. Once placed and fired upon it will set fire to the area, leaving a carpet of flames that last 10 seconds. For his equipment, he has Mira’s submachine gun Vector .45 ACP, Kaid’s TCSG12 shotgun, accompanied by Hibana or Echo P229 pistol. Goyo has 2 speed ratings and 2 armor ratings, making him an optimal operator on and off site. When you play Goyo, you can take advantage of your 3 Volcán shields to burn anyone approaching the site, or you leave one or two of your unique gadgets for your teammates and go for hunting. Goyo’s special shield represents an obstacle for attackers, as it can cover him and his team and block pathways. Also, when attaching the incendiary bomb, the shield becomes a nightmare for the enemy and acts as an effective trap, once its bomb is shot, it will explode and the fire will hurt the opponents badly, especially operators with 2 armor ratings. (34 fire damage at close range).

So Goyo’s shield can be very useful to trap an isolated attacker or simply buy time to escape. Be careful though, his shield can be destroyed like any other deployable shield. Thus, Ash, Zofia, operators with frags or even the hammer of Sledge can demolish the Volcán shield. Therefore, it is strongly recommended to avoid staying behind it once it is deployed. In addition, keep in mind that the shield of Goyo will be triggered and unleash the incendiary explosives if its bomb is hit by melee attacks, gunfire or explosion from both sides. Same thing happens when the shield is destroyed. Once the latter is destroyed, Goyo will lose it permanently. Please note that the explosive pack is not vulnerable to electricity, thus, Kaid and Bandit can make use of it safely. Plus, the Shock Drone of Twitch cannot trigger it. The gadgets are immune to both fire and explosion done by Goyo’s unique gadget.

When you play Goyo, it is preferred if Kapkan is present in the team, as he can use his EDD to automatically offer an explosion that detonate your shield. In addition, Lesion can benefit from the fire caused by the incendiary charge and use it as a surface on which he can deploy his Gu Mine. Beware though, explosives and Breach charges can take out your shield if they blow up near it.

All in all, Goyo is a versatile defender, a blazing operator, who can use his Volcán Shield to deceive the enemy, as it looks normal from the front. Goyo is adapted to different playstyles, roaming or anchor and when it comes to wasting the time of the opponents or preventing their rushes, his flames can do the job perfectly. Actually, he has a collection of shields, his special shield can act as a normal one for protection, but when triggered, it will deal explosive damage, leaving a circle of flames that burns anyone who tries to cross it. Goyo offers many optimal solutions for the defenders, which makes him a one-of-a-kind operator in R6.

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