SiegeIQ / The Principles of Competitive Siege / Chapter 9
Part III · Operators and Utility

9. Attacker Operators

Sledge Breaching hammer. Makes square holes and breaks anything it can reach except reinforced walls and hatches. Great for easy access into rooms and for going wherever you want.

Thatcher Three EMP grenades that disable electronics. Excellent paired with hard breachers, but remember it is also good against players — a disabled gadget means no reticle for them. Communicate with your team so they know when to throw or place their gadget.

Ash Two explosive breaching rounds. Breaks surfaces, makes holes, and removes utility at range. Strong for rushing into a building. Place the round in the top corner of a barricade so you do not take damage from your own breach at close range.

Thermite Two exothermic charges. Hard breach — makes a very large hole. Remember they work on floors, so you can break the hard floor above a wall you want opened from another angle. Counter: Tubarão plus electricity.

Twitch Two standard drones and two shock drones with unlimited shocks and minor damage. Excellent for removing utility. Your intel is enormous — keep your drones alive and positioned, and do not finish a round with drones unused.

Montagne Le Roc extendable body shield. Play off your team and act as a distraction while still taking kills wherever you can. Your job as a shield is to make the enemy look at you so your team gets the kill. Unshielding and re-shielding is a good way to break their read, but do not forget you can also just kill people. Counter: Oryx, traps.

Glaz Scope that highlights defenders; they must stop moving for the yellow highlight to brighten. Strong for holding long angles. Play around smokes and avoid the obvious lines of fire — people prefire smokes the moment they know a Glaz is present. Counter: Warden.

Fuze Three cluster charges placed on walls, windows and floors, firing pucks right to left. Explosive, so it is strong for vertical play and for clearing utility.

Blitz Shield that flashes and blinds, letting you rush in and melee blinded opponents. Counter: Warden, Oryx.

IQ Scans electronics through walls. Strong for removing utility and for locating operators with active electronics.

Buck Skeleton Key underbarrel shotgun for creating lines of sight and rotations. Not a great damage tool unless you are close. Strong for going anywhere you want.

Blackbeard Ballistic shield that folds up so you can fire.

Capitão Crossbow with two fire bolts and two smoke bolts. Strong for pushing operators out of tight positions and for creating the space you need to move.

Hibana Fires pellets in adjustable clusters that break reinforcements. Hard breach in 1x2, 2x2 or 2x3 patterns. Excellent for opening hatches and for burning through Aruni gates.

Jackal Three scans that read footsteps and ping the player’s location in pulses; the colour of the scan indicates how fresh the trail is. Removes roamers from the game and comes with a solid gun. Counter: stay on site.

Ying Three Candelas that can be charged to change how they flash. They can roll, stick to walls and floors, and blind through them. Plenty of ammunition. Counter: Warden.

Zofia Two concussion charges and two breaching charges. Good for clearing utility and for being a persistent problem for defenders.

Dokkaebi Two Logic Bomb calls that hack defender phones, plus access to defender cameras through dropped phones. Excellent for clearing entire rooms without entering them, and the guns are excellent.

Lion Three scans that live-ping any defender who moves. Strong for organised, coordinated pushes. Counter: do not move.

Finka Three Adrenal Surges. Heals 40 HP and can revive downed teammates. Requires awareness of your team’s health to use well.

Maverick Blowtorch that opens reinforced walls, creating holes that either produce excellent results or end badly, depending entirely on your discipline.

Nomad Three Airjabs. They make noise, knock attackers off their feet and stun for roughly three seconds. Placed to cover flanks or cut a defender off.

Gridlock Trax Stingers. Slow and damage anyone crossing them, dispensing across a wide radius. Excellent for securing plants and for stopping defenders from being where they need to be.

Nøkk Makes you invisible to cameras, though a distortion effect remains visible to players.

Amaru Grappling hook that pulls you through windows or up through unopened soft hatches. Strong for hatch entries and comes with good guns.

Kali Explosive lance with a small radius, used to take out utility. A difficult gun for most players, but devastating in the right hands. Primarily used to clear utility ahead of a hard breach.

Iana Gemini Replicator. Creates a clone of yourself that cannot shoot but is unlimited on a cooldown. Excellent for clearing rooms, burning Aruni gates, and general recon.

Ace S.E.L.M.A. breaching device. Hard breach with three charges, each extending downward to open a 2x1 section. Great gun, and it opens both walls and lines of sight.

Zero Argus cameras that can be shot through and drilled into reinforced walls, though they cannot be moved once placed. Strong for flank watch and for locating defenders.

Flores Three RCE-Ratero drones that explode, and become indestructible once engaged. They always travel forward even without input. Excellent for removing electricity and for prying defenders out of difficult anchor positions.

Osa Talon-8 transparent deployable shields. The glass can be broken, and there is a canister on the side facing the direction it was placed. Excellent for creating an area attackers can hold safely until the shield is removed.

Sens R.O.U. Projector System — rolling walls of light that obstruct vision. Strong for covering pushes and for enabling unexpected plant positions.

Grim Kawan Hive Launcher — canisters of bees that can be shot and live-ping defenders. Excellent for removing difficult anchors, and they bounce off surfaces.

Brava Kludge Drone that hacks defender utility and converts it to the attacking side, creating a real headache and excellent intel. Counter: Mute, or simply shooting the drone.

Ram BU-GI Auto Breacher. A drone that breaches soft walls and floors, following a preset path and collapsing when it reaches its destination. Excellent for vertical play and for generating noise.

Deimos Deathmark tracker that live-pings a single defender for you alone, while that defender sees Deimos in pulses. Restricts you to a revolver. Best played with a team, and a fast way to establish the general location of a defender if you choose not to commit to the kill. Strong for coordinating pushes. Counter: communication, and out-aiming them.

Playing Against Cheaters

Prefire. Hold crossfires. Use traps — people beelining to site do not look for Kapkan traps. Smokes, Melusis, Lesion mines, Frost mats, Castle panels, electrified walls, Azami barriers. Change the map for them. Beyond that there is genuinely nothing you can do. GG, go next.

Play to improve yourself. Your statistics are a representation of what you did, not of who you are as a player.

This chapter is from The Principles of Competitive Siege, a free guide by Szhutsen K. Liang. SiegeIQ puts the same thinking on your own clips: upload a round and get a breakdown of what actually went wrong. Try it free.

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