// long-range · positional

Sniper

The highest single-shot damage in the roster and the lowest resistance. Built for one job: end fights before they start, from outside the enemy's effective range. Get caught at close range and you die in one burst — the trade-off is what makes Sniper either decisive or useless, with very little in between.

Resistance175lowest in roster
Speed9tied with Infiltrator
TechGrenadessame as Assault/Enforcer
PrimaryTG-87152 dmg / 2 mag
SecondaryRifle016 dmg / 16 mag
Loadout

The TG-87 and Why It Defines the Class

TG-87 Primary — bolt-action rifle

152 damage 2 magazine 5 ammo total

The damage number is the entire identity of this unit. 152 damage one-shots Sniper (175 HP) on a headshot and one-shots Infiltrator (200 HP) on a headshot. Against Assault (250 HP) and Enforcer (320 HP), a body shot is a strong setup — either lands a kill on the next shot or forces them to retreat into cover.

The catch is 2-round magazine. You get two shots before reload. Miss both, and the reload window is long enough for any mobile enemy to close the distance. The total ammo pool of 5 means you cannot afford volume fire — every shot has to count for something.

Rifle0 Secondary — medium-range carbine

16 damage 16 magazine 50 ammo total

The secondary is what saves the class when the TG-87 isn't usable — either out of ammo, mid-reload, or fighting at sub-10 meter range where the bolt-action's slow rate of fire becomes a liability. 16 damage per shot times 16-round magazine = theoretical 256 damage from one mag, enough to drop anything in the game if you land all of them.

In practice you switch to Rifle0 when you've been spotted at close range. The G key swaps weapons; learning to switch reflexively without thinking is the single biggest survival upgrade for a Sniper player.

Site analysis The two weapons together create a "decisive at any range" kit on paper. In practice the gap between them is the weakness — the bolt-action cooldown after each shot is long enough that a flanking Infiltrator or Assault can be on top of you before your second shot lands. Treat the TG-87 as a one-shot statement, then commit to Rifle0 for cleanup, not the other way around.
Site analysis

When to Pick — and When Not To

Pick when

The enemy is fortified at a point

Domination maps with held control points are the obvious Sniper case. From outside their effective range, every shot you don't take is one they don't shoot back at. The team that takes the point pays in resistance; the team holding from a sniping nest doesn't.

Pick when

The team comp is missing long-range pressure

If your team rolled 3 Assaults and an Enforcer, the enemy can simply turtle behind cover and wait you out at distance. One Sniper changes the math — they have to either close (into your team's range) or get pressured at distance. Always check the team-select screen before deploying.

Pick when

The map has clean sight lines

Administration HQ favors Sniper (long atrium sight lines). Upper Platforms is mixed (good elevated nests but exposed angles). DMArena is hostile to Sniper (corridors, sub-15 meter engagements). Map dictates pick — switch unit on respawn if the matchup is wrong.

Don't pick when

You're behind on score and need volume kills

Sniper's per-minute takedown rate is structurally lower than Assault's. You can have a great match landing 10 disables and still lose because the enemy team scored 4000 points from your teammate getting body-shot by 3 Assaults at close range. If you're trailing 2000+ at the 2:30 mark, switch to Assault or Enforcer and contest at close range.

Don't pick when

You're new to the class

The 175 resistance is unforgiving. Without map knowledge of where to position safely, you'll die without firing meaningful shots. Spend 5-10 matches as Assault to learn the maps first, then come back to Sniper. The position learning transfers directly — the gun mechanics don't.

Map-by-map

Sniper Performance Across the Three Maps

Each map favors a different unit. Sniper's rating below is observed performance, not theoretical — site analysis from match data.

Administration HQ

Strong fit

Clean white interior atrium with long sight lines and structured corridors. The opposite of DMArena — vantage points support 30-50 meter shots, which is exactly TG-87's sweet spot. Hold an interior overlook and you can dominate a corridor for an entire match.

Best mode: TeamDeathmatch

Full map breakdown coming →
Upper Platforms

Mixed

Multi-level open arena with capture points. The elevated nests give Sniper great vantages, but the open edges mean a missed shot can leave you exposed to two flank angles simultaneously. The void below is an instant disable — falling off ledges is the #1 cause of Sniper deaths on this map.

Best mode: Domination

Read the full map guide →
DMArena

Poor fit

Industrial-palette close-quarters map with stacked walkways. Most engagements happen at 5-15 meters — below TG-87's optimal range and well within Assault/Enforcer's. Pick a different unit on this map. If you're locked into Sniper, fight from elevated walkways and accept that your per-minute output will be low.

Best mode: TeamDeathmatch

Full map breakdown coming →
Avoid these

Common Sniper Mistakes

  1. Not switching to Rifle0 fast enough

    The single biggest killer of new Sniper players. You land your two TG-87 shots, miss one, and try to reload while an Assault is sprinting up your stairs. By the time the reload finishes, you're dead. Reflexive G-swap as soon as you see an enemy under 15 meters — treat it like a panic button.

  2. Staying in the same position for the whole match

    The first time you land a takedown from a sniping spot, the enemy now knows where you are. Stay there and they will rotate to flank. Move every 2-3 takedowns minimum. Pre-plan two backup positions before you settle into the first one.

  3. Falling off Upper Platforms ledges

    175 resistance means you can't survive any out-of-bounds fall. While sprinting between angles, it is easy to overshoot a platform edge. Walk, don't sprint, when within 3 meters of any open edge. The void below shows no killer in your death log but still counts toward your Deaths column.

  4. Engaging at close range when Rifle0 is depleted

    If you've burned through Rifle0 already and a flanker arrives, your only option is to disengage. Sniper has no mobility tech (no Cloak, no Xray, just Grenades). Use a frag to break line of sight and reposition rather than trying to win the close fight with the bolt-action.

  5. Ignoring the scoreboard

    Press Tab between fights. If the enemy team is fielding two Infiltrators, you have flanking pressure coming — switch nest. If your team is down 2000 points at the 2:30 mark, swap to Assault. Sniper play is positional chess; the scoreboard is the board state.

Matchups

Who Counters Sniper, and Who Sniper Counters

Hard counters to Sniper

  • Infiltrator with Cloak — invisible to your vision; the first you know about them is the kill-cam. Always watch flank corridors.
  • Assault at close range — 30-round magazine plus 8 speed plus 250 resistance trades favorably against your 175 even if you land 1 TG-87.
  • Enforcer with EnfExt210 — 60-round mag means you cannot wait out their reload. If they spot you, they suppress until a teammate flanks.

Sniper counters

  • Stationary defenders — anyone holding a fixed point is your highest-value target. One TG-87 ends their hold.
  • Other Snipers — if they're set up in a known nest, you have the read on them first.
  • Infiltrators not using Cloak — their 200 resistance is one-shot territory on headshot. If they're playing aggressive and visible, they're food.
Quick answers

Sniper FAQ

Is Sniper worth picking?

Yes, on the right map and with the right team comp. Sniper has the highest single-shot damage in the game (TG-87, 152 damage), which is decisive on long-sight-line maps (Administration HQ) and against fortified positions. On close-quarters maps (DMArena), it underperforms — switch units.

How much damage does the TG-87 do?

152 damage per round. This one-shots Sniper (175 HP) and Infiltrator (200 HP) on headshot, and puts Assault (250) and Enforcer (320) into critical-HP range with one body shot.

Why is Sniper's resistance so low?

175 resistance is the design trade-off for highest single-shot damage and tied-highest movement speed (9). The class is built for positional play — if you're taking direct hits, you're playing the unit wrong. Use cover, elevation, and angles instead of trying to trade resistance.

What's the best map for Sniper?

Administration HQ. Long sight lines, structured corridors, elevated vantage points. Upper Platforms is workable but exposes you to flank angles. DMArena is hostile — pick a different unit on that map.

How do I switch to the secondary weapon?

Press G. Practice doing this reflexively whenever an enemy enters under 15 meters — the TG-87's slow rate of fire is a liability at close range, but Rifle0's 16-shot magazine handles cleanup easily.

Can Sniper use Cloak or Xray?

No. Cloak and Xray are exclusive to Infiltrator. Sniper's tech slot is Grenades, same as Assault and Enforcer.

How do I avoid falling off Upper Platforms?

Walk — do not sprint — when within 3 meters of any platform edge. The void below is an instant disable with no killer credit. See the Upper Platforms guide for the specific high-risk angles.

What's the difference between Sniper and Infiltrator?

Same 9 speed. Sniper has 175 resistance (lower) with TG-87 (decisive single-shot). Infiltrator has 200 resistance with Xray and Cloak tech, but no equivalent burst damage. Sniper is range; Infiltrator is flanking.