Breach

''This section is incomplete.'' {| class="fandom-table" !'''Update'''
| !'''Changes''' |
|---|
| Build 136 |
Added. Build 138.1 - Description added to Core Database.
- Tungsten ammo:
** Damage decreased (123.75 → 71.25). Build 147 - Graphite build cost decreased (250 → 125)
- Build time decreased (9.16 → 9 seonds)
- Water booster effect increased (160% → 250% fire rate)
- Tungsten ammo: ** Pierce increased (3x → 4x)
- Added carbide ammo type.
- Description changed: ** Old: "Fires piercing beryllium or tungsten ammunition at enemy targets." ** New: "Fires piercing bullets at enemy targets."
|}
Source: Fandom: Breach (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
{| class="article-table" !Ammo
| !Stats |
|---|
| Beryllium |
- 63.75 damage
- -70.0% building damage (63.75 → 19.125)
2x pierce Tungsten - 71.25 damage
- -70.0% building damage (71.25 → 21.375)
- +5 tiles range (23.75 → 28.75 blocks)
4x pierce Carbide - 325 damage
- -70.0% building damage (325 → 97.5)
- +7 tiles range (23.75 → 30.75 blocks)
- 2 ammo/item
- -80.0%
- 3x frag bullets:
** 227 damage
** -80.0% building damage (227 → 55.4)
** 2x pierce
|}
{| class="mw-collapsible mw-collapsed article-table"
|+Expanded ammo details
!Ammo
!Stats Beryllium - Type: ''BasicBulletType''
- 63.75 damage
- -70.0% building damage (63.75 → 19.125)
2x pierce Tungsten - Type: ''BasicBulletType''
- 71.25 damage
- -70.0% building damage (71.25 → 21.375)
- +5 tiles range (23.75 → 28.75 blocks)
4x pierce Carbide - Type: ''BasicBulletType''
- 325 damage
- -70.0% building damage (325 → 97.5)
- +7 tiles range (23.75 → 30.75 blocks)
- 2 ammo/item
- -80.0%
- 3x frag bullets: ** Type: ''BasicBulletType'' ** 227 damage ** -80.0% building damage (227 → 55.4) ** 2x pierce |}
Source: Fandom: Breach (CC-BY-SA-3.0、 mindustry-unofficial Fandom contributors)
Overview
Breach is a mid-tier, item-consuming turret that fires high-velocity piercing bullets. It appears as a defensive emplacement usable with multiple ammo types (Beryllium,
Tungsten, and
Carbide), each changing its damage, piercing, and range characteristics. The turret is effective against light- and medium-armored units and remains a dependable early- to mid-game option until more versatile or higher-tier turrets are available.
Breach deals solid per-shot damage with its default
Beryllium rounds and gains notable utility from
Tungsten and
Carbide ammunition.
Beryllium rounds deliver moderate damage with 2× pierce but suffer a large penalty against buildings (building damage reduced by 70%).
Tungsten rounds increase piercing to 4×, extend range by +5 tiles, and also take the same building-damage reduction, making them especially useful for penetrating tank lines and hitting vulnerable mechs positioned behind.
Carbide is a heavy ammo option that dramatically increases raw damage (325 before the building penalty), extends range by +7 tiles, consumes 2 ammo per shot, and spawns three frag projectiles on hit (each frag also suffers an -80% building-damage modifier and has 2× pierce).
Carbide’s high single-shot damage and frags make it suited for burst defense at the cost of ammo efficiency.
Practical usage and strategy:
Breach functions well as a reliable, straightforward turret to hold early waves when armed with
Beryllium. Its piercing bullets let it deal with clustered targets and penetrate light armor.- The turret is relatively expensive to construct; prioritize resource and mining infrastructure before placing many Breaches. Early-game mobile units (for example, small defensive units) can be a more cost-effective stopgap than multiple Breaches.
- Use
Tungsten ammo defensively when you need to cut through tank lines and reach backline mechs.
Tungsten’s extra range helps intercept units that hang back or have stepped formations.
Carbide ammo is a late addition for high-damage applications: it provides massive damage and fragmentation but consumes more ammo per shot. Reserve
Carbide for chokepoints or critical defensive positions where burst output justifies the cost.- As players acquire higher-tier turrets,
Breach is commonly phased out in favor of generalist turrets like the
Afflict, which offer broader utility or better scaling against later threats. - Historically,
Breach was introduced in Build 136 and has received several balance changes since; notable adjustments include reduced
Tungsten damage in earlier builds, increased
Tungsten pierce in later updates, and the addition of
Carbide ammo in Build 147.
Breach’s design emphasizes piercing performance and ammo flexibility, making it a straightforward but situational choice: strong where piercing and range are valuable, less efficient when sustained, low-cost defense is required.