Forward Spawn
A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.
The moment it unlocks, the respawn distance differential flips and you can take unfavorable fights back to back = the branch point for a snowball. Conversely, losing it back pushes your spawn far away all at once, so on Push the checkpoint crossing itself becomes the aiming point for Ult investment. Once the defenders have lost forward spawn, they are in something close to a last point hold and the cost of a stagger spikes. The standard line for attackers is to push forward hard right after it unlocks and apply a Forward Hold, and it is critical not to give the defenders time to regroup.
The moment the robot crosses a checkpoint on Push, exploit the forward spawn and immediately apply a front hold. Defenders, once they recognize the forward spawn is lost, rebuild formation at once and prepare the transition to a last point hold.
The push slackens after the forward spawn unlocks, giving defenders time to regroup. Defenders who lost the forward spawn keep running the same plan and eat a large respawn disadvantage every fight.
Stagger Snowball
A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
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.
Last Point Hold
The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.