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 breaching walls, heavy smashes, holding a doorway with shoves; durable while charging
Weak at slow, loud and easy to spot; a slower charge that is easy to see coming; little stealth use
Use it for opening a new route to the vault, holding a breach, carrying bags through a fight
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth1 of 5
- Alarm4 of 5
- Combat4 of 5
- Objective defence4 of 5
- Extraction3 of 5
Lv 10 Bulldozer Bulldozer or Earthbreaker
Phantom
Strong at steering the charge, fast repositioning, bag sprints and long bag throws
Weak at less health and armour; weaker smashes and shoves; protects only itself unless Escort Charge
Use it for bag runs to extraction, escaping a loud room, crossing open ground fast
Body −10%, less HP and armour
- Stealth3 of 5
- Alarm3 of 5
- Combat2 of 5
- Objective defence1 of 5
- Extraction5 of 5
Lv 10 Slipstream Slipstream or Double Rush
Apex
Strong at smashes that grow with distance, bounded charge chains, refunds that bring the charge back sooner
Weak at no extra durability or mobility outside the charge (the Apex cost); weak in stealth; needs targets or walls to feed it
Use it for rooms full of cops, breaching several walls on one route, loud phases with many short fights
Normal body: no Titan durability, no Phantom mobility
- Stealth2 of 5
- Alarm4 of 5
- Combat5 of 5
- Objective defence2 of 5
- Extraction3 of 5
Lv 10 Chain Reaction Chain Reaction or Perpetual Engine