Skip to content

Pressure Types

Pressure is not only kill damage.

A zerg can pressure through damage, terrain, cooldowns, threat, healing strain, anti-heal, pierce, and positioning.

Main pressure types

Pressure type What it does
Burst damage tries to kill inside a short window
Sustained damage slowly breaks recovery and positioning
Q/W pressure keeps enemies low and uncomfortable between E windows
Anti-heal makes enemy healing fail
Pierce / armor reduction makes allied damage matter more
Positional pressure makes enemies leave good terrain
Threat pressure forces defensives before full engage
Defensive pressure lets your zerg stay forward longer than enemy expects

Why pressure matters

A zerg that only presses E every major cooldown gives the enemy too much freedom.

Good pressure:

  • forces enemy healers to work
  • makes enemy callers hesitate
  • punishes overextended players
  • prevents free resets
  • creates kill windows before the big call
  • lets the zerg take space without overcommitting

Common failure

Players think "nothing is happening" between engages, so they walk, wait, or drift backward. Meanwhile, the enemy recovers, repositions, and prepares the next engage.

Practice drill

Pick a 15-second period between major engages and ask:

  • Who dealt useful Q/W pressure?
  • Who created positional pressure?
  • Who forced defensives?
  • Who was safe but inactive?
  • Did pressure help create the next kill window?

Melee pressure over time

Melee DoT and pressure tools can create accumulated healer strain and mana pressure. They are not only about direct kills; they can force enemy healers to move, spend, panic, or abandon the right position.

Utility pressure

Pressure can come from utility, not only raw damage. Pierce, stun, anti-heal, purge, interruption, and timing can be the reason allied damage finally converts.