Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
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.
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。
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。
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
99% Stop
The critical 99% moment in KOTH/Flashpoint where a single contest call can force overtime and reset the win.
Numbers Advantage
Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Overtime Management
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-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.
Dry Ult
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
Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.
Concede the Point
Deliberately surrendering the current point or map progress to reset at a more favorable position.
Solo Stall
The last surviving player staying on the objective to single-handedly stall progress until teammates respawn and return.
Shot Calling
Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.
In-Game Leader
The player with final tactical authority in-game — setting the macro strategy and unifying all calls.
Contest
Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.
Forced Touch
Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.
Sustain War
A standoff where both teams' healing output exceeds incoming damage, preventing kills and prolonging the fight until the balance breaks.