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Engage / Clump Tanks

Engage and clump tanks create hittable opportunities.

Core rule

A clump is only valuable if the zerg can hit it on time.

A massive clump that appears after zero, outside DPS range, behind terrain, or away from pierce is not a good engage. A smaller clump that is visible early and held inside allied damage may win the fight.

What good clump play looks like

  • You know where allied DPS can actually hit.
  • You create the clump before zero so damage can land on time.
  • You do not pull enemies out of allied circles, lines, or channels.
  • You read whether the zerg is positioned to follow.
  • You choose clumps based on kill potential, not only size.
  • You plan the next step: hold, exit, counter, or reset.

Clump before zero

The DPS player needs time to see the target area, start the cast if needed, and land damage with the team.

If the clump appears after the countdown reaches zero, DPS is forced to guess, cast late, or miss. A late clump often makes the whole engage look like a DPS problem when the window was never visible early enough.

Clump compatibility

Different damage packages want different clumps.

Some want enemies held in a circle. Some want enemies lined through a lane. Some want enemies grouped on a wall. Some want enemies kept from escaping rather than displaced away.

The clump tank must know what the damage package needs.

Ask:

  • does allied damage want enemies pulled together, held still, knocked into a wall, or prevented from leaving?
  • will this displacement move enemies out of allied damage?
  • does the clump need pierce/heal cut first?
  • can the zerg see and reach the target?

Engagement is not only initiation

Engage tanks also help after the first hit:

  • hold enemies inside lingering damage
  • stop retreat paths
  • keep enemies grouped for follow-up Q/W pressure
  • block reinforcements from saving a caught player
  • create the next small catch instead of greeding one low target

Common mistakes

Mistake Result
Clumping after zero DPS lands late or misses.
Clumping where DPS cannot see/reach The engage is fake value.
Pulling enemies away from allied damage You save the enemy from your zerg.
Chasing one target You stop creating zerg-wide opportunity.
Engaging with no exit/support plan You die and the zerg cannot follow.
Too many tanks owning engage The zerg loses timing discipline.
Ignoring terrain Good-looking clumps become unhittable or unsafe.

VOD prompt

On each engage, ask:

  • Was the clump visible before zero?
  • Could DPS hit it?
  • Did pierce/debuff hit the same place?
  • Did displacement improve or ruin allied damage?
  • Did the clump lead to pressure after the hit?
  • Was there an exit or support plan for the tank?