TERM_DEFINITION · ID: resource-trade

Resource Trade

aka リソーストレード · CDトレード

Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.

DIFF
4/5
PRO
5/5
Role TankDPSSupport
Style HybridDivePoke
Phase SetupMid-Fight
§ Breakdown [AI-translated — feedback channel coming soon]

Throwing a Hook on non-lethal HP to bait Suzu, an Echo Beam to bait Lamp, a Tracer Pulse to force Immortality. The trade looks like a loss in isolation, but with that major CD spent, you cash in by starting the real fight. The base currency of pro-level decision-making.

When to Use [JA only — English translation pending]

Ult Cycleの噛み合わせ前、または敵の鍵となるサポートCD(Suzu/Lamp/Trance/Coach)を抜きたい時。

Failure Modes [JA only — English translation pending]

相手が「吐かない判断」をして自分のCDだけ消化、純損失。Tradeのつもりが死亡してUltチャージも献上。

Related Cards
bait-cooldown

Bait Cooldown

aka ベイトクールダウン / CDベイト / Cooldown Bait

A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.

aggro-ping-pong

Aggro Ping Pong

aka アグロピンポン / Pong

Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.

soft-engage

Soft Engage

aka ソフトエンゲージ / Soft Touch

Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.

ult-cycle

Ult Cycle

aka ウルトサイクル / Ult Economy

Long-game management of team ult economy across fights — engineering favorable trades every round.

counter-swap

Counter Swap

aka カウンタースワップ / カウンターピック / アンチピック / Counter Pick

Switching heroes to directly counter an enemy pick and nullify their advantage.

target-switch

Target Switch

aka ターゲットスイッチ / スイッチコール / 切り替え

Shifting the entire team's focus to a new target when the original call gets saved.

pocket

Pocket

aka ポケット / ポケる / Pocketing / Pocket Heal

Concentrating heals and boosts on one ally to give them a structural advantage in their duel.

burst-heal

Burst Heal

aka バーストヒール / 瞬間回復 / Trickle Heal / ちまちま回復

Choosing between a single large heal to pull an ally back from the kill threshold versus a steady trickle.

flex-support

Flex Support

aka フレックスサポート / オフサポ / Off Support / フレサポ

A support pick like Ana, Zen, or Bap whose damage output, debuffs, or utility swing fights beyond healing.

numbers-advantage

Numbers Advantage

aka 人数有利 / 数的優位 / ナンバーズ / Man Advantage

Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.

mega-control

Mega Control

aka メガ管理 / ヘルパ管理 / Mega / Health Pack Denial / 回復パック管理

Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.

heal-check

Heal Check

aka ヒールチェック / Healcheck / 回復確認

Tickling the enemy with damage to observe whether their supports react with heals — reading backline attention and resources.

cleanse-bait

Cleanse Bait

aka クレンズベイト / 鈴ベイト / Suzu Bait / アンチ釣り / Anti Bait

Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.

layered-cooldowns

Layered Cooldowns

aka ディフェンスCDの重ね / CDレイヤリング / 防御CDずらし / layered defensives / Staggered Cooldowns

Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.

defensive-ult

Defensive Ult

aka ディフェンシブウルト / 防御ウルト / 守りウルト / Defensive Ultimate

An ultimate used to save teammates and reset a losing fight rather than to secure kills — Transcendence, Sound Barrier, Tree of Life, and similar.

value

Value

aka バリュー / Get Value / バリュー取り / Trade Value

Whether the resource you spent — ult, cooldown, HP, or time — generated a return equal to or greater than the investment.

breaking-suzu

Breaking Suzu

aka 鈴割り / Suzu窓 / Suzu Window / Suzu割り

Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.

breaking-lamp

Breaking Lamp

aka ランプ割り / Lamp割り / イモータル割り / Immo Break

Instantly destroying Baptiste's Immortality Field turret to remove the protection and kill through what would otherwise be prevented.

sustain-war

Sustain War

aka サステイン勝負 / サステインウォー / Heal War / 回復勝負

A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.