Delta Force: All Operator Ultimates Ranked

CindyLaster1634172 2025.10.10 10:41 조회 수 : 3


Every operator has a unique ability in Delta force . Usually, they have a cooldown before they can be used again and can massively impact a fight if used correctly.


These abilities, also known as Tactical gear, shouldn't be underestimated. Sometimes, you must use them at the perfect time to force a chokepoint or push an enemy.


For the sake of simplicity, I think it's best to call them ultimate abilities since they are the most powerful abilities operators have in their arsenal.


Without further ado, let's check the Best Operator Ultimates in delta force tactics Force and see what these skills can do.


9 Stinger


Hive-Tech Pistol





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Equips a Hive-Tech pistol that fires homing bullets at multiple targets, slowly healing allies and suppressing their pain. When aiming down sights, it locks onto a single target.


Most people don't know that the Healing Pistol's shot gives a slight movement boost , which can be used to reposition a bit faster.


It's not much for a single shot, but rather than using an injector to heal yourself in a fight, you can ask Stinger (if you have one on your team) to burst-heal your character.


With three charges, the pistol is phenomenal for restoring HP and temporarily suppressing fracture debuff effects . However, that's all it does.


The inherent nature is supportive, and if Stinger is down, you won't get any heals whatsoever. Sure, you can use first aid kits, but you're in a tough spot if you run out of them.


8 Toxik


"Dragonfly" Swarm System




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Effect



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Release a swarm of UAVs that boost allies and disrupt enemies in their path. Allies hit to gain a temporary adrenaline boost, while enemies suffer temporary interference that distorts hearing, obscures vision, and reduces maximum HP.


I'm yet to see a good rush with Toxik's Dragonfly swarm, but it's better than Stinger's healing pistol in a rush. That's quite a niche comparison, but the swarm is good for pushing corners or hallways .


Enemies are vulnerable unless they remove the UAVs, and it usually takes a few seconds to remove them. However, if you're not fast enough, they'll get back on their feet. That's what I don't like about her ultimate. The error window is small, and you must be ready to push.


7 Sineva


EOD Set




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Effect



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Equip a heavy EOD set and a full-body shield, reducing all damage taken. The shield's attack can knock down enemies or reflect throwable objects. However, the viewing window of the shield can be destroyed.


Sineva's EOD set is unique among operators. It combines offense and defense. I've used the shield to aid rescue operations for allies and held chokepoints in Warfare mode . However, once the shield is up , Sineva is vulnerable from the back .


The developers shortened the shield equipping time in a patch, and now he has a much more fluid process. But once you equip the shield , you must be close to enemies to knock them down.


If you're away from them, you've got to reposition in a safe spot, or you're a sitting duck waiting to be hunted.


Practice the shield, and you've got a solid defense in tight corners, but still don't rely too much on damage reduction; since you're not immune to damage , you can be taken down if enemy grenades land correctly.


6 Vyron


QLL32 Crouching Tiger




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Effect



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Fires a compressed air round that knocks down nearby enemies on impact


Oh man, it's a love-and-hate relationship with Vyron's ultimate. It's an area-of-effect knockback shell that can hit enemies to throw them off their feet and leave them vulnerable to a push. However, it's a double-edged sword.


The knockback can bounce off a wall or an obstacle to you ; instead of enemies, you'll be on the ground. That's why it's preferred to perfectly align the compressed air round since it can knock you back instead.


But that only happens if you're in a small space for a mid-to-long-range target; otherwise, the ultimate is fantastic.


5 Uluru


Loitering Munition




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Effect



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After aiming, it fires an image-guided loitering munition, which splits into four bombs on impact. When hip-fired, the loitering munition engages preset guidance.

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I wasn't expecting an operator to have a guided-munition ability. Well, that's how games could be, except the unexpected. The same goes for Uluru . You have an image-guided loitering munition that can also be used to recon enemies . Yes, you heard that right.


You don't always have to use it to hit enemies. Since you can see some area until it reaches its target, it can be used to g ather some intel on enemies' positions .


The munition works excellent in warfare mode , and in operations mode , I've seen people use it for reconnaissance purposes. It's not a bad idea, though.


4 Shepherd


Sonic Paralysis




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Effect



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Deploys a Sonic Drone to suppress enemies within a 30m radius, reducing their fire rate. It will destroy enemy sonic devices and interfere with recon devices.


Whichever mode you play, whether it's Warfare or Operations, there are chokepoints that you need to be wary of. Once held, unless you use an AoE skill or grenade, it's hard to clear them. That's why having a skill covering an entire corner is nice.


Deploy Shepherd's Sonic Paralysis, and you'll suppress hostile players. It somewhat acts like a recon device that you can use to confirm whether any operators were suppressed. So, it's not that bad.


I see him as an underrated operator because people still underestimate his skills at holding a point or corridor in the Operations mode.


3 D-wolf


Motorized Exoskeleton




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Effect



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Enables the wrist-mounted activator to overload the exoskeleton's power, increasing sprint speed. Knocking down enemies restores HP and extends the duration.


D-Wolf is quite suitable for players who want to go solo hunting. Vyron's there with his dashes. However, D-wolf's ultimate allows him to run longer distances, intercept any runners, and rush to an extraction point.


Wolf takes the cake if you like to initiate fights or flank enemies. Combine that with slides, and you've got a massive movement boost to help you close the distance between you and your enemies.


That's why I prefer to use D-wolf when I'm playing solo. I can avoid a fight and escape enemies with his tactical gear.


2 Luna


Detection Arrow




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Effect



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Fires a Detection Arrow that exposes enemies below and leaves micro-sensors to detect moving targets along its trajectory. The detection radius increases with height, reaching a maximum of 40 meters when fired from 10 meters.


Every team should have recon operators; they're just that good. I've not encountered many teams that didn't use Luna or Hackclaw. Reconnaissance and intel gathering are two essential components of a tactical shooter, and that's why recon operators are so effective.


With Luna's detection arrow covering a massive area, you can see enemies' positions. Plus, Luna's Detection arrow helps differentiate between hostile players and AI bots , making repositioning or taking cover easier.


Combine that with a Volt arrow, and you can force enemies out of a chokepoint. What I love about the Volt arrows is how they can be enabled to rebound off a surface , like Valorant's Sova's arrows. Do some guesswork for the trajectory, and enemies will be marked.


1 Hackclaw


Signal Decoder




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Effect



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Activates the decoder to periodically scan up to 6 enemy signals within 60m ahead, displaying their movement in your contact lenses. The close signal is highlighted in red and the enemy's alert level increases as Hackclaw approaches.


It would be a tie between Luna and Hackclaw for the top spot. However, Hackclaw outshines Luna in the Operations mode. The Warfare mode is still there, but there's so much happening that it can sometimes be confusing.


However, with Hackclaw, you can gauge your enemy's armor and flash them to initiate a push . You can use her knives to take down bots and continue a stealthy approach silently.


What I like the most about Hackclaw is that you can see nearby enemies' general direction and send a flash toward them. That's why she's so good at initiating team fights.

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