First Touch
The race to reach the objective first at the start of a KOTH round or Flashpoint point opening, establishing early control.
The side that arrives first gets the defender's advantage and can force the opponent into an attacking shape. On a Flashpoint new-point unlock or a KOTH round start, route choice and the timing of Lucio's speed all concentrate here, and tempo initiative is decided before the fight. Falling behind means starting the first fight from a disadvantaged shape and spending extra resources just to dig out of that deficit. It tests map knowledge of which route is fastest, and the organization to get the team there as a unit.
Immediately after a KOTH / Flashpoint round starts, everyone takes the shortest route to the objective to get there first. Use Lucio's speed and Kiriko's Swift Step to clear route bottlenecks and arrive ahead.
Routes are picked separately, arrivals are staggered, and the side that got there first picks them off one by one. Chasing the fastest arrival leaves a player isolated and the fight starts before everyone regroups, self-inflicting a number disadvantage.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
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.
Percentage Lead
Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.
Rotation
Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.