Preface:
The last four operators to unlock in Rainbow Six Siege’s original set are the most difficult to master out of all the operators within their groups. However, now that players have mastered the other operators prior to unlocking these operators, their difficult use will not be much of a hinderance. These operators are not particularly bad, but rather their abilities are useless or impractical. If these operators are not useless, the amount of skill and practice to master particular operators is intense. That said, unlocking them is necessary, giving the player the maximum amount of diversity and breath of play style.
Defenders:
Smoke
Smoke has the most difficult ability to use in Rainbow Six Siege. Although still practical, mastering Smoke is one of the most difficult tasks in the game. Smoke carries three gas grenades, each when activated deal 15 points of damage per half second, regardless of armor class or additional protection, and regardless of friend or foe. These grenades can stick on almost every surface, and can be activated remotely. In addition to this, the grenades have the same effect of a smoke grenade, making visibility low.The only operator immune to the smoke is Smoke.
Simplicity:
Smoke is no walk in the park. Both of his weapons are difficult to use. His FMG-9 is a powerful weapon, but the recoil dampens the weapons overall rating to below average. The M590A1 lacks power compared to other shotguns, but the spread makes it average. Utilizing the gas grenades and knowing when and where is incredibly difficult. The blinking red lights make them visible from far away, so using them like mines is impractical. Throwing the grenades seems to work best, but, often when wanting to throw a grenade, it is best to use a firearm. Using the gas grenades to block off areas is the best tactic, however, be careful where the grenades are thrown, they can hurt teammates and hostages. To put simply, Smoke isn’t bad, he is just very difficult.
Playability:
The gas grenades can be used well in any game mode, if handled with care. In Secure Area, the gas grenades can deny access to and from the area. Smoke can be utalized similarly in Bomb, however, it is a little more difficult due to the two areas to protect. Hostage can be risky, because the smoke can injure or kill the hostage. However, Smoke is one of the best operators to solo. If the entire team falls, Smoke can easily protect multiple objectives, or engage multiple opponents with the gas grenades.
XP:
Smoke will not grant a lot of XP. Similar to combat based operators, Smoke will only grant additional XP depending on kill count. However, since he is difficult to utilize in combat, he is best played as an objective operator.
Weakness & Consensus:
The biggest weakness to Smoke, is that his grenades smoke primarily spread out parallel to the surface that they are attached to. This means that a gas grenade attached to a wall will not deal optimal damage to an opponent in comparison to one on the ground. Like other gadgets, it is important to note that the gas grenades can be destroyed by anti gadget operators. Overall, Smoke has extreme value objectively, however, his is difficult to utilize fully in every game mode.
Pulse
Pulse is fairly difficult operator to use. While his weapons may be easy to use, knowing when and how to utilize his HB-5 Cardiac Sensor is difficult. This heartbeat sensor can see enemies that are close through walls and other surfaces. This allows for Pulse to make tactical moves with little chance of compromising his position.
Simplicity:
The use of the heartbeat sensor is the only real complication that Pulse faces. The ability to see enemies allows for Pulse to gain tactical advantage, but the sensor’s short range almost limit Pulse to be an objective defender, disabling any roaming gameplay.
Playability:
Pulse is a very playable operator because with an acute sense of precision, and is good in every game mode. He is particularly good at countering powerful operators like Fuze, and surprising attackers when they are about to breach. The heartbeat sensor’s limited range limit Pulse to be more of a objective operator, which, isn’t a bad thing.
XP:
Pulse is not very good for obtaining XP. Despite gaining additional XP from the heartbeat sensor, the most XP gained will be from obtaining a high kill count. This shouldn’t be too difficult because of the heartbeat sensor guiding the player to obtain kills.
Weakness & Concessus:
Similar to how Pulse can see others through walls, IQ can use her scanner to detect Pulse through walls. Other anti gadget operators can temporarily disable the heartbeat sensor, but really, that is it. Pulse is a great operator for someone who can predict enemy movements, and for someone with extreme accuracy. His callouts can also greatly benefit any team of an enemies approach.
Tachanka
Being the most difficult operator to use, Tachanka has raised quite some controversy in Rainbow Six Siege. Tachanka’s specialist ability is having a portable, mountable, RP-46 Degtyaryov machine gun. This machine gun is incredibly accurate, and incredibly destructive. With small shields offering protection to the head of the turret, it is a force that can be reckoning.
Simplicity:
Tachanka is incredibly simple to use, with that being the problem. He can place his machine gun, and that is the only complexity that he has. He is essentially a heavier, louder recruit after the turret is placed.
Playability:
Tachanka can be played in every game mode, however, the amount of counters that face him make it almost impossible to play him well. While positioning is important to fully utilize the turret, any average player can get an angle on the turret, and eliminate the player behind it. Even though deployable shields and such might add some extra defence, the limited 60 degree angle plays as a pivotal handicap. Tachanka can watch hallways well, but, that is really it.
XP:
Gaining additional XP is unlikely with Tachanka. While other operators like him rack up XP through kill counts, Tachanka will almost always not have the upper hand. Gaining XP with Tachanka is best through reinforcing walls or doorways.
Weakness & Consensus:
Tachanka has a ton of counters. When not in use, the turret is susceptible to not only being destroyed, but also taken over by the enemy team. The turret also does not have any body protection, so a quick peak can result in the death of Tachanka. Montagne’s shield is impervious to bullets, including Tachanka’s machine gun. Since the weapon is stationary, any grenades, fuze charges, or other explosives leave the player with little time to unequip and escape. Overall, the best use of Tachanka is for the ‘meme’ of it.
Attackers:
Montagne
Montagne is a fantastic operator, who can completely change the flow of a game. He has a extendable shield that can cover the entire front side of his body, with some additional protection for the sides and top. This shield is sturdier than most shields, granting additional protection from melee attacks and explosives. This shield is big enough that if Montagne is in a one man doorway, he can deny access to anyone. When this shield is extended, it means that Montagne can not use anything else, and extending or contracting the shield take time.
Simplicity:
Despite his limited amount of controls, using Montagne is actually quite complicated. He is built to be a very team oriented operator, so allies can shoot from behind him. However, often in Rainbow Six Siege, the team will not be coherent with a singular strategy, especially if they are random players. So, a lot of strategies have evolved around him. Another major difficulty to using him is knowing how and when to extend or contract the shield without endangering Montagne.
Playability:
Montagne is potentially good on all levels, however his usage depends mostly on the team’s synergy or strategy. His ability to push into rooms with protection is pertinent to an aggressive play style. The shield allows for Montagne to prevent access into rooms from wanderers or secure a room while waiting for more teammates. Also, Montagne is able to cause fear in enemy operators just by his daunting appearance. However, Montagne is much more powerful with a team that communicates, because running solo deludes all of the above stated abilities. To play Montagne well, is to learn how and when to contract his shield. It is almost always good to have the shield extended. If an enemy has their back turned, it is usually best to take the shot. Most enemies will see Montagne and run, so, when they run, pursuit is often a good course of action.
XP:
The only real way to obtain XP from Montagne is through objective focus. He is not likely to provide a high kill count, but rather allow for protection for others to obtain a kill count. By playing objectively, Montagne can almost guarantee a team win, under certain circumstances.
Weakness & Consensus:
With the shield up, Montagne is still susceptible to traps like Frost’s welcome matts or Kapkan’s EDDs. Both Ela and Echo can disable the extendable shield temporarily, additionally blinding or disorienting him. Another big weakness to Montagne is the learning curve of knowing when and how to use his shield. Without this learning curve, enemies can easily go around or just simply kill Montagne. However, Montagne is still a game changing operator, despite his circumstantial nature.
IQ
A powerful operator, IQ can easily solo or work in teams. Her “Spectre” allows for her to detect electronic devices within a large, limited range. This means that IQ can also discover the objective markers like bombs and receive the full points if they are still undiscovered. When the using the Spectre, IQ can only use her pistol. This powerful device can effectively change the game, especially with cohesive team.
Simplicity:
IQ is relatively simple, with a scanner that reveals electronic devices, IQ quickly becomes one for revealing, then destroying. However, the complexity that arises is not becoming greedy when destroying equipment. Knowing where equipment is can partially blind a player’s awareness of obvious traps (i.e. peek holes, open windows).
Playability:
IQ is good in any game mode, however, she is best in maps or modes where operators use a lot of gadgets. She can played both aggressively or conservatively. Her weapon arsonal allows for a large breadth of play styles as well. The AUG A2 allows for more precise players to dominate the field, while the 552 Commando can allow for more aggressive players to dominate close quarters. Her G8A1 provides heavy firepower and large ammo capacity for excellent suppressive fire. IQ can destroy many gadgets, but to play her well, a player must also maintain a vision outside of the Spectre.
XP:
Players can gain a good amount of XP from IQ by destroying gadgets, however, the other anti gadget operators are much more effective. Players can maintain a good kill count with IQ, however, a balance between the two is most effective.
Weakness & Consensus:
Operators that don’t use electronic gadgets pose as a perfect counter to IQ. These contain: Tachanka, Caveria, and Rook. While these pose an “immediate” threat, the biggest threat is again, not being aware of surrounding when in the spectre. This is the biggest downfall to new IQ players. Overall, IQ is a fantastic operator, perfect for most scenarios, offering a wide palette of play styles.