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Breach · Initiator

Breach abilities explained

Habilidades e combosBaseado 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. Buy order in the round: Q > E > C. The ultimate, Rolling Thunder, is charged with ultimate points.

Pontos fortes

  • Brings blind: Flashpoint (Q).
  • Brings crowd control (concuss, detain): Fault Line (E) and Rolling Thunder (X).
  • Brings damage: Aftershock (C).
  • Brings slows: Aftershock (C).

Pontos fracos

  • No information (reveals enemies) in the kit, which an initiator usually has: lean on your team for it.

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.Buy it third in the round. Block a path to split the enemy or to plant and defuse safely.
  • 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.Buy it first in the round. Throw it so it pops as you or a teammate peek; call it before.
  • 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.Buy it second in the round. Hit the enemy right before the duel: concussed players shoot badly.
  • 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.Ultimate (X): charged with ultimate points, not bought. Hit the enemy right before the duel: concussed players shoot badly.

Estratégia

1C · 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.

  • Block a path to split the enemy or to plant and defuse safely.
  • Clear corners and stop the plant or the defuse.
  • Slow a push or a defuse: slow enemies are easy to hit.

2Q · 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.

  • Throw it so it pops as you or a teammate peek; call it before.
  • Block a path to split the enemy or to plant and defuse safely.

3E · 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.

  • Hit the enemy right before the duel: concussed players shoot badly.

4X · 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.

  • Hit the enemy right before the duel: concussed players shoot badly.

Dicas

  • Learn two or three lineups per map for your recon ability: they are worth more than a good aim.
  • Your utility is for the team: an unused flash at the end of the round is a wasted purchase.

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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