The Coach and the hero pages name what each hero brings with these job words.
Space creation
Holding ground your team can fight from. A hero creates space with a big health pool and a way to stand in front, such as a barrier, damage reduction or overhealth, or by denying an area.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Initiation
Starting the fight on your team's terms, with a long gap-closer or an engage tool such as a charge, a leap or speed for the team.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Close pressure and ranged pressure
Steady damage where the fight happens. Close pressure is high damage inside about 10 metres; ranged pressure is sustained damage from 25 metres or more.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Kill conversion
Turning damage into kills quickly: a burst of about 150 damage in a short window, or an execute.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Team sustain
Healing that keeps a team standing through a long fight.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Ally protection
Stopping damage before it reaches a teammate: a barrier, a bubble, Defense Matrix, or a save that keeps an ally alive.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Peel
Removing an enemy who has reached your backline, with crowd control, a knockback or burst.
On the Website: Each hero page's Jobs line, and the Coach's team shape.
Disengage / reset
A way for the whole team to get out of a lost fight and try again, such as team speed or a burst of team healing. A hero's own escape doesn't count.
On the Website: Each hero page's Jobs line, and the Coach's team shape.