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?