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Damage Must Land at Zero

Core rule

When a caller counts down, your damage should land at zero. If you begin casting at zero, you are usually late.

Why it matters

A ZvZ engage is a timing puzzle. Clump, pierce, damage, disruption, and follow-up all need to overlap. If DPS lands late, the enemy has time to:

  • Guard, Locus, cleanse, or shield
  • walk out of the clump
  • counter-engage
  • heal the first damage
  • spread out before the last damage arrives

What good execution looks like

  • You know your cast time, travel time, stand time, and range.
  • You start moving before the countdown becomes urgent.
  • You are already in range or using mobility before zero.
  • You cast early enough that the spell lands on the called moment.
  • If the clump is visible before zero, you trust the timing.

Common failure pattern

"I got stopped by their tank/tool."

Sometimes true. But if the stop happened after the hit should already have landed, the real issue was late setup.

Role responsibilities

Role Responsibility
DPS know your own timing; do not wait until zero to start playing
Clump tank create or show the clump before zero
Pierce / debuff land on the actual kill area, not near it
Support expect enemy counter-engage after friendly hit
Caller choose hittable clumps and avoid impossible ranges

VOD prompt

For each engage, ask:

  • At what second did I start moving?
  • At what second did I cast?
  • At what second did my damage land?
  • Was I stopped before my correct timing, or only because I was late?