Timing and Tempo¶
Core rule¶
Tempo is not just your weapon cooldown. Tempo is the group's usable rhythm: clump, damage, pierce, support, healing, movement, and caller decision all landing in the same window.
The three clocks¶
| Clock | Meaning |
|---|---|
| Personal cooldown | Your own Q, W, E, armor, helmet, boots, potion, cape, or mount timing |
| Package cooldown | The timing of a role package: clump + pierce + damage, defensive stack, bomb squad, or peel sequence |
| Zerg tempo | The rhythm the whole force can execute repeatedly without falling apart |
A player may have a 15-second damage loop, but the zerg may not have a 15-second engage if supports, clumps, healers, and callers cannot cycle that fast.
Good tempo looks like¶
- clump or target is visible before zero
- damage lands at zero, not starts at zero
- pierce, damage, and disruption hit the same space
- supports expect the counter-engage immediately after friendly damage
- DPS continue Q/W pressure instead of automatically retreating
- caller already knows the next likely movement
Common failure pattern¶
Late players blame enemy defensives:
"They had Locus / Guard / defensives."
Sometimes that is true. But often the real issue is that damage landed two seconds late, giving the enemy time to react.
Officer note¶
When reviewing tempo, separate:
- Was the call early enough?
- Was the clump early enough?
- Did DPS begin casting early enough?
- Did supports answer the real counter window?
- Did players re-enter pressure after the hit?
Training prompt¶
On every engage in a VOD, mark:
- When the caller begins the countdown.
- When the clump exists.
- When the first damage lands.
- When the last major damage lands.
- When enemy defensives appear.
If damage starts at zero, it is usually late.