During most of the Rogue Alpha Firms shut down, Trench was considered a god, and every team had it. As the game evolved and new thugs and gadgets were added, it settled more into a niche role. Currently, he is an excellent team asset for defending demolition teams, as his main strength is maintaining objectives. With his barbed wire grenade and additional supply of utilities, he can slow enemy assaults, block flanks, control lines of sight, and negate enemy utilities and mortals. As the enemy team scramble to break through their defenses, they will be easily repelled by Trench's teammates.
Barbed wire
Trench's active ability deploys a large mat of barbed wire, which not only slows down movement, but also prevents dodge rolls. Early design concepts for Trench show that his trap was originally intended to reveal enemies as well.
Trench isn't affected by his own barbed wire, but his teammates are. The only operator in Rogue Enterprise Barbed Wire Slow Immunity is Anvil, due to its anti-CC liabilities. Barbed wire can be quickly destroyed with melee attacks and explosives.
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Because Trench's passive gives him an extra copy of each of his gadgets, it's usually worth buying his tear gas canisters and active protection systems as soon as possible. Note that the passive ability only adds one extra item, rather than doubling the total item count - so with fully improved inventory, Trench has a total of 3 tear gas grenades and 3 APS.
Trench also has a great set of perks, allowing him to survive longer with Headstrong and Bounce Back, and dismantle Anvil barricades with Shredder Rounds. His only priority perk is Headstrong, simply because it's a really good perk for any thug.