TERM_DEFINITION · ID: spam-comp

Spam Comp

aka スパム編成 · スパム · 面火力編成 · Choke Spam

A comp that paints a choke with AoE and rapid-fire output from the likes of Junkrat and Mei, denying entry outright.

DIFF
2/5
PRO
2/5
Role DPSTank
Style Poke
Phase MacroSetup
§ Breakdown [AI-translated — feedback channel coming soon]

The aim is not pinpoint duels but denying space by creating a state of "stay in this area and you get chipped". Where Poke chips individuals down with sightlines, the identifying criterion of Spam Comp is blocking entry against the whole formation with an area of barrage. Its area-denial effect is highly terrain-dependent, functioning on "unavoidable corridors" like chokes, narrow hallways and covered sections. The attackers' answers come down to one of: threading the gaps in the barrage and getting through in one go, routing around another way to take the flank, or staggering the timing to force the barrage to reset. Spam on its own has little power to take kills, so it needs the combo of landing focus after the enemy forces their way through and eats damage.

When to Use [AI-translated — feedback channel coming soon]

On defensive chokes, or narrow paths the attackers have to pass through — stacking multiple sources of AoE damage to build area denial. Instead of holding a front line and trading sightlines, keep the barrage up and keep chipping their HP.

Failure Modes [AI-translated — feedback channel coming soon]

Picking a spam comp on open terrain or a site with multiple routes: they route around it and break through from a flank the spam cannot reach. Or the barrage stays up but takes no kills on its own — the chip keeps going in, but their healing outpaces it and you get pushed off.

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