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¶
- Did the kite preserve a turn window?
- Were healers/supports still connected?
- Did plate protect the last players?
- Which players ran too far?
- 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?