#Aggro
24 terms tagged
Aggro Ping Pong
Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Pick
A solo kill before or at the start of a fight that gives your team a numbers advantage going in.
Target Call
A call that designates which single enemy to focus, aligning the whole team's damage.
Anti
Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.
Backcap
One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Hard Peek
A full-commitment peek that exposes the entire body to land damage — the opposite of a shoulder peek.
Isolate
Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.
Re-engage
Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.
Overcommit
Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.
Breaking Suzu
Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.
Breaking Lamp
Instantly destroying Baptiste's Immortality Field turret to remove the protection and kill through what would otherwise be prevented.
Spawn Camp
After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.
Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.
HP Count
Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.