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Q/W and Post-Bomb Pressure

Core rule

E buttons create openings. Q/W pressure often converts them.

A zerg that bombs and instantly runs may force defensives without securing kills. A zerg that bombs, spreads, and keeps Q/W pressure can turn damaged enemies into deaths.

When to pressure after bomb

Pressure is usually valuable when:

  • enemy damage has already landed or whiffed
  • enemy defensives are spent or ending
  • enemy front is stretched away from healers
  • enemies are low and trying to escape
  • friendly healers and supports are close enough to sustain forward players
  • terrain limits enemy retreat

When not to greed

Do not force Q/W pressure if:

  • enemy counter-engage is still live
  • you are clumped and pierced
  • your supports are disconnected
  • the caller is clearly resetting
  • objective/terrain makes staying lethal

Role responsibilities

Role Post-bomb job
DPS Q/W low targets, exposed tanks, and retreat paths
Bruisers keep pressure on low and retreating players; do not only wait for E
Tanks stop exits or counter paths; do not chase one low target if the zerg is unsafe
Supports protect the forward lane and prevent counter-collapse
Healers heal the players doing the pressure job, not only the retreating backline

Common failure pattern

Players treat every bomb as a hit-and-run action, even when the enemy is spent and low.

Better pattern:

Hit, spread, read cooldowns, step into safe pressure, then reset or commit based on enemy response.

VOD prompt

Find a fight where enemies survived at low HP. Ask:

  • Did DPS keep Q/W pressure?
  • Did tanks stop the exit?
  • Did supports protect forward players?
  • Did healers heal the danger side?
  • Did players retreat because danger was real, or because they were used to retreating?