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?"