TERM_DEFINITION · ID: 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
PRO
5/5
Role TankDPSSupport
Style DivePokeRushHybridBrawl
Phase Reset
§ Breakdown [AI-translated — feedback channel coming soon]

Reset immediately if any of these hit: "we can't close the kill," "two ults are already spent," or "the healer is in the red." In pro play, over 50% of fights get aborted and reset. The team that can reset is the team that doesn't lose.

When to Use [JA only — English translation pending]

Engage後30秒以内にPickが取れなかった時、Ultを2つ使ったがPickゼロの時、後衛HPが30%以下になった時。

Failure Modes [JA only — English translation pending]

Reset判断が遅れて1ピック献上、人数不利でResetすら出来なくなる。逆にResetが多すぎて時間切れ。

Related Cards
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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.