The complete Breeze Valorant map guide
It’s been quite some time since Breeze was added to the roster of maps in Valorant, but yet many players still have mixed feelings about her. It’s probably the biggest map Riot Games have released up to date in Valorant, and that didn’t sit well with most of the FPS players. That’s why, in this Breeze Valorant map guide, we'll be going over all the things that make this map so unique.
Valorant Breeze Map Callouts
Coming out of the attacker's spawn, you can attack the A Site from multiple sides. On the bottom side you can do it through Cave and A Shop where the first Ultimate Orb is placed. Going up Rope and through A Hall, you can get on to the A site through the Switch door and A Bridge.
If you go up Bottom Mid you can get to the A Site by going to the right, through the Mid Wood Doors. On the left side of Mid you have B Elbow and B Tunnel which both lead to the B Site. B Elbow will take you through B Main where the other Ultimate Orb is placed. If you don't want to go on the B Site you can go up Mid Nest and take control of the defender spawn.
This map is absolutely enormous, with rotations from one spike site to the other taking almost 30 seconds. And that is just the fastest route possible. If you push aggressively on defense and they attack the other site, you’re going to feel like you're playing Elder Ring with how much ground you have to cover through Attacking Spawn to get to the other site. To me the map is a perfect mix of tight corridors and wide open areas, that are continuously being adjusted to become more balanced. Each site is huge in area, can be accessed through three to four entrances and all of those entrances are interconnected with the rest of the map.
Having this much open space on a map naturally encourages Operator and other long range weapons play, with smokes being the natural counter to them. Knowing this we already have a glimpse of what the ideal team composition on this map should look like. Both teams know that rotations take way too long on this map, so fast plants and coordinated retakes should be the consensus . With sites of this size and with four entrances, defenders stand little to no chance of defending a site without proper utility usage and even then it’s hard.
How to attack Bombsite A
Because of the intricate design, attacking the A Site should be difficult only if the attacking team has a bad team composition or is predictable. With four entrances to the site and little to no coverage for the defenders to play with, this spike site is extremely attacker favored.
Viper, Astra or any other Controller is crucial for smoking off the long sightline crossfires the defenders will like to set up. The spike site is huge, so smoke and walls are necessary to split it in half and play on your side in the post plant scenario.
There should always be at least one player playing towards Mid Doors to push, or just lurk and pick off rotating enemies from B site. Also you should always have at least one player trying to push A Hall to flank the defenders or at least keep them guessing.
How to defend Bombsite A
Like we mentioned, defending on this site is extremely hard, so your only options are to take off angles or hold a crossfire. Agent choice again plays an important role as any sort of defensive utility can slow down the push coming from Cave. Agents like Jett and Chamber can take unconventional angles on the site, behind the pyramids, in the cubby, behind or on top of boxes and get out safely after first contact.
Attackers might smoke off the positions that we mentioned that can be held by any agent, but these agents can play around that. There should be at least one player peeking through Mid Wood Doors to cover the mid push and listen for footsteps in A Hall. Operator usage is a must on this map and the outcome of the map can often be decided by which team uses this weapon better.
This area of the map is where most of the action on this map will happen. Defenders will rarely contest the Ultimate Orb on the stairs here, so naturally the Attackers take advantage of that and keep pushing.
Attacking from here is basically impossible without a Viper wall or any other smokes because of the long range crossfire the Defenders can set up. The Attackers best chance of winning is quickly pushing with the utility, planting the spike and going back out into Cave or pushing towards Mid Wood Door.
Defenders will try to flank through here almost every round you plant on A Site so it's good to have at least one player staying in Cave to watch for flanks. Most of the time that should be the Controller or Sentinel. The Cave entrance is a common spot for tripwires and traps, and a Sova Recon Bolt can reveal your entire team in the Cave if not cleared.
On the A Site, the sniper user will almost always be on the stairs to Switch or on A Bridge. The player on A Bridge should also cover the push through Hall to let the rest of his team play for Mid Wood Doors and skirmishes.
A good setup for OPing with Chamber is having you anchors on A Bridge and in Arches, with a tripwire on Metal Doors to counter the push through Hall. Having your anchors like this gives you a way out if the enemy pushes Nest, while allowing you to hold the Cave entrance with a sniper and contest the Mid Wood Doors push.
How to attack Bombsite B
The most common way to attack both sites is a split, and in this case it means two players going B Main, with one holding from B Window or pushing Mid Nest, while the rest of the team attacks B Tunnel.
The player pushing Nest can play the flank role, where he hits the site from defender spawn or play the lurk role and waits for the players rotating from A Site to pick them off. Most of the time you will need a wall or smoke to get in safely and avoid crossfire. Mobile entry fraggers like Jett and Raze are needed to bypass the defensive utility on the entrances, or a KAY/O suppression to shut them down.
How to defend Bombsite B
Defending the B spike site can be described as a presentation on why Viper is a must pick agent on this map. Attackers like to take the orb in B Main? Time for a Snake Bite. They are rushing B Main? Viper Ultimate stops them in their tracks. Entry fraggers going onto the site? Good luck surviving when you’re shot at while vulnerable.
Cypher is great for stopping pushes, covering Operator sightlines and using his camera in Mid Nest to watch for flanks. Chamber can hold off angles to make the round a 5 vs 4 from the start, has traps that create a slow field that last 9,5 seconds and he can reposition safely.
For attackers splitting on the B spike site, B Elbow is crucial for getting mid control and getting onto the site. Trying to push through all the utility that's going to be dumped into B Main is often a bad idea, and pushing mid leaves you vulnerable to a lot of angles for crossfire. Although defenders on the B Site can hear footsteps coming up B Elbow, it’s still your best shot at getting Mid Top control, clearing Nest and getting onto the B Site. On the defending side, this area is the most likely spot a Duelist would aggressively push.
That’s because here they can engage in close range combat and use their utility, which can be hard to do on the rest of the map. Jett, who is the premier agent on this map, can flank enemies that are pushing B Main, push Mid or transition to the A Site easily from here. Every agent can get on top of Mid Stack and hold an unlikely crossfire towards the Pyramids in A, but you can do more with Jett. There are multiple double Updraft spots on this map, which combined with her Ultimate can lead to a few easy round wins.
This is where the other Ultimate Orb is placed and outside of shooting through a smoke, defenders will never contest it. Defenders can try to contest this long sightline but often choose not to because they can be picked off easily if they’re met with pressure.
Instead what they like to do is dump some utility once they can confirm that the attackers have committed onto the B Site, slowing their push with mollies, smokes, tripwires etc. The sites might be wide open and spacious but with proper and smart utility usage in tight corridors like B Main, A Hall, Mid Wood Doors and B Elbow, defenders can buy enough time for the rotations to come in.
Hall / Tube
There is no question that this Hall is the fastest route from one spawn to the other, which itself makes this area valuable. But when you take into consideration all of the options this area gives both teams, you’ll see it's true potential. Defenders can go up using the Rope, and can slowly push up the Hall.
From there they could hear any noise a defender playing at Mid Doors would make, and thus giving them a lot of information. Dumping utility, opening the Switch door and rushing onto the A Site always results in an easy site take. If you’re pushing this area alone you might not want to draw that much attention and flank the A Site defenders through A Bridge. They will most likely be hiding behind one of the boxes, pyramids or on the stairs, and they will never expect someone to shoot them in the back.
If your team is attacking the B Site however you can lurk here to pick off the players rotating from the A Site, push towards Nest to clear that area and group with your team in B Tunnel or go for the major flank on the B Site defenders from their spawn. But if you meet resistance here and the enemies are smart enough to cover this area you can always use the one way Mid Chute and switch up your plan.
Players like to use Operators and Guardians here, but in high elo’s that would get punished completely. All it takes is one smoke and their sightline is ruined, while they have to cover three possible angles where an enemy can push from. No matter how much aim practice you have done, relying on flick accuracy to win rounds is a bad idea.
On the flip side, attackers like to push up on this platform because it gives them a great flank on both sites through defender spawn. This means the defending side must do something to combat this without putting themselves in a disadvantageous position. One way to combat this is defensive utility in the form of Cypher, Chamber and Killjoy abilities which again highlight the importance of team composition on this map.
Apart from being aesthetically pleasing to the eye, the attacking spawn on this map is used for a few reasons. Unless you’re lurking, flanking or saving a weapon, you shouldn't be in the attacking spawn after the spawn barriers drop.
The Defending Spawn however is very important to the success of both teams, similar to almost all Valorant maps. It’s the fastest rotation between both sites and on a map this big that means a lot. As such the attacking team will always try to penetrate the defensive line and get into the defender spawn for a hugely impactful flank.
Tips and tricks for Breeze
We have already mentioned and explained why team composition is so crucial on this map. Having multiple Duelists, and no Sentinel or Controller on your team is a recipe for disaster on both sides. On defense if you don't have a Sentinel or a Controller, teams will be getting onto your site with ease. On attack however, not having a Controller makes you easy prey for sniper users. If you’re trying to build the perfect team composition on this map it should look something like this.
Jett and Chamber are must pick agents because they’re mobile and can utilize the Operator and any sniper efficiently. Jett is the best entry fragger on this map and her mobility is necessary to break the first line of defense. Chamber is a Sentinel and his traps hold a lot of value on this map but his custom weapons and his teleport allow him to play like a secondary duelist. Holding off angles, creating an advantage and getting out safely. With these huge sites, that’s the only playstyle that is viable for the defenders. And both Jett and Chamber can do that. Next, you will want to have a Viper on your team every time you get on Breeze.
Her wall is one of the most impactful basic abilities, being able to carve up the map and deny sightlines. Her Ultimate is probably the best one in the game and can solo hold a site unlike any other agent. The rest of her utility can be used in post plant situations, making her a key ingredient in this composition. For the last two spots it depends on preference and experience. Sova is great on this map because he provides so much intel but Skye does a fine job as well. Kayo is great at countering all of the agents we have already mentioned, and maybe Cypher can slide into the rotation of more coordinated teams.