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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