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Breach · Initiator

What to buy with Breach: economy and loadouts

ComprasBaseado em dadosMédiaPatch 13.06
2,4 milAtualizado

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Introdução

Breach is an initiator in Valorant. 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. Every number below comes from the game's own weapon data: damage by body part and distance, fire rate, magazine and price.

Builds

Breach standard buys

EquilibradoRecomendada
Abrir build

Quando usar

The usual economy for an initiator: Classic on the pistol round, Marshal on an eco or bonus and Vandal with heavy armor on a full buy (3,900 credits before abilities). Buy Flashpoint (Q) first: it is the ability that covers what an initiator needs most.

Rodada de pistolas

ClassicThe free pistol, so the credits go to your utility and a light shield. Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Eco ou rodada bônus

MarshalCheap and deadly at range: keeps you useful on an eco while your utility does the work. 950 credits. 202 head / 101 body up to 50 m; 1.5 shots/s, 5-round magazine, medium wall penetration.Armadura Leve400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 1VandalHolds long angles after your utility has pushed the enemy off: one-tap at any distance. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  2. 2Armadura Pesada1,000 credits: absorbs 66% of the damage, up to 50.

Alternativas

PhantomSilenced and with a big magazine: good to clear a site after your blind. 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.BulldogA cheaper rifle for force buys. 2,050 credits. 115.5 head / 35 body up to 50 m; 10 shots/s, 24-round magazine, medium wall penetration.GuardianSemi-automatic with high penetration: for long sightlines when you cannot afford a Vandal. 2,250 credits. 195 head / 65 body up to 50 m; 5.25 shots/s, 12-round magazine, high wall penetration.

Ordem de habilidades

Habilidade123
C··C
QQ··
E·E·

Habilidades

  • CPós-choqueEQUIPE uma carga de fusão. DISPARE a carga para armar um jato de ação lenta pela parede, que causa alto dano a todos que estiverem na área de efeito.
  • QEstopimEQUIPE uma carga Cegante. DISPARE a carga para armar um jato de ação rápida pela parede. A carga é detonada, Cegando todos os jogadores que estiverem olhando para ela.
  • EFalha TectônicaEQUIPE um impacto sísmico. SEGURE O DISPARO para aumentar a distância. SOLTE para iniciar o terremoto, causando Concussão em todos os jogadores na zona e numa linha reta até a zona.
  • XOnda TrovejanteSupremaEQUIPE uma Carga Sísmica. DISPARE para lançar um terremoto em cascata por todo o terreno numa grande área. O terremoto causa Concussão e lança ao ar quem estiver na área de efeito.

Estratégia

1Pistol round

the free pistol, so the credits go to your utility and a light shield.

  • Classic: Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.
  • Frenzy: 450 credits. 78 head / 26 body up to 20 m (63 / 21 beyond 20 m); 10 shots/s, 15-round magazine, low wall penetration.

2Eco and bonus

cheap and deadly at range: keeps you useful on an eco while your utility does the work.

  • Marshal: 950 credits. 202 head / 101 body up to 50 m; 1.5 shots/s, 5-round magazine, medium wall penetration.
  • Stinger: 1,100 credits. 67.5 head / 27 body up to 15 m (57 / 23 beyond 15 m); 16 shots/s, 20-round magazine, low wall penetration.
  • Stinger: 1,100 credits. 67.5 head / 27 body up to 15 m (57 / 23 beyond 15 m); 16 shots/s, 20-round magazine, low wall penetration.

3Full buy

holds long angles after your utility has pushed the enemy off: one-tap at any distance.

  • Vandal: 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.
  • Phantom: 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.
  • Bulldog: 2,050 credits. 115.5 head / 35 body up to 50 m; 10 shots/s, 24-round magazine, medium wall penetration.
  • Guardian: 2,250 credits. 195 head / 65 body up to 50 m; 5.25 shots/s, 12-round magazine, high wall penetration.

4Shields

Which shield to pair with each buy:

  • Light Armor: 400 credits: absorbs 66% of the damage, up to 25.
  • Regen Shield: 650 credits: absorbs 100% of the damage, up to 50, and regenerates.
  • Heavy Armor: 1,000 credits: absorbs 66% of the damage, up to 50.

5Abilities

Buy order for Breach: Q > E > C.

  • Flashpoint (Q)
  • Fault Line (E)
  • Aftershock (C)

Dicas

  • Buy your abilities before the gun on an eco: they cost less and win more fights.
  • Buy as a team: five half buys lose to five full buys.

Confrontos

Combina bem com

  • Brings vision-blocking smoke with Nebula / Dissipate (E), which Breach's kit does not have.

  • Brings information (reveals enemies) with Trapwire (C), which Breach's kit does not have.

  • Brings traps and set-ups with Trademark (C), which Breach's kit does not have.

  • Brings healing with M-pulse (C), which Breach's kit does not have.

Mudanças

  1. Guide created for patch 13.06.

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