Kite
Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.
The defending side's standard tool against brawl: conceding space to buy time and HP, while doubling as a lure that pulls the enemy into bad chase terrain (long sightlines, open ground). If Spacing is static management that holds a range you can't be reached at, Kite is the dynamic movement of retreating while you keep attacking. It always sits next to the failure of backing off so far you hand over the objective or the space outright, so the line for how far you retreat before reengaging is what matters.
Under melee pressure from a brawl comp, back off while pouring in damage to chip HP. As time-buying to reengage the moment the enemy has burned their chase CDs.
Backing off too far concedes the choke or the point, so you end up fighting in bad space with the kite's purpose unmet. Retreating without putting out damage makes it just a disengage.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Dribble
Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
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.
Re-engage
Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.