INITIATOR

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.

Breach punishes teams that stack tight chokepoints and defensive clusters more than any other initiator. Fault Line stuns in a wide cone through any wall — a properly aimed stun from an adjacent room neutralizes three defenders simultaneously before a push. Aftershock fires a delayed burst through walls that clears corners too dangerous to check manually. Flashpoint blinds enemies on the other side of surfaces, setting up pushes with zero risk to Breach himself. Rolling Thunder ultimate sends a massive stun wave that displaces and disorients every enemy in a wide arc — a full-team stun in a chokepoint is functionally a free round win. Breach suffers on maps with wide open areas where his through-wall abilities find no targets. At his best on tight, corridor-heavy maps like Bind and Fracture.
← ALL AGENTS

// TACTICAL KIT

ABILITIES & SKILLS

Aftershock
[C]

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.

Flashpoint
[Q]

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.

Fault Line
[E]

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.

Rolling Thunder
[X]

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.