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 sonic crowd control on several targets, holding a point with freezes, a tougher Panda
Weak at slow and easy to spot; its guns and bombs are louder (the paws stay silent); slow to recover
Use it for loud holds at a drill, freezing a cop rush at a door, covering a revive
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth2 of 5
- Alarm4 of 5
- Combat4 of 5
- Objective defence4 of 5
- Extraction2 of 5
Lv 10 Earthshaker Earthshaker or Thunder Mute
Phantom
Strong at silence as the weapon, freezing guards before they can react, quiet takedowns
Weak at fragile (−40 HP base and the Phantom cut), little sustained damage, protects only itself unless Shared Hush
Use it for casing, quiet takedowns, stealth objectives, silent loud-phase escapes on Total Silence
Body −10%, less HP and armour
- Stealth5 of 5
- Alarm2 of 5
- Combat2 of 5
- Objective defence2 of 5
- Extraction4 of 5
Lv 10 Total Silence Total Silence: Always Silent or Total Silence: Silent Window
Apex
Strong at shaping sound: lures that move guards, resonance marks that lengthen freezes, a placeable mute zone
Weak at no extra durability or mobility (the Apex cost); lures and zones are fixed in place
Use it for steering patrols off a route, holding a room with resonance freezes, muting one area for the crew
Normal body: no Titan durability, no Phantom mobility
- Stealth4 of 5
- Alarm3 of 5
- Combat3 of 5
- Objective defence3 of 5
- Extraction3 of 5
Lv 10 ASMR Resonance ASMR Resonance: Mute Zone or ASMR Resonance: Freeze Lures