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Haven Strat Default Comp

The document outlines strategies for playing Haven, focusing on both attack and defense tactics. It emphasizes the importance of map control, utilizing agents' abilities effectively, and adapting strategies based on the opponents' movements. Key strategies include executing fakes, coordinating ultimates, and establishing strong post-plant positions.

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0% found this document useful (0 votes)
530 views21 pages

Haven Strat Default Comp

The document outlines strategies for playing Haven, focusing on both attack and defense tactics. It emphasizes the importance of map control, utilizing agents' abilities effectively, and adapting strategies based on the opponents' movements. Key strategies include executing fakes, coordinating ultimates, and establishing strong post-plant positions.

Uploaded by

botwithiq2974
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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basic Haven stratbook

1
This is the most common played comp on
Haven. On Att we want to basically want to
brute force our way into sites with this comp
with the inti’s util combo.
On Def we want the make sure the Jett can
get an OP to lock down a site (mainly A)
With it being a 3 site map, we need to take
risks and confident in retakes

2
ATTACK
Standard round, we are going to call it when we
don’t know what else to call basically brute force
A Default(DRX A) our way onto A.

Taking this A space early and also inserting Omen


and or Jett. We also have KJ mid so we can get her
to clear these areas If we want to cut noise or
explore other sites we also can as we have people
holding down the A. The Omen smoke of sewers
also denies any aggression from the Def

We also have KJ taking that mid space and ensuring


that we have some form of control on C
If we see too much resistance, we
know there are 3A with Jett OP, we
can cancel and FINISH C

example of leaving the inserts to control A

if we have an insert dies it also helps because they may assume that it was
a lone player in that area

The inserts are flexible as they can lurk or be there waiting for the group to 4
regroup and keep the control.
B fake into A(with the inserts from earlier)

With Omen and Jett in these position


and KJ hopefully clearing mid, we can
pull fakes with them or the 3 man

Tapping of spike to pull rotates and


running back as we already have the
inserts on A and with the control that
KJ had in mid we have that control at
least to pull a fake
This also allows the Omen to play off
the timings if there are run to B

5
B default
With mid being the goal here we should try not to use too much util
and if we have been stunning down A, we should do it again and
even throw the Jett smoke to fake the default. Throwing some util
towards A and then moving towards mid.

Mainly we want to be as quiet as possible and fake the A default


and also take garage control while also breaking the KJ util while
also putting pressure on mid and making sure that they think about
mid while and also pulling people towards garage and possibly
making a site easier to hit.

This would be the main idea behind the mid default but personnel
can change from time to time

6
C default
With the C default we have the option to flash or stun to get the op
off the line we know they can op, with the omen 1 way it helps us to
get the orb, its also important to remember that we need to swing
this angle or they can get to cubby

With KJ and Omen we have the option of if KJ is lurking mid then


Omen would be A, vice versia. Or we can even have Omen and Sova
swap positions we just lose the dart on C but we have the dart on A

In this scenario, there has been no pressure towards C so we leave


Sova in cubby, assuming KJ has taken mid without any contest we
still have mid control and with regroup with the breach and jett.
With this default we have just taken map control of C and garage.

From here our options open up, we can fake a C split, we can C split,
we can regroup with Omen and hit A if he isnt dead. the options
here are abundant

7
A Execs with ults

A hit with Breach Ult


A hit with KJ Ult
If Drone gets
A hit If Drone gets
contact, ult
contact, omen flash
8
B exec

Fast B exec. Using as little utility as possible to secure a better


postplant cuz post planting on B is aids

WHEN TO CALL THIS STRAT:


- on a low buy round
- we notice they are not defending B early round
-we aint got nothing else to run, RUSH B

9
C hit
Fast C exec, just brute forcing our way into the site, will also
need to be in advantageous positions during post plants. If
we cancel we are in the shit as we have no map control.

WHEN TO CALL C EXEC:


- low buy round
- we have been doing the A default and the defence is
playing with more on A
- they cannot hold or retake C for their life

10
C split
Using the C default we set up and breach regrouping with
Omen we have already put pressure on garage and we have
Sova being the 3rd into garage and watching to see if
anyone peeks out of that smoke during that time.

WHEN TO CALL C SPLIT:


- We have already set up that C default and we want to just
hit off that after putting pressure on the KJ
- the defenders have started to stack towards A

11
postplant ideas, these are mainly ideas we can play should we still have the available util left and also
Post plants the people left for it. there are adaptations for it as well, all of these times we are buying time and
playing the win con, the spike going off

Diff ways to play this, can We are mainly buying time and On C we have to play on site
swing off turret contact, jett playing the wincon with the unless the smokers are dead.
contact all sorts of contact, util sova is watching market Should the smoker not be
while maintaining a triangle incase there is someone dead we have to play
for postplants coming out of there and omen crossfires and buy time. we
is at a headshot angle need to be sure who is
swinging off whose contact.
needs to be clear 12
DEFENCE
Pistol: Fight A
simple pistol round to fight on A whilst
keeping info and delaying the attackers
on B and C for the retake as it is easier
to retake B and C. Should there be
nothing on A we can push out of A to
flank B or C

WHEN TO CALL FIGHT A:


- Pistol round
- we cannot hold A on gun rounds,
have some aggression in there
- punishing attackers that are lazily
taking A control mid game

14
DRX default (Def)
should be playing this majority of the time. We are
spread across the map and put pressure on choke points.
like in pistol round strat retaking A is the hardest so we
pressure and hold A the most then C, then B.

Breach is very flexible in this default and can hold many


different positions, starting A link most of the time isnt
bad as well

WHEN TO CALL DRX DEFAULT:


- majority of the time
- when we do not have a read on te opp
- we have no ults

Breach’s flexibility

15
Def reactions
ATT pressure A ATT pressure mid

Flood rotate A
Leaving Jett on a deep A line
retaking A will be a pain
If Jett has the deep A line she would be able to
so breach hard rotates to A
hold A herself, this allows sova and breach to
Omen can either push out of C, anchor C or
rotate to the site
join the rotation. Decision will be made based
If Jett does not have the deep A line, Sova and
on the read
drone for her to get that line
If Att goes quiet we will need to repush A or
Until Jett is pushed off that line she can stay on
rotate back
A alone and we can have at least 2 people on 1
site 16
Def reactions (Contd)
ATT pressure C

Leaving Jett on the deep A line


When there is pressure C most of the time it
means a C exec is coming. Leaving Jett A is
fine, we need to flood rotate.
Omen and KJ can leave C if their exec is too
strong with ults, and we can play retake with
the util, the amount of util they would have
left would be less than us
If they cut noise we slowly rotate back 17
Mid Push

aggro mid push, mainly we want to try and get


1 to 2 picks here. doing it max 2 times will
suffice as we do not want to do too often as
the attackers will have an easy time reacting
and taking space on A or C.

Our reaction to this will be key: we need to


quickly call if we will be rotating fast or be
flanking them

WHEN TO CALL MID PUSH:


- Attacker’s keep calling mid and we want to
punish their push
- We can retake A

If Jett has a rifle, can swap with sova

18
Breach Ult Trap on A

trap play on A that will surprise the attack


while ulting of sound. C would be strong as jett
is holding down the C line.

C players have the option to play retake if are


overwhelmed and just saves the breach ult for
retake.

WHEN TO CALL BREACH ULT:


- When we have Breachult
- Attack has been execing A and through long A

19
KJ ult retake on A

Retaking A with KJ ult is one of the easier ways


to get back A hence playing strongside B and C
and retake A. B/C set up can change

WHEN TO CALL KJ ULT:


- When we have Killjoy ult (and attackers don’t
have Sova ult!)

20
Sova ult fighting A lobby

aggro A lobby fight with a blind ult from Sova


into lobby and spawn. we should get some
tags even if they aren’t fighting for lobby!

Omen and KJ need to be aware that the attack


may fast react onto C.

WHEN TO CALL SOVA ULT:


- When we have Sova ult
- the att keep taking A control

21

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