Soft wall
A Break transitions to the next area, ends the current combo, and leaves the attacker strongly advantaged for immediate pressure.
Position is progression
A Break can change the arena, add a teammate, expand resources, and hand the attacker the next offensive turn.
| Stage | Areas | Documented walls | Break plan |
|---|---|---|---|
| X-Mansion | 1 | No transition areas | Treat both edges as final walls; Break becomes wall pressure. |
| Marvel’s New York | 3 | One area to each side | Route a Break toward the side that preserves your preferred screen position. |
| Marvel’s New York (Night) | 3 | One area to each side | Same documented area structure as the daytime variant. |
| Wakanda | 3 | One area to each side | A central start allows one transition in either direction. |
| Savage Land | 5 | Two areas to each side | Long transition runway; multiple Breaks can assemble the full team. |
| Knowhere | 5 | Five areas; edge data not listed | Verify the live edge state before routing a corner cash-out. |
| Asgard | 5 | Two areas to each side | Plan a long sequence of transition pressure and resource growth. |
A Break transitions to the next area, ends the current combo, and leaves the attacker strongly advantaged for immediate pressure.
With no further area available, a Break attack produces a wall splat and a slower pickup/setup opportunity.
Both can assemble the next teammate, grant Assemble Gauge, and expand the team’s health/resource ceiling.