Breachers inConcordare meant to be extremely offensive-minded but in a different way than Haunts. Where Haunts are meant to be ambushing enemies, dealing high damage while avoiding equal gunfights because of their low health, Breacher’s role is to be in the middle of the group, dealing damage and able to take a little bit of punishment.
They accomplish this in very different ways, but in general, Breachers ideally are playing as part of a larger group of teammates sticking together. In the main pack, they can deal damage in their ideal condition without drawing the brunt of enemy attention themselves. In the wrong situation, they’ll be rendered entirely ineffectual and can be difficult fornewer players to make use of.
2Daveers
Ignition Dart
A fire dart that ignites any Burnite Pools it comes into contact with (including those on enemy players)
Burnite Canister
Spreads Burnite pools on the ground that self-ignite after a short time (or immediately, with the Ignition Dart)
Volatile Chemicals
Fire damage from any teammates can ignite Burnite Pools
Daveers is probably going to appeal to a small group of players, but those who enjoy playing Daveers are going to become very lethal with them. They have a pretty unique ability to deny entire areas to enemies unless those enemies want to suffer massive damage, rivaled only by Lark’s ability to blanket an area in spores that debuff enemies.
Daveers weapon is their MK 5 Burnite Grenade Launcher, which fires Burnite Grenades in an arc in front of them. These grenades do pretty heavy damage, but have a low splash radius and can be difficult to hit targets with, particularly targets moving sideways. Characters like Roka and Haymar are going to be a particular problem, with their proclivity for being airborne.
Gain the high ground when you can to have an easier time with the MK5 Burnite Grenade Launcher.
Daveers Burnite Canister spreads Burnite material across the ground where it lands. This material self-ignites after a few seconds, denying enemies (and Daveers) access to that area until the fire extinguishes. This is an absolutely fantastic ability for single-objective modes, denying enemies huge swaths of the objective to enemy players.
Daveers other ability is their Ignition Dart, which ignites any lingering Burnite Pools. It can immediately ignite pools from the Burnite Canister as opposed to waiting for it to self-ignite. It can also be used to ignite enemies that you’ve hit with your Burnite Grenade Launcher, causing a lot of extra damage and a DoT.
The Ignition Dart accentuates everything Daveers does: use it judiciously.
Daveers is not particularly mobile, they don’t have a particularly large amount of health, and their weapons and abilities can be difficult to use. But in the right hands, and with the right situation, Daveers can do an incredible amount of damage rivaled by few other Concord characters.
Rush forward and become protected by your Diamond Skin
Power Slam
Slam the ground, dealing damage to enemies close in front of you
Berserker
Any kill refreshes your abilities
Star Child has a difficult job in front of him, but when played in the right circumstances, can be a force of nature. He has quite a bit of health, but the heavy damage he’s capable of dealing can only be dealt in one specific situation: being directly next to an enemy. Star Child’s Skullbreaker Shotgun deals an immense amount of damage; in terms of single-shot damage, it’s rivaled only by Vale’s sniper rifle, but the catch is that, outside a few meters, the damage drops off severely and enemies may not even notice Star Child if it weren’t for his vast size.
If an enemy is keeping just out of shotgun range, dodge forward at them to close the gap and get an effective shot off.
Rage Rush allows Star Child to move with outrageous speed for a few seconds, clearing massive distances in no time at all. While he’s charging, he’s covered in his Diamond Skin, which essentially grants him a portion of armor preventing damage during the ability. It doesn’t make Star Child invincible, but it does prevent a humongous amount of damage. Rage Rush can be used offensively to blast into a group of enemies, but it can also be used to get him out of a bad situation quickly.
Star Child’s Power Slam is aptly named: it slams the ground in front of him. This knocks enemies back a little bit and deals damage to anybody in the radius. This is well-combined with Rage Rush, allowing him to get right up on an enemy (or a group of enemies) to use his Power Slam without them having much time to react.
A kill with this (or with anything Star Child does) refreshes all of his ability energy, meaning he can Rage Rush in, Power Slam an enemy, and Rage Rush right back out, if the situation permits.
Star Child has the best speed in the game with Rage Rush, but some of the worst mobility, and a huge frame. While he’s got more health than many other characters, simply rushing in with your Skullbreaker Shotgun is not going to be a viable strategy; enemies are going to melt you with extreme efficiency once your Diamond Skin is gone. But coming in just after a fight starts to surprise the enemy and split their attention is usually a great way to grab a quick kill, and make your teammates' jobs much easier.