Clearing
Running sightlines and scouting through high ground and off-angles before a push to flush out hidden enemies.
Most kills in OW come from an enemy on high ground you never saw. Shooting and peeking the upper angles to shut them down before you push out removes the starting point for a sudden focus or an Ult. It is not a term for "taking" high ground — it is the concept on the other side, nullifying the enemy's high ground and off-angles, and it functions as the prerequisite work for Staging. Where pre-fire is placing shots ahead of time on a line where someone should be, clearing refers to active scouting and sightline checking in general before a push, sometimes ending in a kill and sometimes only in confirming a position. As the process of checking that everyone's vision is accounted for before pushing into open terrain, before entering a contest, or before a close, it is one of the prerequisites a coach can put into words most easily.
Before a contest, a close, or a push out, run shots and sightlines through the high ground and the upper and lower off-angles to check for hidden enemies. Use it as the basis for not starting the push while an uncleared angle remains, and treat it as paired with the go signal for Staging.
Pushing out through the middle without clearing the high ground, getting focused by a DPS hiding up there, and collapsing instantly. Spending too long clearing, losing the window of poke advantage, and giving the enemy time to set up again.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Off-angle
Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.