Heal Check
Tickling the enemy with damage to observe whether their supports react with heals — reading backline attention and resources.
If heals come straight back, you have pulled the enemy supports' resources and attention; if none come, that target is abandoned — meaning you can push. Either way you get the information cheaply as a binary. It is the heal version of Bait Cooldown: a low-cost read on how much slack the enemy backline has before you commit to a fight for real. It also carries the secondary resource-trade effect that a support reacting with heals is a support spending CDs, and it becomes the basis for the read that leads into a real engage. It is more effective combined with peek timing or a Soft Engage.
Before opening a fight, chipping the enemy tank or DPS and watching how much their supports react. Measuring their slack in neutral.
What was meant as a heal check does too much damage and drags you into a real engage. You read "no heals came, so go" — but they were actually holding a different CD to answer with.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Peek Timing
Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.
Sustain War
A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.