TERM_DEFINITION · ID: high-ground

High Ground

aka ハイグラウンド · 高所 · HG

Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.

DIFF
2/5
PRO
5/5
Role TankDPSSupport
Style PokeHybrid
Phase SetupMid-Fight
§ Breakdown [AI-translated — feedback channel coming soon]

High ground means downward sightlines, reduced incoming fire, and an immediate safe retreat. Losing it leads directly to losing space, which leads directly to losing tempo. The power level of Pharah / Echo / Widow is essentially a function of how freely they can take high ground.

When to Use [JA only — English translation pending]

Stagingの位置選定、Off-angle設置、Ult Cycle前のSafe Spot確保。

Failure Modes [JA only — English translation pending]

High Groundを取ったがLow Groundの味方と分断、合流不能で各個撃破。

Related Cards
space

Space

aka スペース / 空間制圧

Physical control over the favorable parts of the map — high ground, routes, sightlines.

off-angle

Off-angle

aka オフアングル / サブ射線

Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.

staging

Staging

aka ステージング / 集結

Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.

crossfire

Crossfire

aka クロスファイヤ / 挟み撃ち射線

Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.

los-break

LOS Break

aka LOS切り / 射線切り / 視線切り / Break LOS / Line of Sight Break

Stepping into cover to break enemy sightlines, forcing a reset of incoming damage and lock-on abilities.

defender-advantage

Defender Advantage

aka ディフェンダー有利 / 守り有利 / 防衛有利 / Defensive Advantage

The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.

zoning

Zoning

aka ゾーニング / Zone / エリア拒否 / 牽制エリア

Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.

mega-control

Mega Control

aka メガ管理 / ヘルパ管理 / Mega / Health Pack Denial / 回復パック管理

Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.

natural-cover

Natural Cover

aka ナチュラルカバー / Cover / カバー / 遮蔽

Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.

power-position

Power Position

aka パワーポジション / Power Corner / Power Spot / 強ポジ / 要所

A map-specific position that combines strong cover and forward sightlines near the objective — the anchor of most setups.

sightline-denial

Sightline Denial

aka サイトライン管理 / 射線管理 / 射線切り / Sightline Control

Deliberately preventing or opening long sightlines through positioning and cover to dictate where the enemy's hitscans and snipers can operate.

choke-control

Choke Control

aka チョーク管理 / チョークホールド / Choke Hold / チョーク

Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.

expensive-to-kill

Expensive to Kill

aka 高くつく位置取り / Hard to Kill / Survivable Positioning

Positioning that forces the enemy to over-invest resources to secure a kill — making your death too costly to be worth pursuing.

bunker-comp

Bunker Comp

aka バンカー編成 / バンカー / 立て籠もり / Bunker

A defensive setup that protects a high-damage dealer like Bastion behind shields and defensive cooldowns, fortifying one position.

main-lane

Main Lane

aka メインレーン / Main / Flank Lane / メイン / サイドレーン / 高所ルート

The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).