Classes
Last updated
Last updated
Each class plays a different role in a heist. Their role is determined by their unique stats and abilities. There are three classes: Assassin, Sentinel, and Engineer.
Assassins are a damage-based class focused on quickly breaching and killing. Operators in this class have abilities that deal heavy damage and give offensive buffs.
Each Assassin has a base of 1 gadget slot.
Operator | Ability | Ability Description | Health | Damage | Accuracy | Speed |
---|---|---|---|---|---|---|
Sentinels soak up enemy damage to keep it off their allies. These operators have abilities that allow them to take more damage and redirect the fire away from allies and onto them. Each Sentinel has a base of 2 gadget slots.
Operator | Ability | Ability Description | Health | Damage | Accuracy | Speed |
---|---|---|---|---|---|---|
Engineers are a support class that offer allies support and debuff the enemy, giving their team an edge in battle. Their abilities give them an advantage in battle, and they receive a base of 3gadget slots for increased strategic gadget use.
Each operator has his or her own strengths, utilize gadgets to help round out their weaknesses or lean into their strengths.
Operator | Ability | Ability Description | Health | Damage | Accuracy | Speed |
---|---|---|---|---|---|---|
Spectre
Exploit
Unleash a massive hit to a single opponent for 50% of their current health. [Single-use]
175
48
50
14
Riot
Multi-Shot
Deals 50% basic damage to each of the first two opponents in the room. If only one opponent is available, this ability will hit the same opponent twice. [Passive]
125
55
70
15
Silk
Infiltrate
Basic attacks target the back-most opponent in the room. [Passive]
175
50
60
16
Chronos
Sharpshooter
Deals double the basic damage to a single opponent. [Single-use]
125
55
70
13
Void
Opportunist
Deals 150% basic damage when attacking opponents that are are inflicted with a status effect. [Passive]
150
50
60
15
Lance
Masochist
Deals a bonus 1% basic damage for each percent they’re missing from their total health. [Passive]
150
45
70
14
Tyson
Counter
When attacked, retaliate with a basic attack. Can only occur once per turn. [Passive]
300
20
75
12
Yeti
Taunt
Forces opponents in the same room to target this operator. Effect lasts until this operator is defeated. [Single-use]
325
25
50
11
Kintsugi
Self Heal
Heals all allies by 4% of Kintsugi's max health each turn. [Passive]
275
25
50
13
Judge
Ricochet
When attacked, reflect 30% of the incoming damage back at the attacker. [Passive]
350
20
70
12
Themis
Shockwave
Blast enemies with a shockwave, stunning them and dealing 100% basic damage. [Single-use]
275
25
50
14
Bulwark
Solitary
Deals a bonus 20% basic damage for each ally missing from his lane (max 160%). [Passive]
275
30
60
13
Vin
EMP Rounds
When using basic attack, disables target's Gadgets for 1 turn. [Passive]
150
35
60
13
Hazmat
Trapper
At the start of heist, sets a mine at main room entry. The mine will deal 70 damage to the first group of enemies that enter the main room together on the same turn. [Instant]
125
35
70
15
Kit
Well Equipped
Gain an additional gadget slot. [Passive]
175
25
50
18
S.E.R.A.P.H.
Fortify
At the start of heist, creates a shield to absorb 150 damage on the first ally in front of this operator. If no allies are in front of this operator, creates the shield on self instead. [Instant]
175
30
60
16
Chroma
Hijack
Steal the first available gadget of the front line opponent in the same room. [Single-use]
200
25
70
16
Wraith
Soul Link
Link souls with the foremost opponent in the room. For the rest of the heist, any time this Operator loses Health, that opponent Operator will lose the same amount of Health. [Single-use]
125
30
50
14