TAG_FILTER

#Aggro

24 terms tagged

aggro-ping-pong

Aggro Ping Pong

aka アグロピンポン / Pong

Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.

DIFF
4/5
REL × 6
soft-engage

Soft Engage

aka ソフトエンゲージ / Soft Touch

Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.

DIFF
3/5
REL × 7
resource-trade

Resource Trade

aka リソーストレード / CDトレード

Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.

DIFF
4/5
REL × 19
bait-ult

Bait Ult

aka ベイトウルト / Ult Bait

Forcing the enemy to spend an ultimate on empty space or a low-value target.

DIFF
5/5
REL × 10
bait-cooldown

Bait Cooldown

aka ベイトクールダウン / CDベイト / Cooldown Bait

A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.

DIFF
3/5
REL × 13
tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

DIFF
4/5
REL × 17
forward-hold

Forward Hold

aka フォワードホールド / 前抑え

Holding a defensive formation pushed into enemy territory to disrupt their regroup.

DIFF
4/5
REL × 18
wombo-combo

Wombo Combo

aka ウォンボコンボ / 多重Ult / Wombo

Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.

DIFF
4/5
REL × 12
pinch

Pinch

aka ピンチ / 挟撃

Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.

DIFF
4/5
REL × 8
flank

Flank

aka フランク / 裏取り

Taking a secondary route to enter the enemy backline or blind spots.

DIFF
3/5
REL × 7
pick

Pick

aka ピック / 先落とし / 1枚抜き / オープニングピック

A solo kill before or at the start of a fight that gives your team a numbers advantage going in.

DIFF
3/5
REL × 9
target-call

Target Call

aka ターゲットコール / 優先順位コール / フォーカスコール / プライオリティ / Target Priority

A call that designates which single enemy to focus, aligning the whole team's damage.

DIFF
3/5
REL × 5
anti-heal

Anti

aka アンチ / ナノアンチ / Nade / Anti-nade / Anti-heal

Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.

DIFF
4/5
REL × 4
backcap

Backcap

aka バックキャップ / 裏取りキャップ / バックキャッピング / Back Cap

One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.

DIFF
3/5
REL × 3
split-push

Split Push

aka スプリット / Split / スプリットプッシュ / 二手分け

Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.

DIFF
4/5
REL × 5
hard-peek

Hard Peek

aka ハードピーク / フルピーク / コミットピーク / Full Peek / Commit Peek

A full-commitment peek that exposes the entire body to land damage — the opposite of a shoulder peek.

DIFF
3/5
REL × 5
isolate

Isolate

aka アイソレート / Cut Off / 孤立化 / 切り離し

Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.

DIFF
4/5
REL × 6
re-engage

Re-engage

aka リエンゲージ / 再エンゲージ / Second Wave / Re-commit

Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.

DIFF
4/5
REL × 5
overcommit

Overcommit

aka オーバーコミット / Over-extend / オーバーエクステンド / 突っ込みすぎ

Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.

DIFF
3/5
REL × 6
breaking-suzu

Breaking Suzu

aka 鈴割り / Suzu窓 / Suzu Window / Suzu割り

Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.

DIFF
5/5
REL × 5
breaking-lamp

Breaking Lamp

aka ランプ割り / Lamp割り / イモータル割り / Immo Break

Instantly destroying Baptiste's Immortality Field turret to remove the protection and kill through what would otherwise be prevented.

DIFF
3/5
REL × 5
spawn-camp

Spawn Camp

aka スポーンキャンプ / Spawn Trap / リスキャン / Spawn Lock

After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.

DIFF
3/5
REL × 5
choke-break

Choke Break

aka チョーク割り / チョークブレイク / 隘路突破 / Breaking the Choke

The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.

DIFF
3/5
REL × 5
hp-count

HP Count

aka HP カウント / HPコール / 残HPコール / Confirm Kill / lethal call

Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.

DIFF
3/5
REL × 4