TERM_DEFINITION · ID: 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
PRO
4/5
Role TankDPSSupport
Style DiveHybridBrawl
Phase Setup
§ Breakdown [AI-translated — feedback channel coming soon]

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.

When to Use [AI-translated — feedback channel coming soon]

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.

Failure Modes [AI-translated — feedback channel coming soon]

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.

Related Cards
tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

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.

space

Space

aka スペース / 空間制圧

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

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.

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.

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.