Rainbow Six Siege · Attack
Dokkaebi loadout and recoil guide
Dokkaebi runs 2 primary options and 2 sidearms. The Mk 14 EBR is the pick that decides how the operator plays.
- Side
- Attack
- Primaries
- 2
- Secondaries
- 2
- Best profile
- DMR / marksman
Full loadout
| Weapon | Slot | Class | Recoil behaviour |
|---|---|---|---|
| Mk 14 EBR | Primary | DMR / marksman | Per-shot kick with a clean reset. Keep vertical control low so the sight does not dip under the target between shots. |
| BOSG.12.2 | Primary | Shotgun | Pellet spread, not a recoil pattern. Compensation does nothing useful; distance is the only variable that matters. |
| SMG-12 | Secondary | Machine pistol | Extremely high fire rate over a short magazine — a steep climb that ends almost immediately. Needs its own values, not your primary's. |
| C75 Auto | Secondary | Pistol | Semi-automatic with a fast reset. A light vertical correction is all this needs. |
Which primary to take
The Mk 14 EBR is a range weapon with a clean per-shot reset, which makes it the most predictable thing to profile in the loadout. Keep vertical control low.
On the sidearm: SMG-12 (machine pistol), C75 Auto (pistol). The machine pistol in this loadout needs its own values — it fires fast enough that primary-weapon numbers put every round over the target.
Attachment slots follow the weapon
Siege does not give every gun the same slots, and the script has to know which curve it is playing against:
- Shields and the Gonne-6 take nothing at all.
- Shotguns get no magnified optic, and a barrel changes spread rather than pattern.
- Pistols have no grip slot.
- Rifles, SMGs and LMGs get the full set — optic, barrel, grip and laser.
Season churn
Siege reworks weapon balance and operator loadouts every season, and a pattern measured last season is not necessarily the pattern you are shooting now. Rosters and tables stay in sync with each season, including new operators and reworked loadouts, so your client picks up the change without you re-tuning by hand.
Nether