Concord is equal parts FPS and hero shooter. While there are some of the slower-moving hero shooter elements present, there are also a lot of that fast-paced, Quake-style gameplay to draw you in, as well. Much of it comes down to playstyle and the character you choose.

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When choosing your character, keep in mind the characters your teammates have chosen around you. Team composition matters quite a bit in Concord, particularly if both teams are equally matched. Some team compositions really shine in certain game modes and can give you a real edge.

4 Daw, Lark, And Jabali

Til Death Do You Part

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This team composition is all about taking control of an area. Daw and Lark both excel at taking a section of the map and putting down roots. (Or in the case of Lark, spores.) This composition particularly shines in Signal Chase, where both teams are competing for a single signal node at a time.

Ideally, Daw places down his Dome Shield and Healing Pad spread out inside of it. This won't cover the entire objective, but it should give a good spot for teammates to come back and heal in relative safety.

Lark should be placing his spores around the objective, mostly outside of the dome, but some inside, too. These spores will slow down the enemy assault and make them easier to kill if they're standing on them. Lark can also focus on firing his weapon around the perimeter of the objective, and the spores he fires will deal heavy damage to whatever enemy strays too close.

Lark has a variant that spawns Pods anywhere he gets a kill or an assist on an enemy, helping you spread your spores that much more.

Jabali is there to keep a Healing Orb on whatever the most central ally is. Everybody should be clustered more or less around the same area, and his Healing Orb should be able to affect most allies, keeping them on their feet unless they need a big burst of healing, in which case they head back to Daw's pad.

This team composition could be paired with a lot of different things; an Anchor would fit well, with their ability to absorb a lot of damage on their own. While Daw and Lark are both good at damage in their own respective ranges, Jabali does not excel at damage. Throwing a Haunt into the mix could keep the enemy from winning a war of attrition.

3 Duchess, Daveers, And Lark

You Shall Not Pass

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This team composition is also about taking control of an area, but it does so in a very different way. All three of these characters are great at sectioning off a particular spot on the map by making it the least attractive prospect for the enemy team.

Duchess can put up walls almost anywhere she wants. Blocking off certain hallways either forces enemies to destroy the wall or go a different way. It's a great way to create a bottleneck the enemy has to come through or force them to telegraph their entrance beforehand, ensuring Daveers and Lark have time to prep the area.

Lark's job here is very similar; blanket the area in pods. Make it unrecognizable. Put so many pods down the enemy abandons any reasonable attempt to rid the area of them, and just has to fight through them, instead. These pods will severely hamper their efforts, and make the fight much easier for your team.

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Daveers can use their Burnite and Ignition Darts to block more specific areas than Lark, but they do it in a much more violent way. Daveers is capable of dealing incredible damage when the situation allows them to get their abilities off in the right way. Spread Burnite right where the mass of the enemy team is or where you don't want them to go, light it on fire, and enjoy.

This is another team composition that would benefit from the addition of an Anchor. When it comes to the last spot, either a Haunt or a character like Lennox, Vale, or Teo will serve you well. All of them can deal significant damage and help make those bottlenecks that this team composition creates that much more lethal.

2 Emari/1-OFF, Daw, Jabali, Teo, And IT-Z

Well-Rounded

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This team composition is meant to be one that's solid all-around; they're capable of performing well in pretty much any scenario. They can be taken into modes in Overrun, Brawl, and Rivalry in equal measure, with a good combination of abilities and skills that fit most situations.

Either Emari or 1-OFF can be used as the Anchor. 1-OFF is a bit more technical than Emari, as he has to place his abilities in the right spots, while Emari mostly has to face the right way and deal out her armor intelligently. Either way, their job is to take the brunt of the assault without hitting the ground, and with the team around them, that shoulstatic.aayyy.com/topic/dn/'t be too big of an issue.

Daw and Jabali are both there to keep everybody on their feet. Jabali should be more or less attached at the hip to somebody. He has very little 1v1 ability unless the enemy makes a mistake, and his Healing Orb amplifies its value the more teammates are around. Daw can set up a spot for teammates to recover or fight from, whether there's an objective point or not.

In general, Jabali should be moving with the Anchor, each keeping the other alive.

Teo and IT-Z don't necessarily have to be these two characters, but they are the most versatile at what they do. Teo can deal great damage either on his own or as part of a team fight. Similarly, IT-Z is simply the most versatile Haunt and can keep herself out of harm's way when need be and pull off unpredictable moves when that's necessary, too. Lennox, and either Bazz or Roka would be a good combination in lieu of these two.

1 Bazz, IT-Z, Roka, Teo, And Lennox

Everything Burns

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This team composition is all about dealing damage, and lots of it. Unless there's a skill gap between your team and the other team, this might not fare so well in Signal Chase, but this could do particularly well in the Brawl playlist. Every single one of these characters is the best in the business when it comes to damage and versatility.

Lennox, Teo, and IT-Z can all hold their own in just about any 1v1, regardless of the range and the landscape. Teo and Lennox's movements are pretty predictable, but if you put IT-Z in that mix alongside them, there's damage coming from too many directions to handle.

With Bazz and Roka, they're two more extremely high-damage characters that might not be as difficult to keep track of as IT-Z, but they are unpredictable in their own right. This team definitely lacks health, but in skilled hands, they make up for it in damage possibilities. Enemy Anchors will get dropped before they know what hit them, and the other team is going to fold like a cheap suit.

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Concord

FPS Systems 3.0/5 1.0/10 OpenCritic Reviews Top Critic Avg: 64/100 Critics Rec: 23% Released August 23, 2024 ESRB t Developer(s) Firewalk Studios Publisher(s) Sony Interactive Entertainment Engine Unreal Engine 5
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