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 area denial with chilling quills, a frozen front the crew can hold behind, durable under fire
Weak at slow, loud and easy to spot; slower quills that miss fast targets at range; little stealth use
Use it for drill and vault holds, choke points in loud phases, slowing a cop push onto the crew's guns
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 Permafrost Permafrost Field or Glacier Lance
Phantom
Strong at fast, long, precise needles; burst through crits; repositioning after a return
Weak at less health and armour; fewer quills in the air, so weaker area denial; protects only itself unless Shared Shards
Use it for picking elites and cameras-adjacent guards at range, kiting cops, bag runs with a covering needle
Body −10%, less HP and armour
- Stealth3 of 5
- Alarm3 of 5
- Combat3 of 5
- Objective defence2 of 5
- Extraction4 of 5
Lv 10 Needle Storm Needle Storm or Storm Step
Apex
Strong at quills that bank off walls and jump between enemies, returning shards that orbit and strike back harder, ice plates against bullets
Weak at no extra durability or mobility (the Apex cost); bounces lose value in open ground; weak in stealth
Use it for rooms and corridors full of cops, fights around cover, punishing focus fire
Normal body: no Titan durability, no Phantom mobility
- Stealth2 of 5
- Alarm4 of 5
- Combat5 of 5
- Objective defence3 of 5
- Extraction2 of 5
Lv 10 Avalanche Circuit Avalanche Circuit or Orbit Circuit