Breach
The bionic Swede Breach fires powerful, targeted kinetic blasts to aggressively clear a path through enemy ground. The damage and disruption he inflicts ensures no fight is ever fair.


ABILITIES
Flashpoint
EQUIP a Blinding charge. FIRE the charge to set a fast-acting burst through the wall. The charge detonates to Blind all players looking at it.
Fault Line
EQUIP a Seismic Blast. HOLD FIRE to increase the distance. RELEASE to set off the quake, Concussing all players in its zone and in a line up to the zone.
Aftershock
EQUIP a fusion charge. FIRE the charge to set a slow-acting burst through the wall. The burst does heavy damage to anyone caught in its area.
Rolling Thunder
EQUIP a Seismic Charge. FIRE to send a cascading quake through all terrain in a large zone. The quake Concusses and knocks up anyone caught in it.
Initiator
Initiators challenge angles by setting up their team to enter contested ground and push defenders away.
AGENT GUIDE
GAMEPLAY TIPS
Aftershock fires through walls. Use it to clear common hiding spots and corners without exposing yourself.
Chain Flashpoint with a teammate peek for guaranteed kills. Communicate the timing clearly.
Fault Line charges up for longer stun duration. Fully charge it for site executes.
Rolling Thunder clears an entire site. Coordinate with your team to push immediately after.
Use Flashpoint through thin walls to flash enemies who think they're safely behind cover.
STRENGTHS
+All abilities go through walls, making him incredibly safe to use
+Rolling Thunder is one of the best site-clearing ultimates
+Multiple flash charges provide repeated blinding pressure
WEAKNESSES
−Requires precise knowledge of enemy positions to get full value
−Abilities need walls or surfaces to activate, so they're limited in open areas
−Heavily team-dependent; less effective in solo queue without coordination





