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Terrain and Geometry

Terrain is not background. Terrain is one of the main weapons in ZvZ.

What terrain changes

Terrain changes:

  • what can be bombed
  • who can retreat
  • where healers can reach
  • where tanks can stop enemy movement
  • where DPS can safely cast
  • whether a door or choke is playable
  • whether a group is forced into a predictable path

Dangerous terrain

Be careful around:

  • doors
  • bridges
  • corners
  • narrow chokes
  • unsupported walls
  • hills and elevation gaps
  • water/rocks that limit movement
  • objective boxes that make players stack

Good terrain use

Good zergs use terrain to make enemies extend, split, or take predictable paths.

Examples:

  • holding near a corner so enemy divers enter a tank line
  • kiting around a route just long enough for enemy mobility to expire
  • taking outside angle through a choke instead of walking center line
  • refusing to stand on a wall that no one can support
  • forcing objective players into exposed positions

Territory and door logic

When a caller chooses a risky path, the zerg's job is not to complain about the risk during the fight. The zerg's job is to mitigate the risk:

  • tanks check counter-bomb angles
  • supports cover the exposed route
  • healers stay in range of the back/last players
  • DPS avoid stacking on the obvious bomb line

Practice drill

Before an objective fight, identify:

  1. danger box
  2. safe retreat route
  3. counter-bomb angle
  4. healer coverage area
  5. tank stopper line

Wall-control rule

Disengage and stopper tanks help hold walls, ridges, rivers, and other terrain lines. Losing the wall often means losing the shape of the fight.