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Concord Freegunner roles
There are six freegunner roles in Concord that function a little like classes.
His healing ability is inflicted on a single team mate but creates an aura that affects anyone in it.

So fire it at someone rushing ahead and you’ve got a mobile healing pool heading into battle.
His LMG like Pulse Guided Seeker Rifle is also a great main weapon.
Kyps (tactician)
Kyps is a great character if you want something trickster-y.

Damaging anyone in this state then reveals them to the team.
Her Scramble Rebound lets her disrupt an enemy weapon to supercharge her own as well.
While her Blinding Flash is like a remote detonated Flash Bang.

For starters aiming down the sights will target lock her missile launcher on an enemy.
Her triple jump and Hover Thrusters also give her a good aerial advantage.
Her Explosive Jump and Blast Dive also give her some good crowd control options.

Used well she can set areas ablaze and cause problems for the enemy advance.
Her grenade launcher primary is also a good, if occasionally indiscriminate, weapon.
He also has a healing ability and an explosive knife he can throw.

Her Trip mine is also useful and her enhanced jump can help you useful vantage points.
So it should be easy to do damage but it never feels rewarding or direct.
These also buff your damage resistance the more you have in play.

The dodge heal is nice, but not enough to justify any of the shortcomings.
Emari (anchor)
Emari is a character that needs team play to work.
So useful if you team up with others but limited solo.

The additional tracking they add on a hit isn’t that useful either.
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