Welcome to the Arena
It has been four days since Highguard launched globally, and the meta has already shifted three times. What started as a chaotic run-and-gun shooter has quickly evolved into a tactical vertical chess match.
If you are jumping into Ranked Play this weekend, playing “whatever feels cool” is a one-way ticket to Bronze. The difference between the top-tier “Vanguard” rank and the bottom of the barrel isn’t just aim—it’s knowledge.
In this massive 2026 Season 1 guide, we are breaking down everything. We have analyzed the pick rates from the Top 500 players, tested every weapon’s time-to-kill (TTK), and discovered movement tech that Respawn probably didn’t intend to put in the game.
Grab your energy drink. This is the only guide you need to dominate.
Part 1: The Season 1 Agent Tier List
Highguard launched with 12 Agents (Guardians). Some are essential. Some are actively throwing the game if you pick them.
S-Tier (The “Must-Picks”)
1. Wraith (The Duelist)
- Role: Entry Fragger
- Why S-Tier? In a game with vertical movement, Wraith’s passive “Wall-Kick” allows for unpredictable strafes. Her tactical, Phase Shift, is a “get out of jail free” card. She currently has the highest win rate in Ranked because she can take 1v1s and reset instantly.
- Counter: Use AOE (Area of Effect) damage to force her out of cover.
2. Bastion (The Anchor)
- Role: Defense / Support
- Why S-Tier? His Dome Shield is currently broken. It has too much health (800 HP). In modes like “Payload,” dropping a Bastion bubble forces the enemy team to rotate or waste all their ammo destroying it. He is essential for holding sites.
- Counter: EMP Grenades or the Agent “Cipher.”
A-Tier (Strong & Viable)
3. Viper (The Controller)
- Role: Area Denial
- Analysis: Viper’s toxic gas grenades are perfect for flushing enemies out of high ground. She isn’t S-Tier because her ultimate takes too long to charge, but a good Viper can single-handedly stop a push.
4. Cipher (The Intel)
- Role: Recon
- Analysis: Information is king. Cipher’s Sonar Dart reveals enemies through walls for 3 seconds. In a game with so many corners and vertical angles, knowing where the enemy is pre-aiming is invaluable.
B-Tier (Situational)
5. Jinx / Kestrel
- These agents rely heavily on skill shots. If you have cracked aim, they are S-Tier. If you miss your abilities, you are a walking target. Kestrel’s Rocket Jump is fun, but leaves you exposed in the air for too long against good snipers.
C-Tier (Please Don’t Pick These)
6. Tank (The Brawler)
- His hitbox is massive. In a game with a fast TTK, being big just means you catch more bullets. Until he gets a buff to his base armor, stay away.
Part 2: The Weapon Meta (TTK Analysis)
Stop using the default Assault Rifle. The stats don’t lie. Here are the three guns dominating the kill feeds.
- The King: “Vector-9” SMG
Archetype: Submachine Gun
Why it’s meta: The fire rate is absurd (1100 RPM). Within 15 meters, it melts a fully armored enemy in 0.4 seconds.
Best Attachments:
Muzzle: Compensator (Vertical Recoil is high).
Mag: Extended Mag (Standard mag empties in 1.2 seconds).
Optic: Iron Sights (ADS speed is faster without an optic).
- The Laser: “X-Caliber” DMR
Archetype: Marksman Rifle
Why it’s meta: Two taps to the head. That’s it. If you have good crosshair placement, this gun out-damages snipers and has no hip-fire penalty. It is currently the most controversial weapon in the community.
Best Attachments:
Optic: 3x Ranger Scope.
Stock: Stability Stock (reduces flinch when shot).
- The Reliable: “M4-V” Assault Rifle
Archetype: AR
Why it’s meta: It’s the “Jack of all trades.” It doesn’t excel at anything, but it has zero recoil. It’s the easiest gun to use for beginners who are struggling to control the Vector-9.
Part 3: Advanced Movement Tech (The Skill Gap)
If you are just running on the ground, you are playing Call of Duty. Highguard is about movement. Here are the mechanics you need to learn today.
1. Tap-Strafing (PC Only)
Yes, it’s back. By binding your “Forward” key to the Scroll Wheel, you can make sharp 90-degree turns in mid-air without losing momentum.
- How to do it: Slide -> Jump -> Release W -> Scroll Wheel Up while turning your mouse.
- Why use it: To turn corners while reloading or to dodge shotgun blasts.
2. The “Super-Glide”
When climbing a ledge, there is a 1-frame window where if you press Jump + Crouch at the exact same time, your character launches forward at double speed.
- Difficulty: Extremely High.
- Reward: You become impossible to track.
3. Wall-Bouncing
Run at a wall at a 45-degree angle, slide jump into it, and the moment you make contact, jump again. You will bounce off with full momentum. This is essential for confusing enemies in close-quarters fights inside buildings.
Part 4: Map Knowledge & Rotations
Season 1 launched with 4 maps. We will focus on the two most common Ranked maps.
Map 1: Neon District (Urban)
- Style: Tight corridors, high skyscrapers.
- Strategy: DO NOT stay on the streets. The streets are the “Kill Zone.” The fighting happens on the rooftops and the skybridges connecting buildings.
- Key Position: The central Monorail Station. Controlling this high ground gives you vision over both bomb sites.
Map 2: Orbital Station (Open)
- Style: Long sightlines, low gravity zones.
- Strategy: This is a Sniper’s paradise. You need a Cipher or a Viper to deploy smoke/scans to cross the open areas.
- Key Position: The “Drill” platform. It has unbreakable cover and a mega-health pack spawn underneath.
Part 5: Optimized Loadouts for Ranked
You can’t just rely on finding loot. You need to prep your “Loadout Drop” (which you can call in once per match).
The “Aggro” Entry Fragger Loadout:
- Agent: Wraith
- Primary: Vector-9 (SMG)
- Secondary: Peacekeeper Shotgun
- Perk 1: “Lightweight” (Run 10% faster).
- Perk 2: “Quick Fix” (Health regeneration starts immediately after a kill).
- Equipment: Stun Grenades.
The “Anchor” Support Loadout:
- Agent: Bastion
- Primary: M4-V (AR)
- Secondary: X-Caliber (DMR)
- Perk 1: “Guardian” (Revive teammates 20% faster).
- Perk 2: “Resupply” (Generate ammo over time).
- Equipment: Trophy System (Destroys incoming grenades).
Part 6: Economy Management (Don’t Be Broke)
Highguard uses a round-based economy like Valorant.
- Round 1 (Pistol Round): Do not buy abilities. Buy “Light Armor.” Armor saves you from getting one-tapped by the Ghost pistol.
- Round 2 (If you Won): Force buy SMGs. The enemy will be saving, so you can steamroll them.
- Round 2 (If you Lost): SAVE. Do not buy anything. If you force buy and lose again, your economy is ruined for the next 3 rounds.
- The “3k Rule”: Never let your bank drop below 3,000 credits unless it is match point. You always need enough for a rifle + armor next round.
Conclusion: The Meta Will Change
Respawn has already announced a balance patch coming next Tuesday. The Vector-9 will likely get nerfed, and Tank might get buffed.
But for now, this is the blueprint. Master the movement, abuse the S-Tier agents, and stop running in the middle of the street in Neon District.
Need better aim? All the game knowledge in the world won’t save you if you can’t hit your shots.
