First Impressions of Breeze – The most important parts of the map

While you may not be doing much relaxing in this tropical destination, here are some tips to make the most out of your matches on Breeze.

The tropical paradise of Breeze is VALORANT’s fifth and most recent map that will be making its debut in Act 3. This map is vastly different from the pre-existing four other maps not just in the environmental setting, but actual layout of the map and it’s structures. With the potential show entirely new meta compositions and plays, here’s some of the most interesting and unique parts of Breeze that we think you should know.

Chutes – the new ziplines

 Nearly every map in VALORANT has a gimmick of some sort. For example, Icebox has horizontal zip lines, Bind has teleporters, and Haven has it’s three bomb sites. The idea of putting a ‘gimmick’ in every new map is not necessarily a negative, as each element adds a unique element that gives each map it’s own identity. For Breeze, the unique feature are the trap doors, or chutes found in A Hallway. These trap doors can easily be used to get the jump on opponents or make a quick escape. Perhaps most importantly, these chutes can facilitate faster rotations on both attacker and defender side as Breeze is one of the largest maps in the game which necessitates these types of ‘short-cuts’. 

Middle – An Operator’s delight

Breeze has more open space than any other map in VALORANT by far, as many are characterized by their tight corners and hallways. In no other part of Breeze is this more apparent than in the middle, where a wide open space gives Operators plenty of room to pick off attackers. Though usually Operators are used in other maps primarily for lurks or rotations, Operators on Breeze can act as a sole anchor in middle.

For attackers, this poses an obvious problem as navigating through mid to get to either site. In order to safely clear this open area, you will need plenty of smokes and makeshift cover to traverse this area.

The bomb sites – Harder holds and even harder retakes

Similar to other aspects of this map, both bomb sites have incredibly unique features which differentiates itself from most other sites in the game. 

Starting on A site, the defining feature of this potential spike plant location are the two pyramids at its center. This is undoubtedly one of the most difficult sites to hold on the defender side as the water surrounding the pyramids makes your presence clearly audible to any attackers encroaching on the site. This makes playing close to the site virtually impossible, also given the rather awkward shape of the pyramid, lending itself to unfavorable peaking positions. Alongside this, the two primary entrances to the site make it easy for attackers to pincher in on the position and leave defenders vulnerable. For defenders on A, capturing and maintaining control of catwalk is of utmost importance as it is one the only places where you will not be at least partially visible.

B site has one large pillar with scattered cover around it. Once again this is a rather attacker sided site as there are plenty of angles through which attackers can work with if defenders do not play forward and off the point. Without any utility, defenders will likely have to split the map, covering only one side and entrance.

Potential compositions

VALORANT has largely avoided the issue of direct mirror matchups in pro play, however compositions across maps maintain relatively similar themes. This new and vibrant opens up the possibility for greater composition diversity.

Out of all dualists, Yoru has seen the least time in competitive play by far as most maps do not cater to his kit’s specific playstyle. Recent buffs, along with the themes of Breeze, could unlock his true potential however. These open areas and sites, especially around A, could make use of his mobility like never seen before.

As stated before, this wide open map suggests that two or more controllers would be necessary to control these spaces. Agents like Breach may be too short ranged to have much of an effect, but Astra, Killyjoy, and many others could easily lock down points and make space in open areas such as mid. 

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