Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.
Breaking a choke head-on is resource-inefficient, so the tactical judgment is which to use: spending an Ult, splitting from an alternate route, or drawing them out with a bait Ult. Whether you have a formation that gets all five out at once after the break is what separates a successful breakthrough from a solo suicide charge. Where choke management is the phase of the defenders setting their sightlines and waiting, a choke break is the reversal where the attackers actively go break it, and cost allocation — which CDs / Ults to spend — is the crux. If the five-player simultaneous entry right after the break is late, the defenders rebuild their sightlines and you are back into a second round of choke management.
When the defenders have the choke fully sealed and you hold the Ult advantage, draw them out with a bait Ult and then land the real one. Split through an alternate route to spread the defensive sightlines, then break main.
Spending all the choke-breaking resources without actually breaking the choke, then entering the fight with CDs and Ults gone. Failing to get all five out at once right after the break, so the player who went first gets picked off diving in alone.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.