I’ve had the pleasure of getting to know a few of the brave souls that call Concord their home. Each one of them brings unique strengths and abilities to the table, shaped by their distinct backgrounds and experiences.
Players now have access to Concord, the newest multiplayer shooting game from PlayStation. We’ve had a chance to try out the 16 unique characters this game offers.
In simple terms, each character boasts distinct fighting skills, armaments, and varying sizes and health levels, significantly altering the experience when using them.
At the beginning, try out different heroes from various categories to discover a few that resonate with you. Later, you’ll reap the greatest benefits by alternating between these favorites during matches due to their unique Crew Bonuses.
I’ve played quite a few characters in games throughout the years, and each one has offered unique experiences that shaped my gaming style. Let’s explore the roster of playable characters currently available to get a sense of which ones resonate most with me.
Anchors
Characters serving as anchors in a team are often larger-than-life figures with significantly greater health reserves.
Instead of moving swiftly like other characters, these heroes operate at a slower pace, and they typically utilize shields to minimize harm instead of inflicting it directly.
All Anchor characters provide the ‘increased healing received‘ Crew Bonus.
1-Off
Utility | Description |
Combat Trait | Trash Dispenser – More Trash Bombs with higher damage |
Primary Weapon | CC-1899 Industrial Vacuum |
Secondary Weapon | Pressure Blaster |
Ability 1 | Air Barrier – Place a projectile-deflecting cylinder of air. Gain charges by filling your Industrial Vacuum |
Ability 2 | Trash Bomb – Bouncing, exploding projectile of compressed trash. Gain charges by filling gour Industrial Vacuum |
Movement Style | Single Jump |
Passive Ability | Incoming body damage is reduced |
Emari
Utility | Description |
Combat Trait | Synergy Shield – Destroying Projectile Shield while active grants Armor |
Primary Weapon | Rotary Scrap Cannon |
Ability 1 | Armor Generator – Generates an area that grants allies Armor. Stacks over time |
Ability 2 | Projectile Shield – Destructible barrier that blocks incoming projectiles |
Movement Style | Single Jump |
Passive Ability | Tough as Nails – Incoming body damage is reduced |
Breachers
Breacher characters represent a blend of tank and damage dealer classes. With their imposing physiques and substantial health, they share similarities with tanks. However, they significantly outmatch Anchors in terms of potent offensive weapons and abilities.
Players who prefer having extra health while actively participating in battles would particularly enjoy these hero characters.
All Breacher characters provide the ‘faster dodge cooldown‘ Crew Bonus.
Daveers
Utility | Description |
Combat Trait | Resistant Dodge – Dodging grants damage resistance for a brief period |
Primary Weapon | MK 5 Burnite Grenade Launcher |
Ability 1 | Ignition Dart – Fire damage dart that ignores Burnite pools on contact |
Ability 2 | Burnite Canister – Splashes self-igniting Burnite pools across an area |
Movement Style | Double Jump |
Passive Ability | Volatile Chemicals – Burnite pools can be ignited by fire damage from allies |
Star-Child
Utility | Description |
Combat Trait | Diamond Dodge – Gain short burst of Diamond Skin while dodging |
Primary Weapon | Skullbreaker Shotgun |
Ability 1 | Rage Rush – Charge forward with the protection of Diamond Skin |
Ability 2 | Power Slam – Slam the ground for an area damage melee attack |
Movement Style | Double Jump |
Passive Ability | Diamond Skin – Grants Armor while Rage Rush or Power Slam is active. Berserker – Kills refresh all ability energy. |
Haunts
Characters with haunting abilities place great emphasis on their mobility skills, including triple jumps and jetpacks. While their damage output may not be significant, mastering these abilities will grant you formidable power.
Be mindful of the smaller health reserves of these characters, as they may not withstand strong adversaries for long.
All Haunt characters provide the ‘improved mobility‘ Crew Bonus.
Bazz
Utility | Description |
Combat Trait | Skillful Tracker – While crouching, track nearby enemies through walls |
Primary Weapon | Carbon Steel throwing knives |
Ability 1 | Lunging Strike – Lunge towards enemies with a deadly melee strike |
Ability 2 | Scourge Star – Thrown item that applies the Vulnerable debuff to an enemy, increasing damage dealt to them |
Movement Style | Double Jump, Triple Dodge, Boosted Slide Jump |
Passive Ability | Beacon Blades – Hitting an enemy with a throwing knife will track them for a short duration. |
It-Z
Utility | Description |
Combat Trait | Evasive Maneuvers – Mobility increases when at low health |
Primary Weapon | EL/120 Electrostatic SMG |
Ability 1 | Cosmic Slip – Tosses a sphere of energy. On secondary activation, It-Z will move instantly to the orb’s location |
Ability 2 | Scramble Rebound – Throws chaos energy that will disrupt the enemy’s weapon. On contact, it returns to It-Z and supercharges her weapon |
Movement Style | Double Jump |
Passive Ability | Mirror Image – Dodging or using Cosmic Slip leaves behind a decoy |
Roka
Utility | Description |
Combat Trait | Hover Targeting – Target lock is faster while Hover Thrusters are active |
Primary Weapon | SAL-90 Light Missile Launcher |
Ability 1 | Hover Thrusters – Activate in air to hover in place. Cancel with secondary activation |
Ability 2 | Blast Dive – Blast to the ground and deal damage in an area on impact |
Movement Style | Triple jump, Air Dodge |
Passive Ability | Explosive Jump – Blasts a damaging explosion on double and triple jump. Missle Lock – Aiming down sights will target-lock on an enemy. |
Rangers
As a big fan of RPG games, I can tell you that Ranger characters tend to take on a more conventional damage-dealing role in teams. Armed with classic rifles and submachine guns, they are the go-to heroes when it comes to dishing out damage to adversaries. Their skill sets may vary from one hero to another, but the common thread is their capacity to inflict harm or offer valuable assistance to their comrades.
All Ranger characters provide the ‘improved weapon recoil‘ Crew Bonus.
Duchess
Utility | Description |
Combat Trait | Dodge Reload – Reloads weapon during dodge |
Primary Weapon | BA02 Submachine Gun |
Ability 1 | Construct Wall – Creates a wall that blocks sight and enemy movement |
Ability 2 | Ruinous Blast – Projects an area that implodes after a delay. Enemies in the blast take damage and become vulnerable |
Movement Style | Double Jump |
Passive Ability | Austorium Resistance – No self-damage from personal blasts |
Jabali
Utility | Description |
Combat Trait | Pulse Radius – The healing aura from Life Pulse has an increased radius |
Primary Weapon | Pulse-Guided Seeker Rifle |
Ability 1 | Life Pulse – Thrown orb that creates a healing aura around an ally when absorbed |
Ability 2 | Hunter Orb – Offensive orb that seeks out and damages enemies |
Movement Style | Triple Jump |
Passive Ability | Life Cycle – Eliminations or Hunter Orb hits recharge Life Pulse |
Teo
Utility | Description |
Combat Trait | Rapid Reposition – Increased mobility for a brief duration after dodge |
Primary Weapon | ZEG-12 Guild Gard Rifle |
Secondary Weapon | CL ROC 99 Guild Guard Sidearm |
Ability 1 | Smoke Grenade – Detonates in a cloud of smoke that blocks sight |
Ability 2 | Cluster Grenade – Frag grenade that scatters secondary explosives in a tight area |
Movement Style | Double jump, double dodge |
Passive Ability | Tactical Weapon Sights – Can see enemies through smoke while aiming down sights |
Tacticians
As a gamer who prefers the role of a Tactician freegunner, I focus on causing maximum annoyance to the enemy team. Setting up traps and providing healing items are my go-to moves. And let’s not forget about gathering intel on the opponents’ positions. It’s a great fit for players who enjoy staying just behind the action.
All Tactician characters provide the ‘faster reload speed‘ Crew Bonus.
Daw
Utility | Description |
Combat Trait | Intensive Care – Healing Pads have a larger pool of available health before deactivating |
Primary Weapon | .320 Sanctuary Burst Rifle |
Ability 1 | Healing Pad – Drops a healing device that heals nearby allies’ health |
Ability 2 | Safety Dome – Creates a durable protective dome that blocks projectiles |
Movement Style | Double Jump |
Passive Ability | Second Wind – Heals a small amount during dodge |
Kyps
Utility | Description |
Combat Trait | Marked Target – Damaging an enemy from stealth reveals them to your team and resets your dodge. This trait has a cooldown period |
Primary Weapon | Silenced Burst Pistol |
Ability 1 | Surveillance Trap – Trap that reveals enemies when triggered. Persists between rounds. Can be harvested for ability charges after activation |
Ability 2 | Disruption Grenade – Disrupts enemy abilities and damages shields. Throwing this will reset your dodge cooldown |
Movement Style | Double Jump |
Passive Ability | Active Stealth – Dodging activates stealth for a limited duration Lookout – When defeated, your assailant will be revealed to your team |
Lark
Utility | Description |
Combat Trait | Natural Dexterity – Faster reload while in a spore area |
Primary Weapon | Razorpod Launcher |
Ability 1 | Transplant Pod – Drops a pod that Lark can return to on second activation |
Ability 2 | Spore Seed – Drops a growing spore on the ground. Standing in the spore’s area grants haste and damage resistance to allies. Enemies are slowed and vulnerable |
Movement Style | Double Jump |
Passive Ability | Fungal Resistance – Damage resistance stacks with active spores on the map |
Wardens
As a Warden gamer, I often prefer to play the lone wolf role. The unique abilities of each character I choose excel in one-on-one encounters. Self-healing powers and intense close-quarter combat techniques like flashbangs are just a few examples that come in handy during these situations.
As a fan, I’d describe it like this: When fighting alongside others as a Ranger character, I deal damage to enemies. But when it comes to the resilient Warden hero, I notice an added layer of survivability that helps them stay in the thick of battle longer.
All Warden characters provide the ‘longer weapon range‘ Crew Bonus.
Haymar
Utility | Description |
Combat Trait | Hellfire – Extra Wall of Fire charges and reduced cooldown for Blinding Flash |
Primary Weapon | Flameshow Bow |
Ability 1 | Blinding Flash – Projectile that blinds enemies near its explosion. Can be detonated manually with secondary activation |
Ability 2 | Wall of Fire – Projectile that creates a wall of fire in the direction it was thrown |
Movement Style | Hover, air dodge |
Passive Ability | Flameshot Charge – Aiming down sights for a short duration will overcharge the primed projectile |
Lennox
Utility | Description |
Combat Trait | Reloads equipped weapon during dodge |
Primary Weapon | HL-4 “Bell Ringer” Heavy Handgun |
Secondary Weapon | Chesterly Model 3 Revolver |
Ability 1 | Exploding Knife – Throwing knife that explodes on impact |
Ability 2 | Claxton Healing – Regenerates health over a brief duration |
Movement Style | Double Jump |
Passive Ability | Gunslinger – Emptying a weapon and quickly swapping to a new weapon will reload the stowed weapon |
Vale
Utility | Description |
Combat Trait | Enduring Aim – Aiming down sights with the Sniper Rifle grants Damage Resist |
Primary Weapon | Monarch “Long 52” Sniper Rifle |
Secondary Weapon | Monarch Sidearm |
Ability 1 | Leap – Bionically enhanced vertical leap |
Ability 2 | Trip Mine – Thrown mine that attaches to surfaces and detonates when triggered by an enemy |
Movement Style | Double Jump |
Passive Ability | Peak Performance – Faster rifle handling on critical hit. Critical Eye – Track low-health enemies through walls. |
In Concord at the moment, these are all the character options you have access to. We’ll keep you updated if new ones become available as the game progresses.
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2024-07-15 16:13