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 protecting the crew inside the howl, drawing fire, holding revives and drills
Weak at slow, loud and easy to spot; the howl scatters less far on its shielding builds
Use it for revives under fire, drill and vault holds, escorting a bag carrier
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth1 of 5
- Alarm4 of 5
- Combat3 of 5
- Objective defence4 of 5
- Extraction3 of 5
Lv 10 Guardian Howl Rally Howl or Challenge Howl
Phantom
Strong at tracking one target, picking off stragglers, quick chases and quiet takedowns
Weak at fragile, little sustain, protects only itself
Use it for casing and thinning a patrol, catching runners, focusing an elite in loud
Body −10%, less HP and armour
- Stealth4 of 5
- Alarm2 of 5
- Combat3 of 5
- Objective defence1 of 5
- Extraction4 of 5
Lv 10 Prey Mark Marked for the Hunt or Lone Prey
Apex
Strong at a howl that can be shaped, aimed, echoed and repeated; crowd control over whole rooms
Weak at no extra durability or mobility (the Apex cost); single targets and elites shrug it off
Use it for clearing a vault room for a drill, herding guards away from a route, loud holds against crowds
Normal body: no Titan durability, no Phantom mobility
- Stealth3 of 5
- Alarm3 of 5
- Combat2 of 5
- Objective defence4 of 5
- Extraction3 of 5
Lv 10 Pack Signal Rally Signal or Sonar Signal