Shot Calling
Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.
Even when individuals are good, scattered decisions mean five players fight five separate fights and lose. Shot calling builds a single convergence point for everyone's decision-making and lines engage, disengage, and ult timing up into one. A good call is judged on how fast it converts information — enemy CDs, ults, numbers — into an action instruction; a call that comes too late lands after the team has already moved and gets in the way instead. If IGL settles the role of who does the shot calling, shot calling is the act that person actually performs.
Voice every decision-switch point — the "go" on engage, the "back" on disengage, the "align here" on ult timing. The call that moves the team first matters most when a stalemate is dragging.
Calls come late, after the team has already moved. Too many calls jam the information and the team stops knowing what to do. Multiple people calling means conflicting signals.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
In-Game Leader
The player with final tactical authority in-game — setting the macro strategy and unifying all calls.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.