Rainbow Six Siege Guide

Amaru

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

Operator Tips

Amaru’s Garra Hook is great way to rush toward an objective in a building with multiple floors. It’s also smart to get one floor above the objective and blast your way through a hatch from above with one of Amaru’s shotguns. If the hatch is reinforced, you will need a hard breacher’s help.

The Garra Hook is also a great tool to leap up destroyed hatches to quickly escape or possibly flank an enemy Operator.

Unique Ability

Amaru’s unique ability is the Garra Hook. This allows the user to hook and quickly travel to a nearby window or skyline outside, or up a breached hatch inside. Barricades on windows will be instantly breached with the Garra Hook, but Castle’s armor panels cannot be breached.

Amaru will perform the Garra Kick to any enemy Operator at the window’s
entrance, instantly killing them. However, Amaru will not bring up her weapon instantly, leaving her vulnerable to attack from a distance.

Four Garra Hooks are available per round, and the device has about a six second cooldown period between each use.

Primary Weapons

[table th=”0″ caption=”G8A1″ align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|37~~(31 Suppressed)|Class|Light Machine Gun
Fire Rate|850 RPM|Fire Mode|Full Auto
Mobility|50|Sights|Red Dot~~Holographic~~Reflex~~ACOG
Magazine|50+1|Grips|Vertical Grip
MP Capacity|51/150|Barrel|Suppressor~~Flash Hider~~Compensator
TH Capacity|51/150|Under Barrel|-
[/table]

[table th=”0″ caption=”Supernova” align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|48|Class|Shotgun
Fire Rate|-|Fire Mode|Pump Action
Mobility|50|Sights|Red Dot~~Holographic~~Reflex
Magazine|6+1|Grips|-
MP Capacity|7/36|Barrel|-
TH Capacity|7/49|Under Barrel|Laser
[/table]

Secondary Weapons

[table th=”0″ caption=”ITA12S” align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|70|Class|Shotgun
Fire Rate|-|Fire Mode|Pump Action
Mobility|50|Sights|Red Dot~~Holographic~~Reflex
Magazine|4+1|Grips|-
MP Capacity|5/31|Barrel|-
TH Capacity|5/26|Under Barrel|Laser
[/table]

[table th=”0″ caption=”SMG-11″ align=”center” width=”100%” colalign=”left|left|left|left”]
Damage|35~~(29 Suppressed)|Class|Machine Pistol
Fire Rate|1270 RPM|Fire Mode|Full Auto
Mobility|50|Sights|Red Dot~~Holographic~~Reflex
Magazine|16+1|Grips|Vertical Grip
MP Capacity|17/80|Barrel|Suppressor~~Flash Hider~~Compensator~~Extended Barrel
TH Capacity|17/224|Under Barrel|Laser
[/table]

Gadgets

[table th=”0″ align=”center” width=”100%” colalign=”left|left”]
Claymore|1 motion-triggered explosive mine. Set it in door ways or protect objectives with these.
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.
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