Defenders need 7 s on the defuser. Hold the crossfire.
- 45 s prep, two drones each
- Three-minute rounds
- Plant 7 s, then a 45 s fuse
- One operator ban per team per round
One round, one clock, one plan.
An attack round is 45 seconds of preparation and three minutes of action. Teams that win spend each part on one job — and plant with time left to defend it.
Drone the site, the anchors and the roamers' paths.
Clear spawn peeks and take the rooms around the site.
Remove the gadgets that stop your breach and your entry.
Open the walls, flash or smoke the entry, enter together.
Plant where the defuser is visible; hold crossfires for 45 s.
Timings: Rainbow Six fandom wiki (preparation, drones, Ranked plant and defuser). The phase split on the 3:00 clock is BoostPirate's planning guide, not a rule.
Attacking in Rainbow Six Siege means walking into a building the defenders have spent 45 seconds fortifying, finding the bomb site and planting a defuser before the clock runs out. Good attacks look slow from the outside and fast at the end: a minute of quiet information and space-taking, then a coordinated push that uses every gadget in the right order. This guide walks through one attack round on the clock — bans and line-up, the preparation phase, map control, the utility trade, the execute and the plant — with the Operation Split Fire changes (Y11S3, patch Y11S3.3) that matter for attackers.
- One plan, said out loud, before the action phase starts: site, breach, entry, plant spot.
- Bans shape the line-up: each team bans one enemy operator per round, up to six per match — have a second breacher ready.
- Order your utility: find gadgets, remove them, open the wall, then enter. Skipping a step wastes the next.
- Trade every entry: the second attacker through a door stands where they can shoot whoever kills the first.
- The plant is the round: a defuser your team can see beats one hidden in a corner nobody watches.
The attack round on one clock
A round of Bomb starts with the preparation phase: 45 seconds in which defenders reinforce and place gadgets while attackers scout with drones. Each attacker carries 2 drones, and the first one deploys automatically during preparation (fandom wiki). Then the action phase starts its three-minute clock. Attackers win by planting the defuser and protecting it until it finishes, or by eliminating every defender; defenders win by destroying a planted defuser, eliminating the attackers before a plant, or running out the clock. Planting takes 7 seconds in Ranked, the defuser needs 45 seconds after the plant finishes, and a defender needs 7 seconds to disable it.
- 45 sPreparation — drones out, defenders building
- 3:00Action phase in Ranked
- 7 sTo plant the defuser in Ranked
- 45 sDefuser timer after the plant · 7 s to disable
The phase split in the clock above is BoostPirate's planning guide, not a rule: some rounds you'll execute at 2:00, some at 0:45. What matters is that the team knows which phase it's in. Two common failures sit at the edges: spending the whole round gathering intel and planting with ten seconds left, or rushing in at 2:45 before anyone knows where the defenders are.
Bans and the attack line-up
Since Siege X each team bans one enemy operator every round. Bans stack up to six per match, reset when the teams swap sides and carry into overtime (Ubisoft, Operation Daybreak). In practice your favourite breacher or anti-gadget operator may be gone, so think of the line-up as jobs, with two operators you can play for each:
Opens reinforced walls
Thermite got one extra Exothermic Charge in Tenfold Pursuit; Hibana's X-Kairos fuse dropped to 4 seconds; Maverick's torch no longer pauses. Ace's second charge takes 1.1 s to deploy since Y11S3.3.
Clears the way
Thatcher's E.G.S. Disruptor detects and deactivates enemy electronics through obstructions (Tenfold Pursuit). Brava's Kludge Drone recovers faster after a miss since Y11S3.3.
Finds the defenders
Jackal's Eyenox range rose to 15 m in Y11S3.3; Solid Snake's Soliton Radar keeps three precision charges since the mid-season patch.
Takes the first fight
Fraggers and flank players who clear the rooms around the site and trade the breacher. Pick what your team is missing.
Gadget changes from Ubisoft's Tenfold Pursuit, Split Fire, Y11S3.2 and Y11S3.3 notes. Grouping by job is BoostPirate's; Ubisoft's own specialty tags are explained in the operator roles guide.
BoostPirate's default: two players who can open walls or hatches, one who removes gadgets, one who gathers intel and one entry or flex. The upcoming guides on hard breachers, entry operators and intel operators go operator by operator. When you ban, remove the defender who breaks your plan: the operator who stops your breach on the site you expect, or the one your team keeps losing to.
The preparation phase: what your drone is for
45 seconds is short. Give your drone one job and finish it:
- Find the site0–20 s
Reinforced walls, a deployable shield or traps in a room usually mean the objective is there. Call it the moment you're sure; the rest of the team stops searching.
- Count the anchors20–35 s
How many defenders build the site, and which operators? Scanning an enemy marks them and pinging a gadget reveals its operator to your team (fandom wiki).
- Find the roamers' routes35–45 s
Note who left the site and where they went. Park the drone somewhere hidden near the site if you can — it may still see something in the action phase.
Keep your second drone for the execute: a drone in the site as you breach tells you who's holding which angle. Drones are destroyed by any single hit, and defenders can steal or jam them, so a drone hidden under furniture beats one sitting in the open. The upcoming drone guide covers paths and hiding spots in detail.
Map control: take space before the site
Map control is the rooms and angles around the objective your team owns. You need it because the site's walls are only opened from next to them, and because defenders who roam outside the site will kill attackers walking past. The first minute of the action phase is for taking it:
- Clear the entry point you use as a pair, not alone — one checks, one trades.
- Watch for spawn peeks in the first seconds: windows and doors facing your spawn are where defenders try for an early kill.
- Drone each room before you walk in, then clear it one angle at a time.
- Hold the rooms you've taken; a teammate watching a hallway stops a roamer flanking the breacher.
- Check above and below the site: ceilings and floors open new angles for both sides.
- Trade information: a callout of every defender seen keeps the count for the whole team.
Vertical control is a Siege speciality — attackers above a site can open hatches and floors to make the defenders' positions uncomfortable. The upcoming vertical play guide explains it, and the aim and peeking guide covers how to clear rooms without giving away free kills.
The utility trade: find, remove, open, enter
Defenders protect the walls you want to open: electrified walls, devices that destroy projectiles, traps on the entries. Attacking utility only works in order — a breach charge thrown before the electricity is gone is a wasted charge:
Find
Drone the wall and the room behind it. Which defender gadgets cover your breach?
Remove
Disrupt or destroy them: an anti-gadget operator, EMP Impact Grenades, gunfire on exposed gadgets.
Open
Hard breach the reinforced wall or hatch the plan needs — and only those.
Enter
Flash, smoke or frag the site as the wall opens, then go in together.
Some Year 10 changes matter here. Since Tenfold Pursuit, Castle's Armor Panels can be electrified, Ash's Breaching Rounds can be stopped by electrified surfaces, Aruni's Surya Gates can be shut off instantly by EMP Impact Grenades or Thatcher's E.G.S. Disruptor, and devices inside a deactivation field can't be triggered wirelessly. Siege X's destructible ingredients add tools for both sides: shooting a fire extinguisher concusses nearby enemies and releases smoke, and shot gas pipes burn and then explode. Fire hazards rose to 14 damage in the mid-season patch, so a burning doorway is worth waiting out.
The execute: go in together
The execute is the moment the team commits: the wall opens, utility lands and several attackers enter the site at once. A good one has three parts — BoostPirate's checklist:
- A call10 s before
Someone says what happens: "Thermite opens the wall, flash, two from the wall, one from the hatch, plant default." Everyone knows their door.
- A second drone
One attacker drones the site as the wall comes down. "Two in site, one behind the shield, one on the stairs."
- Simultaneous entries
Defenders can hold one angle well; they can't hold three at once. Enter from different directions in the same few seconds.
Two Operation Split Fire facts change executes. Noor, the season's new defender, fires Horus Lance projectiles that pierce shields and destructible surfaces and erupt into flames; after the mid-season patch they break a ballistic shield's guard completely (30% → 100%) and hit for 80 on impact — so a shield-first execute into Noor needs her gadget gone first. And Kapkan's damage rose from 60 to 62 in Operation Split Fire, so check the doorframes before you sprint through them.
The plant and the post-plant
The plant is where most attacks are won or thrown. Planting takes 7 seconds in Ranked; after that the defenders have the remaining 38 or so seconds to get 7 uninterrupted seconds on the defuser. Your job is to make those seconds impossible:
Bad plants
- A corner nobody on your team can see
- Under a hatch that isn't reinforced — if the hatch is destroyed and the defuser falls, the attackers lose instantly (fandom wiki)
- Every attacker stacked in the same room
- Planting with the clock almost out and no one alive to defend it
Good plants
- Where two attackers in different rooms can both see the defuser
- Behind a wall you can shoot through, from outside the site
- With utility saved for the retake: a flash, a smoke, a frag
- Early enough that one failed attempt still leaves time for another
After the plant, spread out. Defenders retake from several directions, and an attacker in each one turns their retake into a crossfire. If you're last alive, play the defuser, not the kills: listen for the disabling sound and shoot the player on it.
Attacking in Ranked solo queue
Most Ranked teams don't have a shotcaller, so be one, briefly: during the prep phase name the site, your breach and your entry. Five players who follow an average plan beat five who each follow their own. Watch the information, not just your own screen — a callout of "one roamer in the kitchen" changes everyone's route. If the game is lost, Ubisoft's reworked surrender vote (Operation Split Fire) is open when your team is down in rounds or a teammate has been disconnected for at least six minutes; throwing the game instead breaks Ubisoft's Core Rules, as the penalties guide explains.
The map pool changes next season: Ubisoft said on 2 November 2026 that seasonal map rotations end and Ranked goes back to a "best of" pool of about 15 maps, including the nine played in Pro competition. Learn attack plans for those maps first — the solo queue climbing guide covers how to use the map ban.
Attack mistakes that cost rounds
- Droning the whole prep phase and learning nothing — find the site, then count the defenders.
- Using both drones before the execute — the second one is for the moment you breach.
- Breaching before the electricity is gone — find and remove first.
- Entering one at a time — a held angle beats each attacker in turn.
- Chasing kills after the plant — the defuser wins the round, not your K/D.
- Running out of time — commit by about a minute left, so a failed plant still leaves another try.
Climbing faster than your team can plan? A rank boost (from $4.00 a division) can be played as a duo, with a Champion player shotcalling in your squad, or book coaching (from $14.90 an hour) to review your attack rounds on replay.
- Ubisoft — Operation Split Fire (1 September 2026: Noor, Kapkan, surrender vote) · Designer's Notes: Y11S3 mid-season (15 October 2026: Noor, Snake, fire hazards) · Y11S3.3 patch notes (3 November 2026: Ace, Brava, Jackal)
- Ubisoft — Operation Tenfold Pursuit (December 2025: Thatcher, Hibana, Thermite, Maverick, Castle, Ash, Aruni, deactivation fields) · Operation Daybreak / Siege X (10 June 2025: operator bans, destructible ingredients)
- Ubisoft — Community Checkpoint recap (2 November 2026: next season's Ranked map pool) · Siege roadmap (AI Allies gameplay image)
- Rainbow Six fandom wiki — Bomb (plant, defuser and disable times, the hatch rule) · Drone (preparation phase, two drones, scans and pings) · Ranked (three-minute rounds); read 8 November 2026
- Phase plan, line-up and checklists are BoostPirate's advice. Checked 8 November 2026 on Y11S3.3.
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Common questions
What is the best attack strategy in Rainbow Six Siege?
How long is the preparation phase in R6?
How long does it take to plant the defuser in Siege?
How many operator bans are there in Rainbow Six Siege?
Should attackers play fast or slow in Ranked?
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