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Tank and CC Tool Families

Tank tools should be judged by what problem they solve for the zerg.

The goal is not to memorize a rigid formation. The goal is to understand what kind of pressure a tank or CC tool creates or prevents.

Main tank/control families

Family Main job Common mistake
Engage / clump control create or hold a target area for allied damage arriving after DPS needs to cast
Stopper / disengage control delay enemy entry and break enemy timing reacting only after damage lands
Kite / route control slow enemy movement and protect rotations standing so far forward the zerg cannot punish pressure on you
Scout / information pressure see danger early and delay sudden threats feeding away from useful follow-up

Engage / clump control

Engage tools create the window where allied DPS and support utility can land together.

Good habits:

  • plan the clump before the call
  • avoid telegraphing every engage
  • be in position before DPS must cast
  • hold the enemy long enough for damage to matter

Stopper / disengage control

Stopper tools protect the zerg by interrupting, delaying, or splitting enemy pressure.

Good habits:

  • read the enemy path before damage lands
  • hold walls, doors, bridges, and side angles
  • stop the real threat, not the closest random player
  • stay close enough that pressure on you can be punished

Kite / route control

Kite and route-control tools buy time for the zerg to move as a unit.

Good habits:

  • slow the enemy before they reach the danger area
  • protect the route the zerg is actually taking
  • avoid separating so far that healers and DPS cannot support you

Scout / information pressure

A scout or information tank is valuable when it changes the caller's next decision.

Good reports answer:

  • where the enemy is
  • how many are moving
  • which route they are taking
  • whether a flank or bomb squad is forming
  • whether the threat is immediate or delayed