Each crew levels from 1 to 10 with crew XP (60 / 90 / 130 per heist on Easy / Hard / Insane). Pick one direction per crew: the first pick is free, a change costs 2,000 Gold Coins and keeps the crew's level. The choices at levels 4, 6, 7, 9 and the evolution at level 10 are free to change in the Garage. Every path keeps the crew's natural attack, ultimate and passive.
Titan
Strong at heavy artillery — bigger spits, acid pools that deny ground, a stream that fires while planted
Weak at slow, loud and easy to spot; slower spits are easier to dodge; no stealth tools
Use it for holding a drill or vault door against waves, denying a corridor, loud phases at range
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth1 of 5
- Alarm4 of 5
- Combat4 of 5
- Objective defence5 of 5
- Extraction2 of 5
Lv 10 Acid Rain Acid Rain — Downpour or Acid Rain — Flood
Phantom
Strong at spitting on the move, bursts of speed after hits, evasion during the ultimate
Weak at fragile, less damage per spit, protects only itself unless Escort Bubbles
Use it for kiting cops through a loud floor, bag runs, picking off guards and leaving
Body −10%, less HP and armour
- Stealth4 of 5
- Alarm3 of 5
- Combat3 of 5
- Objective defence1 of 5
- Extraction5 of 5
Lv 10 Hit and Run Hit and Run — Running Stream or Hit and Run — Flicker
Apex
Strong at reliable ranged damage that finds its targets; focus fire through marks
Weak at no extra durability or mobility (the Apex cost); slow projectiles; weak in stealth
Use it for loud phases, clearing cops around cover, supporting a holder
Normal body: no Titan durability, no Phantom mobility
- Stealth2 of 5
- Alarm3 of 5
- Combat5 of 5
- Objective defence3 of 5
- Extraction3 of 5
Lv 10 Smart Salvo Seeker Swarm or Oracle Lock