Set Play
A pattern that takes the opening advantage with a map-specific, pre-designed Ult/CD sequence built on the known opening resource state.
At the opening, both teams' CD/Ult inventories are known (everyone is on a full reset), so you can prepare a repeatable opening pattern aimed at a specific map and a specific comp. If the whole team shares the choreography — "take high ground off spawn, bait a CD out, then the real engage" — the win rate on the opening jumps sharply and holds there. Where Staging is general-purpose preparation adapted to the situation in front of you, a set play is a pattern pre-designed for that specific map, polished by repetition in scrims. Since it can be turned against you the moment it is read, the premise is using it together with scouting information on the opponent. It is a concept talked about often in top-level scrim culture such as OWCS.
In matches where you know the scrim opponent's map tendencies, or on maps where your own opening routes are already polished — the whole team runs the same script to take high ground and land the opening combo.
The opponent reads the set play and turns it around, and the opening becomes a 5v4 against you. Or not everyone shares the script, the team scatters off spawn, and the synchronization the set play depends on falls apart.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.