Initiator

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.

Adjusted in Patch 10.0
Difficulty
Medium
Breach

Abilities

Basic abilities

Purchased each round
Aftershock
C

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.

Cost
200 creds
Charges
1
Damage
80x2
Flashpoint
Q

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.

Cost
250 creds
Charges
2
Duration
2.25s flash
Cooldown
40s

Signature ability

Free each round
Fault Line
E

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.

Charges
1
Duration
2.5s concuss

Ultimate ability

Charged with points
Rolling Thunder
X

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.

Ult Points
8
Duration
4s concuss
Initiator

Initiator

Initiators challenge angles by setting up their team to enter contested ground and push defenders away.

Agent guide

Gameplay tips

  1. 1

    Aftershock fires through walls. Use it to clear common hiding spots and corners without exposing yourself.

  2. 2

    Chain Flashpoint with a teammate peek for guaranteed kills. Communicate the timing clearly.

  3. 3

    Fault Line charges up for longer stun duration. Fully charge it for site executes.

  4. 4

    Rolling Thunder clears an entire site. Coordinate with your team to push immediately after.

  5. 5

    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

Strong Against

Meta stats

View Full Stats
Tier
B
Win Rate
51.2%
Pick Rate
5.3%
Ban Rate
2%
Avg KDA
0.98
Avg ACS
185

Editorial estimates set by ValoHub, last reviewed for Patch 12.10. Not measured from ranked matches.

Breach FAQ

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, and Pearl.

Breach has strong synergy with Raze, Jett, and Neon.

Breach has a medium difficulty level. Requires some practice but accessible to most players.

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