Layered Cooldowns
Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.
Spending Suzu and Lamp at the same time survives the instant but leaves you completely defenseless afterward. Layering is the ordering discipline of "ride out the first with one, hold the second for their real Ult or burst", and it becomes a read battle against the side counting your CDs. How long the side that got baited into spending the first one can stretch out its remaining layer decides the team's durability in the fight. It is the flip side of Cleanse Bait and Bait Cooldown: the attacking side's design is "draw out the first CD, then land the real thing", the defending side's is "hold the second layer and match it to the real thing" — directly opposed. It is the heart of the two supports' teamwork, and the endurance contest over who breaks first decides how long the fight runs.
When the enemy is stacking bursts back to back — riding out the first with one layer and holding the second. Deliberately spending one layer before their ult so the second can be committed full on the ult itself.
Both go out at once, leaving you defenseless against the real ult. Overreacting to a bait debuff burns the first layer for nothing, leaving only one layer for the real thing.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Cleanse Bait
Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.