#CooldownMgmt
14 terms tagged
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Burst Heal
Choosing between a single large heal to pull an ally back from the kill threshold versus a steady trickle.
Cooldown Counting
Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.
Anti
Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.
Mega Control
Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.
Peek Timing
Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.
Heal Check
Tickling the enemy with damage to observe whether their supports react with heals — reading backline attention and resources.
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.
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.
Sustain War
A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.