Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
After winning the fight, push forward immediately to lock down space and pressure the enemy's path back from respawn. Dive comps hold the high ground; Brawl comps hold the entrance. High risk, high reward — when it clicks, the round ends in one push; when it doesn't, you give back the entire advantage.
Stagger成功直後、Ult差が圧倒的に有利な時、KOTHでTimeが80%以上ある時。
Forward Holdに固執してUlt多重を返され、後ろから挟まれる。サポートのSafe Spotが消失。
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
99% Stop
The critical 99% moment in KOTH/Flashpoint where a single contest call can force overtime and reset the win.
Backcap
One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.
Defender Advantage
The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.
Respawn Distance
The gap between each team's respawn point and the fight zone, determining post-fight tempo and how far a winning side can push.
Natural Cover
Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.
Power Position
A map-specific position that combines strong cover and forward sightlines near the objective — the anchor of most setups.
Anchor
Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.
Spawn Camp
After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.
Spacing
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.
Overcommit
Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.
Last Point Hold
The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.
Bunker Comp
A defensive setup that protects a high-damage dealer like Bastion behind shields and defensive cooldowns, fortifying one position.
Pirate Ship
An attacking gimmick that places a high-damage dealer like Bastion on the payload and advances it under shield and pocket heal protection.