INDEX / all-terms

All Terms

101 terms · filter by role / playstyle

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STYLE
SORT
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
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
anchor

Anchor

aka アンカー / アンカリング / Anchor Tank / 錨

Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.

DIFF
3/5
REL × 6
anti-heal

Anti

aka アンチ / ナノアンチ / Nade / Anti-nade / Anti-heal

Landing Ana's Biotic Grenade or similar anti-heal on a key enemy to zero out their healing economy.

DIFF
4/5
REL × 4
anti-dive

Anti-Dive Comp

aka アンチダイブ編成 / 対ダイブ / Anti-Dive / ピール編成

A composition built around peel — Brig, Lucio, etc. — that turns the enemy's dive into a one-way trip.

DIFF
3/5
REL × 4
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
bait-cooldown

Bait Cooldown

aka ベイトクールダウン / CDベイト / Cooldown Bait

A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.

DIFF
3/5
REL × 13
bait-ult

Bait Ult

aka ベイトウルト / Ult Bait

Forcing the enemy to spend an ultimate on empty space or a low-value target.

DIFF
5/5
REL × 10
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
body-block

Bodyblock

aka ボディブロック / body block / 壁になる / 射線カット / ブロック

Using your own hitbox to block an enemy sightline or path, absorbing damage or cutting off an escape route.

DIFF
3/5
REL × 3
breaking-lamp

Breaking Lamp

aka ランプ割り / Lamp割り / イモータル割り / Immo Break

Instantly destroying Baptiste's Immortality Field turret to remove the protection and kill through what would otherwise be prevented.

DIFF
3/5
REL × 5
breaking-suzu

Breaking Suzu

aka 鈴割り / Suzu窓 / Suzu Window / Suzu割り

Baiting out Kiriko's Suzu (invulnerability + cleanse) and then bursting through the window the instant it expires.

DIFF
5/5
REL × 5
bunker-comp

Bunker Comp

aka バンカー編成 / バンカー / 立て籠もり / Bunker

A defensive setup that protects a high-damage dealer like Bastion behind shields and defensive cooldowns, fortifying one position.

DIFF
3/5
REL × 5
burst-heal

Burst Heal

aka バーストヒール / 瞬間回復 / Trickle Heal / ちまちま回復

Choosing between a single large heal to pull an ally back from the kill threshold versus a steady trickle.

DIFF
3/5
REL × 4
choke-break

Choke Break

aka チョーク割り / チョークブレイク / 隘路突破 / Breaking the Choke

The attacking sequence of investing ultimates, cooldowns, or formation changes to force open a choke the defenders have locked down.

DIFF
3/5
REL × 5
choke-control

Choke Control

aka チョーク管理 / チョークホールド / Choke Hold / チョーク

Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.

DIFF
2/5
REL × 6
cleanse-bait

Cleanse Bait

aka クレンズベイト / 鈴ベイト / Suzu Bait / アンチ釣り / Anti Bait

Landing a light debuff first to drain the enemy's cleanse (Suzu, Fade, etc.), then following up with the real payload.

DIFF
5/5
REL × 4
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
comp-rps

Comp RPS

aka 編成じゃんけん / RPS / コンプ相性 / じゃんけん / Composition Rock-Paper-Scissors

The rock-paper-scissors relationship between Dive, Poke, and Brawl that shapes drafting decisions.

DIFF
4/5
REL × 5
concede-point

Concede the Point

aka ポイント譲り / Give Point / ポイントギブ / 捨てキャップ

Deliberately surrendering the current point or map progress to reset at a more favorable position.

DIFF
4/5
REL × 4
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
cooldown-counting

Cooldown Counting

aka CDカウント / クールダウンカウント / CDトラッキング / CD管理

Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.

DIFF
4/5
REL × 3
counter-swap

Counter Swap

aka カウンタースワップ / カウンターピック / アンチピック / Counter Pick

Switching heroes to directly counter an enemy pick and nullify their advantage.

DIFF
3/5
REL × 4
counter-ult

Counter Ult

aka カウンターウルト / カウンターアルト / ウルト返し / Counter Ultimate

Using your own ultimate to directly nullify or cancel an enemy ultimate.

DIFF
4/5
REL × 5
crossfire

Crossfire

aka クロスファイヤ / 挟み撃ち射線

Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.

DIFF
3/5
REL × 13
defender-advantage

Defender Advantage

aka ディフェンダー有利 / 守り有利 / 防衛有利 / Defensive Advantage

The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.

DIFF
3/5
REL × 5
defensive-ult

Defensive Ult

aka ディフェンシブウルト / 防御ウルト / 守りウルト / Defensive Ultimate

An ultimate used to save teammates and reset a losing fight rather than to secure kills — Transcendence, Sound Barrier, Tree of Life, and similar.

DIFF
3/5
REL × 6
dive

Dive

aka ダイブ

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

DIFF
4/5
REL × 13
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
dry-ult

Dry Ult

aka ドライウルト / ドライプッシュ / Dry Push / ノーウルトプッシュ

Initiating a fight intentionally without ultimates to force the enemy to spend one or more ults, rebalancing the economy even in defeat.

DIFF
4/5
REL × 5
expensive-to-kill

Expensive to Kill

aka 高くつく位置取り / Hard to Kill / Survivable Positioning

Positioning that forces the enemy to over-invest resources to secure a kill — making your death too costly to be worth pursuing.

DIFF
4/5
REL × 5
fight-reset

Fight Reset

aka ファイトリセット / Re-group / リグループ

Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.

DIFF
3/5
REL × 18
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
flank

Flank

aka フランク / 裏取り

Taking a secondary route to enter the enemy backline or blind spots.

DIFF
3/5
REL × 7
flex-support

Flex Support

aka フレックスサポート / オフサポ / Off Support / フレサポ

A support pick like Ana, Zen, or Bap whose damage output, debuffs, or utility swing fights beyond healing.

DIFF
2/5
REL × 6
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
forward-hold

Forward Hold

aka フォワードホールド / 前抑え

Holding a defensive formation pushed into enemy territory to disrupt their regroup.

DIFF
4/5
REL × 18
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
free-value

Free Value

aka フリー / Free Hit / Free Damage / タダ

Gaining damage or space uncontested because the enemy cannot fire back or use cooldowns.

DIFF
2/5
REL × 3
hard-peek

Hard Peek

aka ハードピーク / フルピーク / コミットピーク / Full Peek / Commit Peek

A full-commitment peek that exposes the entire body to land damage — the opposite of a shoulder peek.

DIFF
3/5
REL × 5
heal-check

Heal Check

aka ヒールチェック / Healcheck / 回復確認

Tickling the enemy with damage to observe whether their supports react with heals — reading backline attention and resources.

DIFF
3/5
REL × 5
high-ground

High Ground

aka ハイグラウンド / 高所 / HG

Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.

DIFF
2/5
REL × 15
hp-count

HP Count

aka HP カウント / HPコール / 残HPコール / Confirm Kill / lethal call

Sharing the target's remaining HP so the whole team knows the kill is one shot away — synchronizing the finishing burst.

DIFF
3/5
REL × 4
hybrid-comp

Hybrid Comp

aka ハイブリッド編成 / ハイブリ / Hybrid / 混成編成 / Flex Comp

A composition that blends elements of multiple archetypes rather than committing fully to Dive, Brawl, or Poke.

DIFF
4/5
REL × 6
igl

In-Game Leader

aka IGL / インゲームリーダー / 司令塔 / メインコーラー

The player with final tactical authority in-game — setting the macro strategy and unifying all calls.

DIFF
5/5
REL × 5
isolate

Isolate

aka アイソレート / Cut Off / 孤立化 / 切り離し

Separating one enemy from their team's heals and cover to force an isolated 1v1 situation.

DIFF
4/5
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
last-point-hold

Last Point Hold

aka ラストポイントホールド / 最終防衛 / ラスホ / Final Hold

The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.

DIFF
3/5
REL × 6
layered-cooldowns

Layered Cooldowns

aka ディフェンスCDの重ね / CDレイヤリング / 防御CDずらし / layered defensives / Staggered Cooldowns

Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.

DIFF
5/5
REL × 5
los-break

LOS Break

aka LOS切り / 射線切り / 視線切り / Break LOS / Line of Sight Break

Stepping into cover to break enemy sightlines, forcing a reset of incoming damage and lock-on abilities.

DIFF
2/5
REL × 3
main-lane

Main Lane

aka メインレーン / Main / Flank Lane / メイン / サイドレーン / 高所ルート

The distinction between the direct route to the objective (main lane) and the flanking or high-ground alternatives (flank lanes).

DIFF
2/5
REL × 6
main-support

Main Support

aka メインサポート / メインサポ

A support role — Lúcio, Mercy, Brig — focused on area healing, mobility boosts, and formation tempo rather than damage output.

DIFF
2/5
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
mega-control

Mega Control

aka メガ管理 / ヘルパ管理 / Mega / Health Pack Denial / 回復パック管理

Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.

DIFF
3/5
REL × 3
natural-cover

Natural Cover

aka ナチュラルカバー / Cover / カバー / 遮蔽

Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.

DIFF
2/5
REL × 5
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
off-angle

Off-angle

aka オフアングル / サブ射線

Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.

DIFF
4/5
REL × 15
overcommit

Overcommit

aka オーバーコミット / Over-extend / オーバーエクステンド / 突っ込みすぎ

Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.

DIFF
3/5
REL × 6
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
peek-timing

Peek Timing

aka ピークタイミング / ピーク / 顔出しタイミング / Re-peek

Timing a peek to coincide with an enemy reload, spent cooldown, or diverted gaze — extracting value from the exact right moment.

DIFF
4/5
REL × 5
peel

Peel

aka ピール

Switching mid-fight focus to protect a backline ally from a diving threat.

DIFF
3/5
REL × 13
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
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
pinch

Pinch

aka ピンチ / 挟撃

Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.

DIFF
4/5
REL × 8
pirate-ship

Pirate Ship

aka 海賊船 / パイレーツシップ / Bastion Payload

An attacking gimmick that places a high-damage dealer like Bastion on the payload and advances it under shield and pocket heal protection.

DIFF
3/5
REL × 3
pocket

Pocket

aka ポケット / ポケる / Pocketing / Pocket Heal

Concentrating heals and boosts on one ally to give them a structural advantage in their duel.

DIFF
3/5
REL × 5
poke

Poke

aka ポーク

Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.

DIFF
3/5
REL × 8
power-position

Power Position

aka パワーポジション / Power Corner / Power Spot / 強ポジ / 要所

A map-specific position that combines strong cover and forward sightlines near the objective — the anchor of most setups.

DIFF
3/5
REL × 5
pre-fire

Pre-fire

aka プリファイア / 置き撃ち / Pre-aim

Pre-aiming a known spawn point or pathing route to win the first frame of contact.

DIFF
3/5
REL × 8
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
ready-check

Ready Check

aka レディチェック / レディコール / カウント / 3-2-1コール

A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.

DIFF
3/5
REL × 4
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
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
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
shot-calling

Shot Calling

aka ショットコール / ショットコーリング / コーリング / Shotcalling

Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.

DIFF
5/5
REL × 5
shoulder-peek

Shoulder Peek

aka ショルダーピーク / 肩出し / Shoulder Swing

Exposing only a shoulder for a fraction of a second to bait a shot from Widowmaker or similar, without actually getting hit.

DIFF
3/5
REL × 5
sightline-denial

Sightline Denial

aka サイトライン管理 / 射線管理 / 射線切り / Sightline Control

Deliberately preventing or opening long sightlines through positioning and cover to dictate where the enemy's hitscans and snipers can operate.

DIFF
3/5
REL × 5
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
solo-stall

Solo Stall

aka ソロストール / 1人粘り / ソロタッチ / クラッチタッチ

The last surviving player staying on the objective to single-handedly stall progress until teammates respawn and return.

DIFF
4/5
REL × 4
space

Space

aka スペース / 空間制圧

Physical control over the favorable parts of the map — high ground, routes, sightlines.

DIFF
3/5
REL × 18
spacing

Spacing

aka スペーシング / Tank Spacing / 間合い管理

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.

DIFF
4/5
REL × 5
spawn-camp

Spawn Camp

aka スポーンキャンプ / Spawn Trap / リスキャン / Spawn Lock

After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.

DIFF
3/5
REL × 5
split-push

Split Push

aka スプリット / Split / スプリットプッシュ / 二手分け

Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.

DIFF
4/5
REL × 5
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
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
staging

Staging

aka ステージング / 集結

Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.

DIFF
2/5
REL × 11
support-off-angle

Support Off-angle

aka サポートオフアングル / サポオフ / Solo Support / ソロアングル / Off-angle Support

A support player taking an angle away from the main formation to add a crossfire sightline while forcing the enemy to split dive attention.

DIFF
4/5
REL × 5
sustain-war

Sustain War

aka サステイン勝負 / サステインウォー / Heal War / 回復勝負

A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.

DIFF
4/5
REL × 5
target-call

Target Call

aka ターゲットコール / 優先順位コール / フォーカスコール / プライオリティ / Target Priority

A call that designates which single enemy to focus, aligning the whole team's damage.

DIFF
3/5
REL × 5
target-switch

Target Switch

aka ターゲットスイッチ / スイッチコール / 切り替え

Shifting the entire team's focus to a new target when the original call gets saved.

DIFF
4/5
REL × 4
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
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
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
ult-negate

Ult Negate

aka ウルト無効化 / Ult Eat / ウルト吸い / Immo Save / ウルトセーブ / Deny

Using a defensive ability (not an ult) to absorb an enemy ultimate, making it score zero kills.

DIFF
4/5
REL × 5
value

Value

aka バリュー / Get Value / バリュー取り / Trade Value

Whether the resource you spent — ult, cooldown, HP, or time — generated a return equal to or greater than the investment.

DIFF
2/5
REL × 5
win-condition

Win Condition

aka ウィンコンディション / 勝ち筋 / win con / wincon / 勝利条件

The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.

DIFF
3/5
REL × 6
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
zoning

Zoning

aka ゾーニング / Zone / エリア拒否 / 牽制エリア

Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.

DIFF
3/5
REL × 5