Breach is one of Valorant’s most powerful and disruptive agents, designed to wreak havoc on enemy defenses with his crowd-control abilities. As an Initiator, Breach's primary role is to set up his team for success by creating opportunities for entry with blinding flashes, concussive blasts, and map-wide disruption. His abilities are highly effective in breaking through enemy lines, forcing opponents out of position, and gaining map control. In this blog, we’ll dive deep into Breach's abilities, how to use them, and some strategies that will help you make the most out of this powerhouse agent.
Breach’s Abilities Breakdown
1. Aftershock (C)
Cost: 200 credits
Charge: 1
Aftershock is a charge-based ability that sends a slow burst of explosive energy through walls, damaging anyone caught in its path. The blast has a delay before it goes off, but the damage is high enough to clear anyone holding angles or sitting behind cover.
Uses: Aftershock is perfect for clearing common hiding spots like corners, bombsite boxes, and tight choke points. Use it to force enemies out of positions where they’d otherwise be comfortable holding, such as behind Haven’s C site platform or Bind’s U-Hall. Aftershock is also fantastic for disrupting post-plant scenarios, especially if an enemy is defusing or holding in a predictable position.
Pro Tip: Try using Aftershock in combination with other abilities to ensure maximum value. For example, when your Omen smokes off a choke point, you can send an Aftershock through the smoke to force enemies back or into more vulnerable positions.
2. Flashpoint (Q)
Cost: 250 credits
Charges: 2
Flashpoint is Breach’s signature flash ability, capable of blinding enemies through walls and obstacles. It has an almost instantaneous activation after firing, making it hard for enemies to react in time.
Uses: Flashpoint is a highly aggressive flash, best used for initiating pushes or forcing enemies off tight angles. Since it fires through walls, you can flash opponents around corners or behind cover without having to peek yourself, allowing your team to push through safely. Great spots for using Flashpoint include Split’s B Heaven or Ascent’s A Main choke point.
Pro Tip: Try varying the timing of your Flashpoint to catch enemies off guard. Many players will pre-emptively turn away when they expect a flash, so delay it a bit before pushing. Additionally, communicate with your team to ensure they’re ready to act right after the flash pops.
3. Fault Line (E)
Free ability
Cooldown: 40 seconds
Fault Line is a wide-range, chargeable seismic blast that causes concussions to anyone in its path. The longer you charge it, the farther it travels. Concussed enemies suffer from movement and aim penalties, making them easy targets.
Uses: Fault Line is Breach’s key initiation tool, ideal for starting teamfights or retaking sites. Use it to disrupt entrenched enemies holding critical choke points or defending sites. The ability can completely ruin enemy plans, especially if they are stacking in an area. Examples include B site on Split, where enemies might be holding Heaven, or A site on Bind, where defenders may be in U-Hall and Truck.
Pro Tip: Since Fault Line covers a wide area, try using it to split enemy defenses. Fire it through chokepoints where the enemy might be stacked, like A short on Haven, and combine it with flashes or aggressive pushes to take control of the site.
4. Rolling Thunder (X - Ultimate)
Cost: 7 Ultimate Points
Rolling Thunder is Breach’s ultimate ability, and it's one of the most devastating tools in the game. It sends a massive wave of seismic energy forward, knocking up and concussing anyone caught in its path. The ultimate covers a huge area and is excellent for retaking sites or breaking through a fortified defense.
Uses: Rolling Thunder is best used to disrupt enemies defending a site or to initiate a push when your team is ready to go in. The ability will concuss anyone caught in its path, slowing their movement and making them unable to fight effectively. This is especially potent when used to clear out high-traffic areas, such as B Site on Bind or A Site on Split. It’s also perfect for denying enemies from holding post-plant positions, forcing them out into vulnerable spots.
Pro Tip: Coordinate with your team to execute a full push after activating Rolling Thunder. The ability is highly effective, but it requires your teammates to follow up immediately and capitalize on the chaos it creates. Also, remember that it affects both enemies and teammates, so be mindful of your team's positioning when you cast it.
Strategies for Playing Breach
1. Aggressive Site Entry
Breach is tailor-made for aggressive plays. Use his utility to enable your team to enter sites and force defenders out of their comfort zones. Start with a Fault Line through a choke point, follow it up with a Flashpoint, and then have your team push in. Aftershock can be used to clear common holding spots where enemies might retreat.
For example, on Ascent, if your team is pushing A site, you can fire Fault Line from A main, covering both A site and Heaven. Follow up with a flash through Generator or Heaven, allowing your duelists to push in and capitalize on concussed and blinded enemies.
2. Site Defense and Retakes
Breach’s abilities make him a formidable defender and retake specialist. When holding a site, you can use Fault Line to stall attackers pushing through choke points, such as B Garage on Haven or C Long. Combine this with Aftershock to further delay enemies or even deny a plant.
For retakes, Rolling Thunder is invaluable. Use it to knock back and concuss the entire enemy team, giving your team a strong opportunity to clear the site. Follow up with Flashpoint through walls to ensure enemies remain disoriented, and move in with your team to secure the round.
3. Baiting and Countering Defenders
Breach excels at disrupting predictable enemy plays. You can fake pushes or bait utility by using Flashpoint through walls, causing defenders to think a full push is coming. On maps like Bind, for example, you can fake a push through A short by flashing through U-Hall, forcing the defenders to use utility early or fall back. Meanwhile, your team can rotate toward the other site.
Breach is also effective at punishing aggressive defenders. If you know that enemies like to take early control of mid or certain choke points, such as Split’s mid vents, you can concuss them early with Fault Line or Aftershock to disrupt their positioning and open up space for your team.
Map-Specific Tips for Breach
Bind
A Site: Use Fault Line through A short to concuss anyone holding U-Hall or Truck. Follow up with Aftershock to force defenders out of U-Hall.
B Site: Flashpoint through the walls in B Hookah to set up an aggressive entry or hold the area if enemies are pushing Hookah aggressively.
Haven
A Site: Use Fault Line from A short to hit Heaven and A site, making it easier to push in with your team.
C Site: Aftershock through the long corridor at C Long to clear out potential operators or defenders holding tight angles near the site.
Split
B Site: Rolling Thunder is fantastic for retaking B Site. It covers B Main, B Heaven, and parts of B site, ensuring most of the defenders will be concussed.
A Site: Flashpoint through the walls of A Main to blind anyone holding close angles or A Heaven, making it easier for your team to take control of the site.
Conclusion
Breach is a high-impact initiator that thrives on disrupting enemy setups and creating chaos on the battlefield. His ability to concuss, flash, and force enemies out of strong positions makes him an invaluable asset to any team. Whether you’re aggressively taking sites or defending against a full push, Breach's toolkit can dictate the pace of the game and give your team a massive advantage.
To make the most out of Breach, coordination is key. Communicate with your team, time your utility well, and capitalize on the confusion you create. When played effectively, Breach can break through even the most fortified defenses, leading your team to victory.
Get out there and start breaking some walls!