TAG_FILTER

#CooldownMgmt

14 terms tagged

dribble

Dribble

aka ドリブル / Tank Dribble

Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.

DIFF
4/5
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-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
burst-heal

Burst Heal

aka バーストヒール / 瞬間回復 / Trickle Heal / ちまちま回復

Choosing between a single large heal to pull an ally back from the kill threshold versus a steady trickle.

DIFF
3/5
REL × 4
cooldown-counting

Cooldown Counting

aka CDカウント / クールダウンカウント / CDトラッキング / CD管理

Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.

DIFF
4/5
REL × 3
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
mega-control

Mega Control

aka メガ管理 / ヘルパ管理 / Mega / Health Pack Denial / 回復パック管理

Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.

DIFF
3/5
REL × 3
peek-timing

Peek Timing

aka ピークタイミング / ピーク / 顔出しタイミング / Re-peek

Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.

DIFF
4/5
REL × 5
heal-check

Heal Check

aka ヒールチェック / Healcheck / 回復確認

Tickling the enemy with damage to observe whether their supports react with heals — reading backline attention and resources.

DIFF
3/5
REL × 5
cleanse-bait

Cleanse Bait

aka クレンズベイト / 鈴ベイト / Suzu Bait / アンチ釣り / Anti Bait

Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.

DIFF
5/5
REL × 4
layered-cooldowns

Layered Cooldowns

aka ディフェンスCDの重ね / CDレイヤリング / 防御CDずらし / layered defensives / Staggered Cooldowns

Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.

DIFF
5/5
REL × 5
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
sustain-war

Sustain War

aka サステイン勝負 / サステインウォー / Heal War / 回復勝負

A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.

DIFF
4/5
REL × 5