
Summary
- Vale excels at staying away from the battle, while Kyps provides valuable information for the team with traps and stealth tactics.
- Lark offers complex damage potential with slow-moving pods, while Daw is versatile with good mid-range weapon and team-focused abilities.
- Team cohesion is crucial for Tacticians to succeed, especially in utilizing each character's unique strengths and abilities effectively.
Most Tacticians in Concord have abilities that are well-suited towards moving into a location on the map and settling in. While the exact way they do this differs between different Tacticians, each of them is best when most of the enemies are in a certain area of the map, and they can adjust accordingly.
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PostsEvery Tactician has strengths and weaknesses. With the right team and the right player around them, all of these Tacticians can be valuable members of the crew. But Tacticians do better when a team is playing with cohesion. With random teammates, it'll be a bit tougher to get used to certain characters.
3 Kyps
CloseSurveillance Trap
Trap that reveals enemies when triggered
Disruption Grenade
Disrupts enemy abilities and damages shields
Passive Ability
Dodging activates stealth for a limited duration/When defeated, your assailant will be revealed to your team
While Kyps is last on this list, she is by no means useless. In the right hands, Kyps is capable of making enemies look over their shoulders constantly, wondering when that silenced pistol is going to finish them off or when they're going to get disrupted and made into an easier kill. That said, Kyps is the hardest Tactician to get maximum use out of.
When it comes to teamplay, Kyps needs teammates to capitalize on the information that she provides. There are multiple ways Kyps can do this: their Surveillance Trap is the most obvious, and it reveals enemies when they move into the traps radius. These can be placed in an area teammates aren't always watching, or as ways for Kyps to watch their own back.
But, if no one is paying attention, they're going to be a moot point. Kyps also reveals the opponent that defeats them, but again, if no one is in a position to make a play on that info, it's not going to be particularly useful.
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PostsIn a gunfight, Kyps' Silenced Burst Pistol is not going to melt enemies with any gusto. It's not a useless weapon by any stretch, but it does not do equal damage to many of the other close-range weapons other characters are capable of.
Kyps' ability to stealth is going to make the difference here, and it would be wise to only start fights with enemies that don't know you're there or are already low on health because they are usually going to be capable of more damage than you.
2 Lark
CloseTransplant Pod
Drops a pod that Lark can return to on second activation
Spore Seed
Drops a growing spore on the ground. Standing in the spore's area grants haste and damage resistance to allies. Enemies are slowed and vulnerable.
Fungal Resistance
Damage resistance stacks with active spores placed on the map. Resets on respawn.
Lark has a bit more going for them than Kyps in terms of damage potential. But when it comes to Lark, that damage is a bit more complex to put out. Lark's weapon is the Razorpod Launcher, which fires pods that move slowly out in front of them. When an enemy gets close, the pods track the enemy, dealing damage upon contact. This weapon has very little range, but if you can get an entire burst of pods on an enemy, it's going to do significant damage.
Lark can make things slightly easier for their team and a bit more difficult for the enemy team, and in a game of inches, that can make all the difference. Lark's Spore Seeds can be placed fairly often, allowing them to blanket certain areas of the map. Enemies will have to destroy them unless they want to suffer their ill effects and let Lark's team benefit from them.
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PostsLark's Transplant Pods can be used to get them out of a bad situation, but they will require some cover in order to activate them because it takes a few seconds. While activating, Lark cannot do anything other than move. But, if the original Pod was placed near a healing area, it'd be a quick heal, allowing Lark to get right back into the fight.
Overall, Lark can deal a lot of damage in close range, and in that range, they'll have the opportunity to set the area to benefit them and be a detriment to enemies. In modes where teams congregate on certain points, Lark is a good play.
1 Daw
CloseHealing Pod
Drops a healing device that restores nearby allies' health
Safety Dome
Creates a durable protective dome that blocks projectiles
Second Wind
Heals a small amount during dodge
Daw has the most versatility of any Tactician in Concord, with a very good weapon and abilities that make it much easier for the entire team to function. Daw comes equipped with the .320 Santuary Burst Rifle. This burst rifle is most efficient in mid-range but can be used in close-range, if necessary. Keeping bursts on the head gives this weapon one of the better time-to-kills in the game.
Daw's Healing Pad is a great ability on its own but is made exponentially better when paired with the Safety Dome. Both of these abilities are absolutely perfect for locking down an objective. If Daw has teammates around, especially an anchor, this dome, combined with a well-placed healing pad on its edge, is going to make the anchor an immovable force for quite some time. Get some other characters around capable of dealing damage around the edges of the fray, and Daw is going to contribute heavily towards the victory.
Daw does function best when near others; on their own, they can be pressed and killed without too much fuss because of their burst rifle. While that rifle is a great weapon for mid-range and is going to net Daw a lot of kills and assists in team fights when on his own, the burst rifle is going to be out-damaged by characters like Teo and IT-Z.
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