Breach Fault Line Guide: Haven
Haven was originally touted as the biggest map in Valorant. With three sites, it was hard to argue against that claim. Icebox has come in, only with two sites, and is Haven’s rival when it comes to size. Regardless, the Valorant map with three sites is still the trickiest to master. It can be quite overwhelming for both sides of the Spike. Defenders have to choose how to split up the team while attackers have to decide which of the three sites will be the easiest to take. Having a Breach to initiate those entries, or push back attackers is a great way to lessen the stress of Haven. This Breach Fault Line guide will show the perfect spots to unleash the quake.
A popular spot for long range players and Operator users is A Long. Some teammates may head down to A Sewer while Breach and the others move down A Long. This Fault Line placement ensures A Long is clear for the team to keep plodding forward. There are small slivers of open space on the side of the Fault Line, but overall, it will cover the entire length of this lane. The back corner is truly the only problem and can be remedied by just sending the ability that way.
If the Breach player decides to go down A Sewer, there’s a Fault Line for that. Stop right before reaching the bottom of the ramp from the attacker side. The Fault Line can really go anywhere, but a blind attempt should go toward Heaven. Defending players will often hold the back corner of Heaven, stand behind the boxes on A Site, or in the immediate corner outside of A Sewer. This Breach Fault Line placement will more than likely displace them, but that should be enough to initiate the push onto the site.
The defense of A Site is nearly a mirrored opposite of attacking. The Fault Line will go where the attacking Breach would send the ability from. A Sewer is a sneaky path and usually the slowest route for players to take. The sloshing footsteps can be heard from near B Site and in A Link. When it’s obvious that the enemy team is moving through A Sewer, charge up the Fault Line from above. It will cover the entire ramp, into the room before it, and then some.
A quick player can make it behind the stack of cement blocks down A Long before being spotted. If that’s the case while playing as Breach, it should be easy to tell if anyone is coming down that pathway. In that back corner, Breach cannot be spotted by approaching opponents. Charge up the Fault Line and send it all the way down A Long. Attacking players will often hug the wall in order to get a better angle on someone that may be where Breach is. Before they get that chance, they’ll be hit by the Fault Line and easily removed.
B Site has a lot of ways to enter on Haven. Players can come straight through, take the Garage to get behind, or come through the links from A and C. When attacking straight on, it is best to launch the Fault Line from Mid Window and let the rest of the team push up first. This is a two for one as they are both essentially the same set up, just on opposite sides. In Mid Window, just aim toward B Site. It can be from either side of the window room. Charge the Fault Line and it will go all the way to the back wall before the partition. This will send anyone from the immediate left or right and those holding the link doorways running.
Breach can help hold off a push to B with his Fault Line ability. It will delay the attacking team and can even concuss them to set up some quick picks from a friendly. More often than not, a B Site push will see the majority of the team coming straight up Mid and maybe a few stragglers trying to take C Garage. Breach can send his Fault Line all the way to the steps leading to Attacker Spawn. Rotate it to Garage or keep it straight through the doorway. This will put some pressure on those coming from the grounded route into Mid.
Some attackers may hurriedly exit Mid Window and take the small cubby outside of it. They may also just sit in Mid Window with an angle facing the C Garage doors. This Fault Line takes them out of the equation for a short moment. On the opposite side of the first B Site defensive placement, Breach can send this toward the Attacker Spawn stairs as well. It can charge through the cubby, the Mid Window entrance, and a bit outside of the room as well.
C Site can be taken one of three ways. There is the C Long approach, pushing through C Garage, or going even further and wrapping around from Defender Spawn side. A defender holding C Site may be behind the middle boxes, on the logs, or in the corner behind the platform. If Breach and company can take C Garage, a diagonal Fault Line can send quakes through all of those spots. This should allow for an easy rotation onto C Site from wherever the rest of the team is.
This is another approach to attacking C Site. There is an archway that separates C Lobby to C Long. Next to that is a stack of boxes. Set Breach next to those boxes. A fully charged Fault Line from here will be able to reach the back of C Site. If will disrupt the game plan of anyone holding behind the immediate box to the left and behind the middle set of boxes. It could also act as a divider for a moment, separating teammates to the left of it from those on the right as the team pushes for the plant.
C Site is may be the easiest site to defend and attack on Haven. It’s kind of strange that way. As Breach, locking it down with the Fault Line ability should be a breeze. The entirety of C Long can be covered by the Fault Line other than the cubby hole toward the back. Of course, lining it up straight on would leave Breach out in the open. Get behind the middle boxes. It can still cover the entire pathway to C, but with the angle will also hit the back corner a bit near the Ult Orb.
The vastness of Haven is finally coming to an end. This last Fault Line placements sees Breach enter C Window while holding Garage. This could also help deter a push toward B Site if the attacking team has that on their mind. Never charge it straight on in these locations as Breach will be exposed. Instead, get behind cover. In this case, that cover is the wall to the right of the actual window. Charge the Fault Line and it will nearly reach Attacker Spawn. The quakes will land through the C Garage doors and go all the way through the door from Attacker side.
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