#Comms
15 terms tagged
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.
Target Call
A call that designates which single enemy to focus, aligning the whole team's damage.
Target Switch
Shifting the entire team's focus to a new target when the original call gets saved.
Ult Negate
Using a defensive ability (not an ult) to absorb an enemy ultimate, making it score zero kills.
Counter Ult
Using your own ultimate to directly nullify or cancel an enemy ultimate.
Bodyblock
Using your own hitbox to block an enemy sightline or path, absorbing damage or cutting off an escape route.
Cleanse Bait
Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.
Layered Cooldowns
Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.
Shot Calling
Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.
In-Game Leader
The player with final tactical authority in-game — setting the macro strategy and unifying all calls.
HP Count
Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.
Ready Check
A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.