Rainbow Six Siege X overhauled much of the game’s systems with better audio, enhanced visuals, environmental traps, and many small changes to the Operator roster. With the Dual Front game mode, the meta has somewhat shifted again. Here's the full list of Operators and their rankings from S to D-tier in R6.
Full List of Operators and Rankings
Operator |
Ranking |
Explanation |
---|---|---|
Ace |
S |
Has one of the quickest hard-breaching gadgets in the game |
Alibi |
C |
Her Prismas can catch certain players off guard, but experienced players usually ignore them. |
Amaru |
D |
Has good weapons, but other Attackers can perform better in rushing. |
Aruni |
A |
Her Surya Gates are solid for denying attacker utilities, and her melee attack can break open walls to create flank routes. |
Ash |
S |
Her hard-breach gadgets can be very practical and create more attacking opportunities for her team, |
Azami |
S |
Azami’s gadget creates a highly effective cover for her team and makes enemy pushes much more difficult, while working well in any bomb site. |
Bandit |
B |
Bandit has decent wall denial, with some potential to deny breach charges through tricking his wall batteries. |
Blackbeard |
S |
Blabeard’s gun shield allows him to take peeks that would otherwise be risky and make more mistakes in gunfights. |
Blitz |
S |
Blitz’s shield can be oppressive in smaller maps, as he can blind defenders and score easy kills if he uses the shield flash. |
Brava |
A |
Her niche in converting defender gadgets to her side is useful against certain Operators and can catch Defenders off guard |
Buck |
S |
His underbarrel shotgun has plenty of applications, especially with breaching walls |
Capitao |
B |
Capitao’s crossbow has multiple tactical utilities with silent smokes and a firebomb for area denial, though certain Operators outclass him. |
Castle |
B |
His enhanced door and window panels can be highly effective in locking down zones, though wrong placement can severely hinder the team if placed in the wrong spots. |
Caveira |
C |
Caveira requires extensive map knowledge to utilize and can be challenging to pick up. However, if played right, she can be a great roamer and secure enemy positional info. |
Clash |
S |
Clash’s shield is extremely powerful as she can safely harass and lock down Attackers with electricity, giving her team plenty of room to secure easy kills. The only downside is that she is frequently banned on Ranked due to her highly effective skill set. |
Deimos |
A |
Deimos is a solid roamer with his drone applying pressure on defenders, challenging certain players to a 1v1 while having info on their position. |
Doc |
B |
His healing stims are always useful in low to mid-ranks, though they fall off in usefulness come high ranks. He is still a solid support pick for new players. |
Dokkaebi |
S |
Dokkaebi can apply tremendous pressure through her phone-hacking gadget, giving out audio clues for her team to work with, as well as secure defender cams for her team, giving her strong info utility. |
Echo |
A |
Echo’s Yokai drone is a good support gadget for other Defenders by distracting Attackers and can even be used to hinder a push with its ultrasonic burst. |
Ela |
C |
While Ela can be replaced with more potent trap Defenders, her mine is the perfect counter against shield users, knocking them down and giving her an easy kill. Otherwise, she is fairly niche. |
Fenrir |
S |
Fenrir can be tricky to play since his mines require manual activation, but can be extremely oppressive with a coordinated team since his mines can shut down a push. |
Finka |
B |
Finka’s gadget can be effective in a coordinated push, but she requires precise timing to make the most out of its utility. |
Flores |
C |
Flores’ explosive drone can open certain routes for his team and can bait defenders out of position, but certain Operators can do that more reliably. |
Frost |
B |
Her bear traps can close up frequent Attacker routes and can help her secure easy kills if she catches an enemy caught in the trap. |
Fuze |
D |
With the current game’s audio rework, Fuze’s gadget deployment audio is louder than usual, making him easier to detect. |
Glaz |
C |
Glaz’s scope is extremely niche for smoke setups by securing kills through thermals, but lacks any other utility that he can provide for his team. |
Goyo |
A |
Goyo’s canisters are good for area denial and stalling an enemy push |
Gridlock |
C |
Her gadget is useful for locking down roamer routes, but she would require extensive map knowledge to fully maximize her usefulness in the team, and is fairly niche. |
Grim |
S |
The recent buffs to Grim’s hive launcher make him one of the most oppressive attackers with his ability to secure real-time info on enemy positions. |
Hibana |
C |
Hibana’s hard-breach utility is extremely niche, only applying to basement sites. She is outclassed by other hard-breach Operators. |
Iana |
A |
Iana is a potent info-gatherer as her clones let her peek safely. They can also be used to bait Defenders into giving away their positions and entering unfavorable gunfights. |
IQ |
C |
IQ is better played as a counterpick against Defenders like Valkyrie, Lesion, and Echo, which have difficult gadgets to spot. |
Jackal |
D |
The nerf to Jackal made him less useful for tracking down roamers and forced him to look down on the ground to track movement, which is not ideal for crosshair placement in R6S. |
Jaeger |
B |
Jaeger is a good pick for shutting down thrown gadgets, flashes, and smokes that could clear a room. He still remains a solid counter for most Operators. |
Kaid |
S |
Kiad’s gadget, if placed at the edge of a reinforced wall, will deny a hard breach there and can force Attackers to fight on his terms. |
Kali |
C |
Siege X’s new hit registration system makes her sniper rifle a bit more consistent, though she still remains niche as she can only hold certain long angles. |
Kapkan |
A |
The new gas pipes placed in every map make Kapkan’s traps lethal if placed right next to them, giving him great kill potential. |
Lesion |
S |
Lesion’s mines still remain an effective area denial gadget as he can force Attackers to slow down or take unnecessary tick damage that gives other Defenders an edge in gunfights. |
Lion |
C |
His gadget requires the perfect team set-up and coordination to be effective, and is less useful in solo, where there is no coordination |
Maestro |
B |
Maestro’s camera can fortify a bomb site while leaving it unguarded, since his camera can prevent bomb defuses and distract other Attackers with it. While stationary, the gadget alone puts a lot of pressure on Attackers. |
Maverick |
S |
Maverick’s welder can shut down even a Bandit or Kaid electrified wall, which can easily force Defenders to be out of defensible positions. |
Melusi |
S |
Melusi’s gadget not only gives her team a loud audio cue of where the Attackers are, but also slows them down enough for a roamer or another anchor to secure an easy kill. |
Mira |
A |
Mira’s wall alone can pressure Attackers, even if she’s not behind it. However, if she is using it, she can get a kill by peeking while prefiring, knowing where an enemy is. She can still be countered by hard breachers. |
Montagne |
A |
His massive shield makes him the perfect Operator to take point, gather information, and pressure the Defender to either try to kill him or kill the Attacker next to him. |
Mute |
S |
Mute’s jammers are very powerful in preventing Attackers from gathering info through drones and forcing enemies to face check certain angles, which can give Defenders a huge advantage. |
Mozzie |
B |
While Mozzie’s gadget is good on paper, it has less utility than Mute’s jammer, since that can also disable other gadgets like Breach Charges and certain Operator gadgets. |
Nokk |
D |
Nokk’s gadget is very niche and does not grant her full stealth, especially with the audio rework, where she still has audible footsteps. Not only that, her weapons have poor performance in firefights. |
Nomad |
A |
Nomad’s airjab is great for flushing Defenders out of cover with little time to react. This also stuns them, which opens them up for a kill by your team, making her a good, consistent option. |
Oryx |
D |
Oryx’s dash is not ideal for defending or setting up flank routes, as some Defenders have weapons that can create holes for flanking without incurring damage. |
Osa |
C |
Osa’s gadget is niche for specific bomb sites, but is effective once she sets up her cover on the right spots. |
Pulse |
C |
Pulse has good info-gathering utility, but compared to other info Operators, he lacks the full utility that they have. |
Ram |
A |
Ram’s drone puts an undue amount of pressure on Defenders, especially when placed above them or at a barricade, removing any defenses that they have set up and opening the way for other Attackers. |
Rauora |
C |
Her gadget has some use for blocking off entryways against roamers, but explosives can destroy these and have less utility than other delaying traps. Claymores are more than enough to deter roamers. |
Rook |
B |
Rook’s body armor essentially grants his team an edge in stats with its damage reduction and prevents death by forcing a knocked-down state instead. While he isn't a playmaker, he can make the lives of his team a little easier with the armor. |
Sens |
B |
Sen’s smoke is difficult to counter as it does not work like a smoke grenade and can be turned off and on, giving Sens an advantage on securing the site for a defuse. Sens requires team coordination to be most effective. |
Sentry |
D |
Sentry lacks a unique gadget as he is a starter Operator, but has slightly more secondary gadgets. Still, Sentry is easily replaceable by any Operator once you have the Renown to unlock one. |
Skopos |
A |
Skopos may be a little complex to play, as you are playing two characters in one Operator. Skopos robots can trick Defenders into defending one side while the other robot can make long flanks. |
Sledge |
C |
Sledge is not so useful as a soft breacher, especially against options like Buck or Ashe, but his one niche is opening up shield Defenders like Clash. |
Smoke |
S |
Smoke can easily lock down common Attacker routes with his smoke bombs, especially with a coordinated team. He has plenty of playmaking potential and can be an oppressive Defender to fight against. |
Solis |
D |
Solis has been receiving multiple nerfs prior to the Siege X update and has been outclassed by IQ for the same utility. |
Striker |
B |
Striker’s secondary gadgets have more utility than their counterpart, Sentry. With proper coordination, Striker can be just as effective as the other B-tier Attackers in the game. |
Tachanka |
C |
Tachanka’s LMG is more effective at playmaking compared to his Shumika launcher, but is still fairly niche as a Defender. |
Thatcher |
A |
Thatcher’s EMP grenades can shut down most Defender traps and can open trapped routes for his team easily. He can even disable personal gadgets like Vigil’s stealth. He can fit in almost all team comps due to his utility. |
Thermite |
A |
Thermite is a solid hard breacher and has good weapons to back up his playstyle by roaming. While there are better hard breachers like Ace, Thermite has his own niche to justify using him. |
Thorn |
D |
Her traps have too long of a delay to really justify using over more effective traps like Melusi’s trap or Fenrir’s mine. |
Thunderbird |
D |
Thunderbird’s healing drone is worse than Doc’s own healing and can be fairly countered with multiple gadgets. |
Tubarao |
A |
Ubarao’s ice canisters have a surprising amount of utility with their ability to disable electronics and slow down Attackers with an ice path. With smart plays, Tubarao can be quite effective. |
Twitch |
A |
Twitch’s drones are good for clearing out traps remotely, without needing to shoot them and giving away your positions to enemy Defenders. She isn’t too flashy, but she adds a lot of utility to her team. |
Valkyrie |
A |
She is one of the stronger intel gathering Defenders as she can set up her cameras on very hidden and cheeky spots on certain maps, giving her team way more map control, especially when coordinated. |
Vigil |
A |
Vigil is a solid roamer that can easily avoid drone cameras, as he can catch Attackers by surprise, and only has a handful of counters that can beat him. |
Wamai |
B |
Wamai’s magnets require some proactive thinking to make good use of them, as they can snag some kills if you know where Attackers will start throwing grenades. He shares the same utility as Jaeger in terms of projectile denial. |
Warden |
C |
Warden’s ability is a hard counter to Operators that rely on smokes or flashes like Ying and Blitz, but he offers no other team utility. As a solo, he can be somewhat effective. |
Ying |
A |
Ying’s flashbangs are quite oppressive when pushing site, as not only can she bounce them like normal grenades, but she can even stick them on walls to catch Defenders by surprise. |
Zero |
B |
Zero’s gadget has its strengths and weaknesses, giving him solid intel gathering through hard walls, though Defenders can also easily shoot them down. There is a fair amount of counterplay between him and certain Defenders. |
Zofia |
A |
Zofia is a solid point person, able to flush Defenders out of position and even stun them to prevent re-fragging situations. |