Win Condition
The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.
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."
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.
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.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Poke
Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.
Rush
Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.
Comp RPS
The rock-paper-scissors relationship between Dive, Poke, and Brawl that shapes drafting decisions.