Chokes, Bridges, Gates, and Doors¶
Core rule¶
Crossing is not finished when the first players survive. It is finished when the zerg spreads, stabilizes, helps the next wave through, and prevents the counter path.
Crossing sequence¶
A clean crossing often needs:
- caller identifies the crossing intent
- tanks check or stop counter angles
- supports prepare the danger lane
- healers cover the crossing and tail
- first players through spread into useful space
- DPS already through turn and Q/W
- tanks/supports help the next wave through
- zerg either holds, pushes, or resets with intent
Common failure pattern¶
The first wave crosses and keeps running. The second wave gets bombed. The first wave is alive but useless.
Better pattern:
Cross, spread, turn, heal, shield, wall, Q/W, and help the next wave.
Door and gate defense¶
When defending a gate or door:
- tanks should hold the actual entry path
- ranged players should pressure from safe lines
- supports should know the enemy bomb package
- healers should cover the likely impact, not only the safest group
- unnecessary side walls or side angles should be abandoned if they only create danger
Walking into them¶
Sometimes walking into or through a spent enemy is safer than backing into a choke. This is not a universal rule. It requires reading:
- enemy cooldowns spent
- friendly support/healing connected
- enemy path blocked or awkward
- your back path worse than forward path
Training prompt¶
On every choke death, ask:
- Was the player first wave, middle wave, or tail?
- Did safe players help the next wave?
- Did tanks stop the counter path?
- Did healers heal the danger side?
- Did supports place tools on the crossing lane?