All Terms
101 terms · filter by role / playstyle
99% Stop
The critical 99% moment in KOTH/Flashpoint where a single contest call can force overtime and reset the win.
Aggro Ping Pong
Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.
Anchor
Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.
Anti
Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.
Anti-Dive Comp
A composition built around peel — Brig, Lucio, etc. — that turns the enemy's dive into a one-way trip.
Backcap
One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.
Bait Cooldown
A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Beat Engage
An engage triggered under Lúcio's Sound Barrier overhealth to nullify enemy burst damage during the approach.
Bodyblock
Using your own hitbox to block an enemy sightline or path, absorbing damage or cutting off an escape route.
Breaking Lamp
Instantly destroying Baptiste's Immortality Field turret to remove the protection and kill through what would otherwise be prevented.
Breaking Suzu
Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.
Bunker Comp
A defensive setup that protects a high-damage dealer like Bastion behind shields and defensive cooldowns, fortifying one position.
Burst Heal
Choosing between a single large heal to pull an ally back from the kill threshold versus a steady trickle.
Choke Break
The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.
Cleanse Bait
Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.
Collapse
Multiple players converging from different angles to instantly surround and eliminate one target.
Comp RPS
The rock-paper-scissors relationship between Dive, Poke, and Brawl that shapes drafting decisions.
Concede the Point
Deliberately surrendering the current point or map progress to reset at a more favorable position.
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.
Cooldown Counting
Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.
Counter Swap
Switching heroes to directly counter an enemy pick and nullify their advantage.
Counter Ult
Using your own ultimate to directly nullify or cancel an enemy ultimate.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Defender Advantage
The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.
Defensive Ult
An ultimate used to save teammates and reset a losing fight rather than to secure kills — Transcendence, Sound Barrier, Tree of Life, and similar.
Dive
High-mobility composition that bursts down enemy supports and disengages immediately.
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Dry Ult
Initiating a fight intentionally without ultimates to force the enemy to spend one or more ults, rebalancing the economy even in defeat.
Expensive to Kill
Positioning that forces the enemy to over-invest resources to secure a kill — making your death too costly to be worth pursuing.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
First Touch
The race to reach the objective first at the start of a KOTH round or Flashpoint point opening, establishing early control.
Flank
Taking a secondary route to enter the enemy backline or blind spots.
Flex Support
A support pick like Ana, Zen, or Bap whose damage output, debuffs, or utility swing fights beyond healing.
Forced Touch
Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Forward Spawn
A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.
Free Value
Gaining damage or space uncontested because the enemy cannot fire back or use cooldowns.
Hard Peek
A full-commitment peek that exposes the entire body to land damage — the opposite of a shoulder peek.
Heal Check
Tickling the enemy with damage to observe whether their supports react with heals — reading backline attention and resources.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
HP Count
Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.
Hybrid Comp
A composition that blends elements of multiple archetypes rather than committing fully to Dive, Brawl, or Poke.
In-Game Leader
The player with final tactical authority in-game — setting the macro strategy and unifying all calls.
Isolate
Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.
Kite
Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.
Last Point Hold
The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.
Layered Cooldowns
Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.
LOS Break
Stepping into cover to break enemy sightlines, forcing a reset of incoming damage and lock-on abilities.
Main Lane
The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).
Main Support
A support role — Lúcio, Mercy, Brig — focused on area healing, mobility boosts, and formation tempo rather than damage output.
Make a Death
Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.
Mega Control
Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.
Natural Cover
Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.
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.
Off-angle
Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.
Overcommit
Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.
Overtime Management
Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.
Peek Timing
Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.
Percentage Lead
Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.
Pick
A solo kill before or at the start of a fight that gives your team a numbers advantage going in.
Pinch
Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.
Pirate Ship
An attacking gimmick that places a high-damage dealer like Bastion on the payload and advances it under shield and pocket heal protection.
Concentrating heals and boosts on one ally to give them a structural advantage in their duel.
Poke
Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.
Power Position
A map-specific position that combines strong cover and forward sightlines near the objective — the anchor of most setups.
Pre-fire
Pre-aiming a known spawn point or pathing route to win the first frame of contact.
Re-engage
Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.
Ready Check
A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
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.
Rush
Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.
Shot Calling
Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.
Shoulder Peek
Exposing only a shoulder for a fraction of a second to bait a shot from Widowmaker or similar, without actually getting hit.
Sightline Denial
Deliberately preventing or opening long sightlines through positioning and cover to dictate where the enemy's hitscans and snipers can operate.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Solo Stall
The last surviving player staying on the objective to single-handedly stall progress until teammates respawn and return.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Spacing
Maintaining the distance where you can deal damage but can't be reached by enemy cooldowns — constant range management that denies engagement on the enemy's terms.
Spawn Camp
After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Stagger Snowball
A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Support Off-angle
A support player taking an angle away from the main formation to add a crossfire sightline while forcing the enemy to split dive attention.
Sustain War
A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.
Target Call
A call that designates which single enemy to focus, aligning the whole team's damage.
Target Switch
Shifting the entire team's focus to a new target when the original call gets saved.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Ult Negate
Using a defensive ability (not an ult) to absorb an enemy ultimate, making it score zero kills.
Value
Whether the resource you spent — ult, cooldown, HP, or time — generated a return equal to or greater than the investment.
Win Condition
The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Zoning
Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.