Pick
A solo kill before or at the start of a fight that gives your team a numbers advantage going in.
The most reliable way to break a stalemate: take one body with Widow or a Hook during neutral and you open the fight 5v4. Target Call and focus are in-fight coordination; a Pick is the single move that locks the advantage in before the fight starts. If the side that got the pick burns time instead of committing immediately, the body respawns and the advantage is gone — once you have the pick, close immediately. That is the rule.
Neutral phase, when an enemy support or DPS is isolated or you have line of sight on them. Timings where the kill-confirming tools — a Widow angle, Hook, Pulse Bomb — are all up.
Landing the pick but committing too late and letting the body respawn and rejoin. Forcing a pick attempt, getting picked yourself, and handing over the numbers disadvantage.
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.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Numbers Advantage
Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.
Target Call
A call that designates which single enemy to focus, aligning the whole team's damage.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Isolate
Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.
Make a Death
Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.