INITIATOR

BREACH

Few agents open a site as bluntly as Breach. The bionic Swede fires powerful, targeted kinetic blasts that force a path through enemy ground. The damage and disruption he deals mean no fight is ever even.

Few initiators punish teams that crowd into tight chokepoints like Breach does. Fault Line sends a wide stun cone through any wall, so a well-aimed shot from the adjacent room can take out three defenders at once before a push. Aftershock detonates a delayed burst through walls, clearing corners you would never want to check by hand. Flashpoint blinds enemies behind surfaces, opening up pushes while Breach stays completely out of danger. Rolling Thunder, his ultimate, releases a massive stun wave that displaces and disorients every enemy in a wide arc. Stunning a full team inside a chokepoint is basically a free round. He struggles on open maps, where his through-wall tools have no targets to find, and he is at his strongest on tight, corridor-heavy layouts such as Bind and Fracture.
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TACTICAL KIT

ABILITIES AND SKILLS

Aftershock
[C]

AFTERSHOCK

Equip a fusion charge and fire it to send a delayed burst through walls. The blast deals heavy damage to anyone inside its area.

Flashpoint
[Q]

FLASHPOINT

Equip a Blinding charge and fire it quickly through a wall for an instant-acting burst. On detonation, it Blinds every player facing it.

Fault Line
[E]

FAULT LINE

Equip a Seismic Blast. Hold fire to extend its range, then release to trigger the tremor, which Concusses players in its zone and along a line leading up to it.

Rolling Thunder
[X]

ROLLING THUNDER

Equip a Seismic Charge and fire to send a cascading quake across all terrain in a wide zone. It Concusses and launches anyone it catches.