Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Two or more DPS or tanks shooting the same target from angles separated by 90° or more. The enemy can't hide behind a single wall — one sightline always stays exposed, forcing them to either take damage or fully commit to cover. This is where off-angles prove their value.
Main lane + Off-angleの組み合わせで常に意識。特にBrawl相手にPokeで削る時、相手のタンクHPを溶かす最速手段。
Off-angle側が無理して孤立、ピックされてただの4v5に。Crossfireを組むためにフォーメーションが横に広がりすぎてヒーラーの回復射線が切れる。
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.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Target Call
A call that designates which single enemy to focus, aligning the whole team's damage.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Zoning
Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.
Anchor
Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.
Isolate
Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.
Main Lane
The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).
Support Off-angle
A support player taking an angle away from the main formation to add a crossfire sightline while forcing the enemy to split dive attention.
HP Count
Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.