// scout · flanker · unseen

Infiltrator — The Only Class That's Not Visible

Infiltrator is the only Destructors Online class with non-Grenade tech abilities: Xray (see enemies through walls) and Cloak (invisibility to enemy vision). Everything else — primary, secondary, resistance — is balanced around the assumption that the user will be unseen. 200 resistance, 9 speed, TT-02 primary at 108 damage means you don't out-tank or out-DPS anyone in a fair fight. You're built to make fair fights not happen. This page covers the TT-02's burst potential, when to commit on Cloak vs save it, and how to use the asymmetric kit on each map.

Updated

Resistance
200
Speed
9
Tech
Xray + Cloak
// loadout

TT-02 Primary and Why Infiltrator Doesn't Use Rifle0 #

Infiltrator's weapon layout is the inverse of Sniper's: where Sniper has TG-87 as primary and Rifle0 as backup, Infiltrator has TT-02 as primary and Rifle0 as backup. The TT-02 deals 108 damage per round — the same per-round damage as every other class's secondary pistol — but Infiltrator carries it as the main weapon. The 2-round magazine and 6-round ammo pool tell you the role: 2 quick burst shots to disable an unaware target before they react.

TT-02 Primary — burst-shot pistol #

108 dmg / 2 mag / 6 ammo

108 damage per round, 2-round magazine, 6 ammo reserves. The TT-02 is a 2-shot burst weapon — you fire 2 quick rounds, then reload. The 108-damage-per-round figure is what makes Infiltrator viable: 2 shots = 216 damage, enough to drop a Sniper (175 res) or Infiltrator (200 res) in a single 2-shot burst. Against Assault (250 res) you need 3 shots and a reload; against Enforcer (320 res), 3 shots minimum and you'll probably die during reload.

TTK math TT-02 burst sequence: 1 burst (2 shots) drops Sniper or another Infiltrator. 2 bursts (4 shots) drops Assault — you have to reload between. 3 bursts (6 shots, every round of your reserves) drops Enforcer — you have to reload twice. The total ammo pool of 6 rounds means you can drop ~3 unaware Snipers per spawn before resupply. This is intentional: Infiltrator is balanced around picking targets, not fighting durations.

Rifle0 Secondary — carbine #

16 dmg / 16 mag / 50 ammo

16 damage per round, 16-round magazine, 50 ammo reserves. The secondary slot's Rifle0 has the same damage-per-round as everyone else but a smaller magazine (16 vs Assault's 30). The 50-ammo pool means it functions as your backup when the TT-02 burst doesn't finish and you can't reload in time. The damage-per-round is low — 16 vs Assault's 37 — because the design intent is that Infiltrator rarely uses Rifle0.

Resistance, Speed, and the Survival Compromise #

200 resistance is the second-lowest in the roster, only above Sniper (175). 9 speed ties with Sniper for fastest. The combination means Infiltrator survives by not being shot — same equation as Sniper, but with different solutions. Sniper survives by being at 50+ meters where return fire is inaccurate; Infiltrator survives by being invisible (Cloak) or unobserved (flanking with Xray). When the cover is blown and you're being shot at fairly, you will lose to Assault, Enforcer, and tied to or losing against Sniper.

// tech

Xray and Cloak — the Class's Identity #

Other classes get Grenades. Infiltrator gets two tech abilities that fundamentally change how you play.

Xray #

Xray lets you see enemy units through walls. Exact duration and cooldown timing are not yet documented. The mechanic is observed: when Xray is active, enemies show as silhouettes/highlights through map geometry. This information is shareable with your team via voice chat — if you call out enemy positions Xray reveals, your entire team benefits from intel even though only you have the visual.

Cloak #

Cloak makes Infiltrator invisible to enemy player vision. Exact duration and cooldown are not yet documented. Site analysis: Cloak's value is greatest when used to enter a position, not to escape one. Cloaking into a flanking spot gets you free shots; cloaking to escape a fight that's already going wrong rarely works because enemies know your last position and predict your decloak.

// Site analysis

When to Pick Infiltrator — and When Not To #

Infiltrator is the highest-skill class in the roster. Pick it when your team needs intel, flanks, or the ability to break a fortified position — not as a default.

Pick Infiltrator when:

The enemy team is fortified #

If they're holding a defensive position with Enforcer + Sniper, no other class breaks that. Infiltrator with Cloak walks past the defensive geometry, reaches their Sniper from behind, and breaks the hold. This is the #1 reason to pick Infiltrator.

You want to win matches by intel #

Xray alone wins matches. If you're using voice and calling out 'two enemies behind the left platform, one rotating' every 10 seconds, your teammates make better decisions than the enemy team. This contribution doesn't show on the kill feed but it shows on the scoreboard.

Your team is missing a flanker #

Three Assaults and a Sniper is fine but predictable. The enemy team will hold sight lines and trade favorably. Adding an Infiltrator inserts uncertainty: every enemy now has to watch their flank. This forces the enemy team to spread thin, which creates openings for your other teammates.

You're confident in your engagement timing #

Infiltrator is the highest-skill class in the roster. The 2-shot TT-02 burst doesn't forgive misses. Cloak doesn't forgive bad position choice. If you're new, start with Assault and revisit Infiltrator after you've learned the maps.

Skip Infiltrator when:

You're new to the game #

200 resistance and a 2-shot pistol primary punish positioning mistakes hard. Learn the maps with Assault first; you'll get more value out of Infiltrator once you know where the flank routes are.

Your team needs an anchor #

Infiltrator can't hold capture points. If your team is being overrun and needs a tank, the answer is Enforcer, not Infiltrator. Don't pick Infiltrator and try to hold a point — you'll die fast.

The map is wide-open #

Cloak's value drops dramatically when there's no terrain to disappear behind. Open lanes mean enemies see your decloak before you reach effective range. Infiltrator wants cover and corner-based maps.

// map performance

Infiltrator Performance Across the Three Maps #

Infiltrator's map performance depends on whether there's cover for flank routes and whether sight lines are long enough for Xray to provide unique intel.

Upper Platforms Strong fit Domination #

Multi-level platforms means tons of flanking routes. The open edges that punish other classes are actually Infiltrator advantages — you can drop one level, traverse along the void rim, and emerge behind enemy capture defenders. Cloak makes the traversal undetected. Just don't fall: 200 resistance does not save you from out-of-bounds. The void doesn't care how fast or stealthy you are.

Administration HQ Good for picking, weak for sustain TeamDeathmatch #

Long sight lines and atrium rooms favor Sniper-vs-Sniper trading. Infiltrator's role here is to flank around Snipers' angles and TT-02 them from behind. Xray is critical — the map is large enough that visual scouting is slow. Stay in motion; don't camp the same flank twice (defenders will adjust).

DMArena Poor fit TeamDeathmatch #

DMArena's tight engagements neutralize Cloak (you'll decloak in someone's face) and underutilize Xray (everyone is already in audible range). 200 resistance vs Enforcer's 60-round EnfExt210 in a corridor is a losing matchup. Pick Sniper or Assault on this map; save Infiltrator for the others.

// team composition

Pairs Well With #

+ Sniper #

Sniper holds the long lane and forces enemies to either approach (where you flank them) or retreat (where Sniper picks them off). Xray callouts let Sniper preempt enemy movements 2-3 seconds before the enemy enters the angle.

+ Assault #

Symbiotic: you spot, Assault sustains. Infiltrator's 2-shot TT-02 can't finish enemies who escape behind cover; Assault's 30-round Rifle0 finishes the fleeing target. Together you cover the kill-confirmation gap.

+ Enforcer #

Asymmetric but powerful. Enforcer holds the choke; you flank around and shoot enemies who try to bypass the choke through alternate routes. Xray callouts help Enforcer rotate before being flanked.

// what beats this class

Weaknesses and Counters #

Infiltrator's weaknesses are dramatic: it loses fair fights to every other class. The kit only works when fights aren't fair.

  • Anyone who sees you first: 200 resistance loses to literally everyone in a fair fight. If you decloak in someone's sight line, you die before the second TT-02 round lands. The class identity is 'they don't see me' — once that's broken, you have no recovery.
  • Sustained automatic fire: Enforcer or Assault with full magazines kills you faster than you can reload TT-02. The 2-round magazine is the design constraint — you get 2 free shots, then you're vulnerable.
  • Open maps without cover: Cloak doesn't help when there's nothing to disappear behind. If the enemy already saw your decloak vector, they predict your destination. DMArena's tight layout is the worst case.
  • Enemies who watch their flanks: An attentive Enforcer with rotating facing kills the value of your flank. The class works against enemies who don't watch their back — against vigilant enemies, you struggle to find unaware targets.
// avoid these

Common Infiltrator Mistakes #

Using Cloak to escape, not to enter #

Cloak as an escape is rarely effective — enemies know your last position and predict your decloak. Cloak as an entry is what wins fights: cloak BEFORE the engagement, enter unseen, fire first.

Reloading TT-02 mid-engagement #

The 2-round mag forces a reload every other shot. If your first 2 shots didn't kill the target, switch to Rifle0 secondary rather than reloading TT-02 in the open. The Rifle0's 16-round magazine gives you the sustain to finish without exposing yourself during a TT-02 reload.

Forgetting Xray exists #

Xray is the single highest-value ability in the class — arguably the highest in the game. If you're not actively using and calling out Xray information, you're playing Infiltrator at a fraction of its strength. Pop Xray on cooldown; don't save it for emergencies.

Trying to fight Enforcer head-on #

320 vs 200 resistance with sustained vs burst fire is one of the worst matchups in the roster. If you see Enforcer, flank to their backline or rotate to a different lane. Never engage Enforcer at the choke they're anchoring.

In one paragraph Infiltrator is the highest-skill, highest-ceiling class in Destructors Online. You don't survive in fair fights; you avoid fair fights. Xray gives your team intel that turns matches; Cloak gives you the entry that lets you pick a target before they react. The cost is that mistakes are punishing — 200 resistance and 2-round magazines do not forgive bad positioning. Play it when you want match outcomes that come from intel and timing, not from raw stats.

Compare to other units #

Assault · Enforcer · Sniper

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