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.


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.
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.
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.
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.
Initiators challenge angles by setting up their team to enter contested ground and push defenders away.
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.
+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
−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
Viper's wall and orb block Breach's sightlines, making it hard for him to know where to aim abilities.
Astra can place stars reactively to counter Breach's telegraphed ability usage.
Sage's wall blocks Breach's abilities from traveling through and her slow orb limits his team's follow-up.
Tier
D
Win Rate
45.6%
Pick Rate
0.6%
Ban Rate
0.5%
Avg KDA
1.25
Avg ACS
198
Win Rate — Last 5 Patches
Data from Patch 10.01. Stats based on competitive matches at Platinum+ ranks.
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.
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.
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.
Breach excels on Fracture, Haven, Pearl.
Breach has strong synergy with Raze, Jett, Neon.
Breach has a medium difficulty level. Requires some practice but accessible to most players.