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 a tough bait that draws fire, interrupts and stuns with feints, survives a lethal hit by playing dead
Weak at slow, loud and easy to spot, so the Fox's stealth tricks cost more; little recovery
Use it for loud phases where the crew needs a decoy body, covering a driller, bluffing through a bad fight
Body +15%, slower, louder, spotted sooner, slower armour recovery
- Stealth2 of 5
- Alarm4 of 5
- Combat3 of 5
- Objective defence3 of 5
- Extraction2 of 5
Lv 10 False Surrender False Surrender or Surrender Gambit
Phantom
Strong at unseen movement, control over its own suspicion, burst bites from behind
Weak at fragile, little sustained damage, protects only itself unless Pack Trick
Use it for casing, solo objectives in view of guards, bag runs to extraction
Body −10%, less HP and armour
- Stealth5 of 5
- Alarm2 of 5
- Combat2 of 5
- Objective defence1 of 5
- Extraction4 of 5
Lv 10 Slip the Net Net Breaker or Mirror Zone
Apex
Strong at decoy sounds that move guards, scoped clears aimed where they matter, quiet bites
Weak at no extra durability or mobility (the Apex cost); weak once the alarm is up
Use it for steering patrols off a route, clearing a single room's meters, casting while the crew works an objective
Normal body: no Titan durability, no Phantom mobility
- Stealth4 of 5
- Alarm2 of 5
- Combat2 of 5
- Objective defence2 of 5
- Extraction3 of 5
Lv 10 What Does the Paw Say? What Does the Paw Say? — Chorus or What Does the Paw Say? — Ventriloquist