Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Four players push from the front; one flanker comes from the back or above. The enemy can't watch both angles — react to one and the other opens up. Strongest when Echo / Sombra / Tracer flanks align with a main tank's push. The macro-scale version of an off-angle crossfire.
On maps with plenty of side routes (Numbani 1st, Esperança, etc.), and when the enemy is neglecting off-angle checks.
The flank side goes too early and dies alone; the main group never picks up momentum and is simply down a player.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.
Main Lane
The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).