TAG_FILTER

#Tempo

31 terms tagged

aggro-ping-pong

Aggro Ping Pong

aka アグロピンポン / Pong

Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.

DIFF
4/5
REL × 6
dribble

Dribble

aka ドリブル / Tank Dribble

Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.

DIFF
4/5
REL × 7
soft-engage

Soft Engage

aka ソフトエンゲージ / Soft Touch

Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.

DIFF
3/5
REL × 7
resource-trade

Resource Trade

aka リソーストレード / CDトレード

Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.

DIFF
4/5
REL × 19
dive

Dive

aka ダイブ

High-mobility composition that bursts down enemy supports and disengages immediately.

DIFF
4/5
REL × 13
rush

Rush

aka ラッシュ / Brawl Rush

Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.

DIFF
2/5
REL × 7
ult-cycle

Ult Cycle

aka ウルトサイクル / Ult Economy

Long-game management of team ult economy across fights — engineering favorable trades every round.

DIFF
5/5
REL × 19
stagger

Stagger

aka スタッガー / 時間差リスポーン

Delaying an enemy kill so they respawn out of sync with their team for the next fight.

DIFF
3/5
REL × 14
tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

DIFF
4/5
REL × 17
wombo-combo

Wombo Combo

aka ウォンボコンボ / 多重Ult / Wombo

Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.

DIFF
4/5
REL × 12
stagger-snowball

Stagger Snowball

aka スタッガースノーボール / Snowball / 連鎖負け

A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.

DIFF
4/5
REL × 9
pick

Pick

aka ピック / 先落とし / 1枚抜き / オープニングピック

A solo kill before or at the start of a fight that gives your team a numbers advantage going in.

DIFF
3/5
REL × 9
collapse

Collapse

aka コラプス / 集結 / 詰め込み

Multiple players converging from different angles to instantly surround and eliminate one target.

DIFF
4/5
REL × 6
beat-engage

Beat Engage

aka ビートエンゲージ / ビートダイブ / Beat Dive / サウンドバリアエンゲージ

An engage triggered under Lúcio's Sound Barrier overhealth to nullify enemy burst damage during the approach.

DIFF
3/5
REL × 4
neutral

Neutral Game

aka ニュートラル / 中立

The stalemate phase where neither side commits, and both fight only over space, information, and cooldowns.

DIFF
3/5
REL × 4
numbers-advantage

Numbers Advantage

aka 人数有利 / 数的優位 / ナンバーズ / Man Advantage

Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.

DIFF
3/5
REL × 6
backcap

Backcap

aka バックキャップ / 裏取りキャップ / バックキャッピング / Back Cap

One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.

DIFF
3/5
REL × 3
ninety-nine-percent

99% Stop

aka 99%ストップ / 99キープ / 100-99 / ナイティナイン / %止め

The critical 99% moment in KOTH/Flashpoint where a single contest call can force overtime and reset the win.

DIFF
3/5
REL × 3
respawn-distance

Respawn Distance

aka リスポーン距離差 / 湧き距離 / スポーン有利 / Spawn Advantage / 湧きアド

The gap between each team's respawn point and the fight zone, determining post-fight tempo and how far a winning side can push.

DIFF
3/5
REL × 6
rotation

Rotation

aka ローテーション / ロテ / Rotate / 回し

Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.

DIFF
3/5
REL × 4
overtime-management

Overtime Management

aka オーバータイム管理 / OT管理 / Overtime / タッチ

Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.

DIFF
3/5
REL × 7
time-bank

Time Bank

aka タイムバンク / 時間バンク / 残時間 / Bank Time / 持ち時間

The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.

DIFF
4/5
REL × 5
re-engage

Re-engage

aka リエンゲージ / 再エンゲージ / Second Wave / Re-commit

Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.

DIFF
4/5
REL × 5
make-a-death

Make a Death

aka デスを作る / Force a Pick / ピックを作る / Trade a Body

Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.

DIFF
5/5
REL × 6
kite

Kite

aka カイト / Kiting / カイティング / 引き撃ち

Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.

DIFF
2/5
REL × 5
contest

Contest

aka コンテスト / ストール / Stall / コンテ

Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.

DIFF
3/5
REL × 6
control-flip

Control Point Flip

aka フリップ / Point Flip / Re-take / ポイントフリップ

Stepping onto a point the enemy controls in a Control map to halt their percentage gain and flip ownership to your side.

DIFF
3/5
REL × 5
forced-touch

Forced Touch

aka 強制タッチ / OT Touch / 延長タッチ / Stall Touch

Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.

DIFF
3/5
REL × 5
first-touch

First Touch

aka ファーストタッチ / 初手タッチ / 初動コンテスト / First Contest

The race to reach the objective first at the start of a KOTH round or Flashpoint point opening, establishing early control.

DIFF
3/5
REL × 6
forward-spawn

Forward Spawn

aka フォワードスポーン / 前線湧き / 前進スポーン / 前湧き

A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.

DIFF
3/5
REL × 5
percentage-lead

Percentage Lead

aka パーセンテージ管理 / %リード / %管理 / Percent Lead / ゲージ管理

Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.

DIFF
4/5
REL × 6