#Formation
19 terms tagged
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Defender Advantage
The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.
Rotation
Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Zoning
Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.
Power Position
A map-specific position that combines strong cover and forward sightlines near the objective — the anchor of most setups.
Anchor
Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.
Isolate
Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.
In-Game Leader
The player with final tactical authority in-game — setting the macro strategy and unifying all calls.
Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.
Main Lane
The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).
Ready Check
A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.