Hailing from India’s coast, new Valorant controller Harbor already looks like one of the most potent in the game. He wields the power of an ancient artifact, giving him total dominion over water.
With the ability to summon tidal waves and frothing rapids, he is able to shield his allies from bullets and block vision across a wide swath of the map.
Those who dare to challenge him will find themselves pummeled by waves and their progress slowed to a crawl.
Here’s everything you need to know about Harbor’s abilities and how they work.
What you need to know about Harbor’s abilities
High Tide (E) — Signature ability
Equip a wall of water. Fire to send the water forward along the ground. Hold fire to guide the water in the direction of your crosshair, passing through the world and spawning a wall along the water’s path. Alt fire while bending to stop the water early. Players hit are slowed.
High Tide feels like a cross between Viper’s and Phoenix’s walls. It cuts through the map in a similar fashion to Toxic Screen, and can be bent like Blaze. However, High Tide can be bent to a much sharper angle than Blaze, and it also operates on a 40-second cooldown.
The wall itself lasts just under 15 seconds, making it a potentially oppressive presence to deal with. The cooldown also starts when the wall goes up, which means you’ll have it ready to use again in roughly 25 seconds from the moment it dissipates.
Cove (Q) — 350 credits, 1 charge
Equip a sphere of shielding water. Fire to throw. Alt fire to underhand throw. Upon impacting the ground, spawn a water shield that blocks bullets.
Cove is one of Harbor’s most unique abilities. It is a hollow smoke that you can throw down to protect yourself or allies, and its ability to block bullets makes it a potent tool for planting the spike and retaking sites.
However, it will allow abilities like Sova’s Shock Bolt and Viper’s Snake Bite to pass through, so you are not completely safe within it. Cove’s shield can also be broken, at which point it will lose its golden sheen.
Cascade (C) — 150 credits, 1 charge
Equip a wave of water. Fire to send the wave rolling forward and through walls. Re-use to stop the wave. Players hit are slowed.
Cascade travels along a set path, which can be viewed on the mini map. You can stop it at any time while it is moving, allowing for some creative use cases and new angles to play around. On attack, it can provide a moving cover of sorts, allowing players to run down long sightlines such as Haven’s C Long to pressure any Operator users.
However, it does not block bullets, which means you have to be careful about being gunned down behind it.
It also slows players who pass through it, but as with High Tide, the slow duration does not last for long and it is nowhere as punishing as Sage’s Slow Orb.
Reckoning (X) — 7 ultimate charges
Equip the full power of your Artifact. Fire to summon a geyser pool on the ground. Enemy players in the area are targeted by successive geyser strikes. Players caught within a strike are concussed.
Reckoning looks like a great tool for clearing out sites, similar to Breach’s Rolling Thunder and Fade’s Nightfall. In addition, enemies that are concussed will have a very prominent gold and purple plume above their heads that extends into the sky, revealing their locations even if they are hiding behind cover.
Harbor will be available to play on October 18 when Episode 5 Act III drops.