TERM_DEFINITION · ID: win-condition

Win Condition

aka ウィンコンディション · 勝ち筋 · win con · wincon · 勝利条件

The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.

DIFF
3/5
PRO
4/5
Role TankDPSSupport
Style DivePokeRushBrawl
Phase MacroSetup
§ Breakdown [AI-translated — feedback channel coming soon]

The foundation of comp design and the game plan. Each archetype has its own win path: Dive = drop the key target first, Brawl = win the close-range sustain race, Poke = chip them out, Rush = speed-boosted entry combo. If you want to win there are only two options — line up the conditions that let your win path go through, or shut down the enemy's — and those two axes build the entire macro. Wombo Combo and Pick are subordinate concepts to win condition: unless "how does using that tool win the fight" is explicit, they are just improvisation. Swap decisions also start from "does my win path still go through on this comp."

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

Confirming at the draft stage how this comp is supposed to win. Deciding, when fights keep failing to line up, to rebuild because the win condition isn't going through. A coach putting the game plan into words.

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

Starting fights on individual mechanics without a defined win condition, so nobody knows what to do even from an advantaged state. Not tracking the enemy's win condition and repeatedly handing them the situation they want.

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