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

Top 5 Best Dokkaebi Loadouts in R6 Siege
Updated:
03 Jun 2024

Dokkaebi is one of the few operators in the game who has more than one special ability. With her Logic Bomb, she can hack into defender mobile phones and force them to ring loudly. This usually compromises their location and is great for rushing and hunting roamers. Her other special ability is that she can hack into a dead defender’s mobile phone. 

That grants her and her whole team access to all defender cameras, and by all, I mean including cameras in special gadgets like Valkyrie’s Black Eyes and Maestro’s Evil Eyes. To top it all off, Dokkaebi brings in heavy firepower with the weapon choices that are available to her, and with her utility choices, she’s one of the best operators when it comes to teamplays.

 

5. BOSG.12.2 with Scope 2.0x and Vertical Grip + C75 Auto with Suppressor + Stun Grenade

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This loadout setup is the hardest to use among the list and that’s why it’s on number five, but when it works, the rewards are great. That’s because the BOSG.12.2 single-slug firing shotgun is one of the most damaging guns in the game, and when it hits at its optimal range, it would either put an operator in a down-but-not-out state, or straight up kill him. The only problem with it is that it can only fire two consecutive shots before it has to be reloaded, and its reload time is not the fastest in the game. However, there are ways to mitigate those drawbacks.

One way is to attach a vertical grip to the BOSG.12.2. A lot of players think that the angled grip is the best grip attachment for it because it would give them a better aiming speed. However, the BOSG.12.2’s recoil is very strong, and the best way to align your next shot well with it is by lowering its vertical recoil through the vertical grip. And of course, the best way to mitigate the BOSG.12.2’s weaknesses is to partner it with a C75 Auto for your secondary weapon. The C75 Auto is a machine pistol which is fully automatic and has a very manageable recoil. With the C75 Auto, it will be like having a mini submachine gun for your secondary weapon.

Excels in:

  • Being able to put an enemy into a down-but-not-out state or straight up killing him with just one shot from the BOSG.12.2
  • Having great recoil control on the BOSG.12.2 through the use of the vertical grip which will allow Dokkaebi to line up her next shot well
  • Providing Dokkaebi with a high level of zoom on her BOSG.12.2 without sacrificing a lot of peripheral view through the scope 2.0x
  • Having a secondary weapon in the C75 Auto machine pistol that could act as a primary weapon because it’s basically a small submachine gun
  • Blinding enemies and robbing them of their ability to hear sound cues through the use of the three stun grenades in the generic gadget slot

Build Details:

  • Primary weapon - BOSG.12.2 with Scope 2.0x and Vertical Grip
  • Secondary weapon - C75 Auto with Suppressor
  • Generic gadget - Stun Grenade

Recoil pattern test on the C75 Auto in this setup with the author’s own recoil control applied:

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4. Mk 14 EBR with Scope 2.0x, Muzzle Brake, and Vertical Grip + Gonne-6 + Impact EMP Grenade

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The Mk 14 EBR which is unique to Dokkaebi and Aruni is one of the easiest to use marksman rifles in the game. That’s because its recoil is very manageable, and that gives the user an illusion that its fire-rate is faster than other marksman rifles, because she’ll be able to fire it really fast without losing much control. That would specially be the case with the muzzle brake barrel attachment present in the weapon as it specializes in lowering the recoil of single-shot firing guns. The vertical grip is also present in this loadout setup and that will further lower the vertical recoil of the Mk 14 EBR.

The scope 2.0x is the most balanced scope in the game right now because it provides just enough zoom level for the user so that she’ll be able to see her enemies better while also not compromising so much on peripheral view. That’s why this loadout setup is also good for Dokkaebi when she’s penetrating the mission area and is expecting to engage enemies at close range. The Gonne-6 will allow her to destroy a troublesome defender bulletproof gadget, and the impact EMP grenades will allow her to disable enemy electronic gadgets, which is great for enabling hard breaching.

Excels in:

  • Having the best recoil control on the Mk 14 EBR due to the presence of both the muzzle brake and vertical grip attachments
  • Providing Dokkaebi with a good level of zoom on her Mk 14 EBR through the scope 2.0x without sacrifice a lot of peripheral view
  • Being able to destroy one troublesome bulletproof defender gadget like Maestro’s Evil Eye through the use of the Gonne-6 hand cannon
  • Impact EMP grenades will allow Dokkaebi to enable hard breaching and she can also use them to disable pesky electronic defender gadgets
  • Having a weapon in the Mk 14 EBR which has a high destruction profile per shot and can be used by Dokkaebi to destroy unreinforced hatches or open up more lines of sight

Build Details:

  • Primary weapon - Mk 14 EBR with Scope 2.0x, Muzzle Brake, and Vertical Grip
  • Secondary weapon - Gonne-6
  • Generic gadget - Impact EMP Grenade
 

3. Mk 14 EBR with Scope 2.0x, Suppressor, and Vertical Grip + Gonne-6 + Stun Grenade

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This loadout is great for Dokkaebi when penetrating the objective spot because the suppressor on her Mk 14 EBR will allow her to shoot defender gadgets, especially cameras, and enemies silently. This will lessen the chances of her attracting the enemies’ attention, especially since the suppressor will also hide the weapon’s muzzle flash and directional threat indicator. That means that unless the enemies see Dokkaebi herself, they won’t immediately know where she’s shooting them from. And since the suppressor doesn’t add any recoil control benefits, it’s important to have the vertical grip.

With the vertical grip, Dokkaebi will be able to maintain good vertical recoil control on her Mk 14 EBR and would be able to keep aligning her next shots well. As mentioned above, the scope 2.0x is great for any range basically because it provides a really good balance between zoom level and peripheral view. The stun grenades will allow Dokkaebi to “soften up” the objective spot by blinding enemies inside or inflicting an ear-ringing sound effect on them which will block their ability to hear sound cues coming from her or her teammates.

Excels in:

  • Shooting enemies and their gadgets silently and with less risk of alerting them with the suppressor dampening the Mk 14 EBR’s gunshot sounds
  • Maintaining a good amount of recoil control on Dokkaebi’s Mk 14 EBR with the use of the vertical grip attachment
  • Being able to shoot enemies with the Mk 14 EBR without providing them a directional threat indicator of where you’re shooting them from
  • Having the ability to destroy one pesky bulletproof defender gadget through the use of the Gonne-6 hand cannon
  • Blinding enemies and inflicting tinnitus on them that will prevent them from hearing sound cues through the use of the three stun grenades

Build Details:

  • Primary weapon - Mk 14 EBR with Scope 2.0x, Suppressor, and Vertical Grip
  • Secondary weapon - Gonne-6
  • Generic gadget - Stun Grenade

 

2. Mk 14 EBR with Scope 3.0x, Muzzle Brake, and Vertical Grip + SMG-12 with Red Dot A and Vertical Grip + Smoke Grenade

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This is a pretty advanced loadout setup and I will only recommend this to players who are experienced in using high zoom levels for close to medium-range encounters. That’s because the scope 3.0x will provide the highest zoom level in the game that is available to most operators. And of course, the higher the zoom level is, the less peripheral view you’ll have. The great thing about the scope 3.0x though is that when you aim-down-sights with it, you’ll notice that it offers a very clear view of the surroundings due to its frame design not eating up a lot of screen space.

So the Mk 14 EBR in this setting is great for medium to long-range shooting, especially since its recoil will be very easy to control due to the muzzle brake and vertical grip attachments. And it will also be effective at close range due to the scope 3.0x’s frame not eating up a lot of screen space, as long as the Dokkaebi player is used to high zoom levels at close range. For the secondary weapon, the SMG-12 can take down enemies very quickly due to its very fast rate of fire and good damage. Its only drawback really is that its recoil can be very hard to control, so it’s only effective at close range and at short sprays for medium range.

Excels in:

  • Having great recoil control on Dokkaebi’s Mk 14 EBR due to the presence of both the vertical grip and flash hider attachments
  • Seeing enemies really clearly due to the high zoom level from the scope 3.0x and its frame design which doesn’t eat up a lot of screen space
  • High destruction profile per shot from the Mk 14 EBR allows Dokkaebi to destroy soft hatches with it or open up more lines of sight
  • Having a secondary weapon in the SMG-12 that has a very fast rate of fire, high damage, and is fully automatic
  • Providing cover for the whole attacking team’s push through the use of the two smoke grenades in Dokkaebi’s arsenal

Build Details:

  • Primary weapon - Mk 14 EBR with Scope 3.0x, Muzzle Brake, and Vertical Grip
  • Secondary weapon - SMG-12 with Red Dot A and Vertical Grip
  • Generic gadget - Smoke Grenade

Recoil test on the SMG-12 in this setup firing 15 bullets before I started feeling like I’ll lose control of the gun:

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1. Mk 14 EBR with Scope 3.0x, Suppressor, and Vertical Grip + C75 Auto with Suppressor + Stun Grenade

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This loadout setup for Dokkaebi is the best because it’s the most versatile among the list. With the great stealth benefits from the suppressor, Dokkaebi will be able to shoot at enemies with less chance of alerting them and giving away her position. That's because the suppressor will hide the Mk 14 EBR’s muzzle flash, directional threat indicator, as well as greatly dampen its gunshot sounds, all while maintaining great recoil control on the weapon due to the vertical grip attachment. The scope 3.0x is a great partner for the suppressor since it will allow Dokkaebi to target her opponents really well from medium to long-range while not giving them an idea of where she’s shooting them from.

Obviously, the biggest drawback to the Mk 14 EBR especially when equipped with a scope 3.0x is that it could be hard to use for close-range encounters. But with the C75 Auto machine pistol as your secondary weapon, Dokkaebi will be very effective at close-range due to its good damage per shot, fast rate of fire, and unlike most machine pistols, the C75 Auto has a very controllable recoil. The only downside to it is its stock iron sights aren’t great for targeting opponents, but at close-range that drawback wouldn’t be felt by the user that much.

Excels in:

  • Shooting enemies without Dokkaebi giving away her position with the suppressor hiding the Mk 14 EBR’s directional threat indicator
  • Lessening the visual cues that enemies could react to with the removal of the Mk 14 EBR’s muzzle flash through the suppressor on its barrel
  • Being able to shoot enemies and their gadgets silently and therefore with much less chance of alerting them to your presence
  • Having a machine pistol in the C75 Auto that has low recoil, fast rate of fire, and good damage as a secondary weapon
  • Disabling enemies’ ability to hear and see through the use of the three stun grenades in Dokkaebi’s generic gadget slot

Build Details:

  • Primary weapon - Mk 14 EBR with Scope 3.0x, Suppressor, and Vertical Grip
  • Secondary weapon - C75 Auto with Suppressor
  • Generic gadget - Stun Grenade

Recoil pattern test on the C75 Auto in this setup with the author’s own recoil control applied:

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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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Gamer Since:
1994
Favorite Genre:
FPS
Currently Playing:
Tom Clancy's Rainbow Six Siege
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Rainbow Six Siege, The Witcher 3: Wild Hunt, Tom Clancy's Ghost Recon: Wildlands