The Evil Eye Guide: Rainbow Six Siege Maestro Tactics
Maestro can feel quiet at first. Then the round turns messy, smoke fills the site, drones start to die, and attackers realize they keep getting watched and chipped down from a gadget they can’t simply shoot. This Rainbow Six Siege Maestro Guide covers Maestro’s background, his Evil Eye mechanics, practical placement rules, and the most common ways attackers shut him down. It sticks to the operator details and device behavior you shared, with no outside info added.
Who Is Maestro
Adriano “Maestro” Martello is a Defending Operator introduced in the Operation Para Bellum expansion alongside Alibi.
He grew up in Rome as the oldest of eight children. At 18, he attended the Military Academy of Modena, joined the Carabinieri, and earned a spot as an Explorer Paratrooper in the 1st Paratrooper Regiment “Tuscania.”
He served on tours that earned him Silver and Bronze Medals of Military Valor. He later qualified for the Gruppo di Intervento Speciale (GIS) and took part in joint operations in Iraq during Operation Ancient Babylon, where a roadside IED left him with a facial scar. He also joined a peacekeeping mission in Lebanon called Operation Leonte.
After working actions against threats in Italy, he became an instructor training units in the Italian military. Later, he moved into private consultation. His courses became a top-rated operator boot camp for advanced techniques for Tier 3 and Tier 2 units, and private military companies.
Tuscania convinced him to re-enlist to help upgrade a unit toward Tier 2 Special Forces status. That path led to him joining Rainbow as a representative of Italian units.
Psychological Profile: Why He Plays Like a Coach

Dr. Harishva Pandey describes Maestro as a natural leader. He earned the nickname “Maestro” because he gave up personal glory during basic training to help other soldiers. Some people didn’t like the “handholding,” but it shaped his teaching style.
He has a history of fights in school records. The report frames this as him taking the heat to keep his brothers and sisters out of trouble.
He joined the military partly to reduce his parents’ financial burden from raising eight children. That sense of responsibility carries into how he treats the people in his units. He cares about the people he serves with, and he tries to bring out the best in them, even if he uses blunt language.
The report also flags a risk: wanderlust. Once he clears a challenge, he wants the next one. Dr. Pandey suggests giving him hard tests to keep him invested.
He has personal ties with Seamus “Sledge” Cowden from joint operations in Iraq before Article 5. The report also highlights ties to Aria “Alibi” de Luca, based on working closely during Operation Spider Wasp, where Maestro’s unit hit organized crime targets using Alibi’s intel.
Loadout and Gadgets
Maestro’s kit supports long holds and strong site play.
Primary Weapons
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ALDA 5.56 (Light Machine Gun)
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ACS12 (Shotgun)
Secondary Weapons
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Bailiff 410 (Handgun)
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Keratos .357 (Handgun)
Secondary Gadgets
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Barbed Wire x2
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Impact Grenade x2
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Observation Blocker x3
Evil Eye: How the Gadget Works

Maestro’s ability is the Evil Eye, also described as the Compact Laser Emplacement (CLE-V). He gets three of them.
Each Evil Eye is a bulletproof, gyroscopic camera turret that can see through smoke. It mounts on solid surfaces, similar to Bulletproof Cameras and Jäger’s Active Defense Systems.
When the Evil Eye stays closed, its metal shell resists gunfire and melee attacks. When it opens to fire, it exposes the internal laser emitter, which is not bulletproof.
Camera Rules
The Evil Eye works as a camera for Maestro and the team. It has a large range of motion like Valkyrie’s Black Eyes.
Wall placement limits rotation to 180 degrees. Floor placement allows 360 degrees.
Evil Eyes can see through smoke. That matters in late rounds, plant attempts, and any fight where visibility drops.
Maestro and teammates can use the camera view. Maestro has priority over controlling it.
Laser Rules
Only Maestro can use the laser turret.
To activate the laser, Maestro aims down sights while controlling the Evil Eye.
Opening and closing takes one second. During that second, the turret cannot fire.
The laser deals 5 damage per shot and fires four shots per second. Armor ratings do not change this damage.
An Evil Eye can fire 24 shots before overheating. A bar on screen tracks this.
When Maestro stops firing, the bar recovers 16% per second, so it takes up to 6 seconds to fully recover.
If the turret overheats, it closes and becomes disabled for five seconds while it cools.
What the Laser Can Destroy
The laser can destroy attacker drones and certain attacker gear. It can destroy Claymores, Hard Breach Charges, and Breach Charges, and it can destroy Thermite’s Exothermic Charge, Hibana’s X-KAIROS Pellets, and Ace’s SELMAs.
It cannot destroy thrown projectiles like Stun Grenades or Smoke Grenades.
How to Use Evil Eyes in Real Rounds
Maestro shines when he treats Evil Eyes as both camera coverage and timed damage.
Hold Information First, Damage Second
Use the camera early to track pushes and drone paths. Save the laser for moments when the enemy commits. The turret becomes vulnerable when it opens, so firing at random targets often trades the gadget for little value.
Pick moments where the enemy has fewer safe angles to shoot the emitter. Doors, tight corridors, and areas where attackers must expose themselves for a second work well.
Deny Setup Tools
The Evil Eye laser can remove key attacker tools when they are placed. If you catch a charge or device during setup, you can erase it without exposing your body.
This also changes attacker timing. They may pause and look for the Evil Eye, or spend explosives to clear it. That buys your team seconds.
Finish Downs
An Evil Eye can help secure kills when an attacker goes down. If a defender downs an attacker, Maestro can finish them with the laser while staying safe.
This also works when an attacker is downed by other means, including Frost’s Welcome Mats.
Placement Rules That Matter

Maestro’s biggest gadget mistake is simple: placing Evil Eyes on breakable surfaces.
The Evil Eye is an emplaced gadget. If attackers destroy the surface it sits on, the Evil Eye dies too. This includes cases where it sits on the other side of a reinforced wall but is connected to the wooden wall. If the wood is destroyed, the Evil Eye is destroyed.
Place Evil Eyes on unbreakable walls or floors when possible. This keeps them alive longer and forces attackers to use real utility to remove them.
Use the camera rotation rules to guide placement. Wall placements lock you into 180 degrees. Floor placements give you the full 360 degrees, which often makes it easier to hold a wider area without moving the gadget.
Play the Overheat Bar
The turret fires fast but overheats. Short bursts keep the gadget available more often.
If you dump all 24 shots, you risk losing the gadget during the five-second forced cooldown. That can line up with a push, especially late round.
Shattered Glass: How to Keep Some Vision
The Evil Eye’s glass panel is immune to gunfire but can be shattered by melee. Once shattered, the Evil Eye becomes blind while closed.
Maestro can regain some vision without fully revealing the weak point by tapping the aim button constantly. This opens the panel briefly, which helps you gather info while managing risk.
A shattered Evil Eye cannot be picked up and relocated.
How Attackers Counter Maestro
Attackers have many ways to disrupt or destroy Evil Eyes. Learn these counters so you can predict what happens after you place them.
Melee the Glass
A melee strike to the glass panel renders the Evil Eye blind in its closed state. That does not destroy it, but it limits its value as a hidden camera.
If that happens, use the open/close behavior carefully to gather short looks when needed.
Explosives
Explosive damage can destroy Evil Eyes. Frag Grenades can destroy them within the blast radius.
Operators with unique explosive gadgets can also destroy them, including Ash, Fuze, and Zofia.
Sledge and Maverick
Sledge can take out an Evil Eye in one swing of his Breaching Hammer.
Maverick can destroy an Evil Eye with flames from his Breaching Torch. It behaves as if it deals explosive damage in this case.
Anti-Electronic Interactions
The Evil Eye is electronic.
IQ can detect it with the Electronics Detector.
Thatcher’s EMP Grenades can disable it. When disabled, the turret gets forcibly locked halfway open, which lets attackers destroy it.
Twitch’s Shock Drones can destroy an Evil Eye if the laser hits the laser emitter while the turret is open. The key point stays the same: if the turret is open, the weak point exists.
Dokkaebi’s Logic Bomb can disrupt Maestro from using his Evil Eyes. If attackers hack phones, they also gain access to the view on the Evil Eyes, though they cannot rotate it or use the laser turret.
Brava, Zero, Kali, and Flores
Brava can hack Evil Eyes using the Kludge drone. That gives her control over the laser turret and lets attackers use it as a camera.
Zero’s Argus Camera lasers can destroy an Evil Eye if it is unlocked and in firing mode.
Kali’s LV Lances can destroy Evil Eyes.
Flores’ RCE-RATERO Drones can destroy Evil Eyes.
A Simple Maestro Mindset That Works

Maestro is not a “set and forget” defender. He is a control operator who changes the pace of the round.
Treat each Evil Eye as a decision point. If you keep it hidden, it feeds intel and wastes attacker time. If you open it, it can deny devices and chip health, but it can also get destroyed.
That trade is the heart of playing Maestro well. Pick moments where the Evil Eye’s damage or denial changes the round more than the camera does.
Closing Takeaway
Maestro rewards patience and timing. Place Evil Eyes on strong surfaces, watch first, fire when it matters, and expect attackers to spend real utility to remove them. If they ignore the Evil Eye, it bleeds time and resources until the round collapses.
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