// tank · suppressor · anchor

Enforcer — The Tank That Holds Points

The Enforcer is the tankiest unit in Destructors Online and the one true 'hold this position' anchor for your team. 320 resistance — 28% more than Assault and 83% more than Sniper — combined with the 60-round EnfExt210 extended-magazine primary creates a unit that can absorb sustained fire while returning sustained fire. The cost is 6.5 speed (slowest in the roster). This is not the class for chasing kills; this is the class for refusing to let kills happen near you. This page covers the EnfExt210's role in suppression, when Enforcer is the right pick, and how to play it on each map.

Updated

Resistance
320
Speed
6.5
Tech
Grenades
// loadout

The EnfExt210 and Why 60 Rounds Matters #

Enforcer's defining weapon isn't its damage per shot — 48 is actually lower than Assault's Rifle0 at 37 + higher fire rate, so the damage-per-second is comparable. What makes the EnfExt210 different is the 60-round magazine. Every other primary in the roster reloads after 2-30 rounds. Enforcer doesn't reload for 60. That alone changes how a corridor fight resolves.

EnfExt210 Primary — extended-magazine machine gun #

48 dmg / 8 mag / 60 ammo

48 damage per round, 60-round magazine, 8 ammo reserves. Fully automatic. The damage-per-round is mid-tier, but the 60-round magazine is roughly 2× any competitor. In practice this means: if you start engaging an enemy unit and you don't kill them with the first burst, you can keep shooting until they're dead without ever reloading. Other classes have to break engagement to reload; Enforcer doesn't.

TTK math TTK math: against Sniper (175 res), 4 rounds; against Infiltrator (200 res), 5 rounds; against Assault (250 res), 6 rounds; against another Enforcer (320 res), 7 rounds. At EnfExt210's fire rate, this is sub-second on the soft targets, ~1.2s on another Enforcer. The 60-round magazine is enough for 8 full Enforcer-vs-Enforcer kills back to back — you can hold a choke against an entire enemy team's reload cycles.

TT-02 Secondary — pistol #

108 dmg / 2 mag / 6 ammo

108 damage per round, 6-round magazine, 2 ammo reserves. Same as every class. As Enforcer, you'll almost never need it. The EnfExt210's 60-round capacity means most fights end before reload. But: if you are caught reloading mid-fight (rare), the TT-02 is a meaningful gap-filler because 108 damage matters even when 320 resistance is on your side.

Resistance, Speed, and the Mobility Tax #

320 resistance is the highest in the game. Against an enemy Sniper's TG-87 (152 damage), this means 2 unmissed body shots to disable you — same as Assault (which has 250 resistance, also requiring 2 TG-87 shots). The resistance threshold matters for the Rifle0 case: where Assault takes 7 rounds to drop, Enforcer takes 9. That extra 28% buffer is the difference between trading kills and winning trades. The cost is speed: 6.5 is the slowest in the roster, 1.5 below Sniper/Infiltrator (both 9). You will lose foot races to every other class. Commit to positions you can hold; don't try to chase.

// Site analysis

When to Pick Enforcer — and When Not To #

Enforcer's pick window is more specific than Assault's. The class shines in narrow scenarios and underperforms in others.

Pick Enforcer when:

Your team is being overrun on Domination #

Upper Platforms (Domination) rewards a unit that can plant on a capture point and refuse to be removed. Enforcer's 320 resistance + 60-round magazine is exactly that. Even when two enemies push you simultaneously, your sustained fire and resistance let you trade favorably while teammates rotate to support.

The map has a defensible choke point #

DMArena's tight corridors and Administration HQ's atrium chokes are Enforcer-shaped. Pick the choke, anchor, and let the enemy team feed kills into the corridor. The 60-round magazine guarantees you outlast any reload-based attempt to break the hold.

Enemies are running multiple Snipers #

Counter-intuitive but real: 320 resistance means a Sniper needs 2 unmissed body shots, and the EnfExt210 outranges what most Sniper picks expect to defend. Push the geometry the Sniper is comfortable in — they'll panic-shot and miss, and you'll close the distance.

You need to break a stalemate #

When neither team is advancing, Enforcer is the unit that can walk forward into a contested corridor and force a trade. Other classes would die mid-corridor; Enforcer trades. Your trade is enough to crack a stalemate open.

Skip Enforcer when:

The map is Upper Platforms void edges #

Yes, you're tanky — but you can't tank a 200-meter fall. Enforcer's 6.5 speed makes edge plays especially risky. Don't sprint near the open edges; you can't course-correct in time.

Your team is behind and needs rotations #

Enforcer's slow rotation speed means you'll arrive late to every new objective. If the match is a series of fast objective swaps, Sniper or Infiltrator (both 9 speed) gets there first. Enforcer is for static holds, not dynamic captures.

You want to chase down the low-HP enemy #

You can't. 6.5 speed means a Sniper or Infiltrator at 9 speed kites you forever. If you see an enemy at 10% HP, mark them and let your faster teammates finish — don't sprint after them yourself.

// map performance

Enforcer Performance Across the Three Maps #

Enforcer's map performance is sharply divided by map geometry. Tight chokes and capture-point holds favor it; long open lanes and edge-rich layouts punish it.

DMArena Strong fit TeamDeathmatch #

DMArena is Enforcer's favorite map. Tight corridors and dense engagements mean every encounter is at EnfExt210's optimal range (5-15m). The 60-round magazine lets you suppress an entire approach without reloading, which is exactly what the map's narrow chokes reward. Hold the central junction; let teammates clean up flankers.

Upper Platforms Good for capture-hold Domination #

Domination is mode-matched for Enforcer. Pick a capture point, lock it down, and don't move. The 320 resistance buffers against multi-angle pressure from the platform-edge approaches. The only risk is the open void edges — play 2-3 meters inboard of any edge and you're fine. Slow rotation between capture points is the main weakness, so commit to one point and trust teammates to handle the others.

Administration HQ Mixed TeamDeathmatch #

The atrium rooms and long sight lines favor Sniper, which puts Enforcer outside its preferred geometry. EnfExt210's range can compete at 20-30 meters, but the map's longest lanes (50+m) belong to TG-87. Pick Enforcer on Administration HQ only when your team needs an anchor for a specific corridor — not as a default.

// team composition

Pairs Well With #

+ Sniper #

The premier combo. You anchor the choke; Sniper picks off anyone trying to flank around you. Enemies who try to break your hold from range get TG-87'd; enemies who try to push directly get EnfExt210'd.

+ Assault #

Mid-range complement. Assault handles the medium-distance pressure your EnfExt210 can't reach efficiently, while you anchor the choke they're funneling enemies through. Assault is also fast enough to rotate when objectives shift.

+ Infiltrator #

Asymmetric but effective. Infiltrator's Xray spots enemy movement behind your defensive line; you respond with sustained fire to anyone Infiltrator marks. Their Cloak also lets them flank around to enemies who tried to bypass your hold.

// what beats this class

Weaknesses and Counters #

Enforcer's weaknesses are geometric, not statistical. The class has no bad matchups; it has bad situations:

  • Long sight lines: EnfExt210 falls off in accuracy past 30m. Snipers operating at 50+m can plink Enforcer faster than Enforcer can return effective fire.
  • Multi-angle pressure: 320 resistance doesn't help if enemies hit you from 3 directions simultaneously. Enforcer thrives in geometry that forces enemies into one approach lane. Open maps neutralize the advantage.
  • Infiltrator Cloak flanks: A cloaked Infiltrator can walk past your hold and shoot you from behind. Watch for Xray glow indicators; rotate your facing periodically; don't camp the same orientation for an entire match.
  • Grenade spam: Enforcer can't dodge grenades effectively at 6.5 speed. If you hear grenade pings, move BEFORE you see the indicator land — you won't outrun the explosion otherwise.
// avoid these

Common Enforcer Mistakes #

Trying to chase kills with 6.5 speed #

You can't catch anyone. If they're running, let them. Mark them on the kill feed and let teammates handle the cleanup.

Holding the same orientation all match #

Enforcer's lateral coverage is wide but not 360°. A cloaked Infiltrator or wide flanker will shoot you in the back. Rotate your facing every 15-20 seconds even when nothing is visible.

Spraying the full 60 rounds at one target #

60 rounds is the safety net for protracted engagements, not the standard fire mode. Most kills happen in 4-9 rounds. Burst-fire to extend the magazine's effective duration; don't dump the whole mag on a single Sniper.

Picking Enforcer on open maps without anchor points #

If there's no choke to hold, Enforcer's strengths evaporate and the speed disadvantage is all you're left with. Read the map before locking in; switch to Assault if the geometry doesn't favor anchoring.

In one paragraph Enforcer is the unit you pick when the team needs a point that doesn't fall. 320 resistance and 60-round sustained fire make any choke point a 1v3 favorable for you. The cost is mobility — you can't chase, can't rotate fast, can't outplay anyone at 9 speed. Commit to a position, trust your teammates to do the dynamic work, and refuse to die in your spot. That's the entire playbook.

Compare to other units #

Assault · Infiltrator · Sniper

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