Squad play
Trio Roles & Comms
Give every hunter a job before the first door opens and make callouts easy to follow.
Guide typeSquad playbook
Core rolesAnchor · Pressure · Support
Best outcomeThree players making one decision
Assign the jobs
A trio is strongest when each hunter knows what they own before the first door opens. The anchor controls the route, the pressure player creates the opening, and support protects the reset.
- Choose one caller for the next rotation.
- Keep the objective carrier and the lookout identified.
- Give every player a clear answer for a collapse.
Use short callouts
Good comms describe a location, a threat, and the next action. Long explanations arrive after the fight has moved on.
- Call direction and distance before class or weapon details.
- Say engage, hold, rotate, or extract when the decision is made.
- Announce cooldowns that change whether the team can commit.
Extract together
The squad does not finish a run when one player reaches the portal. Clear the final approach, protect the carrier, and leave as a group unless the split is deliberate.
- Keep the support player out of the first burst.
- Do not start a new fight beside the extraction point.
- If the route breaks, regroup before trying to force it.