Calling Styles¶
Calling style pages are not meant to make every player a caller. They help line members recognize the shape of the fight so they can move correctly before every detail is spoken.
Why calling styles matter¶
A player who knows the style can predict what the call is trying to do:
- Bait and Switch: force enemy defensives or engage, then punish the cooldown window.
- Tsunami / Flood: enter enemy space with enough bodies that the enemy cannot isolate only one target.
- Kite / Control: make enemy mobility expire, then turn on frontliners or exposed groups.
- Turn and Burn: stop running once the enemy overcommits.
- Sword Engage / Direct Commit: hard cut distance and convert a specific moment.
- Crescent Pressure: build an angle shape that threatens more than one escape route.
How line members should use this section¶
Do not memorize names. Learn the behavior:
- where should my role stand?
- when should I stop backing?
- when should I pressure?
- when should I save or spend cooldowns?
- what does the enemy want if we make a mistake?
Style pages¶
| Page | Use |
|---|---|
| Bait and Switch | force a response, then punish the cooldown window |
| Tsunami / Flood | understand chaos entries and multi-angle pressure |
| Kite / Control Calling | stretch enemy movement, then turn when they overextend |
| Turn and Burn | stop retreating once the enemy has spent tools |
| Sword Engage | direct commit and distance-cutting calls |
| Crescent Pressure | angle shape and pressure around enemy exits |