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Initiator

Breach: abilities and tips

Breach is a Swedish bionic Initiator: flashes, stuns and knockups thrown through walls to open a site for his teammates.

Origin
Sweden
Release
June 2, 2020, patch 1.0
Breach

Playstyle

Breach plays behind his teammates and sets up their entry with abilities that pass through walls. You throw Flashpoint to blind an angle, Fault Line to stun the area, then Aftershock to punish the immobilized enemies. Your Duelists enter while the defenders can't see anything. You shine when your team follows your calls, because your abilities mostly serve to open the fight. Save Rolling Thunder for a site the team is ready to take or retake. Call out every flash, otherwise you blind your allies too.

Abilities

Key CBasic

Aftershock

200 credits · 1 charge

You send a charge through a wall or an obstacle. It explodes in two beats after a short delay and deals heavy damage in a small area. Enemies are forced to move or die, and you can use it to dislodge a defender behind a wall.

Key numbers

  • Setup: 2.2 s
  • Damage: 80 per tick, 2 ticks over 0.6 s
  • Throw it into an angle where you know an opponent is hiding, then let a teammate finish the enemy who moves.
  • Use it after Fault Line: the stun slows enemies, who then have a harder time leaving the blast zone.
Key QBasic

Flashpoint

250 credits · 2 charges

You fire a charge through a wall that explodes quickly and blinds players who look at it. Since defenders have little time to react, your team can enter without being seen. Your allies are blinded too if they look at the explosion, so warn them.

Key numbers

  • Blind: 2.25 s
  • Setup: 0.5 s
  • Call out "flash" out loud before throwing, otherwise your teammates lose sight along with the enemies.
  • Place it through a wall so it explodes at head height just as your Duelist leaves their angle.
Key ESignature

Fault Line

1 free charge per round · 1 charge · Cooldown: 50 s

You charge a wave that passes through walls in a straight line. It concusses the enemies it hits, who are slowed and disoriented. It is free, so it also serves on an eco round to set up an entry or block a push.

Key numbers

  • Setup: 1.1 s
  • Concuss: 2.5 s
  • Width: 8 m (7.5 m before 12.00)
  • Throw it at the Spike zone just before entering so the defenders are concussed when your team arrives.
  • On defense, fire it into a choke point as soon as you hear footsteps: slowed attackers are easier to hit.
Key XUltimate

Rolling Thunder

8 ultimate points

You trigger a quake that moves forward through walls in a wide band. The enemies it hits are thrown into the air, stunned and vulnerable. Your team can then take a site without facing a fair duel. It is best used when everyone is ready to enter.

Key numbers

  • Setup: 1.2 s
  • Stun: 4 s
  • Width: 18 m
  • Knockup: 7 m
  • Call out the ultimate and wait for your team: the stun lasts 4 s, not enough to go around the map.
  • Combine it with a teammate's ultimate if possible: enemies that are knocked up and stunned are very exposed for 4 s.

Strengths

  • All his abilities pass through walls: hiding behind an obstacle doesn't protect against your flashes or your concusses.
  • Fault Line is free: you keep value on eco rounds, even without buying anything else.
  • Flashpoint blinds with a very short warning, which leaves defenders little time to look away.
  • Rolling Thunder knocks up and stuns a wide band of ground: it opens a site in one go when the team is ready.

Weaknesses

  • He depends on his teammates to exploit his openings: without them, his flashes and concusses are worth almost nothing.
  • He has to throw through a surface, so he is less useful in open areas with no wall nearby.
  • Flashpoint also blinds allies who look at the explosion: a bad call wastes an entry.
  • His kit brings no movement, no healing and no info: you need another Initiator or a Controller to round out the team.

Tips

  1. Call out every flash before throwing: your teammates know when to close their eyes or look away.
  2. Throw Fault Line before Aftershock or Flashpoint: the concussed enemy can't escape the blast.
  3. Stay close to a wall to throw through: most of your abilities need a solid surface.
  4. Train finishing a blinded or concussed enemy: the precise flick after a flash decides whether the opening pays off with a kill.
  5. Follow your teammates on entry rather than going in first: your abilities are already used, you are support.

The aim to train

The Road2Radiant benchmark subcategories that matter most here.

  • Static

    Clicking on static targets

    Blinded or concussed enemies often hold their position: a click or a flick on a nearly stationary target turns your opening into a kill.

    Drills to improve
  • Strafe Click

    Clicking while strafing

    You can step out right after a flash to shoot: a precise counter-strafe keeps you from missing your first bullet against an enemy who is recovering.

    Drills to improve
Measure these skills with the benchmark

Synergies

Other agents in this role

Train the aim Breach needs

Sources

Updated on October 13, 2026

Data from patch 13.06. Names, art and weapon stats: Riot Games, via valorant-api.com.