Cooldown Counting
Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.
The answer to "when do we go in" is usually "while the enemy's defensive CDs are down." For the few seconds after you force out a Suzu the enemy is defenseless against focus, and engaging into that window versus engaging after the CD is back gives you opposite results. Counting and remembering the CDs you forced out with a Bait Cooldown or a resource trade is what justifies the engage. Pros keep all five enemy players' CDs in their head at all times, not just their own team's.
Timing the confirmed kill after a Bait/Trade has forced out Suzu/Lamp. Judging engage timing in neutral.
Losing the count and diving in after the CD is already back, getting neutralized. Over-trusting your count and pushing while Suzu is actually up, eating the damage.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.