Win a useful team fight by coordinating what happens after the first player commits. Before contact, check who can help and what you are fighting for. When an opening appears, call a reachable target, follow from a position where you can contribute, and reassess as enemies and allies move. Protect a threatened teammate or reset if the original opening no longer exists; take an objective only when the survivors can actually do it.
This is a sequence of decisions, not a fixed formation or guaranteed
combo. Sometimes your team must defend against an enemy’s opening rather than initiate. The same questions still apply: who is in danger, who can act now, and what can the team safely do next?
Check readiness before contact
Name the reason for fighting: defend a structure, protect a teammate, contest an available objective or create room to leave. A fight without an attainable outcome can waste resources. The rotations guide helps you decide whether you can arrive in time.
Look at your allies’ actual positions. A teammate behind a wall, reloading, low on
health or still approaching may not be able to follow an entry immediately. Check your own
health, ammunition,
movement and important cooldowns. Ask which enemy positions are known and which are missing; an unseen opponent is uncertainty, not proof that an angle is safe.
Position where you can help and leave
Pick a position that gives you cover, a view of a likely target or teammate, and somewhere to retreat. Cover helps only if you can step out and act when needed. Elevation or a wide angle can help, but it can also isolate you or block line of sight to the teammate you intend to protect. Reposition as the fight moves rather than standing in a prescribed front or back row.
The dated LockBlaze tips article also recommends cover, tracking ammunition and cooldowns, and coordinating control.
First contact: create an opening your team can use
Before committing, communicate the intended target and direction: “I can control the enemy by that corner; can you follow?” A teammate who can see the target and has resources ready can confirm. If nobody can follow yet, wait behind cover, move together or defend rather than entering alone. If an ally is already under attack, protecting their escape can be the opening instead.
An engage may begin with control,
damage on an exposed enemy, or a defensive response. Control is useful when it gives allies a chance to act; it does not require every teammate to rush into the same place. The player who goes first should judge whether they can survive the entry and whether teammates can reach the target. If your follow-up is blocked or unavailable, call off the deep entry and wait, reposition, or defend until teammates can act. The initiator guide covers the first player’s job in more detail.
Follow up on a reachable threat
Choose the enemy who is both relevant to the immediate fight and realistically vulnerable to your team. A dangerous opponent hidden behind cover may be the ideal target in theory but not one you can safely
damage now. An exposed attacker threatening an ally can be the better immediate choice, even if they are durable. Coordinate
damage when allies can actually see and reach the same target; do not cross multiple exposed angles just to obey a call.
If the called target is hidden while an enemy attacks an ally, call the switch to that reachable attacker. Other teammates can keep pressure where safe; helping the ally may matter more than matching a call you cannot execute.
| Change during the fight | Response | Check before committing |
|---|---|---|
| A visible enemy is controlled | Follow with reachable |
Can allies see and reach them? |
| The called target disappears behind cover | Switch or reposition safely | Would pursuit isolate you? |
| An enemy attacks a teammate | Peel or cover the retreat | Can you help without becoming isolated? |
| First control misses or follow-up is unavailable | Stop the deep entry and regroup if possible | Is a coordinated defense still necessary? |
Follow-up check: Can your teammate see the called target, reach them in time and contribute without crossing a dangerous angle alone? If not, call a reachable threat or protect an ally while the team repositions.
The French MetaBot teamfight guide also considers target reach and engagement timing. Its front-to-back advice is a starting point; cover, angles and ally
movement may favor a different position.
Coordinate without spending everything at once
If your teammate applies control and you have a clear shot, follow with the
damage or support you can deliver. If the target uses a defense, moves out of sight or the control fails, reassess instead of spending every remaining ability on the original plan. Save an available defensive tool when it may be needed to protect your team or leave safely. You do not have to hold every ability indefinitely; use it when its likely contribution justifies the commitment.
Short calls help: “target behind the corner,” “I cannot see them,” “protect our ally,” or “back out.” A community discussion on helping teammates suggests communicating both the target’s location and available assistance; it is player advice, not tested outcome data.
Should everyone keep attacking the called target?
Not if the target is inaccessible or an attacker is threatening a teammate. Call the change:
damage or control the reachable threat, cover the ally’s retreat, and return to the original target only if a safe opportunity remains. Splitting attention has a cost, but chasing a hidden target can leave your team exposed.
Protect, reset or take the next objective
Peel means interrupting or discouraging a threat so a teammate can act or escape.
Damage or control the attacker, or cover the retreat. If you cannot reach the ally safely, communicate the danger and avoid becoming isolated too.
Reset when the opening is gone, allies cannot contribute, or players are exposed one at a time. Communicate the retreat toward cover and watch for pursuers. If a structure is threatened, weigh a coordinated defense against a larger loss. One player may create space while another escapes, then regroup.
After a favorable exchange, check survivors, resources, reinforcements, the wave and reachable objectives. If you cannot finish safely, recover or defend. Otherwise agree on the next action; see turning a won fight into objectives.
Annotated hypothetical: control, follow-up, then protection
This is an invented situation for practice, not a recorded match or a guarantee of a
combo.
Dynamo has
Singularity ready; a teammate with
weapon damage can see the intended area, another has an ability available, and a third watches for a flank. The community-maintained Deadlock asset data associates
Singularity with
Dynamo and describes it as pulling and stunning nearby enemies; the consulted snapshot was captured on October 28, 2026 and is not a live-client test.
- Readiness:
Dynamo calls the intended group. The weapon player confirms a clear shot; the ability user can reach the area. If either is blocked or still far away,
Dynamo waits or the team changes plan. - First contact:
Dynamo commits only when the team can support the entry. In this hypothetical,
Singularity catches an opponent. The catch itself does not guarantee a kill, and enemies outside it can still respond. - Follow-up: The weapon player fires at the controlled, visible opponent; the other teammate uses available ability
damage if it can reach. They do not need to cross open ground to attack an inaccessible enemy behind them. - Change: A different enemy threatens the weapon player. The teammate watching the flank calls it and uses an available tool or
damage to help the weapon player reposition. The team decides whether the original target is still reachable. - Recovery: If the enemy survives behind cover or the team loses resources, the group backs out instead of chasing alone. If opponents are forced away and enough allies remain ready, they consider a nearby objective rather than assuming it is free.
If the opening fails
If
Dynamo misses or cannot safely enter, the sequence changes at step two: protect the exposed teammate, find cover and reset where possible. The Dynamo guide provides more hero-specific context.
Review one fight
In your own replay, pause just before first contact. Identify your team’s intended outcome, each nearby ally’s position and the enemy information available at that moment. Then check whether the first player had follow-up, whether the called target was visible and reachable, and when the fight changed. Finally, note whether a teammate needed protection and whether the survivors had a realistic objective or a safer reset. Identify the earliest visible sign that should have prompted a target switch or disengagement. Judge the decision with the information available then, not only the eventual result.