Oryx is unique compared to most roamers in the game because he's actually not that stealthy. He, in fact, makes a lot of noise through his Remah Dash special ability which he can use to burst through unreinforced walls or destroy destructible objects in the map like wooden tables.
But even though he’s a pretty bulky and noisy operator, Oryx is a very effective roamer because through his Remah Dash ability, he could go from one area to another in a matter of seconds. He's also the only defender that possesses the ability to climb up or latch on a broken hatch. On top of that, Oryx also has the weapons and gadgets that makes him a very deadly roamer.
5. SPAS-12 with Reflex B and Laser + USP40 with Suppressor + Barbed Wire
Now, most Oryx players would probably go for the T-5 SMG as their primary weapon because fully automatic weapons are much easier to use, and of course, they have the range advantage over shotguns. However, for Oryx, a shotgun for his primary weapon is very viable. That’s because of his special ability, the Remah Dash, which allows him to burst through unreinforced walls, either to escape from enemies or to surprise them. And as for the latter reason, the shotgun is a great weapon, because it has close range superiority over fully automatic weapons, and the Remah Dash ability of Oryx is a perfect way to close the distance between him and his enemies.
And when it comes to shotguns, the SPAS-12 is one of the most underrated. Not only does it have heavy firepower per pellet, its recoil is also very controllable and it can be fired much more rapidly compared to most typical shotguns. That’s why it’s great to have as Oryx’s primary, especially when he’s going to engage enemies on the other side of an unreinforced wall. Of course, it can also be used as utility for creating rotation holes or lines of sight inside the objective spot before Oryx goes roaming, and he can use it to destroy unreinforced hatches so that he can climb or latch on them.
Excels in:
- Close range superiority due to the SPAS-12 shotgun's pellet spread and heavy damage per pellet
- Having a tight hip fire spread on the SPAS-12 shotgun because of the laser attachment
- Having a wide and clear view when aiming-down-sights with the SPAS-12 shotgun because of the Reflex B 1.0x sight
- Being able to shoot attacker drones or claymores or other gadgets with much less risk of giving away your position through the use of the suppressed USP40 handgun
- Slowing down enemies with the barbed wire which can also act as early warning devices for the whole defending team
Build Details:
- Primary weapon - SPAS-12 with Reflex B and Laser
- Secondary weapon - USP40 with Suppressor
- Generic gadget - Barbed Wire
Pellet spread test on the SPAS-12 in this setup at 5m range:
Pellet spread test on the SPAS-12 in this setup at 10m range:
4. T-5 SMG with Scope 1.5x, Compensator, and Vertical Grip + Bailiff 410 with Laser + Proximity Alarm
The T-5 SMG is one of the best submachine guns in the game, that’s because it inflicts decent damage per hit and its rate of fire is very fast. Its recoil is much harder to control now since the recent recoil progression overhaul which dropped in Operation Brutal warm, but it remains manageable, especially with a vertical grip holding down its vertical recoil. As for the barrel attachment in this loadout setup, the compensator will lower the chances of horizontal recoil and random recoil from all directions with the T-5 SMG, and that usually results in a more stable shooting experience, especially with longer sprays.
As for the secondary weapon in this loadout setup, the Bailiff 410 is a revolver shotgun, and as shotguns go, the Bailiff 410 can also destroy unreinforced hatches so Oryx can climb over or latch on them. The Bailiff 410 is also an excellent utility which can be used by Oryx to help the defending team setup during the preparation phase by creating rotation holes and more lines of sight in the objective spot. The proximity alarm as Oryx’s generic gadget will really help him determine if there are enemies on the other side of the wall and that will let him decide when to use his Remah Dash ability to surprise them or not.
Excels in:
- Stabilizing the recoil of the T-5 SMG for longer sprays by lessening its horizontal and random recoil from all directions
- Maintaining a good amount of recoil control on the T-5 SMG through the use of the vertical grip attachment
- Having a good amount of zoom level through the scope 1.5x while maintaining a wide peripheral view
- Having a great utility in the Bailiff 410 revolver shotgun which Oryx can use for destroying unreinforced hatches and reworking the map to the defending team’s advantage
- Having early warning devices in the proximity alarms in Oryx’s arsenal
Build Details:
- Primary weapon - T-5 SMG with Scope 1.5x, Compensator, and Vertical Grip
- Secondary weapon - Bailiff 410 with Laser
- Generic gadget - Proximity Alarm
Recoil pattern test on the T-5 SMG in this setup with the author’s own recoil control applied:
3. T-5 SMG with Scope 1.5x, Flash Hider, and Vertical Grip + Bailiff 410 with Laser + Proximity Alarm
This loadout setup will provide the best recoil control possible for the T-5 SMG because both the flash hider and vertical grip attachment are present on the weapon. The flash hider will greatly lower the weapon’s vertical recoil as well as hide its muzzle flash, therefore, lessening the visual cues that enemies could react to when determining where Oryx is shooting them from. The vertical grip will further lower the weapon’s vertical recoil and the T-5 SMG’s recoil pattern mostly only goes on a straight vertical path, so lowering its vertical recoil will provide the user with the best recoil possible from the weapon.
This is a great loadout setup for Oryx because his gameplay involves changing spots a lot of times, and that means having to engage enemies mostly from random distances. And especially when shooting enemies from medium to long-range, the user will have the best accuracy if he has the best recoil on his weapon. The removal of the T-5 SMG’s muzzle flash is also great for long distance shooting because it’ll really make it harder for enemies to pinpoint where Oryx is shooting them from. And for those distances, the scope 1.5x will be a great help because it will provide the user with a good amount of zoom level.
Excels in:
- Having the best recoil control possible on the T-5 SMG through the use of both the flash hider and vertical grip attachment
- Reducing the amount of visual cues that enemies could react to when it comes to pinpointing Oryx’s location by hiding the T-5 SMG’s muzzle flash
- Having a good amount of zoom level through the scope 1.5x while not compromising a lot on peripheral view
- Having a great utility in the Bailiff 410 revolver shotgun which Oryx can use to create rotation holes, more lines of sight, or for destroying unreinforced hatches.
- Having early warning devices in the proximity alarms that will help Oryx know if there are enemies on the other side of the wall
Build Details:
- Primary weapon - T-5 SMG with Scope 1.5x, Flash Hider, and Vertical Grip
- Secondary weapon - Bailiff 410 with Laser
- Generic gadget - Proximity Alarm
Recoil pattern test on the T-5 SMG in this setup with the author’s own recoil control applied:
2. T-5 SMG with Scope 1.5x, Extended Barrel, and Vertical Grip + Bailiff 410 with Laser + Proximity Alarm
This loadout setup provides Oryx with the best damage from the T-5 SMG because the extended barrel will greatly reduce the weapon’s range damage drop-off, therefore, its damage output and potential would be better than normal. That’s great for Oryx to have, since as explained above, Oryx’s gameplay involves changing spots all the time, and that means having to engage enemies from all kinds of distances, and with this loadout setup, Oryx will be dealing a good amount of damage per shot with the T-5 SMG regardless of the range he’s hooting from.
And since the T-5 SMG has a manageable recoil as long as the vertical grip is present, attaching the extended barrel which does not provide additional recoil control benefits wouldn’t hurt the user that much. Its biggest drawback for Oryx as a roamer is that its long barrel could be seen first by enemies when Oryx is peeking around corners, but the Oryx player could easily mitigate that drawback by avoiding slow peeking when looking around corners. But overall, this loadout setup is great for Oryx’s high-octane gameplay which involves a lot of surprising enemies from behind soft walls.
Excels in:
- Maximizing the damage potential and output of the T-5 SMG with the extended barrel attachment greatly reducing its range damage drop-off
- Maintaining a good amount of recoil control on the T-5 SMG with the vertical grip attachment
- Having a good level of zoom through the use of the scope 1.5x while maintaining a wide peripheral view
- Having a great utility tool in the Bailiff 410 revolver shotgun for destroying unreinforced hatches and creating rotation holes
- Having early warning devices in the proximity alarms so that Oryx will know if there are enemies on the other side of the soft wall
Build Details:
- Primary weapon - T-5 SMG with Scope 1.5x, Extended Barrel, and Vertical Grip
- Secondary weapon - Bailiff 410 with Laser
- Generic gadget - Proximity Alarm
Recoil pattern test on the T-5 SMG in this setup with the author’s own recoil control applied:
1. T-5 SMG with Scope 1.5x, Suppressor, and Vertical Grip + Bailiff 410 with Laser + Proximity Alarm
This is the best loadout setup for Oryx because the suppressor will allow him to shoot enemies without them receiving a directional threat indicator of where his shots are coming from. The suppressor will also hide the T-5 SMG’s muzzle flash and greatly dampen its gunshots, so aside from seeing Oryx himself, they won’t have a visual cue for determining where he’s hooting from, and it’ll also be hard to determine his location through the sound of his gunshots. This is great for Oryx to have because he’s a roamer and one that can change locations very fast, so with this loadout, he’ll be able to confuse enemies really well.
And even though the suppressor wouldn’t add recoil control benefits to the T-5 SMG, the user should still be able to control the gun really well since the vertical grip attachment is present. The T-5 SMG’s recoil pattern mostly only goes on a vertical path, so reducing its vertical recoil goes a long way to managing the weapon’s overall recoil. As for the secondary weapon, Oryx can use the Bailiff 410 revolver shotgun to destroy hatches so he can climb to a higher floor without taking the stairs. The two proximity alarms can serve as early warning devices for him to know if there are enemies on the other side of the unreinforced wall near him and that will let him decide the right timing for his Remah Dash ability.
Excels in:
- Shooting enemies without them receiving a directional threat indicator of where Oryx is shooting them from
- Reducing the visual cues that enemies could react to when it comes to determining where Oryx is located by hiding his T-5 SMG’s muzzle flash
- Lessening the sound cues that enemies could use to determine Oryx’s location by dampening his T-5 SMG’s gunshot sound
- Having a great utility in the Bailiff 410 revolver shotgun which Oryx can use to create rotation holes, lines of sight, and destroy unreinforced hatches.
- Having two early warning devices in the proximity alarms which Oryx can use to let him know if there are enemies on the other side of an unreinforced wall
Build Details:
- Primary weapon - T-5 SMG with Scope 1.5x, Suppressor, and Vertical Grip
- Secondary weapon - Bailiff 410 with Laser
- Generic gadget - Proximity Alarm
Recoil pattern test on the T-5 SMG 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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