Ideally, Phantom players want to land headshots on opponents in the open otherwise, the down is relatively useless, especially if other enemies can get the revive or there’s a Saint on the other team. She is the only sniper in the game, meaning she is the go-to carry for the big clutch players. Phantoms role in the game is a little tricky.
The smart and the well-aimed players will find Dallas a dominant pick. And that goes for any point in the game for that matter. Being on the receiving end of his revolver is akin to being hit by a truck, especially if it is a headshot. On top of this, Dallas has one of the best pistol rounds in the game. However, players will need to take caution, as finding one opponent may spring a trap and Dallas may go down if the other team expects him to push.
If Dallas downs his marked opponent, then the ability will reset, meaning the bounty hunter can become the ultimate bloodhound. Using Target Finder at the start can track if someone is pathing towards a site, or if someone is lurking around the corner. While Talon must actively think about where to track, Dallas presses a button and sees the closest enemy too him. Dallasĭallas is the other intel-based Rogue in the game. Players will need to learn about maps, player movement and other macro skills to get the most out of Talon. Combine this with the greatest damage per round SMG or effective DMR and Talon becomes a well-rounded Rogue. This is great, especially when rushing to key spots and spotting out site retakes, rotations, or potential site assaults. Talon can throw this ability quite far, meaning he never really has to overexpose himself to get it in play. This ability provides real-time tracking of opponents in the Dart’s radius. Talon is an intel Rogue all about tracking certain areas with his Radar Dart. Chaac seems to be an excellent entry fragger on harder to assault maps, or the perfect fit for lurkers and off-site openers due to his self-heal. The revive ability takes just as long as it would take to revive normally, so Chaac must be careful where he falls. His shtick is all about being able to actively heal at any moment, or even self-revive when he is downed. ChaacĬhaac is a bit more 2D than other duelists in the game. Ronin is reliable for anything you want to do in a half. Plus, her assault rifle makes her great for countering pushes or getting opening picks. Her explosives come in use for flushing out enemies behind cover, or great for stopping potential flanks. Ronin is the tactical supremacist amongst the duelists. While Ronin as a duelist character is weaker in terms of close quarters contest, she carries an assault rifle, an explosive throwing knife that sticks to surfaces and a grenade. While Overheat is dropping from a 15-second to 10-second duration, that is still plenty of time for Scorch to get up close and 100-0 an opponent in less than a second. This makes every aspect of her kit even more powerful. Her Burnout ability is the key to success, reloading her current active magazine to an incendiary magazine. Scorch is the best duelist character for damage by far. Lancer is the most self-sufficient Rogue in the game.
Not to mention these two smoke grenades can also position her to facilitate entire setups by herself. Combine this with the two smoke grenades she can potentially have, and she will feel no pressure for pursuing the kill. In the time they take to hide, reload, and escape combat, the Lancer will already be pushing them, having reloaded before they even have a chance to think. This is particularly amazing when it comes to opponents who want to regenerate their HP. There is never a moment where a Lancer should feel she cannot generate pressure. Her ability to roll and reload at the same time is a great feature of her kit. Rogue Company is a swift game, and Lancer excels at movement. Ok, legit, Lancer may be the best Rogue in the game.