Peek Timing
Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.
Out of the same angle, peeking right after they have shot (mid-reload) lets you hit for free; peeking before they shoot loses the duel. Repeeking — showing again immediately after being shot — to punish their "I hit that" complacency is another case: the choice of the instant you come out is itself what decides the duel. It is the flip side of pre-fire; combine where the crosshair sits before you come out (Pre-fire) with when you come out (Peek Timing) and you take one-sided trades. Peek Timing that punishes the moment a CD is spent also overlaps with the execution phase of Bait Cooldown.
The moment a hitscan like Sojourn or Cassidy comes out from the wall. Stepping up to land poke right after Rein/Sigma has dumped their main CD. Peeking only after confirming the enemy's gaze is on another target.
The enemy held a shot instead of reloading and you take it the instant you peek. Your repeek rhythm becomes fixed, gets read, and you get deleted the instant you show.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.
Off-angle
Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.
Poke
Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Hard Peek
A full-commitment peek that exposes the entire body to land damage — the opposite of a shoulder peek.