Comp RPS
The rock-paper-scissors relationship between Dive, Poke, and Brawl that shapes drafting decisions.
The foundation of the idea that win rate is decided not by "is my comp strong" but by "is my archetype favored into theirs." The arrows flip with map and patch, so draft and counter-swap decisions always start from reading where you stand in the triangle. The key point is that it's a matchup between comp archetypes, not just hero matchups. Reading the current meta as "which hand is being thrown most" is coaching basics.
Picking a comp at the draft stage. Putting the reasoning behind a counter-swap into words. Adjusting your own strategy after reading the enemy comp.
Losing from the favorable side to mechanics, map, or Ult differential and writing it off as matchup instead of reviewing it. Treating the triangle as fixed and never updating the matchup arrows after a patch.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Counter Swap
Switching heroes to directly counter an enemy pick and nullify their advantage.
Hybrid Comp
A composition that blends elements of multiple archetypes rather than committing fully to Dive, Brawl, or Poke.