Harbor
Controller

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

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

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

Developer Name Mage
Base Content No

Abilities

High Tide

High Tide

Ability1

EQUIP <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

Storm Surge

Grenade

EQUIP <whitebold>Storm Surge</>. FIRE to throw. Explodes on landing, <debuffred>nearsighting</> and <debuffred>slowing</> all players.

Cove

Cove

Ability2

ENTER 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

Reckoning

Ultimate

EQUIP <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.