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    4. All Breeze changes with VALORANT Patch 12.00

    All Breeze changes with VALORANT Patch 12.00

    Written By Kaustavmani Choudhury Writer/Gamer
    Last UpdatedJanuary 6, 2026 at 06:22PM
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    Riot Games is reintroducing Breeze to VALORANT's competitive map pool with a very extensive map overhaul. Patch 12.00 transforms nearly every section of the tropical map while maintaining its signature long-range engagement identity. To ease the transition, the developers are implementing a 50% ranked rating loss reduction for the first two weeks following the map's return.

    Loading...
    Image Source: Riot Games

    According to the official dev update, Riot's team focused on addressing community feedback while preserving Breeze's core identity. The primary goals were expanding controller agent viability, simplifying angle isolation, and reducing the overwhelming open spaces that made players feel exposed.

    A-Site Transformations

    The A site receives substantial modifications aimed at improving attacker gameplay. The most significant change involves extending the back site wall to create a safer post-plant position with new cover boxes and a cutout. This gives attacking teams better options when retaking or holding the site.

    Breeze A-site (before)

    Breeze A-site (before)

    Breeze A-site (after)

    Breeze A-site (after)

    Breeze A-back-site (before)

    Breeze A-back-site (before)

    Breeze A-back-site (after)

    Breeze A-back-site (after)

    Breeze A-site (before)
    Breeze A-site (after)
    Breeze A-back-site (before)
    Breeze A-back-site (after)

    Additionally, the yellow box near generator is no longer accessible for jump-up plays, and A main features new impenetrable wall blocks that tighten the space.

    Breeze A-site yellow box (before)

    Breeze A-site yellow box (before)

    Breeze A-site yellow box (after)

    Breeze A-site yellow box (after)

    Breeze A-main (before)

    Breeze A-main (before)

    Breeze A-main (after)

    Breeze A-main (after)

    Breeze A-site yellow box (before)
    Breeze A-site yellow box (after)
    Breeze A-main (before)
    Breeze A-main (after)

    The controversial A link area with the wooden ledge has been completely removed, simplifying rotations and reducing awkward angles. Meanwhile, Halls has been completely reworked, with the attacker-side entry being removed once again. The old ropes area when approaching A-site from the defender spawn features a new enclosed design that connects more logically to mid through a fresh corridor system.

    Breeze A ropes (before)

    Breeze A ropes (before)

    Breeze A ropes (after)

    Breeze A ropes (after)

    Breeze Halls (before)

    Breeze Halls (before)

    Breeze Halls (after)

    Breeze Halls (after)

    Breeze A ropes (before)
    Breeze A ropes (after)
    Breeze Halls (before)
    Breeze Halls (after)

    Mid Control

    Mid receives a complete overhaul that narrows the previously wide-open space. The jump-up spot on the attacker side now requires agent-specific abilities like Jett's updraft or Omen’s teleport, preventing universal access.

    Breeze Mid (before)

    Breeze Mid (before)

    Breeze Mid (after)

    Breeze Mid (after)

    Breeze Mid Jump (before)

    Breeze Mid Jump (before)

    Breeze Mid Jump (after)

    Breeze Mid Jump (after)

    Breeze Mid (before)
    Breeze Mid (after)
    Breeze Mid Jump (before)
    Breeze Mid Jump (after)

    The angled box near bottom mid and repositioned cover create more predictable engagement zones. Elbow remains functionally similar but is now enclosed with utility windows, and the wall itself is no longer climbable. These changes make mid control more strategic and less chaotic.

    Mid Doors (before)

    Mid Doors (before)

    Mid Doors (after)

    Mid Doors (after)

    Elbow (before)

    Elbow (before)

    Elbow (after)

    Elbow (after)

    Mid Doors (before)
    Mid Doors (after)
    Elbow (before)
    Elbow (after)

    B-Site Adjustments

    B site modifications focus on limiting oppressive defender angles. The wall extending toward B main prevents mid defenders from easily watching multiple angles simultaneously, while raised walls at back site reduce the number of positions attackers must clear. The cubby expands significantly due to the extended wall, offering better cover options.

    Breeze B-site (before)

    Breeze B-site (before)

    Breeze B-site (after)

    Breeze B-site (after)

    Breeze B back site (before)

    Breeze B back site (before)

    Breeze B back site (after)

    Breeze B back site (after)

    Breeze B-site cubby (before)

    Breeze B-site cubby (before)

    Breeze B-site cubby (after)

    Breeze B-site cubby (after)

    Breeze B-site (before)
    Breeze B-site (after)
    Breeze B back site (before)
    Breeze B back site (after)
    Breeze B-site cubby (before)
    Breeze B-site cubby (after)

    Strategic Implications

    These changes directly address Breeze's reputation as a controller-unfriendly map. Tighter spaces and more enclosed areas allow for effective smoke placement from agents beyond Viper, who previously dominated the map. The reduction in extreme sightlines and open spaces should encourage more diverse team compositions and tactical approaches. Nest also receives simplification, making it easier to smoke off with standard abilities.

    With these transformations, Breeze aims to offer the long-range dueling that defines its character while eliminating the frustrating exposure and limited agent pool that plagued its previous iteration. Players can expect a learning curve, but the 50% RR loss mitigation provides a safety net during the adjustment period.

    Click HERE to read about all the other changes coming to Patch 12.00. For all things VCT-related, make sure to stay tuned to THESPIKE.GG as we continue to update you with the freshest game and esports news.

    Featured Image Source: Riot Games/Edited by THESPIKE.GG

    Kaustavmani Choudhury

    I'm Kaustavmani Choudhury, or KC for short, or Zaibatsu, if you want. I'm an esports writer and enthusiast who's been working in the scene for 2 years now. Covering a range of games such as Counter-Strike, VALORANT and Rainbow Six Siege, among others, I believe I bring my own blend of expertise, storytelling, and insights into the world of Esports.

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