DPS Overview¶
DPS is the role family responsible for turning fight windows into pressure, kills, and space.
The public manual should not treat one DPS weapon or one comp package as the default model. DPS value is judged by function: timing, pressure, target selection, uptime, and whether your damage supports the team window.
Core job¶
DPS converts opportunity into pressure before the enemy can reset.
That opportunity might be a clump, a low target, an enemy front line stretched away from healers, a bomb squad caught on entry, or a spent-cooldown enemy group that can no longer punish you.
DPS value is not only the damage board¶
Damage meters can mislead. Some weapons naturally pad more damage. Some roles create kill windows with lower total damage. Some pressure is valuable because it forces movement, defensives, or healer attention.
Judge DPS by:
- did damage land on the correct window?
- did it hit the same target as clump/pierce/lock?
- did Q/W pressure prevent enemy reset?
- did the player stay connected without feeding a clump?
- did damage create kills, space, or defensive strain?
- did the player hit real targets instead of protected tanks for meter value?
DPS families¶
Use these families to judge function, not only weapon name.
| DPS family | What to judge |
|---|---|
| Ranged DPS | angle discipline, E-window damage, Q/W pressure, safe uptime |
| Melee burst / clap DPS | timing, speed, entry angle, exit discipline, short-window damage |
| Melee pressure / DoT DPS | spread, sustained pressure, healer strain, forced movement |
| Support DPS / utility DPS | pierce, heal cut, purge, disruption, and enough pressure to justify the slot |
| Execute DPS | timing, target selection, and avoiding free deaths while finishing low players |
These are broad literacy labels, not fixed comp slots.
Damage lands at zero¶
A DPS player must know their own cast time, travel time, stand time, and setup delay.
If the caller says "bomb in three, two, one," the goal is not to begin thinking at one. The goal is for damage to land when the window opens. Some DPS tools start early. Some are instant. Some require pre-positioning. Some require the player to already be in range.
A late DPS player often says "I got stopped." Sometimes that is true. Often the real issue is that the player was already late before the enemy stop landed.
Between engages¶
Many fights are not won by one perfect E. They are won by repeated pressure.
Between major cooldowns, DPS should create value through:
- Q/W pressure
- small-clump hits
- low-target conversion
- safe autos when appropriate
- pressure on tanks inside friendly formation
- pressure on enemies retreating through predictable terrain
- area denial when the kit provides it
- finishing kills after the first burst has already forced defensives
If DPS disappears between countdowns, tanks stay inside the zerg, enemies reset, and healers recover for free.
Target logic¶
DPS should learn several target types:
- Called clump: the main burst window.
- Exposed frontliner: a plate or bruiser stretched ahead of healers.
- Low target: someone already pressured and trying to reset.
- Enemy support/caller/scout: a high-value role if reachable and punishable.
- Bomb squad entry: enemies committing through a predictable lane.
- Retreat lane: enemies leaving through a choke, gate, bridge, or wall.
The caller helps, but DPS must still see value on screen.
Common mistakes¶
| Mistake | Result |
|---|---|
| Waiting for a perfect clump | Enemy walks away or resets. |
| Starting cast at zero | Damage lands late. |
| Playing too far back | You miss the counter window. |
| Clumping with other DPS | You feed AoE escalation and lose angles. |
| Staring only at crown | You miss local kill potential. |
| Throwing utility late | Enemy defensives/heals are already active. |
| Running after enemy cooldowns are spent | You waste the safest pressure window. |
Beginner DPS rule¶
For your first DPS role, do not obsess over the perfect weapon category.
Learn:
- where to stand
- when damage should land
- what target matters
- how to keep pressure without clumping
- when to stop running and help the counter
VOD review questions¶
For every major DPS window, ask:
- Was I in range before the call reached zero?
- Did my damage land with the team, or after the enemy had defenses up?
- Did I use Q/W after the bomb?
- Did I stay connected to pressure, or did I walk away at full HP?
- Did I take an angle, or stack on other DPS?
- Did I hit a target that could actually die?
Weapon-specific notes¶
Specific weapons and abilities belong in Weapon and Ability Notes. Formation-specific build details belong inside the Formation Ledger.