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The following are Operator ideas by me, Green Moriyama. This blog will be continuouesly updated, thus no new blogs will be made for new ideas that are thought up.

Attackers[]


Cryo is an Attacking custom Operator.

Gadget

Cryo has with him the CBI (Cryo Blast Impact) Grenades, Impact Grenades that function as a means to break surfaces easier. Freezing the surface it damages to become brittle temporal, the CBI can also be used to slow down enemies.

  • Cryo holds up to two CBI Grenades, which operate just like Impact Grenades in handling.
  • Upon impact on a wall or floor, the CBI will freeze a part of the surface, causing it to become "Frozen."
  • Frozen Surfaces are easier to breach, allowing for all firearms to have better destructive capability on the surface.
  • For Reinforced Surfaces, the surface can be breached by normal Breaching Charges, or any powerful explosives, such as Nitro Cell.
  • Normal duration of Freezing is 12 seconds. On Reinforced surfaces, it is 8 seconds.
  • Area of cover is similar to the effective area of an Impact Grenade.
  • If an Operator is within the impact radius, they are dealt damage and will be affected by "Chill" for five seconds.
  • Damage is a maximum of 25, but does not destroy objects (such as Drones or Breaching Charges) in its explosive radius.
  • Chill causes Operators to have the following slowed by 30%:
  • ADS time.
  • Sprint (but not running) speed.
  • Aim Movement while ADSing.
  • Weapon swap.
  • Reload speed.
  • The effects of Chill decay down to 0% over the last four seconds of its effect.

Synergy

  • Operators with a high fire-rate gun, such a machine pistols, can destroy through Frozen surfaces quickly.
  • Buck benefits in that he can destroy walls from farther away as the Frozen Surfaces are more brittle.

Counters

  • Electrified surfaces by Bandit's Batteries and Kaid's Electroclaws will reduce the duration of Frozen Reinforced Surfaces to half.
  • Frozen surfaces show visually as a frosted layer on both sides of the wall, allowing Bandit and Kaid to respond promptly to put their gadgets on the wall.

Loadout

Weapons: SMG, DMR, Ballistic Shield; Small Shotgun, Pistol
Sec. gadget: Stun Grenade, Claymore

Trivia

  • Frozen and Chill lasts for 0.5 seconds longer when on the Yacht map.


Veil is an Attacking custom Operator.

Gadget

Veil uses the SPSD-I (Special Pressurized Smoke Deployment-Injector; SPS for short), a gadget that can deploy smoke on the other side of walls, floors and barricades. Unlike normal Smoke Grenades, the SPS deploys a lot of more gas per unit.

  • The SPS, like other gadgets such as Fuze's Cluster Charge, can be placed on breachable surfaces. Once activated again, the SPS will deploy a canister into the other side.
  • Once the canister hits the ground, it will roll slowly forward over three seconds, deploying six containers of smoke along the way, once every half-second.
  • If deployed through the floor, the canister will roll in the direction in which Veil was facing when she placed the SPS.
  • The canister will alternate between right and left in deploying the containers.
  • Veil has two SPSs.
  • Veil has a special set of goggles that allow her to discern enemies within the smoke. This does not grant her clear vision through it.
  • Enemies seen through these goggles have a special light-blue outline around them.

Synergy

  • Veil's SPS provides a lot of smoke for Glaz to see through.
  • Thatcher, IQ and Twitch can take care of any devices that would stop the SPS from being deployed.
  • Breaching Attackers of all kinds can help Veil in using the SPS to its full capacity, as they open holes up after she has smoked the room-to-be-breached.

Counters

  • Mute will stop the SPS from being deployed.
  • If the SPS, while rolling, rolls through the effective area of a Jammer, the SPS will have the deployment of canisters delayed for as long as it is in the radius.
  • If the SPS continues rolling for 10 seconds (from being jammed), it will stop and become inert. In this state, it is possible for Veil to pick it up for redeployment.
  • The SPS, unlike other wall-mountable gadgets, cannot drill through Castle's Armor Panels.
  • Jäger's Magpies will either destroy the original canister or each container.
  • Bandit's Electrified Wires will destroy the canister that rolls, although not the containers.
  • Maestro's Evil Eye has the ability to see through smoke, thus being able to push back Veil and the other Attackers.

Loadout

Weapons: AR, SMG, LMG; Pistol, Machine Pistol
Sec. gadget: Stun Grenade, Claymore


Regen is an Attacking custom Operator.

Gadget

Regen has healing supplements which he can inject into himself to heal over a duration, allowing him to stay in the fight for longer.

  • Regen has up to two Supplements on hand, Healing 10 health immediately, then 30 health over the next ten seconds. Regen also grants him "healing factor" for the duration.
  • Although Supplements has a 15 second cooldown between activations, Regen has a 30 second Dosage cooldown. If Regen is Dosed, using Supplement will not grant the base 10 heal and will override the heal overtime, wasting any heal leftover from the first Supplement.
  • Healing Factor grants special immunity to poison, where the damage nullified in trade of receiving no healing.
  • Healing Factor only reduces damage for the duration. It will not prevent him from triggering Gu Mines or being continually affected by it after the Supplement's duration expires.
  • Healing Factor needs to be active when the temporal health expires.
  • Regen's Overheal decays half as fast.
  • Unlike Doc, Regen cannot self-revive.

Synergy

  • Due to his interaction with Finka, he works well when he accompanies a Finka.
  • As an Operator who has a larger potential health pool, Regen can play more aggressively alongside other fraggers.

Counters

  • Although partially resistant to their effects, Gu Mines and Smoke's Gas will hinder his healing.
  • Frost's Traps ignore Regen's capability for a higher health pool.

Loadout

Weapons: AR, SMG; Pistol, Revolver
Sec. gadget: Smoke Grenade, Breach Charge


Ballistica is an Attacking custom Operator.

Gadget

Ballistica has a special shotgun that fires explosives shells. While not deadly, they can prove to be disruptive as their collective force can tear a remote area. The shells are timed once they leave the barrel, as they will explode one second after leave the barrel, with an arc that have it start dropping at 8 meters. Each of the four shells only deals 15, for a maximum of 60 on a single enemy. Ballistica holds four of these shots, with only two maximum stored in the shotgun's barrel.

  • Cannot hold gadget with shield up

Synergy

  • X

Counters

  • X

Loadout

Weapons: Ballistic Shield; pistols
Sec. gadget: Stun Grenade, Claymore

Defenders[]


Santiago Fernández, better known by his codename "Reloj" (pronounced "re-lo" [reˈloɣ]), is a Defending custom Operator.

Gadget

Reloj carries around Dividers, special wall reinforcements that can fortify walls that have not been reinforced already by Reinforced Walls. While Dividers are vulnerable to explosives, they cannot be shot through and cannot be penetrated by Fuze's Cluster Charge or Ying's Candella.

  • Reloj carries four Dividers with him.
  • A single wall requires two Dividers, one at ground height and another at chest height. Together, they cover the same area as a full reinforcement.
  • When deploying, a faint outline will show to the player whether the Divider will be deployed on the top or bottom portion of the wall.
  • The width of Dividers, unlike normal metal Reinforcements, will cover two sections of small reinforcements. However, this means that if a small section is already reinforced by a normal Reinforcement, a Divider cannot be placed.
  • Dividers can be placed on Trap Doors, requiring only one Divider.
  • Dividers on walls deploy in a similar fashion to Mira's Black Mirrors, and only takes 3 seconds to fully deploy each.
  • Deployment on a Trap Door has a unique animation.
  • A Divider is bullet proof, aside from Glaz's OTs-3 Marksman Rifle which can pierce through one of its two layers.
  • While Dividers can be melee-ed to make a hole, it requires two melee hits to make one.
  • This does not apply to Sledge's Breaching Hammer, which will breach through the Divider as if it's also a non-reinforced wall.
  • Dividers also prevent gadgets from penetrating through it, causing Fuze's cluster charge and Ying's Candela to sit static on the surface.
  • The respective Operator will receive the message "Cannot drill through" if they place their gadget on a wall or trap door reinforced by a Divider.
  • Operators knocked back by Nomad's Arijabs will not break through the Dividers.
  • Dividers are visible on the other side of a wall much like a normal Reinforcement, but is tan coloured thus is hardy to spot or notice.
  • Dividers cannot be electrified.

Synergy

  • Reloj's Dividers work well with Mira's Black Mirrors, working in tandem to protected Mira's feet as she leaves the upper part of the wall unreinforced so that she can shoot incoming Attackers.
  • If working together with Mute, Dividers can help protect a Jammer, preventing gun fire from penetrating a seemingly unreinforced wall. It also removes Breaching Charges from being used to breach through a Divider.
  • Together with Castle, Reloj can allow part of the objective's walls, if not all of them, to become harder to breach, causing shotguns and gunfire to be ineffective in breaching into the room as explosives become necessary.

Counters

  • Glaz is able to penetrate through Dividers with his marksman rifle, although it takes two shots on the same spot to make a hole.
  • Sledge's Breaching Hammer will ignore the Dividers' special quality against melee.
  • Ash and Zofia are able to easily take care of a Divider with their explosive gadgets.
  • Thermite and Hibana can also get through a wall reinforced by Dividers, although they are better used on actually reinforced walls.
  • Although it will take a bit more time to burn through, Maverick's blowtorch can get through Dividers.

Loadout

Weapons: PDW9 (SMG), ITA12L (shotgun); ITA12S (small shotgun), USP40 (Handgun)
Sec. gadget: Impact Grenade, Bulletproof Camera (or Deployable Shield)

Trivia

  • Originally meant to be a buff for Castle as “can put spare Panels on soft walls, or choose not to use them on doorways and windows alone.”


"Passage" is a Defending custom Operator.

Gadget Passage can create doorways in walls, even if they are reinforced, with her TD-3000. Although they have a delay, the TD-3000 can be opened and closed from the deployed side to give temporal lines of sight or a way for Defenders to sneak and out of the objective without needing a permanent roaming hole.

  • Passage has the TD-3000, a special-made device that can be placed on walls, reinforced or not, to create a doorway.
  • The size of the TD-3000 is large enough to vault through.
  • It can only be deployed at chest height.
  • When deployed, the TD-3000 is open.
  • Deployment takes 5 seconds long.
  • On the deployed side of the TD-3000 is an interactable switch. This switch allows the TD-3000 to be opened or closed.
  • Opening or closing of the TD-3000 has a delay of 3 seconds once interacted with.
  • When opening or closing, the TD-3000 flashes its light on both side, while making a slight beeping sound, once per second.
  • The TD-3000 is highly resistant, where melee and bullets will not damage it. Even grenades will not have much effect on the TD-3000.
  • However, C4 charges, Ash's CREM launcher, Thermite's Exothermic Charge and Hibana's X-KAIROS pellets are able to cause the TD-3000 to malfunction. When malfunctioning, the TD-3000 will open (after the usual delay) if it was not open already and remain stuck open.
  • Sledge is also able to damage the TD-3000 if he melees it three times with his sledge hammer.
  • The TD-3000 can also be destroyed if the wall around is removed, thus causing it to fall as cosmetic debris.
  • Although electronic, the TD-3000 lacks any outside facing mechanism, thus is immune to Twitch's Drone.
  • However, Thatcher is able to disable the door from opening or closing for a duration, while IQ can spot it from a distance with her Scanner.

Synergy

  • Passage has some synergy with Operators who are centralized on roaming.
  • For this reason, Operators like Castle can focus on putting their gadgets up while Passage allows roamers to leave or enter the Objective safely without needing to take down reinforcements or barricades.
  • Passage is also good partners with Mira, where Mira can use her Black Mirror to see past reinforced walls while coordinating the right time to open the TD-3000 to rain fire on the Attackers on the other side.
  • Maestro's Evil Eyes can be placed outside a TD-3000 to prevent attackers from attempting to destroy the door.
  • Bandit and Mute can apply their gadget to the TD-3000 to make it unbreachable.

Counters

  • Attackers mentioned above with the ability to malfunction the TD-3000 (Ash, Thermite, Hibana, Sledge) are good at making the door a gaping hole.
  • Thatcher is an excellent Operator in giving Attackers the time to setup before a TD-3000 while the door is stuck from opening.

Loadout

Weapons: Shotgun, SMG; pistols
Sec. gadget: Nitro Cell, Bulletproof Camera


"Din" is a Defending custom Operator.

Gadget

The Noisemaker. A gadget that produces sound, disrupting those who is within the wake of its activation. Thereafter, the Noisemaker will continue to produce sound, making it difficult for anyone within its radius to hear their surroundings.

  • Din carries on his back a sound emitter, which creates sound throughout his surroundings, causing both ally and enemy alike to be unable to notice gunshot signal and other noises near him (6 meter effective radius; sound reaches much farther).
  • The duration is limited (~5-8sec), with a relatively long cooldown between uses (15-25sec), which he can only use a few times (2 or 3 uses).
  • Thatcher and Twitch can effectively disarm the device temporarily, while IQ can see the gadget with her scanner; more synergies/counters possibly.

Operator: Mask (Name is WIP/temp)

Role: DEF

Armor: Medium

Primary: Pump Action Shotgun, normal SMG, special SMG that has a smaller mag capacity but has more breaching capability (damage and RPM is only slightly better than normal SMG)

Secondary: Two pistols (the usual pair of high-mag, low damage and low-mag, high damage)

Gear: Deployable Shield, c4

Gadget: Counter-Tap (temp)

The CT-15 is the latest EMP device created by Mask (and colelagues), which can be placed quick on walls or floors manually. Once attached to a surface, the gadget will be ready for use in 1 second. The CT-15 can be picked from their location like other similar gadgets. Mask has up to 4 of these.

The CT-15s are rather small, slightly smaller than Lesion's Gu Mines. They emit both a faint blue light and a faint beep every 4 seconds. These devices are destructible by most means, but are specially resistant to electricity and EMP.

When an electronic device is activated within 4 meters, the CT-15 will block that device's "signal." A drone or EMP grenade entering the radius will also trigger the CT-15, but won't "block" them. Thereafter, the CT-15 will prime over 4 seconds, flashing rapidly while chirping. After the 4 seconds, the CT-15 will trigger, destroying some Attacking electronic gadgets while emitting an EMP field that prevents electronic use for 8 seconds, in a 6 meter radius. Multiple CT-15 can trigger at the same time.

Operator Rework balance & rework ideas[]

Echo has a few things that annoy people, maybe more than necessary. His most recent changes were much appreciated in causing less frustration to playing as him, but his gadget still does so much to the annoyance of his victims. Thus, the following changes I offer are an attempt to keep his strengths but remove certain unnecessary aspects that make him more annoying than he should be fulfilling.

Balance Patch

  • Reduce the Yokai Drones' ultrasonic blast range to 10m from 14m.
  • Yokai Drones cannot drop from ceilings unless it has fully cloaked.
    • As a result, remove the jump's cooldown as the drop cooldown becomes a new gating method.
  • For the movement-based penalty on the ultrasonic blast's effect, either remove:
    • The duration extension.
    • The worsened blurring and swaying effects.
  • If thrown at a ceiling, the Yokai Drone will automatically attach if possible.

Explanation

Reduction of the blast range means that the drone cannot sit too comfortably afar from incoming Attackers. It won't affect too much gameplay, as many of times, the drone is in a small tight room. However, it'll remove times where the Drone can hit an Attacker across a larger room.

The changes to how Drones cannot drop till cloaked is an attempt at an integrated cooldown, along with removing the annoying "you cannot jump" cooldown. Until it cloaks, the Yokai Drone doesn't have the ability to drop. This also means that shooting at an Attacker will prevent the Drone from doing hit-n-run tactics. The Drone already proves to be a good ambusher, but maybe it's too much to also be a guerilla skirmisher.

The sonic blast is severely punishing, with grave effects that give no good choices. Either you are a sitting duck with bad peripherals or you move to a safe place with horrible peripherals and swaying. The effect also lasts for long when you move, so it's a lose-lose situation; it's not always apparent, but neither choices sound good. All other debuffs by unique gadgets both last a shorter amount of time and/or are not as severe. Of course, it does not damage, but its effects are enough to lose a fight. To make the move-to-a-safe-place a more viable choice, I chose that moving should not incur both the duration extension or the worsened effects. Just let it be one or the other.

The last point is more of an ease-of-life (or whatever the term was) change, where if the Echo wants their drone to automatically attach to ceilings, they can. It would mean that if the Echo player has the "don't go into drone upon deployment" feature on, they don't have to attend to taking those few seconds to attach the drone to the ceiling.

Frost has been announced for a rework... and with some apparent reasons. Her gadget's success goes up and down, and even in high level play can either be too successful or downright useless. I also attribute it to its underwhelming "you are DBNO" phase where once you get in the trap, it's mostly over. Very binary, especially for Attackers. Thus, a couple preliminary thoughts have come to mind:

  • Change the DBNO state from being default DBNO to something special. Give more incentive for Attackers to both be careful of traps and also try to help trapped allies as soon as possible.
  • As an example, being caught will incur a small health penalty, followed by a continuous drain of health. This way, if you are brought out early, there is something to be gained. But if you already had low health... well, it's a much quicker death than current.
  • The trap currently is also binary in its state of... stealth. On one side, people try to hide it into corners. However, it also finds success when placed in some more-obvious-than-expected places. However, I am aware that this cannot be so easily fixed by changing its size or shape.
  • What I'd like to do is make it easier to place against walls. ATM, there is this quality of life bugger where you can never get it against a wall. I'd rather not fiddle for too long and wish for it to get in place for you.

Castle is a tough cake on what to improve. Some ideas have popped up, but none exactly solves the issue he has when it comes to low level play and situational capability. They are either hard buffs or clear removals of weaknesses. This needs to be well considered, as while not as broken as the Tachanka situation, it is one of the dire and old problems.

And now we have Clash... who is probably facing a similar but different issue as castle: works alright or strong when in a well devised team-comp, loses out when played in other situations. But the difference between the two is where their powers lie in: Castle relies on mostly his competence to drag down his own team, whereas Clash relies on his teammates to cooperate with her to use her Gadget to the best of its ability. Of course, I'm making some generalizations, but the point to make is that Clash in her current position is maybe tipping too much on the extremity of needing allies to ever be good... which is not the worst offense an Operator's design can have, but is one that needs to be properly followed through.

The following are some tentative ideas I had in mind that could better her current experience, not only for those maining her but also for those who might want to try her out. As she is now, Clash is rather weakened, and has been idealized too much for higher play:

  • This may require the shield's shape to be changed around.
  • Remove the damage on her shock.
  • TBA

Misc/WIP[]

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