There isn't a single best Rainbow Six Siege operator for every situation. Picking an attacker or defender in Siege is a matter of weighing objective location, your opponent, and the overall lineup of your team. Thermite works better on some maps than Hibana. An enemy that keeps picking Caveira is best countered by Dokkaebi. The value of an operator is a balance of their gadget utility and weapon power.
Here's a breakdown of the Rainbow Six Siege operators we recommend right now for most maps and skill levels.
The best Siege operators, January 2019 log
At the start of 2019, the Siege meta is settling in with Wind Bastion as players mix up their attacks in a post-Kaid world. More than ever, Thatcher is the master key to quickly dismantle a defense, but that may change this year as his rework continues. On the horizon is February’s Six Invitational, where presumably the first stuff coming in Year 4 will be revealed with a roadmap outlining the rest of 2019.
ATTACKERS
Thermite & Hibana
Thermite and Hibana are widely considered the bedrock of a good team composition. They’re the two main hard breachers in Siege, and their ability to breach reinforced walls is one of Siege's fundamental mechanics. A round of Siege is often won or lost based on how much of the defense the attackers were able to tear down, and these two cut the deepest. If you’re looking to give your team the best chance in most situations, take one or both.
Very useful
Sledge & Buck
Sledge and Buck are two sides of the same coin, both accomplishing the same goal in different ways. They both excel at soft breaching: Sledge with his titular hammer, and Buck with his rifle-mounted shotgun. They’re both two-speed ops and both carry frag grenades, so the choice between them really comes down to the preference between Buck’s unmatched breaching speed and Sledge’s versatility. Bring one when you expect an enemy to pick an objective room with a soft ceiling, like Drug Lab on Theme Park.
Maverick
Maverick is Siege’s newest hard breacher alongside Thermite and Hibana, but his playstyle couldn’t be more different. He cuts through walls with the subtle hum of his blowtorch instead of the piercing boom of a breaching charge. He mostly excels as a stealthy flanker, opening smaller murder holes to catch enemies off guard while his teammates draw attention from elsewhere. Play him as a lone wolf; his versatile kit makes him a solid pick in almost any situation, but his blowtorch does take practice to use efficiently.
Ash
Ash is often pointed to as one of the best operators in the game, but little of that has to do with her gadget. It has much more to do with her R4-C assault rifle, her high speed, and her smaller model that makes her a slimmer (and more difficult) target to hit. Of these advantages the greatest is the R4-C, which boasts all-around great stats. Paired with her breaching grenade launcher that allows her to quickly open soft walls, she excels as a rusher who can overpower weaker defender weapons.
Thatcher
The perfect wingman for a good attack, Thatcher sets ‘em up so Hibana and Thermite can knock ‘em down. His EMP grenades can be thrown on the outside of a wall to destroy or disable electronic devices in its large radius. Most often, this is used to counter the electric reinforcement of Bandit and Kaid so that a hard breacher can penetrate the defense. Operators like Twitch can accomplish this task in riskier ways, but Thatcher’s EMP’s make the job trivial. Against a savvy team, your hard breachers will be useless without Thatcher's support.
Twitch
Twitch has what I consider to be one of the most thrilling roles in the game, because driving her shock drones is like its own metagame within Siege. It's hard to sneak the boxier, less maneuverable drone under the nose of a defense, and once it's there she needs to act fast: dismantling as many of the defenders gadgets as possible before the jig is up. The shock drone is a uniquely powerful way to gather intel while also hindering the enemy, and at the moment it’s the only gadget that can open Mira’s windows. But even when off the drone, Twitch sports a solid two-armor kit and the F2, one of the best weapons in the game. She’s po[CENSORED]r for a reason, but after a recent nerf to her drones increased their noise output and lowered their ammo, she’s harder than ever to master.
Zofia
Zofia is a particularly powerful support operator. Her double barreled grenade launcher has both impact grenades and concussion rounds that daze opponents when launched nearby. That said, 2018 was a year of nerfs for Zofia, ultimately going from four to two concussion grenades. She’s still highly versatile and can shoot her grenades anywhere they need to go. Compounded with the very solid M762 and LMG-E weapon options, she’s a well-balanced pick.
Viable, but not essential
Jackal
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This tier can also be thought of as “good support operators,” and Jackal fits that mold perfectly. His Eyenox visor allows him to see enemy footprints and track down their exact location at timed intervals. Even when not scanning footprints, his visor is a great tool for quickly rooting out roamers and giving information to the team. On top of this, his unique secondary shotgun provides breaching opportunities while still pocketing smoke grenades to help with the final push. His C7E assault rifle and PDW SMG aren’t damage powerhouses, but offer some of the most forgiving recoil in the game.
Blackbeard
Blackbeard has always been a divisive operator in the community. Players can’t seem to agree on whether he’s overpowered nonsense or mostly useless, and it’s because his gadget is so situational. His two mounted rifle shields essentially give him two extra lives at the cost of speed and ADS time, and in the right hands he is absolutely terrifying. If he’s holding a long angle or attacking a window from outside, he always has the advantage. A nerf this year slightly lowered the health pool of his rifle shields while also giving some of his speed back, but he remains a great pick when playing towards his advantages.
Ying
Ying is all about overwhelming defenders with more flash grenades than they know how to deal with. Her three candelas each expunge five flash grenades that can be rolled under a doorway, thrown into a room, or penetrate the other side of a soft surface. It’s a disorienting primer when pushing a site, but her primary weapon options diverge from the norm. She has the choice of the LSW LMG or the SIX12 shotgun, but no traditional assault rifle.
Montagne
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Montagne, lovingly known as Monty, is the attacker’s resident shield wall. His extending shield creates a barrier that few things can interrupt, so Monty is best used as a scout for spotting enemy locations while safely standing behind the shield. When backed into a corner he doesn’t have many options, but his powerful pistol still lets him contribute to the fight when he can. The way shields interact with melee and operators at close range is still pretty buggy, so expect wonky behavior and occasional unfair deaths.
Nomad
Nomad is Siege’s newest attacker, and her airjab ability is one of a kind. These proximity mines are fired from a rifle-mounted launcher and, when triggered by an enemy, propel them onto the ground. Despite her unorthodox gadget, Nomad is flexible as either a strong anti-roamer or reliable support op. Place airjabs at common flanking routes to catch a roamer off guard or riddle the planted defuser with mines for defenders trying move in. She shares the same tradeoff as Buck: being unable to equip recoil-relaxing grips on her guns thanks to the airjab launcher.
Lion
Lion is in a weird place at the end of 2018. When he launched in March, he was an overpowered mess with a motion scan ability that had virtually no counterplay and too many uses. He was eventually nerfed into the less dominating force he is now, but his motion scan is still highly powerful when coordinated when timed correctly. At typical skill levels he’s relatively inoffensive, but at higher levels he’s still a balancing headache. Ubi seems to agree, as he’s banned from the Pro League entirely until it decides what to do with him. A rework is on the horizon, but until we know what that entails, his current form can be a useful pick for your team and combos well with other detection ops like Jackal or Dokkaebi.
IQ
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IQ hasn’t been immune from 2018’s round of nerfs. After a big spike in her pick rate in Pro League and high level ranked, Ubi took away her frag grenades and lowered the range on her electronics scanner. As of Wind Bastion her scanner range was restored, but her kit still lacks the frag grenades that allowed her fully utilize her scanner. Now she’s back to being able to spot gadgets for teammates, but without a secondary way to take them down. Her strong weapons and speed still make her a great operator in general, but she feels ill-equipped for her main job.
Finka
Finka was introduced alongside Lion at the beginning of the year, and despite worries from the community when she was unveiled, she hasn’t made a big splash. Her adrenal surge ability is great for giving the team a boost to health and recoil before a fight, but more often the timing is hard to nail and Finka just uses her boosts when she needs it. Her adoption of Fuze’s 6P41 LMG is a beast when combined with this recoil-reducing boost, but her Spear assault rifle remains one of the weakest in Siege. She received the frag grenades that were taken from IQ, which makes her a more attractive as a support pick that can still contribute damage.
Dokkaebi
Similar to Ying, Dokkaebi has a strong support ability that is overshadowed by her lack of competitive weapons. Her Logic Bomb is a powerful tool that makes every defender (minus Echo) emit a loud vibration sound from their phone. To anchors, it’s mostly a harmless annoyance, but the real value is how it reveals sneaky roamers. She can also hack the phone of a fallen defender to gain access to defender cameras for the rest of the round. Her information warfare potential is unmatched, but her tradeoff is an awkward set of weapons. She can take either the Mk 14 DMR or BOSG slug shotgun. The Mk 14 is a middling DMR and the BOSG is more of a weird novelty. At first, her powerful SMG-12 was considered her unofficial primary gun, but after this year’s recoil rework, the SMG-12 and other machine pistols have become unwieldy and unreliable.
Capitão
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Capitão’s crossbow is a treasure trove of utility, bringing smoke bolts and asphyxiation bolts that aren’t countered by Jager’s ADS, have pinpoint accuracy, and infinite range. With practice and coordination, he’s great for rooting out anchors and assisting in a defuser plant. Where he falters is with his mediocre weapon choices. The M249 is a good LMG but the PARA assault rifle’s extremely low rate of fire gives it a choppy feel that isn't conducive to flick shots. Paired with a breacher that can open new angles for his crossbow to reach, he can disrupt a good defense.
Hard to make work
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Blitz
Blitz has seen a lot of changes in his lifetime, from his ability to sprint with his shield up to his ever-shifting eyeballs. Nowadays, his playstyle feels appropriately aggressive. If all were well with the technical side of things, he’d be easy to recommend. But there are too many issues with shield collision and melee that come up often playing Blitz. Whether he’s getting meleed through his shield or the flash effect isn’t working consistently, there’s too much working against his success at any given time. Make no mistake, you can kick ass with Blitz, but it's in spite of his broken state.
Glaz
Glaz is another op that has seen many changes throughout the game’s life. Ubi has consistently struggled to reconcile the high power of his rifle with his advantageous scope that highlights enemies through smoke. Early this year, a nerf to Glaz’s OTs rifle fire rate severely lowered its overall DPS. Its output is now weaker than most other DMRs. As a result, Glaz is incredibly powerful when utilizing his smoke grenades, but hindered by tunnel vision when he’s not. He can still succeed as a site pusher, but any defender that hears Glaz’s rifle will avoid peeking him until the smoke dissipates and he loses his one edge.
Fuze
The premise of Fuze's cluster charges make them seem powerful and exciting. In reality, experienced players have little issue avoiding these bouncing bombs, so instead, they’re best used as a way to destroy gadgets. But Fuze’s problem isn’t with his launcher, it’s with him. Even with his powerful assault rifle, he’s the only non-shield attacker with a one-speed rating. His slow running speed is definitely a factor to his low pick rate, but I’d argue the biggest hindrance is the extra noise that he makes. It’s important when attacking to make subtle movements to draw less attention to yourself, but the loud thud of Fuze’s boots can be heard a mile away.
DEFENDERS
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Bandit or Kaid
If hard breachers are the backbone of a good offense, Bandit and Kaid are the hammer that breaks that back in two. Their job is to thwart the attackers’ attempts to destroy reinforced walls and hatches. The pair both utilize electricity to shock away Thermite and Hibana’s explosives, but they go about it very differently. Bandit’s shock wire batteries are less versatile, but they’re quick enough to pull off the “Bandit Trick” and zap away a thermite charge before it can go off. Kaid’s Rtila Electroclaws can be stuck anywhere (including under hatches) and are harder to spot, but their arming time means he can’t play any tricks.
The strength of both ops are mostly defined by their gadgets, but Bandit’s speed and nitro cell make him a smart pick in almost any situation. Kaid is a little more situational as a heavy anchor with a weak SMG, but his scoped .44 magnum (already the subject of several nerfs) is an effective secondary. On objectives with multiple hatches, Kaid and Bandit pair well together to provide maximum security.
Mute
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Mute isn’t the most exciting operator to play, but his impact can be immense. His signal jammers are extremely flexible, since they can be placed anywhere with enough room and cover an impressive distance. On walls, a jammer can fill the role of Bandit with slightly less effectiveness. On doors and windows, they’re great for jamming drones trying to sneak into the objective. If the enemy team is favoring Lion or Dokkaebi, placing jammers at common anchoring points will nip their gadgets in the bud. His flexibility and respectable kit makes him someone who’s never a bad idea to take along. In Wind Bastion, he was given the SMG-11 as a secondary option. This means he can now be played with the same loadout that makes Smoke so po[CENSORED]r: shotgun and machine pistol.
Very useful
Mira
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There are two eras of Siege: before Mira, and after Mira. When she released, her Black Mirror gadget opened up defenders to new strategies that powerfully lock down an objective. Merely placing her one-way bulletproof rectangle on a soft wall is a powerful deterrent because Mira is likely on the other side, watching for an opportunity to step over and strike.
Placing her mirrors in smart locations can take valuable time away from the attackers, but she also sports a powerful kit. Her Vector unloads its full mag in 1.5 seconds, but the fire rate and controllable recoil ranks it high among defender weapons. Her secondary shotgun (matching Jackal’s) lets her remodel walls without help from teammates and she even gets a nitro cell to further capitalize on her one-way information stream.
Pulse
Pulse is Siege’s OG information gatherer, and 26 operators later, he remains one of the best. As long as every new op has a beating heart, Pulse will be able to see it with his scanner. He’s best utilized alongside a nitro cell, waiting for an attacker above and blowing it at their feet from below. He has no automatic way to callout the heartbeats he sees, so he can fall a little flat if the teammate isn’t on mic.
Rook
Rook is often only described as a great operator for beginners. While that’s true, he’s also just a great pick for most situations. His armor plates buff everyone’s health a bit and ensure that you’ll enter DBNO if you’re not shot in the head. For the already beefy three-armor anchors like Rook, the buff is appreciated but overall minimal. For one-armor roamers like Alibi or Caveira, the benefits can often save their life, since many weapons will now require a few more shots to kill with armor. Rook also sports the accurate MP5 (ACOG-compatible) and impact grenades that let him reliably set up a defense with rotation holes. He’s not a must-pick by any means, but can hold down the fort and help his friends survive.
Jäger
Jäger is the rare example of a defender without any obvious downsides. His gadget, the ADS, can be placed on walls and floors to zap away many different kinds of grenades and gadgets as they fly into a room. In the same way that Thatcher is a good companion for hard breachers, Jäger helps take away the advantage attackers try to achieve in altering an objective room. Nothing takes the wind out of an Ash’s sails like throwing in a few flash grenades before a rush just to have them zapped away. But just as important to his role is his 416-C Carbine, a powerful assault rifle that can challenge attackers at short to long distances. Good Jägers can lay down their ADS turrets and already be on the prowl as a roamer before the round even starts.
Valkyrie
In the game of information warfare, Valkyrie is a top dog. Her three Black Eye cameras can be placed anywhere on the map and provide clear color picture and near-360 degree views of the map. Players are accustomed to hunting down Valk cams, but the best Valkyries mix up their hiding places and even toss them outside after the round starts. Giving the entire team three new vantage points is an incredibly valuable ability. As a counterbalance, her SMG is one of the weakest in the game and her D50 (desert eagle), while powerful, is an unwieldy sidearm. In the hands of a master and a team with good communication, Valkyrie is indispensable.
Viable, but not essential
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Maestro
In the six months since Maestro entered the scene, he has shaken up the idea of an anchor and given the game one of its most interesting gadgets, the Evil Eye. His two Evil Eyes are bulletproof cameras that can also shoot laser beams that can destroy gadgets and sting enemies. The durable cameras are a great help even without the lasers, but only Maestro can operate them. He’s also equipped with the Alda LMG, the only of its kind on defense. A recent nerf to the Alda took away its increased accuracy when hipfiring, but even still it boasts some of the strongest stats on defense. He excels at locking down the fort and knowing where the enemy is coming from, but it can be overwhelming to balance all of the plates he has to spin.