Aggro Ping Pong
Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.
The tank and a secondary DPS (or the reverse) take turns stepping out to absorb aggro, pulling back the instant the enemy switches targets. Enemy supports are forced to re-decide who to heal every cycle, burning single-target resources like Discord and Bio. A core tempo tool for Dive comps.
Dive編成での開幕~中盤、相手にUltが無く、味方に逃げ性能(Fade/Recall/Suzu吸引)が十分にある時。最低でも2レーンの「引きライン」が確保できる必要がある。
引きライン(カバーや高所)が無い状態で始めるとただのバラけた被弾になる。Suzu/Lampを早期に吐かせると、本命のEngageでBurstが通らない。
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
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.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Pick
A solo kill before or at the start of a fight that gives your team a numbers advantage going in.
Re-engage
Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.