[Top 5] Rainbow 6 Siege Best Grim Loadouts That Are Excellent

Top 5 Best Grim Loadouts in R6 Siege
An updated list of the best five loadouts for operator Grim in Rainbow Six Siege’s Year 8 Season 2.3


Grim is still relatively new to Siege but he’s had a lot of changes to his loadout since Operation Brutal Swarm. That's because his pick rate didn’t reach the expected levels from the developers, and since then, they’ve introduced a number of buffs to make him more attractive to Siege players, and the most recent buff which he received from the start of Operation Dread Factor is the biggest one yet. 

And in this article, we’re going to take a look at the current best available loadout setups for Grim and how they can affect his overall gameplay, because Grim is definitely a very viable operator now and his pick rate has drastically increased since the latest update. He’s become one of the best intel gatherers in the game, and the new changes to his loadout are a big contributing factor to that.

 

5. SG-CQB with Reflex B and Vertical Grip + P229 with Suppressor and Laser + Claymore

This loadout setup can be quite hard to use because the SG-CQB obviously isn’t fully automatic and its rate of fire, even compared to most shotguns in the game, is quite slow. However, each shot from the SG-CQB packs a big punch and it can instantly down an enemy with just one shot at its effective range. The challenge of course is getting closer to the enemies in order for the SG-CQB to be effective at fragging them. However, with Grim, the SG-CQB shotgun can cause a lot of problems to the defenders even when it’s not being used to kill them.

That’s because Grim can use the SG-CQB shotgun for a vertical play by using it to destroy portions of the wooden floor on or above the objective spot. This will expose the defenders from below or above, and through the holes on the wooden floors that it will create, Grim can shoot his Kawan Hive Launcher and riddle the objective spot with swarms of his nano-bots for gathering intel on enemy positions or denying them area. The SG-CQB also has a really good effective range, especially when the player aim-down-sights with it, so he can frag opponents through those holes with this shotgun as well.

Excels in:

  • Having close range superiority because of the SG-CQB shotgun which packs a huge punch per shot and can down an opponent regardless of armor rating with just one shot at its optimal range
  • Preventing the SG-CQB shotgun from kicking too high when shooting due to the presence of the vertical grip attachment
  • Using the SG-CQB shotgun to destroy large portions of the wooden floor on or above the objective spot to expose the defenders inside of it
  • Providing Grim with the ability to shoot defender gadgets especially CCTV cameras silently with the use of the suppressed P229 handgun
  • Providing Grim with the ability to protect himself from roamers, flankers, and runouts with the two claymores as his generic gadget

Build Details:

  • Primary weapon - SG-CQB with Reflex B and Vertical Grip
  • Secondary weapon - P229 with Suppressor and Laser
  • Generic gadget - Claymore

Aim-down-sights pellet spread test on the SG-CQB in this setup at 5m range:

Aim-down-sights pellet spread test on the SG-CQB in this setup at 10m range:

 

4. 552 Commando with Scope 2.0x, Flash Hider, and Angled Grip + Bailiff 410 with Laser + Claymore

This is a great loadout setup for Grim players who are looking to have better recoil control on the 552 Commando. That’s because the flash hider will lower its vertical recoil by a lot, and that’s a solid perk to have considering that this setup will have the angled grip and it doesn’t add recoil control benefits. So in this loadout setup, it will be the flash hider that will provide additional recoil control, and that should make it easier for Grim players to handle the weapon’s recoil. In addition to that, the flash hider will also hide the weapon’s muzzle flash which is a very underrated perk to have in the game.

With no muzzle flash, it could be a bit more difficult for enemies to see where you’re shooting from, and some weapons in the game have a strong muzzle flash to the point that it can blur the player’s view when shooting. So to have that removed in on the 552 Commando is a good thing. As for Grim’s secondary weapon, the bailiff 410 will provide Grim with the ability to destroy unreinforced hatches as well as other breakable surfaces like wooden floors. That’s because it’s a revolver shotgun, and while it may not be as powerful as the SG-CQB above, it can also be used by Grim for the same purpose.

Excels in:

  • Having a good amount of vertical recoil control on Grim’s 552 Commando because of the flash hider barrel attachment which specializes in lowering weapons’ vertical weapon kick
  • Being able to go into aim-down-sights faster than normal due to the presence of the angled grip on Grim’s 552 Commando which is great for sudden enemy engagements
  • The scope 2.0x on Grim’s 552 Commando will allow him to see enemies clearly and will make them appear bigger on the player’s screen, thus, making them easier to hit
  • Having the ability to destroy reinforced hatches, make lines of sight, and basically rework the map to Grim’s advantage with the use of the bailiff 410 revolver shotgun
  • The two claymores in Grim’s generic gadget slot are great for countering roamers, flankers, and run outs while he’s performing his role as an intel gatherer

Build Details:

  • Primary weapon - 552 Commando with Scope 2.0x, Flash Hider, and Angled Grip
  • Secondary weapon - Bailiff 410 with Laser
  • Generic gadget - Claymore

Recoil test on the 552 Commando in this setup with the author’s own recoil control applied:

 

3. 552 Commando with Scope 2.0x, Compensator, and Angled Grip + Bailiff 410 with Laser + Hard Breach Charge

If what you’re looking for is the best possible recoil on the 552 Commando while still being able to take advantage of the aim-down-sight speed boost from the angled grip, then this loadout setup is for you. That’s because the compensator will greatly lower the tendency of the weapon for horizontal and random recoil from all directions by reducing its recoil diamond size. So with the compensator on the 552 Commando in this loadout setup, the player will have a more stable recoil and they will mostly only have to worry about holding its vertical recoil.

Meanwhile, the angled grip will of course allow the player to go into aim-down-sight stance faster than normal, and despite not adding additional recoil control, it’s a very viable grip attachment to the 552 Commando because the weapon’s stock recoil is not that high to begin with. This loadout setup also provides the Grim player with the ability to perform hard breaching because of the two hard breach charges for its generic gadget. The hard breach charges are usually used for destroying reinforced hatches, which will further augment Grim’s vertical play capabilities, but they can be used to create entry holes on reinforced walls as well.

Excels in:

  • Having the most stable recoil on Grim’s 552 Commando because the compensator barrel attachment will greatly reduce its tendency for horizontal and random recoil from all directions
  • Allowing the player to go into aim-downs-sights quicker than normal on Grim’s 552 Commando due to the ADS speed boost from the angled grip
  • Making enemies appear bigger on your screen because of the high zoom level from the scope 2.0x which will allow you to hit enemies with great accuracy
  • Having the ability to rework the map to your advantage because of the high destruction rate per shot from the bailiff 410 revolver shotgun
  • Providing the Grim player with the ability to perform hard breaching with the two hard breach charges as Grim’s generic gadget

Build Details:

  • Primary weapon - 552 Commando with Scope 2.0x, Compensator, and Angled Grip
  • Secondary weapon - Bailiff 410 with Laser
  • Generic gadget - Hard Breach Charge

Recoil test on the 552 Commando in this setup with the author’s own recoil control applied:

 

2. 552 Commando with Scope 2.0x, Extended Barrel, and Angled Grip + Bailiff 410 with Laser + Claymore

As mentioned before, the 552 Commando’s stock recoil is not that high to begin with. In fact, it’s really quite low, and that is why even without any attachment that provides recoil control benefits, the player should still be able to handle its weapon kick. I mean, the recoil tests below will prove it. That is why for Grim’s 552 Commando, it makes more sense to run it with attachments that provide other benefits than recoil control, and one of those attachments is the extended barrel. With the extended barrel, Grim will be much deadlier as it will allow him to make quick work of his enemies.

That’s because the extended barrel will add 12% damage to the 552 Commando and it will also greatly lower its range damage drop-off. With its effective range and damage increased, the 552 Commando in this loadout setup will allow Grim to inflict high damage to his enemies from any range. This loadout setup is also perfect for aggressive plays as the angled grip on the 552 Commando will allow the player to go into aim-down-sights fast, and that’s perfect for sudden enemy encounters, or when Grim is rushing after shooting his nano-bot swarms from his Kawan Hive Launcher.

Excels in:

  • Inflicting high damage to enemies regardless of distance with the extended barrel adding 12% damage to the 552 Commando and extending its effective range
  • Being able to aim at enemies faster with the angled grip increasing the aim-down-sight speed on the 552 Commando which is great for aggressive plays
  • The scope 2.0x on Grim’s 552 Commando allowing the player to see enemies much better which helps a lot when it comes to accuracy
  • The bailiff 410 revolver shotgun allowing the player to rework the map to their advantage and is also an effective weapon for fragging enemies at close range
  • The two claymores as Grim’s secondary gadget will allow him to protect himself against roamers and run outs while he’s performing his intel gathering role

Build Details:

  • Primary weapon - 552 Commando with Scope 2.0x, Extended Barrel, and Angled Grip
  • Secondary weapon - Bailiff 410 with Laser
  • Generic gadget - Claymore

Recoil test on the 552 Commando in this setup with the author’s own recoil control applied:

 

1. 552 Commando with Scope 2.0x, Suppressor, and Angled Grip + Bailiff 410 with Laser + Breach Charge

This loadout setup will provide Grim with the most versatility, and that’s why it’s number one. The three breach charges as his generic gadget will allow him to destroy large portions of the wooden floor above the objective spot, and that will really expose the defenders below. With that, Grim will be able to deploy his nano-bot swarms between the metal beams and basically cover large areas of the objective spot with them. Enemies who step inside their radius will get pinged in real-time, so not only is grim an excellent intel-gatherer, he’s also a great area-denial operator as enemies will try to avoid spots that have his nano-bots.

His bailiff 410 revolver shotgun on the other hand can be used to break unreinforced hatches, and that will allow Grim to go down a floor a lot quicker. Grim can also use it for a vertical play from below wherein he’ll be destroying portions of the wooden floor on the objective spot and he’ll be deploying his nano-bots from below. As for his primary weapon, the suppressed 552 Commando is a great partner to his special gadget as it’ll also allow him to wall bang pinged defenders without giving them a directional threat indicator of where his shots are coming from. The 552 Commando gunshots will also be more silent so it’ll be harder for the defenders to know where Grim is.

Excels in:

  • Shooting enemies without giving them a visual cue of where Grim is shooting from with the suppressor hiding the 552 Commando’s muzzle flash and directional threat indicator
  • Silencing the gunshots of the 552 Commando with the use of the suppressor will make it harder for enemies to find Grim and will allow him to hear sound cues from enemies better
  • The scope 2.0x will allow the Grim player to see enemies bigger on their screen and that will make it easier to hit them
  • The bailiff 410 revolver shotgun will allow Grim to destroy unreinforced hatches and break portions of the wooden floor on or above the objective spot
  • The breach charges will allow Grim to create entry points on unreinforced walls and will also be useful for destroying large portions of the wooden floor above the objective spot

Build Details:

  • Primary weapon - 552 Commando with Scope 2.0x, Suppressor, and Angled Grip
  • Secondary weapon - Bailiff 410 with Laser
  • Generic gadget - Breach Charge

Recoil test on the 552 Commando in this setup with the author’s own recoil control applied:

 

Attention operator, please be advised. There is a new directive from Six. Read up on these related articles, and prepare for deployment:

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A veteran of thousands of quests. Slayer of trolls. Survived the dragon attack in Loc Muinne. Kristoffer now spends his days as a scribe after receiving a permanent injury when a tavern stool gave und
Gamer Since: 1994
Favorite Genre: FPS
Currently Playing: Tom Clancy's Rainbow Six Siege
Top 3 Favorite Games:Rainbow Six Siege, The Witcher 3: Wild Hunt, Tom Clancy's Ghost Recon: Wildlands


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