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.
- Difficulty
- Medium

Abilities
Basic abilities
Purchased each roundAftershock
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
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 roundFault 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 pointsRolling 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
Initiators challenge angles by setting up their team to enter contested ground and push defenders away.
Agent guide
Gameplay tips
- 1
Aftershock fires through walls. Use it to clear common hiding spots and corners without exposing yourself.
- 2
Chain Flashpoint with a teammate peek for guaranteed kills. Communicate the timing clearly.
- 3
Fault Line charges up for longer stun duration. Fully charge it for site executes.
- 4
Rolling Thunder clears an entire site. Coordinate with your team to push immediately after.
- 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
Counters
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.
Matchups
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.






