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Harbor · Controller

Harbor guide

Guia completoBaseado em dadosMédiaPatch 13.06
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Introdução

Harbor is a controller in Valorant. 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. Controllers are experts in slicing up dangerous territory to set their team up for success.

Pontos fortes

  • Brings vision-blocking smoke: High Tide (Q) and Cove (E).
  • Brings slows: Storm Surge (C), High Tide (Q) and Reckoning (X).
  • Brings blind: Storm Surge (C) and Reckoning (X).

Pontos fracos

  • No damage in the kit, which a controller usually has: lean on your team for it.
  • No ability that reveals enemies: your information comes from teammates and sound.

Builds

Harbor standard buys

EquilibradoRecomendada
Abrir build

Quando usar

The usual economy for a controller: Classic on the pistol round, Sheriff on an eco or bonus and Phantom with heavy armor on a full buy (3,900 credits before abilities). Buy Cove (E) first: it is the ability that covers what a controller needs most.

Rodada de pistolas

ClassicThe free pistol: the credits go to smokes and a light shield. Free. 78 head / 26 body up to 30 m (66 / 22 beyond 30 m); 6.75 shots/s, 12-round magazine, low wall penetration.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Eco ou rodada bônus

SheriffA single headshot kills at close range, and it leaves credits for your smokes. 800 credits. 159.5 head / 55 body up to 30 m (145 / 50 beyond 30 m); 4 shots/s, 6-round magazine, high wall penetration.Light Armor400 credits: absorbs 66% of the damage, up to 25.

Compra completa

  1. 1PhantomSilenced and without tracers: you can spray through your own smokes without giving away where you are. 2,900 credits. 156 head / 39 body up to 20 m (140 / 35 beyond 20 m); 11 shots/s, 30-round magazine, medium wall penetration, silenced.
  2. 2Heavy Armor1,000 credits: absorbs 66% of the damage, up to 50.

Alternativas

VandalIf your smokes are placed from a distance and you hold long angles. 2,900 credits. 160 head / 40 body up to 50 m; 9.75 shots/s, 25-round magazine, medium wall penetration.OdinWall penetration and a huge magazine to spray through smokes and thin walls. 3,200 credits. 95 head / 38 body up to 30 m (77.5 / 31 beyond 30 m); 12 shots/s, 100-round magazine, high wall penetration.SpectreThe cheap option on a bonus round, silenced as well. 1,600 credits. 78 head / 26 body up to 15 m (60 / 20 beyond 30 m); 13.33 shots/s, 30-round magazine, low wall penetration, silenced.

Ordem de habilidades

Habilidade123
C··C
Q·Q·
EE··

Habilidades

  • CTemporalEQUIPE um Temporal. DISPARE para lançar, criando um redemoinho explosivo que causa Lentidão e Visão Turva aos jogadores dentro dele após um curto período.Buy it third in the round. Throw it so it pops as you or a teammate peek; call it before.
  • QMaré AltaEQUIPE Maré Alta. DISPARE para enviar água para frente junto ao chão. SEGURE O DISPARO para guiar a água na direção da sua retícula, fazendo surgir uma Parede que bloqueia a visão ao longo do caminho. Use o DISPARO ALTERNATIVO para parar a água mais cedo. Todos os jogadores que atravessam a Maré Alta sofrem Lentidão.Buy it second in the round. Cut the line of sight the enemy is holding right when your team moves.
  • EEnseadaEQUIPE Enseada. ATIVE para formar uma Fumaça de água no local selecionado. SEGURE O DISPARO enquanto mira para afastar o marcador e SEGURE O DISPARO ALTERNATIVO para aproximá-lo. RECARREGUE para trocar a visão de posicionamento. REATIVE para criar um Escudo ao redor da Fumaça de água, que bloqueia as balas que a atingem. A Fumaça de água com Escudo pode ser destruída.Buy it first in the round. Cut the line of sight the enemy is holding right when your team moves.
  • XAcerto de ContasSupremaEQUIPE Acerto de Contas. DISPARE para liberar todo o poder do seu artefato, lançando uma onda que avança em direção aos inimigos, causando Visão Turva e Lentidão nos inimigos atingidos.Ultimate (X): charged with ultimate points, not bought. Throw it so it pops as you or a teammate peek; call it before.

Estratégia

1Your job

As a controller, your job is to cut the enemy's lines of sight with smokes and utility so the team can cross, take or retake a site safely.

2Abilities

Harbor's kit, key by key, and what the game says each ability does:

  • C — Storm Surge: blind and slows.
  • Q — High Tide: vision-blocking smoke and slows.
  • E — Cove: vision-blocking smoke.
  • X — Reckoning (ultimate): blind and slows.

3On attack

  • Storm Surge (C) clears the angle right before the entry.
  • High Tide (Q) cuts the defenders' line of sight while the team crosses.
  • Smoke the angles the defenders use to hold the entry, at the moment your team moves in, not before.
  • After the plant, smoke again for the post-plant: the defenders have to cross your smoke to defuse.
  • Play from a safe spot: a dead controller cannot smoke the next push.

4On defense

  • High Tide (Q) delays the push on the main entry.
  • Keep Storm Surge (C) for the retake.
  • Smoke the attackers' main entry early to delay them, and keep one smoke for the retake.
  • Your smokes can isolate duels: cut one entry so your teammates only face one angle.

5Economy

What to buy depending on the credits the team has:

  • Pistol round: Classic + Light Armor.
  • Eco or bonus: Sheriff — a single headshot kills at close range, and it leaves credits for your smokes.
  • Full buy: Phantom — silenced and without tracers: you can spray through your own smokes without giving away where you are.
  • Abilities in this order: E > Q > C; Reckoning (X) is charged, not bought.

6Maps

On three-site maps the rotations are long: your smokes buy the time the defence needs to arrive, or deny it to them on attack. Three-site maps in the pool: Haven and Lotus.

  • Abyss: sites A, B · 23 callouts.
  • Ascent: sites A, B · 22 callouts.
  • Bind: sites A, B · 24 callouts.
  • Breeze: sites A, B · 23 callouts.
  • Corrode: sites A, B · 21 callouts.
  • Fracture: sites A, B · 22 callouts.
  • Haven: sites A, B, C · 21 callouts.
  • Icebox: sites A, B · 25 callouts.
  • Lotus: sites A, B, C · 28 callouts.
  • Pearl: sites A, B · 26 callouts.
  • Split: sites A, B · 24 callouts.
  • Summit: sites A, B · 24 callouts.
  • Sunset: sites A, B · 17 callouts.

7Common mistakes

  • Smoking too early: the smoke fades just as your team arrives.
  • Peeking first with your controller and dying before the smokes are down.

Dicas

  • Know how long your smokes last and when they end: that is when the enemy will push.
  • A good smoke sits exactly on the enemy's line of sight, not in the middle of the corridor.
  • Ask your team where they want the smokes before the round starts.

Confrontos

Combina bem com

  • Brings information (reveals enemies) with Trapwire (C), which Harbor's kit does not have.

  • Brings traps and set-ups with Trademark (C), which Harbor's kit does not have.

  • Brings healing with Blaze (C), which Harbor's kit does not have.

  • Brings crowd control (concuss, detain) with Fault Line (E), which Harbor's kit does not have.

Mudanças

  1. Guide created for patch 13.06.

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