Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Grav Bomb + Blade, Earthshatter + Bob, Hack + Nano-Blade + Beat, RIP + Stun, etc. The refined version: the first ult forces Suzu or Lamp out, and the moment that defense burns, you stack the second. A round-defining play, only usable when the Ult Cycle lines up.
Ult差2個以上の有利、相手のSuzu/LampがDown、自陣のStagingが完了している時。
相手にCD/Ultが残っていて1個目で防がれ、2個目を撃つ前にUlt持ちが死ぬ。サウンドキューで予兆を読まれて先にFadeで逃げられる。
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Rush
Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Anti
Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.
Win Condition
The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.
Cleanse Bait
Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.
Breaking Suzu
Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.
Breaking Lamp
Instantly destroying Baptiste's Immortality Field turret to remove the protection and kill through what would otherwise be prevented.
Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.
HP Count
Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.
Sustain War
A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.