Standard dive (Mobile Tank, Mobile Tank, Flanking DPS, Flanking/Core DPS, Debuffing Support, Mobile Support; i.e. Winston, Dva, Tracer, Genji, Zenyatta, Mercy)
This Topic expands on our ThreePillarsOfStrategy
by adding details to the basic structure, for specific maps, hero compositions, and play styles. A basic understanding of the Three Pillars is assumed. Each of the following sections acts as an addendum to those Rules when specific differences exist.
RULES OF MOVEMENT
This phase can be executed without the Flankers. They will often be able to hide, silently, in forward postitions while waiting for the rest of the team to Form Up and Approach. This is a high risk play, usually reserved for time sensitive moments (i.e. Overtime), when every second matters.
Dive formation includes the Flankers setting up, on their own, in forward positions. Standard formation for the rest of the team. If only one Flanking DPS, the other DPS is with the core. It's vital to Dive that the Tanks move as a tightly coordinated duo.
This phase has the team split into 2-3 Approach groups. The Tanks and Supports for the core, while the DPS move on their own, to opposite sides of the core formation. Team should split into approach groups quickly. The core group owns the main approach callout. Flankers adjust their approaches accordingly.
Dive Flankers are most effective when moving on opposite sides of the map to each other (or the core), creating more effective firing angles, and map zone control, with the core Formation.
RULES OF ENGAGEMENT
Dive Poke relies on Flankers coordinating with debuffing Supports to pressure high value targets. The highest value targest in this phase a high hit-point or effectively healed enemies. This provides the most ult charge over an extended Poke.
Dive initiation commences when a Flanker succeeds in isolating or killing a high value target. If killed, the next high value target is identified, and called, and both the Dive tanks pounce, along with the Flankers. This is the core of Dive: coordinated initiation onto a single vulnerable target. A Support is the preferred initial Dive target (unlike Poke when Ult charge is priority), but be fleixble and FOLLOW THE CALLS even if/when you don't agree or know exactly what else is going on.
Continue coodinated Flanker and Tank target isolations. Priority list is Supports, DPS, then Tanks.
Reset Forward has Flankers moving ahead and to opposite angles of each other (if 2) or the Core. The Core takes up position as ahead of the objective as is reasonable, preferrably hiding in ambush locations. Reset back includes everyone, unless the match is in a time sensitive phase AND the Flankers can hide effectively in wait. Flankers may lie in wait. Wall hacks and Sonic Arrows coutner this tactic.
Following the active hero count, of both teams, to determine the balance of power, at any point during an engagement. Certain strategies require the presense of certain heroes, so, knowing the count is often critical to understanding what needs to happen at any point in time.
Dive target priorities are as follows, in order: Main Support, Support, DPS, then Tanks. It is CRITICAL for succesful dives to engage on a single target. This target is usually called by the Flanking DPS or Shotcaller.
Sometimes it is a good idea to dive for the expressed sake of drawing out an Ult. If the Ult economy is not in our team's favor, a quick dive in/out can often draw out important Support and DPS Ults. This isn't a hard engage, it is rather a setup FOR a follow-up Initiation.
Deciding out who is going to use which ults in the next fight.
Notes on Comm Discipline
- Following Flanker dive calls is the most important comm. The debuffing supports need to be able to land their cooldowns, and comms need to be CLEAR so everyone can act when the time comes. Shotcaller and Flankers are the voices we should here, often to the exclusion of EVERYONE else. Dive relies on this. Trust.