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 durability, area denial, protecting one point under fire
Weak at slow, loud and easy to spot; little to offer in stealth
Use it for drill and vault holds, revives under fire, defending a bag pile
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth1 of 5
- Alarm4 of 5
- Combat3 of 5
- Objective defence5 of 5
- Extraction3 of 5
Lv 10 Living Bastion Walking Wall or Iron Fleece
Phantom
Strong at slipping out of trouble, misdirection with wool (puffs, decoys), a fleece that softens the first hit
Weak at less health and armour than any Sheep; little steady protection for the crew; the dome is a tool to escape, not to hold
Use it for casing and stealth crossings in view of guards, breaking contact in loud phases, bag runs to extraction
Body −10%, less HP and armour
- Stealth4 of 5
- Alarm3 of 5
- Combat2 of 5
- Objective defence1 of 5
- Extraction4 of 5
Lv 10 Vanishing Fleece Shed Coat or Mirage Flock
Apex
Strong at dome placement and shape, enemy control at the dome's edge, support for allies inside (armour, revives, bags, doors)
Weak at no extra durability or mobility for the Sheep itself (the Apex cost); weak in stealth; the value sits in the dome, so it drops between casts
Use it for setting up a hold before the cops arrive, revive and bag-pile stations, sealing a room's cop entrance
Normal body: no Titan durability, no Phantom mobility
- Stealth2 of 5
- Alarm3 of 5
- Combat3 of 5
- Objective defence4 of 5
- Extraction3 of 5
Lv 10 Wool Sanctuary Sanctuary Dome or Sealed Sanctuary