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

Top 5 Best Jackal Loadouts in R6 Siege
The top five best loadouts that players should try when playing one of Rainbow Six Siege’s best anti-roam operators


There used to be a time when Jackal was the most banned attacker in the game, especially in the lower elos. Nowadays it’s a lot more possible to use him in ranked, but his ban rate is still pretty high. That’s testament to how troublesome he is as an attacker, and when he is present in the attacking team, it’s almost a guarantee that the defending team’s roamers are going to have a hard time. That’s because his special gadget allows him to track their footprints and even show their current location to the whole attacking team. But even when he’s alone, Jackal is a very deadly operator and can act on the intel he’s gathered because he possesses a wide variety of powerful weapons and useful gadgets to choose from.

 

5. PDW9 with Scope 1.5x, Flash Hider, and Vertical Grip + ITA12S with Reflex B and Laser + Smoke Grenade

This loadout setup will provide the best recoil control on the PDW9 through the use of both the flash hider and the vertical grip. The stock recoil of the PDW9 submachine gun is already low in the first place, but adding the flash hider and vertical grip to it will further lower down its recoil and will enable the user to fire the weapon with great stability and pinpoint accuracy. This loadout is great for strafing enemies at medium to long-range, and the scope 1.5x will provide the user with a good amount of zoom without compromising a lot on peripheral view.

The ITA12S shotgun in this loadout can be used for opening up more lines of sight or entry points on unreinforced walls. It can also be used by Jackal for destroying unreinforced hatches when he quickly needs to go down to a lower floor. It can even be used for vertical plays by using it to destroy portions of the wooden floor on or on top of objective spots. As for Jackal’s generic gadget, the smoke grenades can provide good cover for the attacking team’s push and for planting the defuser.

Excels in:

  • Having the best recoil control on the PDW9 submachine gun due to the flash hider and vertical grip attachments
  • Being able to provide cover for the attacking team’s push and defuser plant attempt with the two smoke grenades in your arsenal
  • Ability to destroy unreinforced hatches and perform vertical plays by destroying portions of the wooden floor on or above objective spots
  • Creating entry points on unreinforced walls or more lines of sight with the use of the ITA12S shotgun
  • Having a good amount of zoom while also maintaining a good amount of peripheral view with the use of the scope 1.5x

Build Details:

  • Primary weapon - PDW9 with Scope 1.5x, Flash Hider, and Vertical Grip
  • Secondary weapon - ITA12S with Reflex B and Laser
  • Generic gadget - Smoke Grenade

Recoil test on the PDW9 in this setup firing 46 bullets before I started feeling like I’ll lose control of the gun

 

4. PDW9 with Scope 1.5x, Extended Barrel, and Vertical Grip + ITA12S with Reflex B and Laser + Claymore

The PDW9 submachine gun is an excellent weapon with very manageable recoil and a huge magazine capacity. However, its biggest drawback is its lower-than-average damage. That’s why for this loadout, you’ll be attaching the extended barrel on the PDW9. That way, you’ll be greatly reducing its range damage drop-off which pretty much means you’ll be inflicting better damage than when the extended barrel is not in use. This is perfect for players who prefer the PDW9 submachine gun for Jackal’s primary weapon because of its lower recoil and bigger magazine capacity compared to the C7E assault rifle.

And even though the extended barrel won’t be adding any recoil control benefits on the PDW9, the user would still be able to manage the weapon well. That’s because the PDW9’s stock recoil is pretty low and the vertical grip is present as one of its attachments. For the generic gadget, the claymores are great for making sure that Jackal’s back is protected from roamers or flankers who are trying to hunt the hunter. The ITA12S shotgun on the other hand is a great utility for Jackal which he can use to open up entry points or destroy an unreinforced hatch when he needs to go to a lower floor quicker.

Excels in:

  • Maximizing the damage output and potential of the PDW9 with the use of the extended barrel attachment
  • Maintaining a good amount of recoil control on the PDW9 with the use of the vertical grip attachment
  • Having a good amount of zoom level while also not sacrificing a lot of peripheral view through the use of the scope 1.5x
  • Countering roamers, run outs, and flankers with the use of the two claymores in your arsenal.
  • Ability to create entry points and more lines of sight with the use of the ITA12S shotgun
  • Being able to perform a vertical play by destroying portions of the wooden floor on or above objective spots

Build Details:

  • Primary weapon - PDW9 with Scope 1.5x, Extended Barrel, and Vertical Grip
  • Secondary weapon - ITA12S with Reflex B and Laser
  • Generic gadget - Claymore

Recoil test on the PDW9 in this setup firing 39 bullets before I started feeling like I’ll lose control of the gun

 

3. C7E with Scope 2.0x, Flash Hider, and Vertical Grip + USP40 with Muzzle Brake and Laser + Claymore

This loadout is for players who prefer to always have the best recoil on their guns as much as possible. With both the flash hider and the vertical grip attachments on the C7E assault rifle, it’s guaranteed that the player will find it easy to control its recoil. The flash hider will also prevent enemies from immediately seeing where you’re shooting them from because it will hide the weapon’s muzzle flash, therefore, reducing the visual cues that they could react to. As for the C7E’s sight, the scope 2.0x is the best for this weapon because it provides a good balance between zoom levels and peripheral view.

The C7E assault rifle has a good magazine capacity but it’s not as big as the magazine capacity of the PDW9 submachine gun so it has a higher chance of having to be reloaded while in the middle of a gun fight. For those situations, the USP40 handgun in this loadout would be great for finishing an enemy when the C7E’s clip gets emptied. The user would also be able to hit enemies well with it at close range even without going to aim-down-sights stance because of the tight hip fire from the laser and the low recoil from the muzzle brake.

Excels in:

  • Having the best recoil control on the C7E assault rifle by having the flash hider and the vertical grip attachments
  • Preventing enemies from immediately seeing where you’re shooting from by hiding your C7E’s muzzle flash
  • Being able to target enemies well at medium to long range with the use of the scope 2.0x on the C7E assault rifle
  • Protecting yourself from roamers, flankers and run outs, with the two claymores in your arsenal.
  • Having a good secondary weapon to switch to in the USP40 handgun when the C7E needs to reload in the middle of a gun fight

Build Details:

  • Primary weapon - C7E with Scope 2.0x, Flash Hider, and Vertical Grip
  • Secondary weapon - USP40 with Muzzle Brake and Laser
  • Generic gadget - Claymore

Recoil pattern test on the C7E in this setup with the author’s own recoil control applied:

 

2. PDW9 with Scope 1.5x, Suppressor, and Vertical Grip + ITA12S with Reflex B and Laser + Smoke Grenade

Since the removal of the damage reduction penalty from attaching a suppressor, it has become the best barrel attachment for weapons, especially on guns like the PDW9 submachine gun which doesn’t have a strong recoil in the first place. That’s because the biggest drawback from using the suppressor is that it doesn’t add any recoil control benefits. But with the PDW9’s low stock recoil and the vertical grip attachment, it’ll be easy for the user to manage the weapon’s recoil even without a barrel attachment that adds recoil control benefits.

This loadout setup is great for Jackal because the PDW9 has a huge magazine capacity and that’s perfect for dealing with multiple enemies at the same time. The scope 1.5x is perfect for the usual range where Jackal operates because it will provide him with a good amount of zoom while also not compromising a lot when it comes to peripheral view. As for the secondary weapon, the ITA12S shotgun will be great for destroying unreinforced hatches as well as opening entry points on unreinforced walls. 

Excels in:

  • Strafing opponents without providing them a directional threat indicator of where you’re shooting them from
  • Effectively targeting enemies at close to medium range with the scope 1.5x
  • Having great recoil control on the PDW9 submachine gun with the use of the vertical grip attachment
  • Preventing enemies from pinpointing your location due to your gunshot sounds
  • Preventing enemies from knowing where your shots are coming from by hiding the PDW9’s muzzle flash
  • Providing cover for the attacking team’s push and defuser plant attempt using the two smoke grenades
  • Creating entry points or lines of sight using the ITA12S shotgun

Build Details:

  • Primary weapon - PDW9 with Scope 1.5x, Suppressor, and Vertical Grip
  • Secondary weapon - ITA12S with Reflex B and Laser
  • Generic gadget - Smoke Grenade

Recoil test on the PDW9 in this setup firing 40 bullets before I started feeling like I’ll lose control of the gun

 

1. C7E with Scope 2.0x, Suppressor, and Vertical Grip + ITA12S with Reflex B and Laser + Claymore

The suppressed C7E assault rifle takes the top spot as Jackal’s best primary weapon because of its superior damage to the PDW9 submachine gun. Jackal’s main role is to hunt down roamers and because of his tracking ability, most of the time, they would be trying to escape from him. That's why it’s important to inflict as much damage as possible so that Jackal would be able to take them down even when they’re running away. And with the suppressor for the C7E’s barrel attachment, it would be hard for them to guess where your shots are coming from, especially if your shots are coming from more than thirty meters away from them.

That’s because it’ll be very hard for them to hear your suppressed gunshots after thirty meters and shots from a suppressed weapon won’t give the enemy a directional threat indicator. And since the suppressor doesn’t add any recoil control benefits, the vertical grip is a must for this setup. With the vertical grip, the C7E’s recoil would remain manageable and the jackal player would be able to fire it with good accuracy and stability. The scope 2.0x will help Jackal see his targets really well and make them easier to hit. And that’s really important when hunting down roamers.

Excels in:

  • Shooting enemies without providing them a directional threat indicator of where your shots are coming from
  • Preventing enemies from getting a read on your location through the sound of your gunshots
  • Preventing enemies from locating you from the muzzle flash of your C7E assault rifle
  • Opening lines of sight or entry points on unreinforced walls with the use of the ITA12S shotgun
  • Protecting yourself from roamers, runouts, and flankers with the two claymores on your arsenal
  • Being able to perform vertical attacks by destroying the wooden floors on or above the objective spots with the use of the ITA12S shotgun

Build Details:

  • Primary weapon - C7E with Scope 2.0x, Suppressor, and Vertical Grip
  • Secondary weapon - ITA12S with Reflex B and Laser
  • Generic gadget - Claymore

Recoil pattern test on the C7E 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
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