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:
- danger box
- safe retreat route
- counter-bomb angle
- healer coverage area
- tank stopper line
Related pages¶
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.