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Zero is the pinnacle of Rainbow Six Siege when gathering intel. His unique utility allows him launch cameras that can burrow into any surface, including reinforced walls and hatches, and provide a camera view on both sides of the deployed surface. His ability to gather critical intel from unexpected angles can change the course of a round, giving his team the upper hand. Much like a well-constructed argument in an essay, Zero’s impact is undeniable, offering depth, insight, and precision to every situation. Utilizing his abilities is often the difference between winning and losing the round.

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By far, Azami is the most sophisticated operator, and not just anyone can utilize Azami's stone barriers. Her stone barriers have the potential to block off entrances, providing a defensive cover for the defenders, and have the potential to weaken an attack done by the opposition. With the infinite potential that her stone barriers bring, players have devised new creative one-way angles that surprise the opposing players. Players can rarely reach the endless potential Azami has due to the complexity that her kit brings, but if played correctly, Azami's presence can make a big difference.

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When you think of a playmaking operator with round-winning potential, Ash is the only one that comes to mind. She is a super versatile operator with the highest play rate among everyone in the game. Her utility and speed make her one of the most effective as well. Her unique breaching gadget allows easy access to sight and coupled with her incredibly powerful gun and gadgets is practically unstoppable.

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Sens is a horrid operator. Her ability is so useless that no player in their right mind would ever want to play this character. Her ability is a rolling projector to create a screen along its path. Her ability has no distinct purpose and in rare situations is this ever better than another flash operator.

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Mira is a great operator with many game-winning strategies. Used religiously in every competitive setting her ability, the black mirror, produces a one-way mirror that's bulletproof. She is the anchor for the team, providing easily challenged angles and essentially halting the push of the enemy team. Utilizing this character can almost guarantee free kills and has round winning prowess.

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Every character can barricade entrances and reinforce walls to ensure a more secure defense, but there is a character who does that better. Castle can add armor panels onto entrances (though limited to 4) that make the barricade entrances more difficult to break and efficient. Castle has a relatively simple ability; an ability that improves the defensive state of a team and reinforces defensive tactics within a team because of his ability. The armor panels are not needed in a team for them to excel and the regular barricades, which every character can utilize, do the job just as well. Castle is not a bad character, but more a simple and boring character, who is only necessary and frankly useful on some sites.

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This operator has a single purpose, to electrify reinforced walls, being an anti-hard breacher; he's able to deny key entry points for the attackers, making it harder for attackers to push. On paper, this seems good but is too easily destroyed by numerous operators to be crucial. His counterpart does his job even better, and his utility becomes useless later in the round. In nearly every case, his utility is wasted, leaving the team no better off than if they hadn't had the operator at all.

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A character that should've worked. Built with a shield on top of a gun that covers Blackbeard's face, he should be considered invincible; though he isn't. Players can shred past his shield that covers his face, where headshots are considered an insta-kill, and make it seem like the shield was never there, to begin with. The shield negates 20 damage, and headshots do more than 130 damage (depending on the gun), which encourages the player to spray, causing the shield to break and killing the player. Blackbeard is an attempt to make a character aggressive enough to run at his opponent, but unfortunately, that is not the case.

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Sledge carries a Tactical Breaching Hammer, that can break walls that have not been reinforced. This causes a problem, the fact that Sledge has to get close to the walls, and having the sledgehammer in his hands leaves him vulnerable to enemies attacking him. Having a Sledge main in your stack is not ideal but in some cases, he can be a good asset to the team. His ability is too simplistic to have any potential in almost every case, and has alternatives that get the job done better. Now he could be a key asset to the team when playing with other operators, but that takes a lot of team coordination that some players don't have.