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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. Initiators challenge angles by setting up their team to enter contested ground and push defenders away.
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.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Breach standard buysEquilibradoRecomendadaThe 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.
- Breach: utility firstOfensivoAvançadaBuy every charge of your utility before your weapon: a cheaper gun with full utility wins more rounds for an initiator than a rifle with half of it. Full buy: 3,250 credits with heavy armor.
- Breach force buyDefensivoSituacionalWhen the team cannot afford a full buy but has to play the round: Stinger with light armor (1,500 credits) or Bulldog with a regen shield (2,700 credits), and your abilities before the gun.
Builds
Breach standard buys
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
Eco ou rodada bônus
Compra completa
- 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.
- 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.
Alternativas
Ordem de habilidades
Breach: utility first
Quando usar
Buy every charge of your utility before your weapon: a cheaper gun with full utility wins more rounds for an initiator than a rifle with half of it. Full buy: 3,250 credits with heavy armor.
Rodada de pistolas
Eco ou rodada bônus
Compra completa
- 1Guardian2,250 credits. 195 head / 65 body up to 50 m; 5.25 shots/s, 12-round magazine, high wall penetration.
- 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.
Alternativas
Ordem de habilidades
Breach force buy
Quando usar
When the team cannot afford a full buy but has to play the round: Stinger with light armor (1,500 credits) or Bulldog with a regen shield (2,700 credits), and your abilities before the gun.
Eco ou rodada bônus
Compra completa
- 1Bulldog2,050 credits. 115.5 head / 35 body up to 50 m; 10 shots/s, 24-round magazine, medium wall penetration.
- 2Regen Shield650 credits: absorbs 100% of the damage, up to 50, and regenerates.
Alternativas
Ordem de habilidades
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
1Your job
As an initiator, your job is to open the way with information and utility: find where the enemies are, push them off their angles and set up your duelist's entry.
2Abilities
Breach's kit, key by key, and what the game says each ability does:
- C — Aftershock: walls, damage and slows.
- Q — Flashpoint: blind and walls.
- E — Fault Line: crowd control (concuss, detain).
- X — Rolling Thunder (ultimate): crowd control (concuss, detain).
3On attack
- Flashpoint (Q) clears the angle right before the entry.
- Use your information ability first, then the one that clears angles: first know where they are, then take them out of the fight.
- Coordinate your blind or concuss with the entry: call it out loud before you throw it.
- After the plant, keep part of your utility to stop the defuse.
4On defense
- Keep Flashpoint (Q) for the retake.
- Gather information early with your recon to know where the attack is going, and rotate accordingly.
- Your utility is the best retake tool on the team: save it when the site is lost.
5Economy
What to buy depending on the credits the team has:
- Pistol round: Classic + Light Armor.
- Eco or bonus: Marshal — cheap and deadly at range: keeps you useful on an eco while your utility does the work.
- Full buy: Vandal — holds long angles after your utility has pushed the enemy off: one-tap at any distance.
- Abilities in this order: Q > E > C; Rolling Thunder (X) is charged, not bought.
6Maps
On three-site maps, information decides where the defence rotates: your recon early in the round is worth more than on two-site maps. Three-site maps in the pool: Haven and Lotus.
- Abyss: sites A, B · 23 callouts.
- Ascent: sites A, B · 22 callouts.
- Bind: sites A, B · 24 callouts.
- Breeze: sites A, B · 23 callouts.
- Corrode: sites A, B · 21 callouts.
- Fracture: sites A, B · 22 callouts.
- Haven: sites A, B, C · 21 callouts.
- Icebox: sites A, B · 25 callouts.
- Lotus: sites A, B, C · 28 callouts.
- Pearl: sites A, B · 26 callouts.
- Split: sites A, B · 24 callouts.
- Summit: sites A, B · 24 callouts.
- Sunset: sites A, B · 17 callouts.
7Common mistakes
- Being the first one to enter the site: your job is to prepare the entry, not to do it.
- Using all your utility at the start of the round and having nothing for the post-plant.
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.
- Say what your ability found: an unshared reveal does nothing.
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
- Guide created for patch 13.06.
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