#Micro
21 terms tagged
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Off-angle
Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.
Concentrating heals and boosts on one ally to give them a structural advantage in their duel.
Burst Heal
Choosing between a single large heal to pull an ally back from the kill threshold versus a steady trickle.
Free Value
Gaining damage or space uncontested because the enemy cannot fire back or use cooldowns.
LOS Break
Stepping into cover to break enemy sightlines, forcing a reset of incoming damage and lock-on abilities.
Anti
Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.
Peek Timing
Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.
Natural Cover
Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.
Hard Peek
A full-commitment peek that exposes the entire body to land damage — the opposite of a shoulder peek.
Bodyblock
Using your own hitbox to block an enemy sightline or path, absorbing damage or cutting off an escape route.
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.
Expensive to Kill
Positioning that forces the enemy to over-invest resources to secure a kill — making your death too costly to be worth pursuing.
Spacing
Maintaining the distance where you can deal damage but can't be reached by enemy cooldowns — constant range management that denies engagement on the enemy's terms.
Kite
Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.
Shoulder Peek
Exposing only a shoulder for a fraction of a second to bait a shot from Widowmaker or similar, without actually getting hit.
Solo Stall
The last surviving player staying on the objective to single-handedly stall progress until teammates respawn and return.