TERM_DEFINITION · ID: sustain-comp

Sustain Comp

aka サステイン編成 · 耐久編成 · Sustain

A comp direction that stacks healing and durability resources so enemy burst damage cannot outpace the healing.

DIFF
3/5
PRO
3/5
Role TankSupport
Style BrawlPoke
Phase Macro
§ Breakdown [AI-translated — feedback channel coming soon]

The idea is not to take kills but to hold a state where nobody dies while banking space and an Ult differential. Without enough burst damage the attacking side stalls out, so dealing with it requires Anti-Heal or high burst damage that pushes damage through above the healing output. It is a frequent concept in current meta criticism — why games drag out on a given patch, and what you have to add to break through — and functions as the language coaches use when hunting for "ways to break a sustain comp". It is adjacent to Resource Trade (the idea of out-shooting healing resources), but sits on a different axis: Sustain Comp refers to a comp's design policy, Resource Trade to an in-game decision process. It is also a distinct concept from Heal Creep (the balance phenomenon of total healing rising across patches); this entry strictly refers to "a particular comp tendency".

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

In matches where the enemy lacks burst damage and cannot out-damage your healing, stack sustain, drag the fight long, and build an edge through Ult charge efficiency. Use it as a strategy to deliberately create a stall and wait out the enemy's resources.

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

Running sustain into Anti-Heal or a high-burst comp and getting picked off one after another by burst that outpaces the healing. Or the intended stall backfires because the enemy also has sustain, the match drags on endlessly, and Ult inventories build up evenly on both sides.

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