Riot’s desire to make Valorant unique has led to the release of many unconventional maps. Breeze has been out for six months already, but the majority of the playerbase is still not comfortable playing the map.
Breeze is now the largest map in Valorant’s map pool. While releasing larger maps could mean Riot’s attempt to push the players to master teamwork. Surprisingly, in high-ranked matchmaking, the effect of large maps like Breeze is visible as players now focus more on communications, rather than solo plays. A significant amount of attention and focus is required to play Breeze; it’s not a map where players can roam around to find opportunities.
Read More: Best VALORANT Agents for Breeze in 2021
Breeze Map Callouts
A Site Callouts
Similar to mosts maps, the A site is accessible from A Lobby through Cave and Shop. One can also go up to Halls by the Rope from A Lobby and take control of a vital angle. Mid is also accessible from Halls through the Vent. Metal Doors and Switch are just beside each other.
The defender’s side of Halls is connected to Bridge, where a considerable amount of the A site is in view, as well as Mid Nest, which overlooks most of Mid and Elbow. The little space to the immediate left of the entrance to A is known as Cubby. The Pyramids are usually specified by Left and Right depending on the sides. The entryway from Mid to A Site is called Ramp or Wooden Doors.
B Site Callouts
The B site has two entry points for the attackers which are B Main and Tunnel. Attackers have the option to go to B Main from B Lobby or go through Elbow to reach Mid Top and then proceed to the site from Tunnel.
In the middle of it all, there is Pillar, which provides cover for the default spike plant position. The alley-like road beside the site is Lane at the back of which the Backsite exists. The connector of Defender Spawn and B Site is called Arches due to its architecture.
Map control and mid control are almost synonyms for any 5v5 competitive FPS titles. Similarly, having Mid Control in Breeze assures you map control or at least partial map control. Breeze’s colossal size makes it impossible for the players to have eyes or ears everywhere, so early round mid control is necessary.
The Mid area in ascent leads to three different choke points. Moving on, those chokepoints leads to the A or B site. Upon taking proper control in Mid, B Site becomes vulnerable while defending Mid Doors become a liability for the defenders, causing them to divert extra anchor players from A to Mid. Similarly, players in charge of watching over Mid Nest are either forced to give up Nest or fight; in most cases, defenders tend to leave Nest to find a better position elsewhere, thus giving up total mid control for the attackers.
B Elbow Control
Taking control of B Elbow is crucial if you plan to execute a Split attack on the B site. Due to its narrow opening, a five-person stack push from B Main is not considered ideal. So, splitting the team half creates room for more strategic decision-making.
Usually, the B Elbow are is highly watched over Mid Nest. However, a concentrated push on B Elbow will require a smoke to block Mid Nest early. Proceeding to B Site from both directions will then ensure better site control with minimal causalities than general.
Hall is by far the second most crucial area after Mid. If you plan to execute A, then taking Hall control will open multiple flanking routes, leading to the A site and Defender Spawn. It’s expected to have single or multiple encounters in Hall since defenders won’t be leaving the area empty.
It’s also a common practice for the defenders to set up Cypher Tripwires or Killjoy Alarmbots near the Switch area of Hall to detect Lurkers. Other than that, there aren’t enough to use any utilities, so expecting a direct encounter will be wise.
Prefire Common Angles
Pre-firing known enemy positions are nothing uncommon, but in Breeze, there are multiple prefire angles that cannot be bypassed. It’s a low-risk, high-reward scenario, as pre-firing common angles might even grant you unexpectedly huge advantages.
As depicted in the image above, the A site on Breeze has Four pre-fire angles. Two of them are behind the Pyramid, one above the stairs near the Switch, and the other is behind the boxes from the left Pyramid.
On the other hand, the B site has fewer pre-fire angles due to its open design with fewer structural barriers standing in the way. Once inside, it’s best to wrap things up, plant, and prepare for a post-plant scenario since there isn’t much room to hide or peek safely.
Post-Plants & Lineups
In VCT, S-Tier players from all over the world have shown us the great importance of knowing lineups in Breeze. Specially in Post-plant scenarios, learning a simple Viper’s Snakebite lineup can turn an impossible situation into your favor.
Similarly, Sova, Brimstone & Killjoy lineups can be game-changing if appropriately utilized on time. Since Breeze has open-wide spaces between sites, playing post-plant is a relatively comfortable experience on this map. Unlike other maps, learning and memorizing lineups in Breeze isn’t tricky.
Tripwires & Alarmbots
Keeping your team updated about the whereabouts of the enemy is essential. In Breeze, it’s vital to place Tripwares & Alarmbots where necessary. Some common positions to set up Tripwares & Alarmbots are located at the end of Hall, B Tunnel, Mid Doors, Mid Nest & B Main. Knowing your opponent’s location & intention will help you make better decisions as the map is huge & sending the right player to the right position can shift the balance of a match.
Starting from the weapon selection, picking Vandal is considered the default choice for Breeze. Most encounters in Breeze are likely to take place from long distances. This is exactly where Vandal comes in, as its damage rate is the same regardless of range. One-shot to the head will cause 160 Damage, confirming a kill. While Vandal has its shortcomings too, but Breeze is designed for long-range gunfights, so ditching the Phantom is not a wrong move in this case.
The Operator stays strongly relevant in Breeze as it can provide game-changing opportunities in any given scenario. However, the massive size of the map makes it harder for players to determine exactly where to be with the Operator. However, once you have a good read on your opponent, the presence of an Operator can be devastating for your enemy. The reduced price of the Operator now ensures better economic safety for your team. Additionally, Breeze has lots of room for agents like Jett to settle in with the Operator.
Ghost & Sheriff
Picking Sherrif isn’t the ideal choice for Pistol rounds, but Breeze has changed that perspective. Even in Tier-1 tournaments, players prefer the Sherrif as it provides the best damage in long-range encounters. Ideally, the Ghost would have been the primary choice, but Breeze has given a new life to the Sherrif.
Embrace the Marshal in Eco rounds
Due to their inability to cause damage in long-range encounters, shotguns are somewhat irrelevant in Breeze. Shotguns are actually good picks for Semi-buy rounds in other maps, but Breeze has continuously proved that Marshal is the better weapon for Semi-buy or Eco rounds. One headshot from Marshal will deliver 202 damage, ensuring a kill. Such advantages cannot be neglected.
Agent Selection: Best Five
As the map requires more caution than action, agents who are generally better at getting information should be picked first. Skye & Sova are both equally efficient agents to pick in Breeze. Cypher, Viper & Jett are also kind of the go-to agents to choose if you know your intentions. Viper has found new life in Breeze as all major Tier-1 teams have added Viper in their agent composition for Breeze. Her ability to slice parts of the map with her Toxic Screen is really practical. Additionally, Viper’s post-plant meta is alone makes her a worthy pick.
In short, Breeze has a lot of self-explanatory features. Some of them directly illustrate what actions are required. With the size being of them, Breeze also offers some room for short-range encounters, so it doesn’t get too one-dimensional. Winning a map of Breeze will mainly require focus & understanding of the map rather than the particular abilities of any agents. Aside from these facts, both teamwork and sol-plays are compulsory for the map.