PVP Operator Tier List Overhaul
The Counterside Operator PVP tier system has been overhauled and the operator ratings have been updated to reflect the viability of these operators in the current state of the game.
Operators and PVP
Operators serve as a complement to the teams they are attached to. Operators help to round out a team by providing utility from their Command and Side skills. This can be used to further enable your own comp or disable your opponent’s team, all without committing DP and a team slot.
Despite the perceived flexibility of the system, Counterside’s operator meta is so stale it’s almost static. Scant few operators are actually PVP-relevant. The mind-boggling amount of resources needed to max an operator makes experimentation inaccessible to the vast majority of the playerbase.
To best reflect the current standings of operators in the meta, the tiers have been redefined as such:
S – Strong operators with a direct influence on the weekly meta.
- Realistically, S-tier only exists to emphasize the power gap between Olivie and all other operators in the game.
A – Solid operators with easily realizable value who readily fit in most weeks.
- These are operators with universally appreciated Command skill effects that can be flexed into multiple teams.
B – Underperforming A-tier operators and over-performing C-tier operators.
C – Niche operators limited to specific comps or interactions.
- These are operators with one or two specific uses. They often require teams built around them to maximize the value of the Command skill, but under ideal conditions deliver performance at the level of top tier operators.
- The restrictive nature of these operators prevents them from becoming a significant presence in the metagame.
D – Unused.
- Some of these operators have extremely specific use cases in extremely specific contexts but given the prohibitively high costs and the mediocre payoff, we do not advise players to pursue these operators.
There is a noticeable “usage rate” gap between A-tier operators and the rest of the roster. Outside of very specific weekly metas, there is a significant gap between A-tier usage rates and the usage rate of the next best operator.
Given the radical shifts in some ratings, some explanations have been provided to better explain the decision-making process behind the placements of many of these operators:
Olivie Park: Olivie’s combination of defensive buffs (notably debuff immunity) makes her an incredibly strong operator. She effectively makes your team immortal for the duration of her Command skill. Olivie defines the Counter faction playstyle and holds significant influence over team building considerations to ensure she gets a consistent proc.
Serina Crew: Serina Crew is a reactive operator that shuts down buff-dependent characters. When she isn’t being taken to counter a specific meta comp (mostly Replacer King) she often finds herself the default operator for striker-lead comps with nothing better to run. There are enough buffs in the game that Serina can perform decently in most weeks.
Kim Hana: Kim Hana provides 1 DP on an extremely easy proc. She is a very general operator that doesn’t require main skill investment or a dedicated team. Kim Hana’s sleep immunity is only relevant to soldier comps because Mechs don’t sleep and Counters use Olivie.
Olivie Park, Serina Crew, and Kim Hana are the “Big Three” operators that dominate the PVP meta.
Vivian Rashford: Vivian Rashford provides a massive ATK% and Skill haste buff to strikers and snipers, as well defensive utility that blocks traditional DPS disruption. Vivian’s double-sniper proc order imposes heavy restrictions on team building but she can enable very creative comps.
Jung Da-In: Jung Da-In’s offensive strength is weaker than Vivian and she does not shield your team from ASPD debuffs. However, her ASPD buff applies to all units on field, making it more flexible on paper. In practice, Jung Da-In’s awkward proc order creates many team building issues that while aren’t immediately obvious, kneecaps her viability as an operator. Being forced to play two frontline roles (Defender & Striker) makes her too slow to be used as an offensive operator for most teams.
Sigma & Villetta Nu: Sigma and Villetta functionally provide the same barrier buff. Sigma gives a stronger shield with a harder proc order. Within Counter comps, Sigma/ Villetta’s barrier does not provide nearly as much defensive value as Olivie. Their generic barrier proc applies to everyone but exceedingly few comps (realistically only Evolved-001 and terror variants) actually appreciate it, paradoxically making these operators incredibly niche.
Momo: Momo is a reactive operator who’s healing reflux is meant to counter healing, but in practice only Rearm Chinatsu outputs a level of healing that justifies the cost of running Momo. It is important to keep in mind that sustain comes in the form of healing and shielding. A well-timed Momo proc can create a massive HP swing, but she does not counter sustain in the way her Command skill would otherwise suggest.
Moneka: Moneka’s 5 second buff duration makes her impractical for all but two extremely specific situations. Moneka can be used to guarantee the pull from Lake Superior’s “Cross Impact” skill, and she exists as an uncommon option in terror comps.
We will continue to monitor the performance of these operators on Global as the community continues to familiarize themselves with newer releases across a variety of weekly meta’s.