Breach Articles RSS Feed | Breach RSS Feed on en Launch Media Network Breach: Complete Pyromancer Build and Play Guide Fri, 08 Feb 2019 15:40:15 -0500 Synzer

Breach's Pyromancer is the Arcane school's first Assassin (DPS) class. Their kit revolves around setting enemies ablaze with fire damage over time, and using that fire to stun or deal a ton of instant damage to enemies.

Everything they start with is already good enough to succeed, but there are a few changes you can make to push Pyromancer to even greater heights.

This guide will focus on a specialized Pyromancer build that allows you to deal a lot of damage, while also providing some support to your team.

I'll go over the skills that can be used in this build as well as gear, talents, gems, and tips on playing it.

The Chrono-Pyromancer Build

Purple-haird pyromancer holds staff on Breach stat level screen

Pyromancer is listed as an Assassin, and it is one of the strongest classes in Breach. The fire you'll fling around the battlefield will incinerate even the strongest of enemies.

You might be tempted to laugh maniacally as you see everything erupt in flames. After all, some folks just want to watch the world burn.

Good thing, then, that this build uses nearly everything the Pyromancer starts with, but changes the ultimate. Using this build allows you to become the master of both fire and time — and your teammates will love you for it.

Pyromancer Spells

You will need to level Pyromancer to Level 8 and Chronomancer to Level 8 to unlock every spell and slot for this build.

The spells are:

  • Firebolt (Exorcist Signature)
  • Wildfire
  • Haste or Flamestrike
  • Combust
  • Cease Continuum

Here is a description of these spells, along with what class they come from:

Pyromancer (Assassin)

  • Firebolt (Signature Ranged, AoE, Ailment)
    •  Launches a firebolt, exploding on contact or after a period, dealing 150 fire damage and applying Burn to enemies in an area.
    • Burn deals 250 fire damage plus 100 fire damage per stack over 10 seconds.
    • Passive Effects: +15% Bonus basic attack damage.
    • 4 charges, 5-second cooldown per charge.

This is your typical fireball spell and the core of the Pyromancer build. All of your attacks require Burn, so you'll be using this often.

Burn can stack up to 5 times, so that's a lot of damage.

It can be hard to aim and hit enemies, so it is better if you aim at the ground near enemies. This makes it much easier to hit and more likely to hit multiple enemies.

  • Wildfire (General Ranged, AoE)
    • Deals 25 fire damage and spreads all Burn stacks from target to all nearby enemies.
    • Requires a target affected by Burn.
    • Passive Effects: +10% Bonus spell damage.
    • 6-second cooldown.

This is a great AoE attack, provided you stacked some Burn effects on one or more enemies. Ideally, you will want to get as many stacks on an enemy as possible, then use Wildfire to spread them.

The extra 10% spell damage simply having this spell provides is also very useful.

  • Flamestrike (General Ranged)
    • Deals 30 fire damage to target and applies Stun for 4 seconds to target enemy.
    • Requires a target affected by Burn.
    • 16-second cooldown.

This is an option to use if you don't want Haste. Flamestrike can be very useful in a situation where you need to stun tough enemies. It requires a Burn, though, and you might find yourself using them all up with Combust too often.

There is also a Prismatic Gem that greatly increases damage but halves stun length. 

  • Combust (General)
    • Consumes all Burn debuffs, causing them to explode instantly dealing 200 fire damage per number of Burn stacks to each targeted enemy.
    • Requires a target affected by Burn.
    • No cooldown.

This is where most of your damage comes from as long as you play correctly. The combination of stacking Burns with Firebolt and spreading it with Wildfire will allow you to deal a ton of damage with Combust. The fact that it has no cooldown makes it even more amazing.

Chronomancer (Specialist)

  • Haste (General Ranged, Buff)
    • Applies 20% Haste, Bonus Damage, and Bonus Healing to target ally and yourself for 8 seconds.
    • 20-second cooldown.

This spell makes you do a significant amount of extra damage if used before big Combust bursts. The extra movement and attack speed you get is also nice, plus you can always use it on a teammate to get the benefits.

  • Cease Continuum (Ultimate)
    • All enemies and projectiles are brought to a nearly complete stop for 20 seconds.
    • Buff and Debuff durations are altered.
    • Passive: All Ultimate accrual rates are reduced by 50%.

This ultimate is great because it makes enemies very easy to hit, and they hardly move at all for 20 seconds. This allows you to stack up the burns and deal incredible damage with little worry.

The Pyromancer's default ultimate is a decent damage dealer since it stacks burns, but it has a short range and only lasts three seconds. You can get more out of the Chronomancer's ultimate.


The talents you want can be on different pieces of gear, so I'm going to list the talents rather than specific gear pieces.

They are:

  • Enemies who die from Combust now explode, dealing 180 fire damage to nearby enemies.
  • Combust now also heals the caster for 100 health per Burn stack consumed.
  • Killing an enemy with Firebolt now refunds a charge of Firebolt.

The Combust talents are very strong, with heal being the best one. You can stack burn very quickly and easily with Firebolt and Wildfire, which allows you to heal for a good amount when you use Combust.

Scorched compass ability card

Combust will also likely kill most enemies, so adding the extra AoE damage from deaths ramps up quickly.

The Firebolt talent isn't as good since you will likely kill with Combust, but it can still be useful if you have nothing else to go in the slot.


Your main focus with gems should be Ranged Damage gems, to get the most damage out as possible.

  • Light Sapphire of the Hawk (Blue Gem): +3.25% Bonus Ranged Damage
  • Empowering Light Sapphire of the Hawk (Blue Gem): +1% Bonus Ranged Damage per team level
  • Light Ruby of the Hawk (Red Gem): +6.25% Bonus Ranged Damage
  • Lethality Ruby (Red Gem): +5% Bonus Damage
  • Firebolt Burn Stacks (Prismatic Gem): -50% Bonus Damage, but applies 2 Burn stacks per attack.
  • Flamestrike Damage (Prismatic Gem): -2 second stun, +1,060% Bonus Damage
  • Wildfire Damage (Prismatic Gem): +540% Bonus Damage, +75% cooldown.

The Firebolt Burn Stacks Prismatic Gem is the most important one for this build. It allows you to quickly stack Burn to its max of five, then use Wildfire to spread or Combust for big gains.

The other Prismatic slot depends on whether you use Haste or Flamestrike. If you use Haste, use the Wildfire gem, and the Flamestrike gem when using Flamestrike.

Pyromancer Combat Tips

Your main job is to deal as much damage as possible and spread your fire around. Remember to aim at the ground next to enemies for higher accuracy and a higher chance of hitting multiple enemies.

Start by stacking Firebolt on one or more enemies, and be sure they are ones that won't die quickly. Use Wildfire when an enemy has 4-5 stacks, but only if they are near a few enemies. Finally, end it with Combust to deal the maximum damage.

When using Haste, try to use it on teammates that benefit from the extra attack speed, such as Tech and Shadow classes. Be sure to use it right before you start your big damage run. It's also helpful to use when you need to deliver an artifact since you get a movement speed increase.

Don't just use Cease Continuum as soon as it's up, wait for a good moment. Some examples are when an elite comes out, during escorts and other important objectives, and during final boss fights.


That's all for the guide on the Pyromancer of the Arcane school in Breach. Leave a comment if you have any further questions or have Arcane school builds of your own.

And if you want general information and explanations of mechanics in the game, check out our Breach Beginner's Guide. If you're after more specific tips, then be sure to check out our Bloodstalker guide, our complete Exorcist build guide, and our Reaper build

Breach: Complete Reaper Build and Play Guide Fri, 25 Jan 2019 01:31:38 -0500 Synzer

The Reaper is a "debuff tank" class in Breach's Dark school of magic. Its unique Reap and Sow abilities allow it to lower enemy damage while also healing the Reaper. Additionally, it gains nice benefits from the skills of other Dark school classes, namely Necromancer and Lich.

This guide will focus on a build for Reaper, so I will only describe the spells that you might use for this build. Gear, talents, gems, and tips for using the build will also be given.

Reaper Tank Build

reaper tank build screen level 8

Reaper is listed as a Warrior, the Breach version of a tank, and it specializes in debuffs. However, there isn't much that makes the Reaper "tanky" besides its Ultimate.

This build looks to make the class much more of a tank, and you will die less often when using it. This is done by using gems and talents to maximize the effect of the Grim Reaper Form Ultimate, and combining that with elements of the other Dark classes.


You will need to get Reaper to Level 6, Lich to Level 6, and Necromancer to Level 6 to use every spell in this build.

The spells are:

  • Sow (Signature to Reaper)
  • Reap
  • Phylactery
  • Haunting Spirits
  • Grim Reaper Form 

As mentioned, this build heavily relies on the Grim Reaper Form Ultimate, so you won't be switching that out with anything.

Here are details on the spells used in this build:

Reaper (Warrior)

  • Sow (Signature Melee)
    • Strikes all enemies in front of you for 150 damage.
    • Decreases an afflicted enemy's bonus damage by 15%.
    • Additional stacks reduce damage by an additional 5%.
    • Stacks up to 4 times.
    • 3 charges with a 6 second cooldown per charge.

This ability is great for mitigating damage to not only the Reaper, but the entire team. If you use this on elite or boss enemies, you can stack it so that you take 50% less damage from them.

You can also ensure it never falls off if you have a special weapon talent. This will add significantly to your survivability.

  • Reap (General)
    • Consumes all Sow debuffs in the area to restore 210 health per application.
    • Deals 210 damage to afflicted enemies.

This is another ability that helps the Reaper survive, and it deal a bit of damage at the same time. Consuming a Sow that is stacked to its max on a single target allows you to heal for 840 health, which helps a lot.

There is also no cooldown normally, but you have to stack Sow before every Reap for it to be effective.

  • Grim Reaper Form (Ultimate)
    • You become immune to damage.
    • Haste is increased by 60%.
    • Lasts for 15 seconds and automatically triggers when health reaches zero if you have it ready.

This Ultimate is the core to the build and the Reaper's tanking capabilities in general. When active, you have an entire 15 seconds where nothing can harm you.

Additionally, haste increases movement and attack speed, so that's a significant increase as well.

Reaper tank attacks dummies in training

Lich (Assassin)

  • Phylactery (General)
    • Places a Phylactery imbued with your soul, making you immune to direct damage.
    • Damage dealt to the Phylactery is subtracted from your own health.
    • Lasts until destroyed or removed.
    • 20 second cooldown.
    • Unlocks at Level 6.

This ability allows you to take no damage at all as long as you keep enemies and attack away from the Phylactery. That said, enemies will usually target the Phylactery, so you have to get used to managing it properly so that you don't end up taking more damage than normal.

Because enemies will often target the Phylactery, it can also be used as a taunt. This can allow you to round up enemies in one location in order to burst them down or keep them away from an objective.

There's a lot that can be done with this spell, so experiment with it.

Necromancer (Specialist)

  • Haunting Spirits (General Ranged, AoE)
    • Sends forth several wraiths that deal 175 damage to all enemies. 
    • Provides a 400 damage shield to yourself and all allies touched by the wraiths.
    • 15 second cooldown.
    • Unlocks at Level 6.

The biggest reason to take this ability is for the 400 damage shield. Even though it may not seem like much, and it doesn't last too long, it adds up to good damage mitigation over the course of a match.

The fact that you can greatly reduce the cooldown with a specific talent, and it gives the shield to everyone touched by the wraiths, makes it even more worth using.


The talents you need for this build can be assigned to different pieces of gear, except for the weapon talent, so I'm going to list the talents you want rather than the specific gear pieces.

They are:

  • Each enemy hit by Haunting Wraiths reduces its cooldown by 0.5 seconds.
  • Newly deployed Phylactery objects grant 10% bonus damage to nearby allies.
  • Newly deployed Phylactery objects grant 10% damage resistance to nearby allies.
  • Gain an Ultimate charge and increase Ultimate Accrual Rate by 25%.
  • Reap no longer consumes stacks of Sow, but refreshes the duration. Reap no has a 15-second cooldown.

scythe of dominance effects card

The most important talent in this build is the one that grants an Ultimate charge and makes it charge faster. As previously noted, Grim Reaper Form is critical to this build, and the more times you can go into it, the less damage you take.

I would also always take the first talent, as it greatly helps you reduce the cooldown of Haunting Wraiths.

Regarding the Phylactery talents, you can actually choose which one you want to take. Either more damage or damage resistance is helpful, and it applies to the entire team. The only drawback is that you have to stay within the aura that surrounds the Phylactery, which means you will need to be pretty close.

The special weapon talent can be bought from the store for 1,200 gold. This limits how often you can heal from Reap, but it allows you to keep up the damage debuff for entire boss fights. It works even better if you have any sort of healing in your group.


The gems you want to focus on are those that let you get your Ultimate back faster, and those that offer a general cooldown reduction.

  • Light Sapphire of Advancement (Blue Gem): +7.5% Ultimate Accrual Rate
  • Vitality Sapphire (Blue Gem): +730 Health
  • Light Ruby of Advancement (Red Gem): +15.25% Ultimate Accrual Rate
  • Ruby of Recurrence (Red Gem): -4.5% Cooldown and Charge Accrual for All Spells
  • Phylactery Duration (Prismatic Gem): Phylactery now has a 60 second duration, but 20% reduced cooldown.

The extra health that the Vitality Sapphire gives is significant, as it makes Reapers survive even longer.

The rest of the colored gems allows you to get your Ultimate back as fast as you possibly can. This is especially useful in boss fights so you can become immune multiple times.

With the Prismatic Gem, you almost never have a Phylactery up for longer than 60 seconds, as you will need to constantly replace it when you switch rooms or it takes too much damage. This means that you are essentially getting a 20% reduced cooldown with no real drawback.

There are no other Prismatic Gems that offer anything significant to this build, so that's the only one I recommend.

Combat Tips

Reapers get the most benefit from hitting multiple enemies with Sow, but it is especially important to hit enemies that won't die within a few seconds. Always focus on stacking Sow on enemies with multiple bars of health, elites, and bosses.

Try to stagger using your Phylactery and Grim Reaper Form. If you use your Ultimate while your Phylactery is up, it will still take damage, so it's a waste.

Always try to aim Haunting Spirits so it hits the most enemies and allies for maximum effect.

As long as you reach Session Level 4, you can put your Sow stacks on the boss in the final room and keep it there until it dies. Just be sure to use Reap on cooldown to heal and refresh your Sow stacks, and the fights will be much easier.


That's all for the guide on the Reaper and the Dark school in Breach. Leave a comment if you have any further questions or have Dark school builds of your own.

If you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide. For specific builds, check out our guides page for tips on: 

Breach: Complete Exorcist Build and Play Guide Fri, 25 Jan 2019 23:48:42 -0500 Synzer

The Exorcist in Breach is a shotgun-wielding hero in the Hedge school of magic. It is a specialist in the art of exorcism, expelling Veil Demon from possessed enemies. It is very unique, even when compared to the other two classes in the Hedge school: Demon Hunter and Occultist.

This guide will focus on a very specific support build for Exorcist, which is best used in pre-made teams or teams with high damage output. I'll go over the skills that can be used in this build as well as gear, talents, gems, and tips on playing it.

Full Support Exorcist Build

Exorcist build screen

Exorcist is listed as a Specialist, which means it works differently from other roles in Breach, and it has a unique mechanic. For the Exorcist, this is the Exorcism mechanic, which allows them to Expel enemies that are possessed by Veil Demons. No other class in the game has a spell that can do this.

This build allows the Exorcist to fully support their team with healing, debuffing the enemy, and keeping the Veil Demon from possessing enemies.


You will need to level Exorcist to Level 8, Occultist to Level 8, and Demon Hunter to Level 4 to unlock every spell and slot for this build.

The spells are:

  • Exorcism (Exorcist Signature)
  • Marked Shot
  • Hellfire
  • Binding Circle, Confound, or Explosive Shell
  • Healing Pact

Here is a description of these spells along with what class they come from:

Exorcist (Specialist)

  • Exorcism (Signature Ranged, AoE)
    • Deals 200 damage and moderate impact to all enemies hit in its cone.
    • Applies Expel for 5 seconds if a target is possessed.
    • Expel forces the target to be de-possessed and prevents re-possession.
    • Passive Effects: +15% Bonus Basic Attack Damage.
    • 12 second cooldown.

Exorcism is a straightforward ability. Your main goal is to use it whenever you see an enemy possessed by the Veil Demon, especially strong or elite enemies.

If you notice that the Veil Demon doesn't possess enemies often, you can also just use it as a damage ability.

  • Confound (General Ranged)
    • Deals 80 damage and interrupts the target enemy.
    • 20 second cooldown.

Confound is an option if you don't want to use Binding Circle. It is the only ranged interrupt in the game, and it can be useful for stopping dangerous abilities, such as Stone Togor's stomp that stuns everyone.

  • Explosive Shell (General Ranged, AoE)
    • Deals 500 damage and very high impact to all enemies hit in its cone.
    • Enemies affected by Expel take an additional 500 damage.

This is another replacement for Binding Circle if you wish to deal a bit more damage. I would only take this spell if you anticipate being able to Expel Veil Demons a lot, as you will only deal double damage to those targets.

Demon Hunter (Assassin)

  • Marked Shot (General Ranged, Ailment)
    • Deals 250 damage to target enemy and decreases their Damage Resistance by 20% for 6 seconds.
    • 12 second cooldown.
    • Unlocks at Level 2.

Marked Shot is a great ability since it will lower the enemy's defense and allow your team to deal more damage. Even if you aren't doing a lot of damage yourself, the team as a whole will be doing more.

  • Binding Circle (General AoE)
    • Creates a trap at your location that deals 150 damage and applies Root to all enemies when triggered. Last 6 seconds.
    • Breaches cannot be placed on the Binding Circle.
    • 20 second cooldown.
    • Unlocks at Level 4

Binding Circle is a great ability for trapping a bunch of enemies so that your team can take them out. It is also useful for stopping a possessed enemy so that you can more easily hit it with Exorcism.

Exorcist build attacking dummies in training.

Occultist (Support)

  • Hellfire (General AoE)
    • Deals 100 fire damage every second for 5 seconds in an aura around you. 
    • Purges buff effects from all nearby enemies.
    • 20 second cooldown.
    • Unlocks at Level 4.

Hellfire is a fantastic ability simply for its purging mechanic, as certain Veil Demons can buff their allies. One particularly troublesome buff is the immunity buff that Taskmasters give to enemies.

This buff makes them immune to damage for 10 seconds and they also reflect damage back. Hellfire can get rid of these buffs instantly so your team can get back to attacking them.

Hellfire also does decent damage to every enemy around you, so that can help take out groups of enemies.

  • Healing Pact (Ultimate AoE)
    • Heals nearby allies for 1,000 health.
    • Max Charges: 4

Healing Pact charges up quickly, especially when you have the right talents and gems. If managed correctly, you won't need another healer, so the rest of the team can focus on dealing as much damage as possible.


The talents you want can be on different pieces of gear, so I'm going to list the talents rather than specific gear pieces.

They are:

  • Healing Pact now cleanses all debuffs from the affected allies.
  • Hellfire now removes all debuffs from the caster.
  • Cooldown and Charge Accrual for All Spells reduced by 12.5%.
  • Revive Potions

This build's talents and gems revolve around lowering your cooldowns and getting your Ultimate faster. This means you will want to get the cooldown talent on two separate pieces of gear.

Hunters charm skill effects.

Choosing between Healing Pact cleanse and Hellfire cleanse depends on who is getting targeted more. If you are mostly being focused, it is better to take the self-cleanse from Hellfire, and if your teammates are getting more debuffs, Healing Pact cleanse is the way to go.

I usually chose the Revive Potions as the last talent because it is safer than relying on your team to revive you. You should also have plenty of potions if you are managing your Healing Pact correctly.


Cooldown and Ultimate Accrual Rate Gems are what you should focus on for this build:

  • Light Sapphire of Advancement (Blue Gem): +7.5% Ultimate Accrual Rate
  • Ruby of Recurrence (Red Gem): -4.5% Cooldown and Charge Accrual for All Spells
  • Light Ruby of Advancement (Red Gem): +15.25% Ultimate Accrual Rate
  • Marked Shot Duration (Prismatic Gem): Increases Marked Shot debuff duration by 50% and its cooldown by 20%.
  • Hellfire Duration (Prismatic Gem): Reduces the duration and cooldown of Hellfire by 20%. 

These gems, combined with the talents, will put you slightly over the 50% max Accrual Rate for your Ultimate. However, your other spells won't be capped out yet.

As for the remaining Blue Gem slot, it is your preference. Health and Damage Resistance gems are good choices for this.

Combat Tips

As a full support Exorcist, your main job is to keep the team from dying and keep Marked Shot on a strong or primary target.

Be sure to always attack with your basic attack when your spells are on cooldown because it generates your Ultimate much more quickly.

Otherwise, always look out for enemies that get possessed or have troublesome buffs so that you can use Exorcism and Hellfire as needed. Also, place the Binding Circle where groups of enemies run, or on strong enemies to make them more vulnerable.

If neither of the previous actions are needed, you can safely use Exorcise and Hellfire on cooldown to maximize your team's DPS.


That's all for the guide on the Exorcist of the Hedge school in Breach. Leave a comment if you have any further questions or have Hedge school builds of your own.

If you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide. For specific builds, check out our guides page for tips on: 

Breach: Complete Bloodstalker Build and Play Guide Wed, 23 Jan 2019 13:35:13 -0500 Synzer

The Shadow school classes in Breach are magic users that dual-wield swords. They use fast melee attacks and are similar to rogues and stealth users in other games. Currently, there are three classes that make up the Shadow school: Bloodstalker, Nighthawk, and Shadowblade.

This guide will focus on a build for Bloodstalker, so I will only describe the spells that you might use for this build. Gear, talents, gems, and tips for using the build will also be given.

Immortal Bloodstalker Build

Immortal Bloodstalker build screen level 8

Bloodstalker is usually listed as a Warrior, but this build changes its role to Assassin. It is more of a tank/DPS hybrid.

This build allows the Bloodstalker to tank a lot of damage, because they can heal it back quickly, and taunt important enemies to target them.


You will need to level Bloodstalker to Level 8, Nighthawk to Level 8, and Shadowblade to Level 4 to use every spell in this build.

The spells are:

  • Cursed Strike (Signature to Bloodstalker)
  • Talon Frenzy
  • Ambush
  • Lacerate
  • Mob of Ravens (or preferred Ultimate)

Before going over the talents and gems, let me explain what these spells do and the reasoning behind using them. The classes you get these skills from, and the levels you need to do so, will also be listed.

Additionally, there is information on the three available Ultimates. This build doesn't rely heavily on Ultimates, and you can choose the one you prefer if you don't want to get the specific gear pieces/talents.

That said, the default Ultimate, Bloodlust, is not a terrible choice. It is nice because it allows you to get Lifesteal, no matter who you hit, but it only lasts 10 seconds.

Another good choice would be Mass Ambush, as it also makes you immune during the attack, and there is more detail on Mob of Ravens below.

Bloodstalker (Warrior)

  • Cursed Strike (Signature Melee):
    • Deals 300 damage and applies Blood Curse to the target. Only one Blood Curse be active at a time.
    • Your attacks against an enemy with Blood Curse will heal you for 35% of the damage dealt plus an additional 35% on bleeding targets.
    • Subsequent Cursed Strikes against the same target deal an additional 300 damage and heal for an additional 30%.
    • Passive Effects: Heavy Impact Resistance, +750 Health, +1 Dodge
    • 8 second cooldown

Cursed Strike allows the Bloodstalker to heal themselves when attacking. The heal is 35% of the damage being dealt normally, but it is 70% if the target has a bleed effect on them as well.

If you have not killed a target, you can also use Cursed Strike again for double damage and 100% healing while the Blood Curse is active.

  • Lacerate (General Melee):
    • Deals 275 damage and applies Bleed to target.
    • Bleed deals 280 bleeding damage plus 80 bleeding damage for 8 seconds.
    • Bleed can stack.
    • 6 second cooldown

Lacerate is essential to this build, and Bloodstalker in general, because it doubles the amount of healing you get from Blood Curse. The damage can stack as well, which adds up.

  • Bloodlust (Ultimate)
    • Gain 50% Haste and 125% Lifesteal for 10 seconds.

Nighthawk (Assassin)

  • Bird of Prey (Signature Melee)
    • Deals 90 damage and launches target into the air.
    • Has no cooldown when used in the air against aerial targets.
    • Passive Effects: Light Impact Resistance, +15% Bonus Basic Attack Damage, +1 Dodge
    • 8 second cooldown

This is not an ability that you will use specifically, but it is something that your Mob of Ravens clones will do, which is explained later, so it is important to know what it does.

  • Talon Frenzy (General Melee): 
    • Deals 544 damage over 2.5 seconds.
    • User is immune for the duration.
    • 10 second cooldown
    • Unlocks at Level 4

Talon Frenzy is a simple attack, and it doesn't get any boosts. However, it does makes you immune to damage while using it.

This is great for avoiding hard hits from bosses or elites so you don't take damage. Plus, it heals for quite a bit if you have Blood Curse on the target.

  • Mob of Ravens (Ultimate)
    • Spawns 2 shadow allies that are immune to all damage and last for 20 seconds.
    • They attack with basic attacks, Bird of Prey, and Talon Frenzy.
    • Unlocks at Level 8

Mob of Ravens by itself is nothing special, but with the right talents, this is a great skill for Bloodstalker.

The next section will explain which talents make Mob of Ravens so good.

Shadowblade (Assassin)

  • Ambush (General Melee): 
    • Deals 300 damage plus an additional 1,000 if an enemy is at less than 50% health.
    • 12 second cooldown
    • Unlocks at Level 4

Ambush is the strongest attack in the Shadow school, and it is one I use in all of my builds. This is purely for outputting more damage, and it gets better with a specific prismatic gem.

  • Mass Ambush (Ultimate Melee, AoE): 
    • Deals 1,500 damage over 3 seconds to primary target and 500 damage over 3 seconds to all nearby enemies of the target.
    • User is immune for the duration.
    • Unlocks at Level 8

A Bloodstalker attacks dummies in training


The talents you need for this build can be assigned to different pieces of gear, except for the weapon talent, so I'm going to list the talents you want rather than the specific gear pieces.

They are:

  • Allies who attack the target marked by Cursed Strike also heal you for 15% of their damage dealt.
  • Cursed Strike now Taunts the target, forcing them to attack you for 9 seconds.
  • Mob of Ravens now creates an additional shadow ally.
  • Lacerate now applies 2 stacks of Bleed per application.
  • Fanged Blades Weapon that makes Mob of Ravens clones permanent.
    • You can buy this in the shop for 1,200 gold.

Fanged Blades skill shows effects including stealth and mob of ravens.

To note, you can only use three of these talents at once, along with the weapon talent. 

The Mob of Ravens additional shadow ally talent and the Cursed Strike taunt talent can be used interchangeably based on the situation. For example, Taunt does not work when fighting an enemy possessed by a player Veil Demon.

You can also make Mob of Ravens more powerful by selecting the talent that lets ally attacks heal you. This will allow you to be healed by your clones.


There are only three essential Gems for this build:

  • Vitality Sapphire (Blue Gem): +730 Health
  • Cursed Strike Lifesteal (Prismatic Gem): Causes Cursed Strikes to grant +20% additional Lifesteal, but they have a +20% cooldown.
  • Assassinate Health Based Damage (Prismatic Gem): Assassinate now deals bonus damage based on how high your current health is.

The extra health from the Vitality Sapphire gives the Bloodstalker 3,980 max health. Combining this increased health with the Assassinate Health Based Damage gem means you deal a lot more damage with Assassinate.

This is true as long as you are at max health, which you should be most of the time since you heal constantly when using Cursed Strike. The Cursed Strike gem will also make it even easier to be at full health, as it heals you for more —90% at the start as long as you use Lacerate on the target.

Other gems that are helpful would be Haste, Bonus Damage, and Melee Damage gems. For better survivability, you can also use Damage Resistance Gems.

Combat Tips

Bloodstalkers want to target strong enemies, since they need to them to live long enough to constantly deal damage to them and heal.

Start with Lacerate, to apply Bleed, then Cursed Strike to mark them. After that, simply attack and use Talon Frenzy and Assassinate when the cooldown is up. Assassinate has the highest priority when you are at full health, otherwise just attack until you get full health.

If you've taken the Mob of Ravens Ultimate, you can use the shadow allies whenever. Just be sure to save it if you are about to reach Session Level 4, since that's when you can pick the talent to make them permanent.


That's all for the guide on the Bloodstalker and the Shadow school in Breach. Leave a comment if you have any further questions or have Shadow school builds of your own.

If you want general information and explanations of mechanics in the game, check out the Breach Beginner's Guide. For specific builds, check out our guides page for tips on: 

Breach Beginner's Guide: Everything You Need to Know Wed, 16 Jan 2019 13:20:40 -0500 Synzer

Breach is a unique blend of action RPG and other genres. There are many classes to choose from, multiple customization options, fast gameplay, and you can even play as the bad guy and try to stop the heroes from succeeding.

It is difficult trying to explain this game overall, so I'm going to break everything down into separate parts for everyone to get a clear idea of Breach. I'll also go over everything you need to know to be prepared for the Early Access launch of the game.

What is Breach?

Breach logo

Breach is a game that has four heroes fight through a dungeon until they reach a boss they must defeat. The dungeon is setup into different rooms, and the heroes must complete an objective in each one.

The twist is that there is an enemy called a Veil Demon that tries to stop the heroes from completing each objective.

Hero Gameplay

As a hero, you will get session experience for working towards, and completing, objectives. When you get enough session experience you will session level up. This is a level that applies to your entire team, but it only applies to the current session or match.

When you session level up, you will get to choose between three talents. These talents can do a variety of things, such as give you an extra potion or change the effect of an ability. 

Veil Demon Gameplay

The Veil Demon has multiple tactics it can use to try to stop the heroes. It can set up traps to slow or stun as well as place objects to constantly damage or CC the heroes.

One unique ability the Veil Demon has in its arsenal is being able to directly possess any of the NPCs that attack the heroes. They can also summon elite monsters to fight the heroes, which can also be possessed.

As a Veil Demon, you get session experience by downing heroes, getting the objective timer to tick down, and stopping the heroes from completing objectives.

Game Modes

There are currently four game modes in Breach.

  • Solo/Play Against A.I. Bots - This allows you to either play as a Veil Demon against bot heroes or as a hero, on a team of bots, against a bot Veil Demon.
  • Co-Op - This allows you to play with other player-controlled heroes against an A.I. Veil Demon.
  • Versus - This allows you to play as a Veil Demon against a full team of players or play a hero against a player-controlled Veil Demon.
  • Custom - This allows you play with any combination of players as heroes and Veil Demons. You can only do this if you are in a party.
Battle Roles

Every class, including the Veil Demon classes, has a role assigned to them. These roles give you a rough idea of how each class should be played and the types of abilities they have.

They are not a 100% guide to how the class should be played, so keep that in mind. 

Breach character select screen with 18 heroes and 6 veil demons

  • Assassin - This is the traditional damage dealer or DPS role. Their job is to deal as much damage as possible.

  • Support - This role is to heal, buff, or otherwise provide some sort of support to the team.
    • This does not mean that every support is a healer. Some might be able to increase stats, shield allies, or cripple the enemy with debuffs, among other things.
  • Warrior - This is similar to tanks in other games, but they don't all act like traditional tanks. Their main job is to soak up as much damage as they can.
    • The Bloodstalker class, for example, does not have any abilities to protect allies or get the attention of enemies. Instead, they can curse the target to leech health from them when they attack.
  • Specialist - This role does not fit a particular category. Specialists usually have unique mechanics or abilities you don't see anywhere else.
    • The Necromancer class, for example, can summon undead minions and send out exploding minions.
Schools of Magic and Classes

Breach currently has six schools of magic for heroes, and Veil Demons all share the same school. Each hero class belongs to a school, and you can also share abilities between classes that belong to the same school. More on that in the appropriate section.

Below is a list of each school of magic with details on the classes that belong to them.

Arcane - Staff Weapon
  • Arcane Mender (Support) - The traditional healer class.
  • Chronomancer (Specialist) - Manipulates time to slow down enemies and speed up allies.
  • Elementalist (Support) - Uses different elemental attacks, shields, and heals allies.
Battle - Great Sword Weapon
  • Auros Gladiator (Assassin) - A damage dealer that uses air attacks that get a bonus when the enemy is also in the air.
  • Mana Warrior (Warrior) - Can taunt enemies into attacking them and damage enemies to gain a personal shield.
  • Vanguard (Support) - Can guard allies to reduce the damage they take and can make themselves immune to damage for a very short time.
    • Personally, I think this class should be classified as a Warrior.
Dark - Scythe Weapon
  • Lich (Assassin) - DPS that can charge up a powerful teleportation attack and put down a phylactery to become immune to damage.
  • Necromancer (Specialist) - Can summon and command undead minions to attack enemies or explode to heal the Necromancer.
  • Reaper (Warrior) - Can apply Sow to the enemy to make them deal less damage then Reap them to deal damage and heal themselves.
Hedge - Shotgun Weapon
  • Demon Hunter (Assassin) - DPS that excels at marking and trapping targets.
  • Exorcist (Specialist) - Can expel targets that are possessed by the Veil Demon.
  • Occultist (Support) - Uses fire and tar to damage enemies, reflects projectiles with a personal ward, and heals allies.
Shadow - Dual Swords Weapons
  • Bloodstalker (Warrior) - A leech tank that can apply Bleed to targets and curse them to cause all of the Bloodstalker's attacks to heal themselves.
  • Nighthawk (Assassin) - An aerial DPS similar to the Auros Gladiator that gets bonuses from attacking enemies in the air.
  • Shadowblade (Assassin) - Traditional rogue/ninja character that can use stealth and assassination attacks to deal big burst damage.
Tech - Dual Pistols Weapons
  • Engineer (Specialist) - Attacks enemies with turrets and grenades.
  • Gunslinger (Assassin) - Uses multiple AOE abilities to deal damage.
  • Sniper (Assassin) - Uses movement hindering abilities and high single-target damage.
Ability Sharing

A huge aspect of Breach is the ability to share class abilities with other classes. You can only do this with classes that belong to the same school of magic, e.g. Dark to Dark or Arcane to Arcane.

As you level up a class, you will unlock the ability to both change your abilities and share the abilities in those slots.

General abilities unlock at levels 2, 4, and 6. Ultimate abilities unlock at level 8. You cannot share signature abilities.

In order to take full advantage of this system, you will want to level as many characters that belong to the same school of magic as you can, with two being the minimum.

For example, if you want to use some Necromancer abilities on your Reaper, you must level both of them. Level the Necromancer until you unlock the abilities you want to share, then level the Reaper until you unlock the ability slots you want to customize.

Since all the Veil Demon classes belong to the same school, you can share their abilities with all Veil Demons.

Gear and Gems

Equip item screen with item descriptions

There are four pieces of gear that you can equip to each class: Primary, Secondary, Tertiary, and Weapon. These pieces change the talents you can select during a match.

Primary changes the first set of talents, which appear as soon as the match starts. As you session level up, the Secondary talent is chosen, followed by Tertiary, and ending with Weapon.

This means you must reach level 4 to obtain all of your talents for that session. It can still be beneficial to level up beyond that depending on your gems, which I'll go over next.


Gems can also be equipped to each character, and they come in three categories: Blue, Red, and Prismatic.

Blue and Red gems are pretty straightforward, as they passively increase certain stats when equipped. This can be damage, healing, damage resistance, fast charge on ultimate, and many more options.

They can also give a flat increase for the entire match or give an increase for each session level your party gains. When you use these gems, you will want to shoot for the maximum level of 6 each session.

Prismatic Gems change abilities in some way. These usually have a boost and a drawback. One example is to increase the damage but also increase the cool down of an ability. There are other prismatic gems that change the effect of an ability as well.

Both heroes and Veil Demons use gear, talents, and gems.

How to Obtain More Classes, Gear, and Gems

Now that you know how everything works, you're probably wondering how you can unlock the characters and get all these goodies.

The good news is, you must simply complete matches. When you finish a match you'll get experience for the class you used as well as gold. You will also obtain gem shards for each gem type.

Gear, and monsters for the Veil Demons, only require gold. Gems require gold and enough gem shards for the type of gem you want to buy. Characters cost gold or the premium QC Points currency you obtain with real money.

You can also buy several cosmetics with QC points.


That's everything you need to know to get started in Breach. Hopefully, this saves you some time with figuring the game out and knowing what to spend your gold on.

For more Breach tips, be sure to check out our guides page, which has builds for: