Rainbow Six Siege Every Year 3 Operator Ranked According To Strength

Rainbow Six Siege Every Year 3 Operator Ranked According To Strength

Rainbow Six Siege Every Year 3 Operator Ranked According To Strength

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Rainbow Six Siege Every Year 3 Operator Ranked According To Strength

Some players might argue Year 3 was Rainbow's last year of truly strong operators, as Year 4 has disappointed quite a few Rainbow die-hards. As Year 4 of winds down, it's time to take a look back over last year's operators and determine, once and for all, how strong they really are compared to one another. Some players might argue Year 3 was Rainbow's last year of truly strong operators, as Year 4 has disappointed quite a few Rainbow die-hards who expected stronger operators. Maybe it's just that Year 4 operators haven't had enough time to get properly nerfed and buffed; maybe it really is true that Year 3 was the last year of strong operators. If that's true, then going through and reading about the last great generation of operators should be a delight. THEGAMER VIDEO OF THE DAY

Clash

As the only shielded defender in the game, Clash is basically the Montagne of the defensive team and the last operator you want to go toe-to-toe with. Not only that; her CCE Shield can and will slow attackers down with a high voltage Charged Field Generator. This is a serious disadvantage for attackers caught in the crossfire because while they're still stunned, Clash can switch to her secondary (most players pick the high-powered SPSMG9 machine pistol over the P-10C) and mow them down. If the attacker is already at low health, Clash might even be able to down and kill them just with her shield.

Maverick

Immediately after his debut in Season 2, Maverick wreaked some serious havoc on the Rainbow Six: Siege meta. Defenders were no longer safe reinforcing walls and throwing a Bandit battery or Mute jammer on it. Maverick's "Suri" torch punches through reinforced walls like a knife through butter, regardless of any electrifying gadgets. If the player behind Maverick guesses right, the torch will destroy the offending gadget just as easily. Players have gotten used to the sound of Maverick's deadly quiet torch and figured out how to counter him, but he's still one of the strongest operators to come out of Year 3.

Nomad

Nomad is a fun operator to play no matter what. Her Airjab repulsion grenades are powerful enough to throw operators through walls, and you can hardly beat breaching walls that way! The grenades are adhesive and stick to walls, ceilings, floors, and more, but small enough that players more often than not don't notice them until it's too late. On top of her special gadget, Nomad's loadout is pretty impressive with two assault rifles with relatively small recoil to pick from and that Han-Solo-esque 44 Auto Mag secondary with a clean scope to die for.

Finka

Finka is essentially what happens when you put Doc on the attacking team without the ability to self-revive from a DBNO state. She's a semi-slow two-speed operator with some of the smoothest gunplay in the game and a nanobot shot gadget that gives teammates an adrenaline boost three times per game. Not only does this shot add 20 HP to the attacking team, but it also gives them a temporary speed boost and can revive DBNO teammates from across the map. Unfortunately, revival via Finka's nanobot shot only grants attackers 5 HP to survive on for the remainder of the match.

Maestro

Maestro is the perfect operator for gamers who like the Valkyrie/Echo type of gameplay: minimal firefights, plenty of intel. His Evil Eye camera is indestructible (as long as there are no breaching rounds nearby) so long as the lens is shut, and it offers some seriously good intel for the defending team, even through smoke. When you aren't busy scanning enemies, you can employ the Evil Eye's turret and fire high-energy laser beams at them. Each shot deals five damage, which doesn't sound like too much until faced with a defender at only 20 HP.

Alibi

At launch, Alibi was a stronger operator simply because enemies didn't expect her ability and still made the mistake of shooting at her Prisma holograms. Every now and again, her hologram still spooks enemy players into shooting at them, thus temporarily revealing their location to the defending team, but the meta with Alibi now seems to be placing Prismas in front of windows to choke off certain entry points into the objective. This strat works pretty well, but it's basically the only strat that still works with Alibi. Attackers have gotten too good at determining real Alibis from fake ones, and her Prismas are easy enough to destroy without detection.

Kaid

When he was first released, Bandit's mains worried that Kaid would render their favorite operator obsolete. Not only is his gadget essentially a smaller version of Bandit's battery that's harder to detect, but it also sticks to ceiling hatches and keeps attackers from making a lateral entry into the objective. However, Kaid only comes equipped with two of his "Rtila" Electroclaw, and while it can electrify two fortifications at once, defending teams typically still bring a Bandit along to make sure everything gets electrified. Kaid's saving grace? The clean scope on the 44 Auto Mag he shares with Nomad.

Lion

It hurts to put Lion so low on this list, but this once over-powered operator has been nerfed so many times it's hard not to put him at the bottom of the pile. At launch, Lion was a serious force to be reckoned with. While now his EE-ONE-D pulse only lasts two seconds and pings defender locations like a drone might and only when the defenders move, the EE-ONE-D originally outlined every defender for four full seconds after movement, regardless of whether or not they stopped moving. Oh, and instead of three pulses, Lion only gets two now. Some players argue such intense nerfs were warranted; some still say defenders could have just stopped moving!

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