High health and the best combination of operator perks in the game allow Dutch to use virtually any weapon and any special combination extremely effectively.
Support is essential in todays META and Diana is the best at it. With the ability to support both via the air and ground in addition to being able to spot Charon, she's necessary on any competitive team. Oh, and she has 2 of the best Super Weapons in the game.
Versatile and extremely difficult to fully kill, Moses has some of the best survivability mechanics in the game. His ability to tank damage while giving it allows him to 2v1 in many cases against weaker compeition and almost always guarantees a kill 1v1 vs equally skilled players but he dies in the process. In the right hands he can be devastating and even in a casual players hands he can be highly effective. Additionally, his "Afterlife" (extra 5 seconds of health after lethal damage) makes his effective health pool by far the highest in the game. Lastly, in the right situations Moses' Stronghold Shield can be amazing but it requires skill and specific strategies to utilize effectively. The flash almost guarantees death to anyone in its path and is difficult to land but Moses need not even use it to be effective since his survivability is so high.
Arguably best in class as a sniper because of his 1v1 sniper superiority, Snek's speed and super allow him to be a solid second or third loadout that can play multiple roles.
Joe is the second most effective with the machine gun and serviceable with the SMG. In todays META where both of those weapons are needed in every team, he gets the nod for A-tier.
Charon is only effective in combination with his super weapon but can be very useful for stealing the bag or providing some surprise offence at key moments.
Fresh off a move up from C-tier, David can attribute this move to the SMS41 and a buff in the form of double RPGs. While the later is far less useful than the former, he is best in class with the SMS41 and the prototype weapons dominance on 2 maps in particular warrant the move.
Valera can use both the sniper rifle and machine gun with some effectiveness but his low health is a significant disadvantage against higher tier operators.
Zloy's super weapon is the worst among the epics but he has made a slight move up from D-tier mainly because of all the Charons in todays META. While his use is limited to bag grab and bag holding against Charons, it is a use nonetheless.
Syndrome is in an odd place in todays META. He has the highest health in the game while simultaneouly having the slowest health regeneration. Combined with the ineffectiveness of shotguns since their nerf and no other real skills, he's fallen from top tier into barely viable.
Capicse is situationlly useful at best. With his perks in the double roll and -% melee damage, he has a high survivabilty rate but can output very little damage.
Varg is a less effective version of Snek and while his excellent aim speed and run speed give him some versatility, it's hard to use him in any top tier teams because there are just better options in B-tier and above.
The SMG received a large amount of buffs in the latest balance update and as a result has catapulted to the top of the weapon list. By far the most versatile weapon in the game and used by thousands of Dutch players for its effectiveness, quick kills, long range, and little to no skill requirement this weapon has no equal at this moment in the META.
Arguably S-tier and one of the best weapons in the game, the sniper rifle was improved greatly by an aim speed buff in the last balance update. Can be used with multiple operators efftively and some combinations are considered some of the strongest loadouts the game has to offer. It's only downside is it is very difficult to utilize effectively on smaller maps with lots of obstacles.
When modded correctly, the skill previously required almost disappears and elevates this gun into a top tier. High damage output capable of killing multiple enemies is where the appeal originates and can be used both offensively and defensively.
Even despite heavy nerfs, the Assault Rifle persists. When modded correctly, capable of high damage with Dutch and arguably A-tier when in a skilled players hands. However, with no flexibility in mods, only being effective on Dutch, a lack of mobility when SMG's and Machine Guns are plentiful, and a mod tree that is poorly designed in relation to it's nerfs it remains in B-tier.
Overpowered on 2 maps due to unforseen exploits and a favorite of PC emulator players for it's zero skill playstyle, the SMS was the first prototype weapon. With zero mobility and a 1 shot magazine with a slow reload, it's only viable on very few operators. Furthermore, it gives away the snipers position with a red line and predictable fire rate.
The unforatunate victim of heavy nerfs, the shotgun has lost it's appeal and usefulness in most situations. Combined with the Taser nerfs, this is one of the biggest drops in usage we've seen in a weapon. Even with gold mods it is lackluster in comparison to other weapons and now only has a few situational uses.
The most versatile special in the game single handedly negates other specials, allows for fast bag grabs, provides escape, plays a major role in attacks, and changes the pace of the entire game.
Arguably the best defensive special in the game that will 1 shot any operator and can be used offensively when used intelligently. Has little to no skill requirement and yet placement can be very creative since it can trigger through walls, can be hidden on objects, and placed on vehicles. Also displays warning lines to teammates preventing team kills even in tall grass.
With the ability to detect and mark mines, C4, and any operator including an invisible Charon this Super Weapon could have no other uses and still reside in a top tier. And yet, there's more. It's also capable of deploying multiple mines and all the benefits that come with them anywhere at any time, has a very long flight time, and allows a Diana player to scout the entire map. These are invaluable and arguably the best Super Weapon in the game.
With the ability to detect and mark mines, C4, and any operator including an invisible Charon this Super Weapon could have no other uses and still reside in a top tier. And yet, there's more. It's also capable of deploying multiple frag grenades and all the benefits that come with them anywhere at any time, has a very long flight time, and allows a Diana player to scout the entire map. These are invaluable and arguably the best Super Weapon in the game.
Exremely versatile and well rounded special capable of bag grabs, taking out multiple enemies, stopping cars, blocking entry points, and has an extremely short cooldown when maxed.
One of the newest specials in the game, the missile defense has changed the META. Since its appearance, RTFM, RPG, Diana drones, and Airstrike have all been used less than ever since it can negate all of those easily. They are very fragile though and requires clever placement to be used against an experienced Diana player.
More and more players have realized the benefits of this special since it's just as effective as RTFM when aimed well, has a larger blast radius than any other special outside of Airstrike, a very short cooldown, and is very versatile on any map regardless of being on offense or defense. That catch being, you have to practice aiming this thing!
The swiss army knife of grenades, the Frag grenade can be used in an infinite number of ways. Highly effective on control maps and delaying attackers, this special also has a seemingly infinite supply since it has a fast cooldown and a maximum of 6 total. The only downside is teammates often will die as a result of poor timing/aim.
In the right situations Moses' Stronghold Shield can be amazing but it requires skill and specific strategies to utilize effectively. It has nearly all the strengths of the Tactical Shield but the flash almost guarantees death to anyone in its path. It is however sometimes difficult to land especially on larger maps.
A META altering special weapon, the Tactical Shield reduces the effectiveness of long range weapons significantly and allows players to close distance more effectively albeit slowly. The shield can be used both offensively and defensively and the mere sight of it can discourage some loadouts from advancing altogether. Additionally, it significantly buffs pistols and reduces the effect of tomahawks even from the likes of Charon.
A force to be reckoned with that can take out multiple enemies and be hidden in places no other specials can be due to exploitable objects. With those upsides comes a team killing downside though as enemies can use grenades or other objects via Landau to trigger them and kill the user or his teammates.
With 4 rockets each capable of destroying a vehicle on it's own, it's no wonder why the RTFM has a place in a top tier. Even though it has a long cooldown time and a direct counter in the Missile Defense special, it's usage is still common in todays META because of how user friendly the aim is.
Extremely versatile and long range, the Airstrike can be used in many different types of strategies. From bag grabs to mine clearing to holding a point on a control map, the Airstrike has few equals when it comes to situational usage. It's only downside is the painfully long cooldown time.
When this super was introduced with Charon, many thought it would be extremely overpowered. However, with Charon so heavily reliant on it, it is easily shut down in organized matches. Vulnerable to Diana herself as well as her drones in addition to all mines, gun fire, vehicles, and a slow decloak time it cannot be placed higher than B-tier. Like many B-tier weapons it can be used to great effect in the right players hands though.
The most attack heavy of the grenade category, impacts can be used to great sucess if in a skilled players hands. They are capable of 1 shotting many operators when directly hit and have a decent sized damage radius. They can also be used to counter many other specials including mines, missile defense, gas and smoke. Unfortunately, due to how much mobility and fast paced gameplay there is in the current META, it's increasingly difficult to aim them. Combined with a low total number available, they remain in B-tier.
While still effective at times, the Tasers glory days are long gone. With a very fast cooldown and the ability to stun and slow adrenaline users, it's still viable but highly situational.
With not very many uses and lots of downsides, C4 is unfortunately the worst of the explosives. A user can only deploy 1 at a time, they explode if that user dies or they're hit with another explosive with the potential to kill teammates, visible by Diana and her drones, and the inability to be used consistently as "flying C4" there's much to still be desired with this special. While still usable in some situations, C4 is ineffective the majority of the time.
The idea of smoke grenades is an interesting one since stealth is so rarely seen in Tacticool. Unfortunately, Smoke Grenades have far too many counters in impacts, frags, landau, RPG, RTFM, Frag Drones, Airstrike and the new SMS41 to be used consistenly. Strategies could be designed around them but the plethora of counters will almost certainly shut them down instantly. These are very situationlly useful and nothing more for now.
The worst of the super weapons is the A-232. With a low range, a long cooldown, limited effectiveness due to Adrenalines high usage rate in the current META, and on a slow epic operator, it not only puts itself in the lowest tier but also considerably devalues Zloy.
Among the worst specials in the game and in the only class of weapons (gas) that is consistently in D-tier this special should be avoided at all costs when playing in PVP modes. In the current META multiple specials counter this easily and is nothing more than a slight annoyance.
Very limited usage and the worst of the drones used in the super slots for Diana, the Gas Drone has all the same downsides as the Gas Grenade and more since these are level 1 versions of those.