
Rainbow Six Siege Split Fire Battle Pass: Rewards and Best Unlocks
The Rainbow Six Siege Split Fire Battle Pass includes early Noor access, three Operator bundles, 18 weapon skins, 32 packs, boosters, 600 R6 Credits, and a store discount.
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The Rainbow Six Siege Split Fire Operator Tier List ranks all 78 Attackers and Defenders for Ranked Bomb based on utility, versatility, weapons, teamwork requirements, and Y11S3 changes.
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This tier list evaluates Operators for standard 5v5 Ranked Bomb during Operation Split Fire. It considers their usefulness across the broader map pool rather than ranking them for one objective, a single team composition, or the temporary 3v3 Arcade mode.
The rankings prioritize:
Gadget impact
Value across multiple maps
Weapon reliability
Team composition flexibility
Solo Queue usefulness
Coordinated-team potential
Counterplay available to opponents
Split Fire balance changes
This is an editorial ranking, not an official competitive list. An Operator in B or C Tier can still become an excellent pick on the correct site or in the hands of an experienced specialist.
S Tier: Consistently powerful and valuable across most maps and team compositions
A Tier: Strong competitive picks with manageable limitations or specific requirements
B Tier: Useful Operators that depend more heavily on the map, objective, or strategy
C Tier: Specialized or inconsistent picks that are usually replaceable by stronger alternatives

S Tier Attackers: Ace, Grim, Nomad, Solid Snake, Striker, Thatcher
A Tier Attackers: Ash, Blackbeard, Buck, Deimos, Dokkaebi, Gridlock, Hibana, Lion, Maverick, Montagne, Ram, Thermite, Twitch, Ying, Zofia
B Tier Attackers: Brava, Capitão, Finka, Flores, Iana, IQ, Jackal, Osa, Rauora, Sledge, Zero
C Tier Attackers: Amaru, Blitz, Fuze, Glaz, Kali, Nøkk, Sens
Ace remains the safest all-purpose hard breacher. His ranged breaching utility, strong primary weapon, and ability to open several reinforced positions make him valuable in almost every attacking lineup. His lower speed limits aggressive movement, but it does not remove his core utility.
Grim provides excellent area control during site clears and final executes. His Kawan Hives can displace Defenders, reveal movement, protect a plant, and restrict retake routes. He becomes especially strong when teammates can immediately act on the information his gadget creates.
Nomad offers some of the most dependable flank and retake protection on Attack. Airjabs continue working after deployment, allowing Nomad to support the team while watching another angle or helping with the objective.
Solid Snake combines immediate close-range intelligence with excellent flexibility. The Soliton Radar Mk. III helps locate nearby threats, while On-Site Procurement lets him recover usable secondary gadgets from fallen Operators. His F2 and PMR90A2 also provide strong weapon choices.
Striker can build highly flexible secondary-gadget combinations around the team’s missing utility. Hard Breach Charges, Impact EMP Grenades, Frag Grenades, Smoke Grenades, and Stun Grenades give Striker answers to several common defensive setups.
Thatcher retains elite anti-gadget value after his remaster. The E.G.S. Disruptor can detect electronic devices through obstructions and deactivate selected equipment, helping the team solve Bandit, Kaid, Mute, and other electronic defenses.
A-Tier contains powerful Operators who may depend more on the map, team composition, or intended execute.
Ash, Buck, and Zofia provide reliable entry pressure and soft destruction. Ash remains the fastest direct option, Buck offers superior vertical flexibility, and Zofia combines destruction with additional disruption.
Thermite, Hibana, and Maverick are excellent alternative hard breachers. Thermite’s additional Exothermic Charge makes him particularly effective when a strategy requires several large openings. Hibana is ideal for hatches and controlled sightlines, while Maverick can work around traditional electronic denial.
Gridlock, Ying, and Ram are strong execute Operators. Gridlock controls rotations, Ying creates entry opportunities, and Ram applies extensive vertical pressure.
Lion, Deimos, and Dokkaebi provide information and roam-clearing support. Lion benefits from his faster scan warning, while Deimos can isolate a selected Defender. Dokkaebi remains powerful despite requiring more commitment to complete her Jegeo Payload.
Montagne and Blackbeard still create frontline pressure, but Noor gives Defenders a dedicated answer to shield-led attacks. Both Operators now require better spacing and more immediate support.
Twitch combines strong gunfighting potential with electronic utility removal. She reaches A Tier when her drones survive long enough to clear meaningful equipment rather than being sacrificed during early scouting.
B-Tier Operators remain competitive but require a clearer plan.
Brava and Flores can remove or repurpose defensive gadgets, although both need safe drone access and enough round time to work.
Capitão and Osa support objective executes but become less reliable when the team cannot control the surrounding sightlines.
Finka provides team support and recovery value, but her contribution is less decisive than the utility offered by the highest-ranked Attackers.
Iana, IQ, Jackal, and Zero provide information in different ways. Their gadgets remain useful, but each faces limitations involving counterplay, deployment risk, or the amount of coordination needed to convert information into eliminations.
Rauora can remotely deploy bulletproof D.O.M. Panels across doorways to shape an attacking route. She is useful for cutting angles and protecting an execute but may unintentionally restrict her own team if the panels are placed poorly.
Sledge remains a dependable soft breacher and now threatens shield Operators with his hammer. However, Buck and Ram usually provide more flexible destruction without needing to stand directly beside every surface.
C-Tier Operators can succeed, but their value is inconsistent across the full Ranked map pool.
Amaru creates unexpected entry timings but can become isolated before teammates are ready to trade.
Blitz can pressure individual Defenders, although suppressive fire, traps, crossfires, and Noor make direct shield aggression increasingly risky.
Fuze delivers substantial gadget-clearing potential but depends on suitable surfaces, safe deployment positions, and careful protection against flanks.
Glaz performs best around smoke-assisted executes and long sightlines. Those situations do not appear consistently enough to justify a higher general ranking.
Kali received faster handling, additional ammunition, and more practical magnification settings. Her CSRX 300 remains specialized, however, and missing a shot is still far more punishing than losing a short rifle burst.
Nøkk can exploit poorly protected observation networks, but her team utility and direct site contribution are limited compared with stronger reconnaissance or entry picks.
Sens can divide sightlines with the R.O.U. Projector System, but the rolling deployment path remains difficult to control precisely around furniture, doors, stairs, and uneven surfaces.
S Tier: Azami, Fenrir, Kaid, Mute, Smoke, Skopós
A Tier: Aruni, Clash, Denari, Echo, Goyo, Jäger, Melusi, Mira, Noor, Tubarão, Valkyrie, Wamai
B Tier: Bandit, Castle, Doc, Kapkan, Lesion, Maestro, Mozzie, Pulse, Rook, Sentry, Thorn, Vigil
C Tier: Alibi, Caveira, Ela, Frost, Oryx, Solis, Tachanka, Thunderbird, Warden
Azami remains one of the best site-shaping Defenders. Kiba Barriers can repair dangerous sightlines, create cover, strengthen power positions, and force Attackers to spend utility before taking space.
Fenrir combines information and crowd control. Triggered Dread Mines reveal where pressure is developing while limiting the affected Attacker’s vision. Even after previous reductions to his available mines and activation tickets, his ability remains influential.
Kaid is the most versatile dedicated breach-denial Defender because Electroclaws can protect reinforced walls and hatches from concealed positions. His value increases on objectives where Attackers must open a specific reinforced surface.
Mute denies drones and disrupts wireless or remotely activated gadgets across a larger area. Split Fire also gives him a valuable interaction against Dokkaebi because a Mute Jammer can interrupt her Jegeo Payload connection.
Smoke offers site preparation, a strong close-range loadout, and dependable late-round area denial. His Remote Gas Grenades can delay a plant or force Attackers out of protected positions without requiring direct exposure.
Skopós combines mobility, information, and positional flexibility through the V10 Pantheon Shells. Her faster shell switching, three-speed profile, and improved destruction make her effective as both an extended Defender and an objective-support Operator.
Aruni, Jäger, and Wamai protect defensive setups from attacking projectiles. Aruni also shapes entrances, while Jäger and Wamai provide more focused protection for important equipment and anchor positions.
Denari and Melusi control movement. Denari can build connected laser grids that damage and slow Attackers, while Melusi’s Banshees identify and delay pushes through key routes.
Echo and Valkyrie provide powerful information. Echo’s faster Sonic Burst recharge also strengthens his ability to interrupt plants and delay final executes.
Goyo and Tubarão are excellent delay Operators. Goyo creates dangerous fire zones, while Tubarão can temporarily interrupt breaching equipment and expose movement through frozen areas.
Mira can completely define a defensive setup on suitable objectives. She remains below S Tier because her effectiveness changes dramatically with the map, site, bans, and available counters.
Clash gains additional value from her reworked deployable shield and the Split Fire SPSMG9 damage increase. She can slow Attackers remotely or carry the shield to pressure a push, but she performs best with coordinated teammates.
Noor enters A Tier. His Horus Lance can disrupt shield Operators, penetrate destructible surfaces, deny plants, and force Attackers away from cover. He falls short of S Tier because his greatest value depends on predictable routes, surfaces, and good teammate follow-up.
Bandit remains useful for reinforced-wall denial and active Bandit tricking. Kaid usually offers safer placement and better hatch coverage, keeping Bandit one tier lower.
Castle can reshape the objective and consume attacking utility. Poor Armor Panel placement can also trap roamers, obstruct rotations, or give Attackers safer control of the map.
Doc and Rook provide simple team value. Doc offers active healing, while Rook supplies passive protection at the beginning of the round. Neither controls the attacking route as effectively as the top defensive utility picks.
Kapkan receives a small damage increase in Split Fire. His traps punish careless entry and create valuable sound cues, although experienced Attackers can clear them during a methodical push.
Lesion and Thorn provide trap-based information and disruption. Lesion offers more consistent route coverage, while Thorn is better at displacing Attackers from specific protected areas.
Maestro, Mozzie, and Pulse can generate important information, but their effectiveness depends on positioning, surviving equipment, and teammates acting on their calls.
Sentry has broad access to defensive secondary gadgets and can fill missing lineup roles. The absence of a unique ability prevents Sentry from reaching the same impact as the strongest specialists.
Vigil remains an effective roamer with the K1A and drone-denial utility. The severe SMG-12 reduction lowers his secondary-weapon pressure, but it does not remove his core roaming purpose.
Alibi can create uncertainty and gather information, but her holograms become less convincing against disciplined drone work.
Caveira can dominate disorganized teams, yet her value drops sharply when Attackers drone, communicate, and move in tradeable pairs.
Ela provides useful proximity information and short-range stopping power. Other trap and crowd-control Defenders generally bring more consistent team utility.
Frost can punish careless vaults and windows, but her traps are predictable and vulnerable when an Attacker receives proper support.
Oryx offers mobility and shield disruption. His personal movement options rarely contribute as much to the objective as a dedicated information, denial, or anti-gadget ability.
Solis can still detect electronic activity, but her limited sensor duration, reduced detection range, and preparation-phase restriction make her less dependable than earlier versions.
Tachanka can deny areas with fire, although his launcher is slower and more cumbersome than Smoke’s immediately deployable gas.
Thunderbird offers sustained healing but may also provide value to Attackers who capture the objective area. Her stations do not prevent the initial push.
Warden remains a situational answer to smoke and flash-based executes. The Split Fire SMG-12 nerf also makes his aggressive secondary option much less forgiving.
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Noor has strong weapons, five Horus Lance projectiles, and a gadget that works against more than shields.
His ability to deny plants and attack through destructible surfaces prevents him from becoming a narrow counter-pick. However, Noor still needs information or teammate support to convert forced movement into an elimination.
Dokkaebi must maintain her connection while uploading the Jegeo Payload. Breaking or jamming that connection cancels the upload, and her tablet remains active during the process.
She also exchanges Impact EMP Grenades for Breach Charges. Her information and camera-hacking potential remain powerful, but activating her ability now involves more commitment and more defensive counterplay.
Mute can interrupt Dokkaebi’s maintained Jegeo Payload connection while continuing to interfere with drones and remotely activated equipment.
That combination makes him one of the most relevant defensive selections against information-heavy attacking teams.
Kali receives lower magnification settings, more ammunition, faster follow-up shots, and smoother V-Lance handling.
These changes make her easier to use inside typical Siege engagement ranges. They do not remove the core risk of depending on a bolt-action rifle during close and medium-range site fights.
Lion’s reduced scan warning gives Defenders slightly less time to stop moving. Echo’s Sonic Burst recovers more quickly, allowing him to apply additional disruption during longer rounds.
Both were already useful and move more comfortably into A Tier.
The SMG-12’s damage, magazine capacity, and total ammunition are significantly reduced.
Dokkaebi, Vigil, and Warden players must rely more heavily on primary weapons, controlled bursts, and careful positioning. The nerf is particularly damaging to Warden because his gadget is already situational.
Tubarão loses the Muzzle Brake on the AR-15.50, while the rifle also receives lower damage and increased recoil. Aruni loses the Muzzle Brake on the Mk 14 EBR, which also receives a damage reduction.
Both remain in A Tier because their defensive gadgets provide more value than their weapon attachments alone.
Hard breach: Ace, Thermite, Hibana, Maverick
Electronic disruption: Thatcher, Twitch, Brava, Flores
Entry and soft destruction: Ash, Buck, Zofia, Ram
Attacking information: Solid Snake, Dokkaebi, Lion, Deimos, Jackal
Flank and retake control: Nomad, Gridlock, Grim
Flexible attacking utility: Striker
Reinforcement denial: Kaid, Bandit, Mute, Tubarão
Projectile protection: Jäger, Wamai, Aruni
Plant and area denial: Smoke, Goyo, Echo, Noor
Defensive information: Valkyrie, Mira, Echo, Pulse, Skopós
Trap and crowd control: Fenrir, Melusi, Lesion, Kapkan, Denari
Site shaping: Azami, Castle, Mira, Aruni
Solo Queue rewards Operators who can create value without requiring a rehearsed team strategy.
Recommended choices include:
Ace
Ash
Nomad
Solid Snake
Striker
Buck
Lion
Gridlock
These Operators can breach, gather information, protect their own flank, or directly create attacking opportunities.
Recommended choices include:
Azami
Mute
Kaid
Lesion
Smoke
Jäger
Skopós
Kapkan
Their gadgets provide information, protection, site preparation, or passive value even when teammate communication is limited.
Grim, Montagne, Dokkaebi, Ying, and Deimos become stronger when teammates immediately act on the pressure or information they create.
On Defense, Mira, Clash, Echo, Smoke, Valkyrie, and Noor benefit considerably from prepared crossfires and precise communication.
The highest-ranked Operator is not automatically the correct selection.
Before locking an Operator, consider:
Does the team have hard breach?
Can the team remove electronic denial?
Who is carrying the defuser?
Is flank protection available?
Does the defense have site-setup utility?
Can the lineup stop projectiles?
Is plant denial covered?
Which Operators have already been banned?
Does the map support vertical play?
Can the player use the selected weapon reliably?
A balanced A-Tier lineup usually performs better than five S-Tier Operators selected without role coverage.
Siege rounds are frequently decided by breaching, information, denial, and objective control. A strong weapon cannot replace missing team utility.
Mira, Kaid, Ram, Buck, Noor, and Tubarão can move significantly depending on the objective and available destructible surfaces.
Kali receives several improvements, but her specialized weapon still limits her consistency. Kapkan’s extra trap damage is useful without completely changing how experienced teams counter him.
Dokkaebi remains a strong information Attacker. Aruni and Tubarão continue providing excellent utility despite receiving weapon-related reductions.
Noor can deny plants, pressure protected positions, and fire through destructible surfaces. Restricting him to shield-counter duty wastes much of his potential.
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The smaller team size and Operator attrition rule significantly change Operator value. This tier list is designed for standard 5v5 Ranked Bomb.
Ace, Grim, Nomad, Solid Snake, Striker, and Thatcher are the strongest general attacking picks in this tier list.
Azami, Fenrir, Kaid, Mute, Smoke, and Skopós provide the most consistent general defensive value.
Noor is A Tier. His Horus Lance provides shield disruption, area denial, plant denial, and pressure through destructible surfaces, but its effectiveness depends on positioning and follow-up.
Yes. Dokkaebi remains an A-Tier Attacker because she still provides valuable information and camera access. Her Jegeo Payload now requires more commitment and can be interrupted.
Kali is more practical after her handling, ammunition, and magnification changes. She remains C Tier because her weapon and role are still highly specialized.
Yes. Its lower damage, smaller magazine, and reduced ammunition make aggressive secondary-weapon play less reliable. Vigil remains B Tier due to his roaming value, while Warden stays C Tier.
Shield Operators face additional pressure because Noor can pierce ballistic shields and force a guard break. Montagne and Blackbeard remain strong with proper support, while Blitz becomes a riskier general pick.
Ace, Sledge, Lion, Rook, Mute, and Kapkan have clear roles that help newer players learn breaching, information, site setup, and route control.
No. Team composition, map, objective, bans, and individual weapon comfort matter more than the letter beside an Operator’s name.
Operation Split Fire rewards complete team compositions more than isolated mechanical power.
Attackers benefit most from safe breaching, information, flank protection, and strong execute utility. Ace, Thatcher, Grim, Nomad, Solid Snake, and Striker provide these tools with relatively few weaknesses.
Defenders continue to rely on site shaping, information, electronic denial, and late-round control. Azami, Fenrir, Kaid, Mute, Smoke, and Skopós deliver dependable value across the widest range of strategies.
Noor enters the meta as a strong A-Tier Defender rather than an automatic S-Tier selection. Dokkaebi remains valuable after her changes, while Kali becomes easier to use without escaping her specialist role.
Use the tier list as a starting point, then adjust every selection around the map, objective, bans, team utility, and the Operators you can play confidently.
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