Defensive / Stopper Tanks¶
Defensive tanks create safety by denying enemy movement, buying time, and staying useful until the zerg is safe.
Core rule¶
Stop the enemy path that threatens your zerg, not the nearest red name tag.
A defensive tank is not a spectator in plate. The role exists to make enemy damage harder to deliver.
What good stopper play looks like¶
- You stand where you can affect the enemy DPS path.
- You cover flank, choke, wall, bridge, door, or counter paths before damage lands.
- You use terrain as part of your tool.
- You save major cooldowns for real danger, not random tanks.
- You stay until the zerg is safe, then leave.
- You are willing to be last out when your job requires it.
- You move to the next counter path after the first catch, instead of greeding the current kill.
Between enemy and our zerg¶
"Between enemy and our zerg" does not mean a random midpoint. It means between the enemy's dangerous path and the friendly formation's vulnerable path.
Sometimes that is in front. Sometimes it is on a side angle. Sometimes it is inside a broken gate. Sometimes it is behind the friendly DPS because the enemy is wrapping.
Front establishment¶
Healthy tanks and plate roles should not live one screen behind the main fight.
If full-HP plate backs into the DPS/healer clump, it causes two problems:
- it fails to stop the enemy
- it adds bodies to the friendly clump the enemy wants to bomb
Playing forward does not mean feeding. It means standing where your tools can actually reduce danger.
What to stop¶
Prioritize enemy tools and movement that create damage value:
- enemy DPS pathing into range
- bomb squad entry
- counter-engage after your zerg hits
- flank wrap
- chase path through your backline
- enemies reinforcing or escaping a caught player
- channels or casts that can be interrupted
Stopping enemy tanks is sometimes correct, but enemy DPS/backline follow-through is often more important.
Chokes, gates, and crossings¶
Defensive tanks are crucial when the zerg moves through terrain.
Your job may be to:
- be last through a choke
- hold the far side so the next wave can cross
- stop bombs over a wall/gate
- play inside a broken door if that is where the enemy damage must travel
- cover the enemy's predictable counter path
- create a healable line instead of wandering deep
Common mistakes¶
| Mistake | Result |
|---|---|
| Chasing one low target | The enemy counter path opens. |
| Standing inside friendly clump | You add danger without stopping anything. |
| Stopping enemy tanks only | Enemy DPS walks through. |
| Using cooldowns on low threat | Real engage lands unanswered. |
| Leaving before the zerg crosses | Tail and healers die. |
| Playing one screen behind as full-HP plate | You become worse than neutral. |
| Wandering deep outside healer range | Your pressure is unusable and you die isolated. |
VOD prompt¶
On every enemy engage, ask:
- Did a tank see the path before damage landed?
- Did a tank stop enemy DPS/backline follow-through?
- Did tanks cover the next counter path after a catch?
- Did any tank add clump danger to the backline?
- Was the tank healable while doing the job?
- Did the tank stay until the zerg was safe?