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 holding one point while the world slows, crowd control near the Sloth, durability inside the Gaze
Weak at slow, loud and easy to spot; worst at getting away; nothing for stealth
Use it for drill and vault holds, defending a downed crewmate, breaking a cop rush at a choke
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth1 of 5
- Alarm4 of 5
- Combat3 of 5
- Objective defence5 of 5
- Extraction2 of 5
Lv 10 World Stops World Stops or Ironwood Throne
Phantom
Strong at moving freely through slowed time, repositioning and grabbing objectives during the Gaze, getting away
Weak at fragile, little sustained damage, its Gaze still slows crewmates unless Shared Dream
Use it for stealth crossings, grabbing loot or a keycard in the Gaze window, bag runs to extraction
Body −10%, less HP and armour
- Stealth4 of 5
- Alarm3 of 5
- Combat2 of 5
- Objective defence2 of 5
- Extraction5 of 5
Lv 10 Slow Motion Slow Motion or Sleepwalker
Apex
Strong at shaping where the slow lands; fields that keep enemies slowed and free crewmates; reliable control
Weak at no extra durability or mobility (the Apex cost); the fields are fixed in place
Use it for holding a corridor after the Gaze ends, protecting the crew's route, controlling elites
Normal body: no Titan durability, no Phantom mobility
- Stealth3 of 5
- Alarm4 of 5
- Combat4 of 5
- Objective defence3 of 5
- Extraction3 of 5
Lv 10 Stillness Field Stillness Field or Frozen Moment