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Terrain and Objectives

Terrain decides what calls are possible.

Objectives decide what movement costs.

A fight around a castle, territory, wall, gate, bridge, chest room, mage, or tower is still a ZvZ fight. Spacing, timing, support, healing, tanks, and pressure still matter.

Terrain Decides Calls

Walls, chokes, bridges, ridges, and corners shape what a caller can safely ask.

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Chokes, Bridges, Gates

Crossings need role sequencing, not panic movement.

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Angle Control

Line weight and side control can win or lose a fight before the countdown.

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Castles and Territories

Objectives change geometry, risk, and pressure; they do not remove basic discipline.

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One-Angle Simplification

If you do not need to contest multiple angles, do not give the enemy multiple angles.

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