Last Point Hold
The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.
At the point where the defenders' respawn is closest, they get back immediately even after losing, so the conditions for deliberately starting a fight you can afford to lose change. The attackers have to dump every Ult here while weighing what is left in the time bank, and cracking the last point with all Ults is often the judgment that closes out the round. Because the defenders' respawn round trip per fight costs the least, aggressively running a war of attrition to grind resources down becomes viable. If the attackers can't crack it, the time bank melts and the round ends.
The defending team leans on the shortest respawn distance at the final point, taking even unfavorable fights repeatedly to grind down resources. The attacking team checks the time bank and decides when to dump every Ult based on how many fights remain.
The defenders fixate on the last point, lean too far forward, get staggered on the front line, and go into the next fight down a body. The attackers ignore the time bank, reset over and over, and lose on time.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
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.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Forward Spawn
A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.