- 15 attackers tagged Front Line
- Ash carries 2 Breaching Rounds
- Clash slows retreating enemies 10%
- Checked on the Y11S3.3 patch
The first one through the door. Never the only one.
An entry takes the round's first fight on purpose, so the other four don't have to. It only works when the room has been droned, the angles have been blinded and a teammate is close enough to trade.
- Entry and trade partner
- Defenders holding angles
- Trap at the door
- Drone path, then the flash
- Drone the roomFind the defenders and the trap by the door before you're in it.
- Clear or burn the trapShoot it, hammer it, breach it, or pick another way in.
- Blind the angleA flash, a Candela, a concussion round or a decoy, right before you swing.
- Swing with a tradeYour partner is one step behind. If you die, they kill your killer.








- +7 more
15 attackers carry Ubisoft's Front Line tag on their operator pages (read 8 November 2026); balance as of the Y11S3.3 patch (3 November 2026). The room is a schematic, not a real map.
Every Rainbow Six Siege attack eventually has to walk into a room the defenders prepared. Somebody goes first, and that player faces held angles, traps and the defenders' full attention. That is the entry. Done well, the entry wins the first fight or dies in a way the team can trade, and the attack takes the room. Done badly, the attack is four against five before anyone has seen the site. This guide covers the 15 attackers Ubisoft tags Front Line, the seven ways they get in, the defender gadgets that punish them, the routine that makes an entry safe enough, and how to trade. It is written for Y11S3 Operation Split Fire and the Y11S3.3 patch of 3 November 2026.
- 15 attackers are tagged Front Line on Ubisoft's operator pages; no defender is.
- Traps are the entry's biggest danger — Ubisoft's own Ash page says so. Have a teammate drone ahead.
- Never entry alone. The point of entry fragging is that your death is traded.
- Utility wins the swing: flashes, Candela, concussion rounds and decoys make defenders miss the first shot.
- 2026 changes: Clash slows retreating attackers 10% (13 Oct), fire hits for 14, Denari's lasers for 22 (3 Nov).
What an entry fragger actually does
The word "entry" is a community term, not an Ubisoft tag, but Ubisoft uses it itself: Ash's operator page talks about "your biggest fears as an Entry Fragger". The job has three parts. First, the entry creates the opening: a breach, a new angle or a window. Second, they take the first contact, ideally with information about where the defenders are and with utility thrown first. Third, and most important, they make sure that if they lose that first fight, the defender who killed them is exposed to a teammate. That last part is called a trade, and it's the difference between an entry and a player who simply walked in first.
The entry also sets the pace. A good entry decides when the team commits. If the room isn't ready, the right call is often "not yet" — a fresh drone, a different door, another piece of utility. Entry players aren't the bravest players on the team, they're the ones who know exactly when a room is ready to be taken.
“Ash is a fast-paced front liner; capable of breaching, flanking and dividing the Defender's attention in seconds.”
— Ubisoft, Ash's operator page, read 8 November 2026 · source
The 15 Front Line attackers
Ubisoft's Front Line tag is the closest official match for "entry". On the operator pages we read on 8 November 2026, it sits on these attackers and on no defender:
Amaru
Ash
Blackbeard
Blitz
Capitão
Dokkaebi
Finka
Grim
Hibana
Iana
Maverick
Nøkk
Nomad
Solid Snake
Ying
Most carry a second tag that tells you how they get in: Ash, Hibana, Maverick and Blackbeard are also Breach; Iana, Solid Snake and Dokkaebi are also Intel; Blitz, Grim, Nøkk, Nomad, Amaru, Ying and Capitão are also Map Control; and Finka is also Support. Several strong entry tools sit outside the tag too. Zofia's KS79 Lifeline fires concussion rounds that deliver a 170-decibel shockwave, and Sledge, whom Ubisoft calls "a soft breacher and flanker", opens soft walls and floors with his hammer. Buck's Skeleton Key does the same with a shotgun under the rifle.
Seven entry styles, explained
The grouping above is ours, built from what each gadget does on Ubisoft's pages. Here's what each style asks of you.
Breach and swing
Ash · Hibana · MaverickYou create the opening and take the first fight through it. Ash's Breaching Rounds open soft walls from range and, per her page, "do so much more than simply create holes": they destroy most defender gadgets. She only carries two, so her page says to "make them count". Hibana and Maverick can open reinforced surfaces, which means the defenders don't know the angle is coming. Our hard breachers guide covers that side.
Shield first
Blitz · BlackbeardBlitz's G52-Tactical Shield carries "three rows of eight flash-bang grenades", so he blinds and absorbs the first shots at once. Blackbeard's H.U.L.L. Adaptable Shield changes shape on foot and while rappelling, and his page says he can equip it and his primary weapon at the same time. Both are slow and loud: shields win when the room is small and your team follows immediately. Note that Noor's Horus Lance Launcher was built to counter shields, and since 13 October 2026 its guard break is 100%.
Blind them
YingYing's Candela releases a cluster of flash charges that can be anchored on a surface or thrown like a grenade. It's the cleanest "blind, then swing" tool on the roster, and she carries a Hard Breach Charge as her secondary.
Decoy and stealth
Iana · NøkkIana's Gemini Replicator is a remotely controlled hologram of her that moves and makes sound but can't shoot. Send it first and make the defenders reveal themselves. Nøkk's HEL Presence Reduction lowers her noise and hides her image from observation tools, so she can enter where cameras are watching.
Information-led
Solid Snake · Dokkaebi · GrimFind them, then take the fight. Solid Snake's Soliton Radar Mk III marks nearby hostiles on a minimap, and its precision mode pinpoints them but alerts them too; it has 3 precision charges since 13 October. Grim's Kawan Hive Launcher releases bots that track anyone who walks through. Dokkaebi's Jegeo Payload blocks the defenders' observation tools and makes their phones explode for 40 hp.
Push them off angles
Capitão · Nomad · FinkaCapitão's Tactical Crossbow fires a bolt that ignites the area, and its fire now expands every 0.9 seconds and hits for 14 HP. Nomad's Airjab Launcher, three repulsion grenades, protects your flank while you push. Finka's Adrenal Surge gives the team a short health boost, helps downed allies get up and steadies their aim: press it just before the team swings.
From a new direction
AmaruAmaru's Garra Hook pulls her to ledges and windows, lets her climb up through an open hatch, and, timed right, turns into a Garra Kick that takes out an opponent behind the window. It's an entry from an angle nobody expected.
What's waiting behind the door
Entries die to traps more than to aim. Ubisoft tags 14 defenders Anti-Entry and 10 Trapper. These are the ones an entry meets most often at a doorway:
“One of your biggest fears as an Entry Fragger is traps.”
— Ubisoft, Ash's operator page, read 8 November 2026 · source
The pattern is the same for all of them: the gadget has to be found before the entry walks in. That is why the best entry players are also the most patient drone users. Ash's rounds, Sledge's hammer ("Many defender gadgets can be destroyed with your hammer") and Twitch's drone are the classic ways to clear a doorway; our gadgets and utility guide covers the rest.
Drone, clear, blind, swing: the entry routine
BoostPirate's routine for a single doorway, the same one in the hero above, with the timing that makes it work:
- Drone the room you're about to entersee
Not the whole map, just this room and the one behind it. Look for defenders, the trap on the door frame and the angle you'll be swinging into. If your drone dies, that's information too.
- Clear the trap or change the doorclear
If you found a Kapkan, a mat or a Razorbloom, deal with it now. If you can't, pick another opening. Ash and Sledge can make one.
- Stack with your trade partnerstack
Your partner stands one step behind you, with a different angle on the door. Tell them which side you'll clear first so you don't both look at the same spot.
- Throw utility on a countblind
"Flash in three, two, one." A flash, a Candela, a concussion round or an Iana hologram, timed so it lands just before you swing, not after.
- Swing and clear one angleswing
Clear the most dangerous angle first, then the next. Don't sprint into the middle of the room: every angle you leave behind is one your partner has to cover.
- Call what you see, even if you dietrade
"One left, behind the desk." Your partner trades off that call. A dead entry who called the position did the job.
The first step is a skill of its own: our drone guide explains how to keep a drone alive long enough to see the trap, and the aim and peeking guide covers how to swing an angle.
Trading: why your partner matters more than your aim
A trade happens when the defender who kills the entry is killed by the next attacker straight away. It turns a lost fight into an even exchange, and in a five-against-five game an even exchange is enough, because the attack still has the numbers to take the room. The partner's job is simple and hard: be close enough to see the defender who takes the shot, but not so close that a single spray kills you both.
Schematic, not to scale: the gap between "entry is shot" and the partner's shot is what decides a trade.
Three habits make you a good trade partner. Hold the angle the entry is about to be shot from, not the one they're looking at. Don't wait for the kill feed: if you hear the shots, swing. And when you can't trade, don't throw yourself after the entry into the same angle; back off, re-drone and let the team pick a new way in. The same logic runs the whole attack strategy guide.
When not to entry
Entry fragging is a tool, not a personality. These are the moments to hold back, in BoostPirate's experience coaching ranked players:
- No drone has seen the room. You'd be walking into traps blind.
- Your partner is dead or far away. A lone entry can't be traded.
- Your utility is spent. Swinging un-flashed into a held angle is a coin flip at best.
- The team is a man up with time left. Let the defenders come to you.
- You're the last hard breacher. Keep the breach alive; let someone else take the fight.
- The site has a better way in. A vertical play or a second wall may need no entry at all.
What changed for entries in 2026
No Front Line attacker was nerfed in the last two patches, but the defender side of the doorway moved. As of the Y11S3.3 patch:
Aruni Surya Gate overload duration30 → 28 s
Denari T.R.I.P. Connector damage20 → 22 HP
Noor Horus Lance impact damage / guard break50 → 80 · 30% → 100%
Solid Snake Soliton Radar precision charges4 → 3
Capitão Fire Bolt expansion delay1 → 0.9 s
Clash Slowdown on retreating enemies5% → 10%- Fire damage (Capitão, Dokkaebi, Goyo, Noor, Tachanka, gas pipes)12 → 14 HP
Kapkan EDD damage60 → 62 HP
Two of these matter most to an entry. Clash's slow now bites harder when you retreat from her, so commit or don't peek; and Noor's Horus Lance now breaks shields completely on impact, which makes Blitz and Blackbeard riskier against a team that picked Noor. Ubisoft explained the Noor buffs in its Designer's Notes: "Noor's ability felt a bit short on multiple fronts".
Practising entry
The fastest way to improve as an entry is to watch your own deaths. In every replay ask three questions: did a drone see the room, was my utility already used, and where was my trade partner? Most entry deaths fail at least one. A coach can walk through those replays with you; an hour with a Champion coach is $14.90 today, priced by the same engine as checkout. Coaching keeps you inside Ubisoft's rules, since you play every match on your own account.
Want a second pair of eyes on your swings? Book 1-on-1 coaching on drones, utility timing and trades. Paid boosting conflicts with Ubisoft's Core Rules — read is R6 boosting bannable? and the Risk Disclosure before you order net wins or a rank boost.
- Ubisoft — operator pages, read 8 November 2026: the Front Line tag on Amaru, Ash, Blackbeard, Blitz, Capitão, Dokkaebi, Finka, Grim, Hibana, Iana, Maverick, Nøkk, Nomad, Solid Snake, Ying; Ash (role line and tips quoted), Zofia, Sledge, Buck; defenders Kapkan, Frost, Lesion, Thorn, Denari, Aruni, Clash, Noor
- Ubisoft — Y11S3.3 patch notes (3 November 2026: Denari, Aruni) · Y11S3.2 patch notes (13 October 2026: Noor, Clash, Capitão, Solid Snake, fire damage) · Designer's Notes: Y11S3 Mid-Season (15 October 2026) · Operation Split Fire (1 September 2026: Kapkan, Dokkaebi)
- The seven entry styles, the routine, trade advice and the "when not to entry" list are BoostPirate's advice; the doorway and trade diagrams are schematics. Checked 8 November 2026.
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