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