CC Chains & Strategies
Master the crowd control combinations that define high-level RBG gameplay
Melee Cleave Core
Entire clump stunned/silenced while melee cleaves
Caster Clump
Silence → stun → rot AoE. Healers can't recover
Rogue Mage Setup
Isolates a healer, forces trinkets, or straight kill
DOT Cleave
Triple healer CC → rot damage snowballs
Healer Lockdown Chain
3–4 healers locked at once, teamfight collapses
Hybrid Burst
One DPS dies in stun lock while healers CCed
Stop Enemy Kill Chain
Their go fizzles, your team stabilizes
Peel for Healers
Healer survives swap without burning major CDs
Anti-Caster Push
Stops the entire Mage/Lock push
Reset Chain
Fight resets, no wipes
Flag Maps Defense
Peel chain until EFC safe
Node Defense
Buys time for reinforcements to spin node
Peel into Counter-Kill
Starts as peel → ends as wipe
Reset into Turnaround
Reset fight, then swing momentum instantly
Anti-Go into Burst Swap
Enemy go fails, you punish instantly with swap kill
Defensive Node Spin into Counter-Cap
Defensive stall flips into node capture
Flag Map Escape into Counter Teamfight
Peel for FC flips into wipe on chasing team
General R1 CC Chain Rules
Grip = Go Button
If your DK grips 5+ targets → commit your AoE chain
DR Tracking Wins Games
Assign one person (Rogue/Mage) to call DR timers
Smoke Bomb is Win Condition
Every Bomb should be lethal or force 2+ trinkets
Healers Must Chain with DPS
HoJ, Paralysis, Cyclone, Hex are part of kill setups
Don't Overlap AoE Stuns
Stagger Shadowfury → Leg Sweep → Shockwave