All Players — Interpret the Call¶
Every player contributes to the zerg's shape. Even if you are not calling, healing, or tanking, your movement can create or remove danger.
Core job¶
Your job is to make the caller's intent possible from your role's position. A call is rarely only a direction; it is a plan for space, timing, and risk.
Ask: Where does my role need to be so this call works?
A tank, healer, support, ranged DPS, and melee DPS can all hear the same call and choose different exact positions. That is not disobedience if each player is executing the tactical intent.
What good line play looks like¶
Good line members do not wait for the caller to play their character. They read the fight while following the call.
You should constantly track:
- where the enemy damage is heavy
- where enemy players are turning or stacking
- where your own damage is trying to step
- whether you are standing on friendly players
- whether you can still affect the next turn window
- whether the next movement is around terrain, through a choke, or away from a danger box
- whether your role should be in front, on the side, connected to backline, or leaving last
Spread does not mean leave¶
Many players hear "spread" and walk out of the fight. That is usually wrong.
Spread means reduce enemy AoE value while staying useful. Depending on your role, useful spread can mean:
- DPS taking an angle where they can still hit
- healers spreading enough to avoid clumping but staying in healing range
- supports moving to the lane where enemy damage will travel
- tanks stepping wide to stop the next path
- melee/bruisers spreading inside enemy space after their cooldowns are spent
The panic-retreat trap¶
A common failure pattern is:
- enemy hits
- you survive
- you automatically run away
- your zerg loses pressure
- the enemy resets or chases for free
If the enemy just spent major cooldowns and you are still healthy, the correct answer may be to turn, Q/W, heal, shield, stop, or walk in. Retreat is correct only when the fight state actually requires it.
Good habits¶
- Spread before you are forced to spread.
- Use defensives when a real engage catches you, especially as cloth/leather.
- If you are safe after enemy damage lands, look for pressure or counter.
- If you fall behind, use mobility or mount to catch up.
- Stay close enough to the main fight to affect it.
- Do not clump on the backline because it feels safe.
- Review one repeated mistake at a time.
Common failures¶
| Failure | Why it hurts the zerg |
|---|---|
| Literal pathing | You obey the word but miss the intent. |
| Panic retreat | You waste the enemy's spent-cooldown window. |
| Backline clumping | You create AoE escalation and pull danger onto healers/DPS. |
| Role blindness | You copy another role's position instead of doing your own job. |
| Delayed response | You wait until the caller says the obvious thing. |
| Fear of name tags | You treat every red name as active danger even when the enemy has already spent damage. |
| Wrong-route kiting | You break heal/support lanes and merge groups into one clump. |
Fight-phase checklist¶
Before contact:
- Am I close enough to the main zerg?
- Do I know which side or terrain feature matters?
- Am I stacked on too many allies already?
During enemy engage:
- Is this real danger or only name-tag pressure?
- Do I need personal defensive, spread, support, or forward pressure?
- Am I walking into a friendly clump?
After enemy engage:
- Did they spend major cooldowns?
- Can my role safely help counter-pressure?
- Am I abandoning players who are doing the correct forward job?
Practice drill¶
During VOD review, pause on every major direction call. Each player should say where their role should be five seconds later and why.
Then check the recording:
- Did you move to that role-appropriate position?
- Did your movement help the call work?
- Did you leave the fight, create a clump, or delay the next window?