Guide: Master Breach, tips, tricks and advices
Breach is one of the Agents to unlock in Valorant. As an initiator, he has all the tools necessary to start an assault advantageously. His abilities are ideal to confuse the most prepared opponents.
As his name suggests it, Breach is here to create a breach in the opponent's’ defenses. This is why all of his skills can go through walls. He is an “anti-meta” Agent, since he punished overly predictable adversaries very severely. Indeed, players tend to develop habits, to the point of creating a meta; they will usually hide at same places, behind the same kind of corner or obstacle. This is where Breach comes in.
Before anything else, we advise you to familiarise yourself with Breach's abilities.
Aftershock is the first skill of Breach. It costs 200 credits and you haveone charge per round. This is a very powerful spell but it can only be used against a wall or surface, which it will then pass through. You will therefore find it difficult to use it defensively. This skill will mainly be used to create chaos in opposing lines and to dislodge enemies from their position.
Once used, the Replica takes 2.5 seconds to activate and then generates three explosions. Each blast inflicts 20 points of damage to enemies, but also to yourself and your allies if you are within its range. If this is the case, a red circle appears in the centre of the screen to warn you.
When you want to use the skill, a dotted circle appears. If it is yellow, the spell can be activated. If it is red, then it cannot be activated. Finally, you can cancel the use of the spell by taking one of your weapons.
Just like Replica, Flashpoint is a powerful ability that can pass through walls and different surfaces on the map. It can be used twice per round and each charge costs 200 credits.
When you activate it, it takes about a second to explode and generates a flash that lasts 3 seconds. This flash blinds anyone in its range, be it you, your enemies or your allies, so be careful with its use. Point of Ignition is very useful to disorientate your opponents and make them abandon their cover.
The sight of the skill takes the form of a sun. It turns yellow when the spell can be used, and red when it cannot.
Fault Line is Breach's signature skill. It is a kind of shockwave that spreads across the ground. It disorients and slows down players who are in its range, both enemies and allies. You will be the only person not affected. It takes 2 seconds to explode and has a reload time of 35 seconds.
As with Replica, individuals within the spell's area of action are warned by a circle, this time coloured yellow. If you still get caught in the skill, your screen will turn grey and its edges will be blurred. This is a spell that can be charged, which increases its range. Finally, re-equip one of your weapons to cancel the skill's launch.
Rolling Thunder, Breach’s Ultimate
Seismic waves is therefore the ultimate capacity of Breach. It requires 8 ultimate points to be used and, once activated, it creates eight explosions in a straight line. These explosions make enemies jump, disorientate and slow them down. It is a spell that has a cone-shaped range that you can see on the map. When you want to use it, yellow lines indicate where the explosions will take place. Be careful because Seismic Waves works on your enemies as well as on your allies.
This is the only Breach skill that can be used as easily in defence as in attack. It is of course preferable to use it on groups of enemies that are a bit too close together.
Playing Breach in Attack
When you’re playing Breach, don’t cast your abilities when you’re ready to fight. Breach’s skills are powerful, but only have a brief impact. If you don’t tumble into a room immediately after using them, consider them wasted.
It’s rather not recommended to use Flashpoint right after Aftershock. By wanting to flee Aftershock, your opponents will naturally back off and turn their backs to the wall, which would prevent them from seeing the flash. On the other hand, you can try to dazzle an opponent so that they doesn’t notice the arrival of Aftershock.
Playing Breach in Defense
As seen earlier, this is not the game phase in which he excels the most, but there are still a few tips to get the most out of his abilities.
Flashpoint can be used through boxes and obstacles. When an enemy arrives at a bomb site, you can hide yourself when you know their position, fire your ability through the obstacle and immediately return to combat.
Aftershock is much more situational, but will do wonders when it comes to interrupting an enemy who is planting the Spike.
Fault Line will calm and slow down the assaults of the opponents.
Few things to know:
- Breach can dazzle his own allies with Flashpoint. Make sure you’re the one who starts the assault, otherwise you risk to handicap your allies as much as the enemies.
- Aftershock isn’t intended to kill the enemy. Don’t feel bad if you rarely take kills over this ability. Its purpose is to force opponents to move.
- Aftershock takes time to explode, but Flashpoint is almost immediate. Take these activation times into account before endangering yourself.