Rainbow Six Siege Guide

Finka

[table align=”center” th=”0” width=”100%” colalign=”left|left”]
Side|Attacker
Role|Support
CTU|CBRN
Release|Year Three, Season One
Armor|Medium
Speed|Average
[/table]

Operator Tips

Finka is a support Operator who’s job is to give the team a temporary boost to rush in and actually play offensively. Use this just as the team is about to storm into the building or into the objective room. The extra health will be the first to be taken.

Unique Ability

Finka’s unique ability is the Adrenaline Boost, a temporary health boost to all active Operators. Their health will be boosted by 20 HP for a max of 20 seconds. Even if current health is at 100 HP, it will be boosted to 120.

All downed enemies will also be revived with a temporary 25 health which then drops down to 5 health. It’s best to manually revive someone or use Doc if a teammates is downed. The Adrenaline Boost can be used a max of three times per round.

After the Y4S2 update, the Adrenaline Boost will remove the ringing sound in all friendly Operator’s ears caused by explosives and concussive blasts.

Primary Weapons

[table th=”0″ caption=”SPEAR .308″ align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|42~~(35 Suppressed)|Class|Assault Rifle
Fire Rate|700 RPM|Fire Mode|Full Auto~~Semi Auto
Mobility|50|Sights|Red Dot~~Holographic~~Reflex~~ACOG
Magazine|30+1|Grips|Vertical Grip
MP Capacity|31/180|Barrel|Suppressor~~Flash Hider~~Compensator~~Muzzle Brake
TH Capacity|31/210|Under Barrel|Laser
[/table]

[table th=”0″ caption=”6P41″ align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|46~~(39 Suppressed)|Class|Light Machine Gun
Fire Rate|680 RPM|Fire Mode|Full Auto
Mobility|50|Sights|Red Dot~~Holographic~~Reflex~~ACOG
Magazine|100|Grips|Vertical Grip
MP Capacity|100/300|Barrel|Suppressor~~Flash Hider
TH Capacity|100/300|Under Barrel|Laser
[/table]

[table th=”0″ caption=”SASG-12″ align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|50~~(28 Suppressed)|Class|Shotgun
Fire Rate|-|Fire Mode|Semi Auto
Mobility|50|Sights|Red Dot~~Holographic~~Reflex
Magazine|10+1|Grips|Vertical Grip~~Angled Grip
MP Capacity|11/30|Barrel|Suppressor
TH Capacity|11/70|Under Barrel|Laser
[/table]

Secondary Weapons

[table th=”0″ caption=”PMM” align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|61~~(51 Suppressed)|Class|Handgun
Fire Rate|-|Fire Mode|Semi Auto
Mobility|45|Sights|-
Magazine|8+1|Grips|-
MP Capacity|9/40|Barrel|Suppressor~~Muzzle Brake
TH Capacity|9/136|Under Barrel|Laser
[/table]

[table th=”0″ caption=”GSH-18″ align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|44~~(37 Suppressed)|Class|Handgun
Fire Rate|-|Fire Mode|Semi Auto
Mobility|45|Sights|-
Magazine|18+1|Grips|-
MP Capacity|19/54|Barrel|Suppressor~~Muzzle Brake
TH Capacity|19/126|Under Barrel|-
[/table]

Gadgets

[table th=”0″ align=”center” width=”100%” colalign=”left|left”]
Breach Charge|3 charges that are used to blow open breakable surfaces. Get the jump on enemies or create new lines of sight.
Stun Grenade|3 grenades that detonate two seconds after being thrown. They impair the vision and hearing of all Operators near the explosion for several seconds. Use it to blind and deafen a room filled with enemies before clearing it out.
[/table]