All Terms
25 terms · filter by role / playstyle
Aggro Ping Pong
Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Off-angle
Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Poke
Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Rush
Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Stagger Snowball
A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.