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.
Bought with credits at the start of a round, and lost when you die.

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.
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.
Bought with credits at the start of a round, and lost when you die.
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.
Bought with credits at the start of a round, and lost when you die.
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.
The signature ability — free every round, and on some agents it recharges through play rather than being bought.
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.
Charged by ultimate orbs, kills, deaths and planting or defusing the spike.
Initiators clear the way for the team to enter. They reveal, displace or blind defenders so an entry can be taken without walking blind into unknown angles.
Initiators challenge angles by setting up their team to enter contested ground and push defenders away.
Two of Breach’s abilities are bought with credits each round and lost on death. Fault Line is the signature ability, so it’s free every round. Rolling Thunder is the ultimate and can’t be bought at all — it charges through play.
Breach is a Initiator. Initiators clear the way for the team to enter. They reveal, displace or blind defenders so an entry can be taken without walking blind into unknown angles.
Breach's ultimate is Rolling Thunder, bound to X. 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. Like every ultimate it charges from orbs, kills, deaths and spike plants or defuses rather than being bought.
Fault Line, bound to E. 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.
Breach has 4 abilities in total: Aftershock, Flashpoint, Fault Line, Rolling Thunder.
Riot builds each agent under an internal codename before the character exists — Breach was developed as “Breach”. The codenames survive in the game files long after release.
Breach has 4 usable abilities per round. Two are bought with credits and lost on death, which means an eco round genuinely changes what Breach can do — not just what gun you hold.
The habit that separates good initiators from bad ones is spending abilities rather than saving them. They don’t carry over between rounds, so an unused ability at the end of a round is credits you set on fire.
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