Harbor
Hailing from India’s coast, Harbor storms the field wielding ancient technology with dominion over water. He unleashes frothing rapids and crushing waves to shield his allies, or pummel those that oppose him.
Role Information
Controller
Controllers are experts in slicing up dangerous territory to set their team up for success.
Agent Guide
Overview
Harbor harnesses water-based abilities to create defensive walls and zones of control. His unique ability to curve and manipulate water walls makes him exceptional at adapting to enemy movements and protecting multiple angles simultaneously.
Playstyle
Play Harbor as a flexible controller who can quickly respond to enemy pushes. Use his curved water walls to block multiple angles, and his tide pool to deny plant spots or create safe zones for your team.
Team Synergy
Works effectively with agents who can capitalize on enemies forced to push through his water walls. Pairs well with sentinels for site lockdown and duelists who can use his utility as cover.
Best Maps
Particularly strong on maps with long sightlines like Pearl and Ascent, where his water walls can block multiple angles effectively.
Pro Tips
- Curve High Tide to protect multiple angles simultaneously
- Use Cascade to clear corners and create temporary cover
- Place Cove strategically to deny plant spots
- Coordinate Reckoning with team pushes for maximum impact
Agent Details
Development
Abilities
High Tide
Ability1EQUIP <whitebold>High Tide</>. FIRE to send forward a vision-blocking wall that <debuffred>slows</> all players who come in contact. HOLD FIRE to steer towards your crosshair. ALT FIRE to stop early.
Storm Surge
GrenadeEQUIP <whitebold>Storm Surge</>. FIRE to throw. Explodes on landing, <debuffred>nearsighting</> and <debuffred>slowing</> all players.
Cove
Ability2ENTER The Deep. REACTIVATE to cast a smoke. HOLD FIRE/ALT FIRE to adjust distance. RELOAD to toggle view. After casting, REACTIVATE to transform the smoke into a destructible shield.
Reckoning
UltimateEQUIP <whitebold>Reckoning</>. FIRE to push forward a vision-blocking wall that <debuffred>nearsights</> and <debuffred>slows</> all players who come in contact. REACTIVATE to stop the wall early.