Every role inConcordapplies a crew bonus to your character. Each crew bonus is a unique passive buff, and these crew bonuses stack with each other, meaning every time you respawn and select a character of a different class, you apply a new crew bonus on top of the crew bonuses you’ve already accrued.
Some of these crew bonuses make bigger differences than others, and some make huge differences when combined with other crew bonuses on certain classes. Every class has a bit of a weak spot, and gaining the crew bonus from another class can either cover that weak spot up or add to what’s already a strength of the class.
6Anchor
Anchor | Tactician | Haunt
Anchor characters are usually going to be taking the most damage of any role. They’re built for it. The crew bonus that Anchors come with increases the healing that they receive, which is particularly helpful when a teammate is running Jabali or Daw.
The Tactician crew bonus is going to help Anchor deal damage more often, cutting down their reload times. Anchors have weapons that take some of the longest to reload of any characters in Concord, and cutting down that time is going to help them put down enemies faster and stay alive longer.
The Haunt crew bonus increases mobility and is also going to be helpful to Anchors. Anchors have terrible mobility by default, and while this crew bonus isn’t going to put them in the same league as other classes, it is going to help them move around a little bit quicker.
5Breacher
Breacher | Haunt | Tactician | Anchor
The Breacher’s role is to spearhead the fight, either with their bodyor with a big burst of damage. They have a bit more health than some of the other characters but aren’t as beefy as Anchors. Their default crew bonus improves their dodge cooldown, and that can go a long way, both offensively and defensively.
The Haunt bonus increasing their mobility accentuates their default dodge bonus, both working to make the Freegunner more nimble and give them more movement options.
This makes a particular difference with Star Child, who’s usually in very close range of enemies.
The Tactician bonus improving reload speed is a great one for both Breachers. Daveers Burnite Grenade Launcher and Star Childs Skullbreaker Shotgun both have some rough reload speeds, and the quicker they can fire again, the quicker they can dispatch enemies.
Because both Daveers and Star Child can take more punishment than most characters, it stands to reason they’ll take longer to heal than other characters. Star Child is going to be taking a lot of shots due to his size and his need to get in close range, and healing quicker keeps him on his feet longer.
4Haunt
Haunt | Breacher | Tactician
Haunts are the scariest Concord classto come up against. They have a real strength for ambushing enemies and, in the right hands, deal significant damage while making it difficult for enemies to land a shot on them. Their default crew bonus improves their mobility, and it’s a big reason they’re so difficult to consistently hit. The Breacher bonus improving the dodge cooldown further adds to this, ensuring they can dance around more often, preventing them from the need to dip behind cover and instead stay in the fight.
The Tactician bonus improving reload speed is going to help Haunts stay in the fight, too. While none of their weapons take terribly long to recharge, Roka, in particular, can benefit from getting her weapon back in firing shape quicker. The more often a Haunt can fire, the better, and this ensures they can fire quite a bit more often.
3Ranger
Ranger | Haunt | Breacher
Rangers in Concorddon’t have above-average health but are still usually in the thick of things.Some can deal great damage, while others focus more on supporting teammates. However, all Rangers receive their crew bonus of improved weapon recoil, which is quite helpful for their fully automatic weapons.
The Haunt bonus improving mobility is going to be a big help for Rangers, helping them move quicker and get into cover faster. Jabali in particular will be a target because of his healing ability, and moving quicker is going to help him stay out of the limelight.
The Breacher bonus improving the dodge cooldown is extremely useful for Rangers, much for the same reason. The more they can dodge, the more movement options they have in a fight. Staying unpredictable can do a lot for winning engagements, and it can be tough to keep your weapon on an enemy that’s dodging so often.
2Tactician
Tactician | Anchor | Breacher | Haunt
Tacticians generally mold the battlefield to benefit their team and hinder the enemy team. They accomplish this in very different ways, but all of them enjoy enhanced reload speed due to their crew bonus. Stacking that with the Anchor crew bonus of increased healing is great, especially for Lark and Daw. Both of those characters set up in a location and do their best to lock it down, and healing quicker on Daw’s pad is going to help them hold off the enemy team longer.
The Breacher and Haunt bonuses of increased mobility and better dodge cooldown are going to be helpful across the board for Tacticians, but especially for Kyps. Kyps is the most aggressive of the Tacticians but does not have great health. The faster the movement for Kyps, the better, and every time Kyps can dodge, they activate their stealth.
1Warden
Warden | Tactician | Haunt | Breacher
Wardens deal some very high damageand have some of the best single-shot potential in the game. All three of them have weapons that have good range by default but have increased range because of their crew bonus. The Tactician’s ability to increase reload speed will be great for Haymar and Vale, in particular. Both of them have to reload after every shot, and this will greatly help their follow-up potential.
The Haunt and Breacher bonus of extra mobility is going to help Lennox most of all because he’s often up in the enemies' face much more than the other two Wardens. Combined with his ability to heal himself, this is going to do a lot for Lennox’s already fantastic potential.