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Kite as a Unit

Situation

The caller tells the zerg to kite or back up.

Some players move correctly, some abandon the group, and others stay too long.

Correct response

Kite far enough to make enemy pressure bad, but stay close enough to turn.

A good kite:

  • reduces enemy damage value
  • keeps healers/supports connected
  • protects the last players through danger
  • preserves a counter window
  • does not become a panic retreat

Role response

Role During kite
Front/plate often last out; protect path
Healers keep range on endangered players
Supports cover the enemy pressure path
Ranged DPS stay close enough to turn
Safe players do not run one screen away

Common failure

Players interpret kite as "leave." The enemy spends cooldowns, your zerg survives, but no one is close enough to punish.

Review questions

  1. Did the kite preserve a turn window?
  2. Were healers/supports still connected?
  3. Did plate protect the last players?
  4. Which players ran too far?
  5. Which players stayed too long?

Drill

Pause after the kite and before the counter. Ask:

Is the zerg still close enough to turn as a unit?