Rainbow Six Siege, a tactical first-person shooter developed by Ubisoft, has experienced tremendous growth throughout the years that it has existed. The FPS game will be stepping foot into Year 8 next month, and Zero is receiving a buff that will make him slightly better to use. Find our complete Zero operator guide below.
Sam Fisher doesn’t need much of an introduction, as he is one of the most popular video game characters. Zero (aka Sam Fisher from Tom Clancy’s Splinter Cell series) is a 3-speed, 1-armor operator. He was introduced in Rainbow Six Siege during Y5S3 Operation Shadow Legacy and is currently one of the underrated operators in the game.
Here’s everything you need to know about this operator.
Zero Operator Guide
Biography
“Prepare, execute, vanish.”
Though the CIA and Third Echelon have classified the majority of Fisher’s childhood, it is known he was born in the Baltimore suburb of Towson, Maryland, where he was raised by his paternal grandmother, Sarah. He was enrolled in a Military Boarding School where he learned to focus his energy, hone his skills, and to either follow orders or be sure to hide the evidence.
From school Fisher enrolled directly in the United States Naval Academy where he majored in Political Science and later went on to pursue SEALs Training. While serving in the Persian Gulf, Bolivia, Colombia, Senegal, and Kosovo, Fisher became known for his ability to complete the mission, regardless of personal cost. After being awarded a Defense Distinguished Service Medal, Fisher spent time as an instructor at Little Creek Naval Base, Virginia.
He was recruited to the CIA, where he [REDACTED].
Fisher is very much a solo operator, though he possesses a sense of duty to his colleagues and teammates and shows his affection through action. I’m hoping to draw him out of his shell and show him the benefits of working with the R6 Program. Based on his background as an instructor I feel he’ll appreciate more than the resources we can offer him, but also gain some satisfaction in the influence he’ll have on the R6 Program, and his teammates.
(Comment_S. Fisher: Is one of the benefits coffee, because I’m running low.)
— Dr. Harishva “Harry” Pandey, Director of Rainbow (RIP).
Best Weapon Loadout
- Primary Weapon: SC3000K (ASSAULT RIFLE), MP7 (MARKSMAN RIFLE)
- Secondary Weapon: 5.7 USG (Handgun), GONNE-6 (Hand Cannon)
- Secondary Gadgets: Hard Breach Charge, Claymore
- Unique ability: ARGUS LAUNCHER
Zero has two options for his primary weapon: the unique SC3000K Assualt Rifle and the MP7 SMG (same as Bandit’s). The SC3000K has a higher damage stat than the SMG but a lower rate of fire. The gun is effective in multiple distances- short to longer-range fights, and the variety of sight attachments (up to 2x) make it a strong choice.
However, the MP7 SMG is no slouch, either. If you have played Bandit, you already know how fun this SMG can be, as it has a high fire rate and an easily manageable recoil pattern. The MP7 also includes five extra bullets in its magazine, compared to the AR. So, the choice is up to your preference here, as both are excellent options.
As his secondary weapon options, Zero has the 5.7 USG pistol and the Gonne-6. While picking the Gonne-6 can prove to be a vital gadget when trying to clear bulletproof defender gadgets such as deployable shields or Maestro’s evil eyes, you might get in an awkward situation when you run out of ammo on your primary and switch to your secondary weapon.
Secondary Gadget
Zero’s two choices for the secondary gadget are the Claymore and Hard Breach Charge. Now, the choice is entirely upon your preference and the game plan for that round. The secondary Hard Breach can be underrated sometimes, as you will get two of these charges to breach a wall or hatch quickly without bringing a dedicated hard-breacher. So, check what your teammates need to execute the plan flawlessly.
Unique Ability
Zero’s primary gadget is called the Argus Launcher. This launcher is used to shoot the Argus cameras, which are unique cameras that can lodge themselves into the breakable and reinforced surface to surveil either side. When deploying these unique cameras, a loud sound is produced, alerting the defenders.
In addition to gaining intel, the Argus cameras have another unique ability. Each camera is equipped with a single laser shot (similar to Twitch’s Shock drones) that can be used to destroy defender utilities such as default cameras, Mute Jammers, and more. Similarly, you can zap defenders with it to deal 5 HP damage to them.
Zero has 4 of these particular cameras (all available at the start) that he can launch with the Argus Launcher. The entire Attacking side can use these cameras to gain intel; however, only Zero can shoot the laser.
As mentioned above, the view of the camera can be switched to either side of a soft or reinforced wall by pressing the Navigate button (“Space” on PC). The HUD elements show whether the camera can be switched 180 degrees on a surface using arrows (2 arrows: up and down indicates piercable surface).
And with the Y8S1 patch, the Argus cameras won’t drill any surface by default, so you must manually do it. This means the cameras can be deployed on a safer side, for example, outside the objective room, and later Zero can switch it, reducing exposure and thus the risk of it getting shot down as soon as it is deployed.
Tips and Tricks
(i) Zero has 4 Argus cameras in his launcher, which is a lot, so try to deploy some early in the round to cover flanks.
(ii) Try to get rid of Kaid’s Electroclaws or Bandit’s Batteries by using the laser shot, but getting the drone in a suitable spot without it getting shot down will be difficult.
(iii) Get creative and find unique spots to put the cameras to get good views of the map and avoid getting it destroyed quickly.
How to counter Zero?
As Zero’s primary gadget is a launchable camera, it can be countered in multiple ways. Firstly, when using the Argus launcher to launch the cameras, Jager’s ADS or Wamai’s Magnets can catch them if in range. The cameras will get destroyed when deployed on electrified surfaces, so Bandit or Kaid can prove to be good counters.
Additionally, Mute’s jammer can block the cameras from working. The cameras emit a visible yellow light when in use, so defenders can quickly shoot them down with a single bullet.
Should you pick Zero?
To conclude, Zero is a powerful operator for gathering intel and supporting your team. You can cover flanks, drone your entry fraggers, help breach the reinforced wall, and more with him. But Zero’s cameras also have its weaknesses and can be countered by the Defenders. It is a versatile gadget that can be used in many ways, making Zero a good pick for the team.