#Tempo
31 terms tagged
Aggro Ping Pong
Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Rush
Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Stagger Snowball
A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.
Pick
A solo kill before or at the start of a fight that gives your team a numbers advantage going in.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Beat Engage
An engage triggered under Lúcio's Sound Barrier overhealth to nullify enemy burst damage during the approach.
Neutral Game
The stalemate phase where neither side commits, and both fight only over space, information, and cooldowns.
Numbers Advantage
Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.
Backcap
One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.
99% Stop
The critical 99% moment in KOTH/Flashpoint where a single contest call can force overtime and reset the win.
Respawn Distance
The gap between each team's respawn point and the fight zone, determining post-fight tempo and how far a winning side can push.
Rotation
Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.
Overtime Management
Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Re-engage
Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.
Make a Death
Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.
Kite
Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.
Contest
Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.
Control Point Flip
Stepping onto a point the enemy controls in a Control map to halt their percentage gain and flip ownership to your side.
Forced Touch
Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.
First Touch
The race to reach the objective first at the start of a KOTH round or Flashpoint point opening, establishing early control.
Forward Spawn
A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.
Percentage Lead
Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.