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

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