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Fight Flow

Core rule

A ZvZ fight is not one engage. It is a sequence of contact, cooldown trades, pressure windows, terrain changes, and morale decisions.

Basic fight phases

Phase What happens Main question
Contact Zergs see each other, dismount, angle, scout, and posture Who controls first usable terrain?
First engage One side forces defensives or damage Did damage land on time and did supports answer?
Counter window The other side punishes spent cooldowns or retreats Are enemy cooldowns spent enough to walk in?
Pressure phase Q/Ws, healing, tanks, supports, and positioning decide whether the fight stabilizes Who is losing front structure?
Reset or commit Caller decides whether to kite, hold, push, or rotate What is lethal next?
Chase / extraction Winning side catches, losing side survives, or both reset Who has mobility, tanks, and healers connected?
Objective consequence Castle, territory, chest, mage, tower, or hideout pressure changes the cost of moving Is the fight still worth the position?

The important idea

A fight can be won or lost before the countdown. If a formation loses angle, clumps on a wall, leaves healers behind, or fails to establish a front, the engage may fail even if the final target call was correct.

Common failure pattern

Players review only the moment they died:

"I died to the bomb."

Better review:

"Ten seconds before the bomb, I walked into a friendly clump, left the healing lane, and gave the enemy a clean center-of-mass target."

Training prompt

Pick one death and pause the VOD at:

  • 15 seconds before death
  • 10 seconds before death
  • 5 seconds before death
  • impact

At each pause, ask: "What decision made the next frame worse?"