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Melee Pressure Tool Notes

Melee pressure tools create value over time. They are not only judged by one clean clap.

What melee pressure should create

  • healer strain
  • mana pressure
  • movement pressure
  • frontline danger
  • pressure on players who stay too long
  • counter-pressure after enemy cooldowns are spent

Pressure logic

Melee pressure is strongest when it forces the enemy to make repeated bad decisions:

  • spend healing early
  • move out of position
  • abandon a choke or corner
  • clump while trying to escape
  • overcommit to punish one player

Entry rule

Do not dive just because your cooldown is ready. Enter when the enemy has spent tools, allied support can follow, and your exit route exists.

Review questions

  • Did melee pressure strain healers or only chase one target?
  • Did the player enter on first engage or counter-engage?
  • Was there an exit route?
  • Did the pressure help the zerg hold space?