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Rainbow Six Siege · Mechanics · Utility

R6 Gadgets and Utility Guide (2026): Every Secondary Gadget

Every general gadget in Rainbow Six Siege X and how to use it: frags, smokes, stuns and breach charges on attack, wire, shields, cameras, impacts and Nitro Cells on defence, the map's destructible ingredients, neutral electricity and fire, and the order an execute spends its utility in.

Updated 2026-11-08 · 13 min read · by the BoostPirate crew
  • Electricity is neutral
  • Fire damage 14 HP since Y11S3.2
  • Nitro Cell 185 HP since Y11S3.3
  • Wire stops BU-GIs
Utility belts · Operation Split Fire

Fourteen general gadgets. Every one has a job.

Seven for attack, seven for defence. Your operator brings a choice of two or three; your team decides what the round needs.

Attack belt
  • Frag GrenadeClear
  • Smoke GrenadeDeny sight
  • Stun GrenadeEntry
  • Breach ChargeOpen
  • ClaymoreWatch a flank
  • Hard Breach ChargeOpen hard
  • Impact EMP GrenadeDisable
Defence belt
  • Barbed WireSlow
  • Deployable ShieldCover
  • Bulletproof CameraWatch
  • Impact GrenadeOpen
  • Nitro CellKill
  • Proximity AlarmAlert
  • Observation BlockerHide
On the map
Fire extinguisher
Gas pipe
Metal detector
Neutral
Fire14 HP
Electricityany device

Guns win duels; utility wins rounds. Every operator in Rainbow Six Siege carries a unique ability and a choice of general gadgets, and the team that spends its utility in the right order usually beats the team with better aim. This guide covers the fourteen general gadgets that appear across Ubisoft's operator pages in Siege X, what each one is for, how defenders and attackers stack them, the anti-gadget tools that remove them, the map's own destructible "ingredients", the two neutral elements, fire and electricity, and the order an execute spends its utility in. The values are current for Operation Split Fire up to the Y11S3.3 patch of 3 November 2026.

Short answer: attackers choose from Frag, Smoke and Stun Grenades, Breach Charges, Claymores, Hard Breach Charges and Impact EMP Grenades; defenders from Barbed Wire, Deployable Shields, Bulletproof Cameras, Impact Grenades, Nitro Cells, Proximity Alarms and Observation Blockers — each operator's page lists which ones that operator can take. Use them in order: intel, clear, isolate, breach, enter, plant, hold. Know this season's numbers: fire deals 14 HP since Y11S3.2, a Nitro Cell 185 HP since Y11S3.3, Barbed Wire now stops Ram's BU-GI, and since Siege X electricity destroys any device it touches.
Key takeaways
  • Fourteen general gadgets, seven per side; the operator decides which two or three you can pick.
  • Utility has an order. A stun before the breach is wasted; a smoke after the plant is late.
  • Fire: 12 → 14 HP in Y11S3.2, for operators' fire and the map's gas pipes.
  • Nitro Cell: 180 → 185 HP in Y11S3.3.
  • The map is utility too: fire extinguishers, gas pipes and metal detectors since Siege X.

The fourteen general gadgets

General gadgets (also called secondary gadgets) sit next to each operator's unique ability. You don't pick freely from all seven: Ubisoft's operator pages list two or three per operator — Thermite gets Smoke and Stun Grenades, Fuze a Hard Breach Charge and a Smoke Grenade, Mute a Bulletproof Camera and a Nitro Cell, Wamai a Deployable Shield, a Proximity Alarm and a Nitro Cell. What each one does, with values from Ubisoft's notes and the community wiki:

GadgetSideJobWhat to know
Frag GrenadeAttackClearA thrown explosive that clears or flushes a player out of a corner.
Smoke GrenadeAttackDeny sightA wall of smoke for crossing open ground or planting.
Stun GrenadeAttackEntryBlinds players who see the flash — even through a deployable shield's slits.
Breach ChargeAttackOpenRemote charge for soft walls, windows and floors; not reinforced ones.
ClaymoreAttackWatch a flankThree laser lines ~2 m; beeps when armed, puffs when destroyed.
Hard Breach ChargeAttackOpen hard2 s to place, 4 s fuse; breaches reinforced walls and hatches.
Impact EMP GrenadeAttackDisableAn EMP on impact for electronic gadgets (Sledge, Nøkk carry it).
Barbed WireDefenceSlow−50% speed, no sprinting, 1.25 m radius; stops BU-GIs since Y11S3.2.
Deployable ShieldDefenceCoverCrouch-height cover that blocks all weapon damage; explosives break it.
Bulletproof CameraDefenceWatchA fixed camera, bulletproof from the front; weak at the sides.
Impact GrenadeDefenceOpenExplodes on impact; opens rotation holes and unreinforced hatches.
Nitro CellDefenceKillA thrown, remote explosive: 185 HP since Y11S3.3.
Proximity AlarmDefenceAlertBeeps when an attacker gets within 3 m.
Observation BlockerDefenceHideA barrier only drones and cameras see.

Two of these changed hands this season. Operation Split Fire took Dokkaebi's Impact EMP Grenades away and gave her Breach Charges, and Thatcher no longer throws EMP grenades at all: his Y10S4 remaster replaced them with the E.G.S. Disruptor, which finds electronic devices through walls and shuts them off.

Attack utility: what each grenade is for

Attack utility has five jobs, and a good team brings at least one tool for each. This is how our coaches group them:

ClearFrag Grenade · Fuze's Cluster Charge

Remove a player from a corner you can't see. Fuze's page says defenders hit by his Cluster Charge flee by the shortest route, so hold that line.

Deny sightSmoke Grenade

Cross open ground, cover a hard breacher at the wall or hide the planter. A smoke on the plant spot is the most valuable one you throw.

EntryStun Grenade

Thrown right before the swing. The community wiki notes it blinds players who see the flash through a Deployable Shield's slits too.

OpenBreach Charge · Hard Breach Charge

Soft walls, windows and floors for the first; reinforced walls and hatches for the second, with a 2 s placement and 4 s fuse.

HoldClaymore

Three laser lines, about 2 m. Put it behind you on a flank; it beeps when it arms and "puffs" when a defender destroys it, which tells you one is there.

First-person Rainbow Six Siege view of an attacker in green gloves holding a grenade ready to throw beside a breached garage wall, while teammates Ace and Flores push through the opening toward the room beyond
Utility in hand. Ace and Flores push through a breached wall while the player readies a grenade for the room beyond. Image: Ubisoft

Defence utility: building a site

Defensive gadgets work best stacked. One Barbed Wire slows an attacker; a wire in a doorway behind a Deployable Shield, watched by a Bulletproof Camera, makes that doorway a death trap. The values worth knowing, from the community wiki and Ubisoft:

Barbed Wire−50% speed, no sprint

A 1.25 m radius; bullets don't damage it, 2 melee hits do. Since Y11S3.2 a BU-GI that touches it gets entangled and self-destructs.

Deployable ShieldBlocks all weapon damage

Crouch-height cover with slits you can see through; explosives destroy it. Ubisoft's Bandit page suggests electrifying one against shield operators.

Bulletproof CameraFixed, bulletproof from the front

Its sides are its weak point, and a melee hit shatters the glass and blinds it. Put it where an attacker has to face it.

Impact GrenadeOpens walls and hatches

Thrown up to 20 m; up to 40 damage within 2 m. Its real job is rotation holes and unreinforced hatches.

Nitro Cell185 HP since Y11S3.3

A thrown, remote explosive. Save it for the planter or the player holding the corner you can't swing.

Proximity Alarm3 m radius

Beeps loudly enough to hear through surfaces, and the attacker sees a warning. Place it on a flank nobody is watching.

The seventh, the Observation Blocker, projects a barrier that only drones and cameras can see: it hides traps, fortifications and positions from the attackers' intel. IQ's Electronics Detector finds it, and an EMP, explosives or gunfire destroy it. Our defense setup guide puts these into full site setups.

Anti-gadget: removing the other team's utility

Every gadget can be removed, and some operators exist to do exactly that. Ubisoft tags them Anti-Gadget. The ones you will meet most in Split Fire:

On attack
  • Thatcher portraitThatcherE.G.S. Disruptor: detects electronics through walls, then an EMP shuts them down.
  • Twitch portraitTwitchShock Drone: a few shots, best spent on the gadgets that stop your breacher.
  • Brava portraitBravaKludge Drone: takes over a device, or destroys it if it can't.
  • Sledge portraitSledgeThe hammer destroys many gadgets; he also carries Impact EMP Grenades.
  • Ram portraitRamBU-GI destroys surfaces and devices on its path — but Barbed Wire now stops it.
On defence
  • Mute portraitMuteSignal Disruptor: stops drones, breach charges and launched explosives.
  • Wamai portraitWamaiMag-NET: catches a projectile and detonates it where it sits.
  • Mozzie portraitMozziePest Launcher: takes over attacker drones, 1.75 m reach.
  • Bandit portraitBanditShock Wire: electrified walls, wire and shields destroy devices that touch them.
  • Kaid portraitKaidElectroclaw: the same on walls, hatches, wire and shields, 0.75 m radius.

The anti-gadget fight is mostly about timing. Our coaches' rule: attackers clear the denial right before the gadget that needs the wall to be clear, not at the start of the round, because a defender who sees his battery die has time to replace it. Ubisoft's Bandit page says the same from the other side: count the EMPs and Twitch drones you have seen and be ready to redeploy.

The map is utility too

Siege X added destructible "ingredients" to the maps, and System Override's modernized Emerald Plains, Kanal and Outback added more. Ubisoft describes three:

Fire extinguisher

Shoot it: it concusses nearby enemies and releases smoke that blocks their view.

Gas pipe

Shoot it: flames block movement and deal fire damage, then it explodes after a short delay.

Metal detector

Walk through it: a loud alarm. It can be temporarily deactivated or destroyed.

Think of them as free gadgets that belong to whoever uses them first. A defender can shoot an extinguisher to smoke and concuss an attacker pushing past it; an attacker can shoot a gas pipe to block a rotation with fire. Ubisoft notes the AI in its Versus AI modes reacts to them but doesn't use them; human players should.

Fire and electricity, the neutral elements

Two effects in Siege now belong to nobody. Since Siege X, electricity "will destroy any device that touches it" regardless of team, and it no longer injures operators: it slows them instead. Fire works the same way, and the Y11S3.2 patch (13 October 2026) raised its damage from 12 to 14 HP to make standing in or crossing fire more punishing. The patch lists every source of fire:

CapitãoDokkaebiGoyoNoorTachankaGas Pipes

Two practical consequences. First, don't put your own gadgets near your own electricity or fire. Second, fire is now a real zoning tool: a Goyo canister or a Capitão bolt on a plant spot buys more time than it did in September. The Y11S3.3 notes also fixed a bug where some throwable gadgets stayed deactivated after a disrupt-electronics effect wore off, so an EMP'd gadget now really does come back.

Spending utility in order

The most common utility mistake isn't a bad throw. It's a good throw at the wrong time. Our coaches' execute order for attack, which the infographic below lays out with the gadgets for each step:

  1. 01 IntelDrone the site and the denial

    You can't clear what you haven't found. See the drone guide.

  2. 02 ClearRemove the denial on the wall

    Disruptor, Shock Drone, Kludge Drone or EMP, right before the breach.

  3. 03 IsolateSmoke the angles onto the breacher

    Nobody swings a wall they can't see through.

  4. 04 BreachOpen the wall or hatch

    Hard breach, then the soft walls around it.

  5. 05 EnterStun, then swing

    Flash right before the entry; a frag for the corner you can't clear.

  6. 06 Plant + holdSmoke the plant, Claymore the flank

    Then hold the angles onto the defuser.

A Rainbow Six Siege attack execute as a chain of six steps with the utility for each: intel with drones and intel operators; clear with Thatcher's E.G.S. Disruptor, Twitch, Brava or an Impact EMP Grenade; isolate with Smoke Grenades; breach with Thermite, Hibana, Ace, Maverick or a Hard Breach Charge and Breach Charges; enter with Stun and Frag Grenades; plant and hold with a smoke on the plant and a Claymore on the flank. Below it, the defenders' counter-chain: Mute, Bandit and Kaid deny, Barbed Wire and Deployable Shields slow, Impact Grenades open rotations, and a Nitro Cell stops the plant
Six steps, two sides. BoostPirate's execute order; the gadget facts come from Ubisoft and the community wiki.Graphic: BoostPirate

What changed this season

Gadget values move with almost every patch. The utility changes in Operation Split Fire so far, newest first:

Nitro Cell 180 → 185 HP · Jackal Eyenox range 12 → 15 m · Flores drone self-destructs after 11 s (from 10) · Denari T.R.I.P. 20 → 22 HP · fix for throwables staying disabled after an EMP.

Fire 12 → 14 HP · Barbed Wire entangles and destroys BU-GIs · Tachanka Shumikha gains an impact mode · Noor buffed · Clash slow 5 → 10% · defenders no longer lose points for destroying their own wire.

Dokkaebi loses Impact EMP Grenades, gains Breach Charges · Noor arrives with Deployable Shield and Barbed Wire · Echo Sonic Burst refill 16 → 15 s · hold-to-use gauges for gadget pickup.

Ubisoft's 2 November 2026 Community Checkpoint says the small mid-season "refinement" patches like Y11S3.3 end here: from Y11S4, the .1 and .3 patches will carry fewer but bigger changes. Check our Y11S4 guide when the new season lands.

Common utility mistakes

Do
  • Plan which gadget does which job before the round.
  • Clear denial right before the breach that needs it.
  • Save one smoke for the plant.
  • Stack wire, shield and camera on defence.
  • Use extinguishers and gas pipes as free utility.
Don't
  • Throw your stun into an empty room to "check".
  • EMP the wall 40 seconds before anyone breaches it.
  • Put your own gadgets on your own electricity.
  • Waste a Nitro Cell on a player you could swing.
  • Count on a Ram BU-GI through Barbed Wire.

Utility connects every part of the game. The reinforcements and rotations guide covers the hard-breach fight in detail, the attack strategy guide builds full executes, and operator roles explained shows which operators bring which specialty.

Want your utility reviewed? A Champion coach (from $14.90 an hour) goes through your replays round by round and shows where each grenade should have gone.
Sources
Free: R6 Squad Rank Checker Pick two to five ranks — see whether your squad can queue Ranked 3.0 under Ubisoft's limits, which pair blocks it and who else could join.

All free tools: calculators, percentiles & season countdowns →

FAQ

Common questions

What are secondary gadgets in Rainbow Six Siege?
The general gadgets every operator picks from besides their unique ability. On attack they include Frag, Smoke and Stun Grenades, Breach Charges, Claymores, Hard Breach Charges and Impact EMP Grenades; on defence Barbed Wire, Deployable Shields, Bulletproof Cameras, Impact Grenades, Nitro Cells, Proximity Alarms and Observation Blockers. Each operator page lists which ones that operator can take.
How much damage does a Nitro Cell do in Siege?
Ubisoft's Y11S3.3 patch notes (3 November 2026) raised the Nitro Cell's damage from 180 to 185 HP. It is a thrown, remotely detonated explosive, so it is the defender's tool for killing a planter or a player holding a corner.
What does fire do in Rainbow Six Siege now?
Fire areas deal 14 HP since the Y11S3.2 patch (13 October 2026), up from 12. That covers Capitão, Dokkaebi, Goyo, Noor and Tachanka and the gas pipes on the maps, which Siege X made destructible.
Does Barbed Wire stop Ram's BU-GI?
Yes, since Y11S3.2: Ubisoft's notes say a BU-GI that touches Barbed Wire gets entangled, stops completely and self-destructs. Wire still slows attackers, and the community wiki says it takes two melee hits to clear.
Which destructible objects are on Siege maps?
Siege X added three. Fire extinguishers can be shot to concuss enemies and release a cloud of smoke, gas pipes can be shot to create a fire hazard that later explodes, and metal detectors make a loud noise when someone walks through them.

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