TERM_DEFINITION · ID: last-point-hold

Last Point Hold

aka ラストポイントホールド · 最終防衛 · ラスホ · Final Hold

The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.

DIFF
3/5
PRO
4/5
Role TankDPSSupport
Style BrawlPokeHybrid
Phase MacroSetup
§ Breakdown [AI-translated — feedback channel coming soon]

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.

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

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.

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

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.

Related Cards
forward-hold

Forward Hold

aka フォワードホールド / 前抑え

Holding a defensive formation pushed into enemy territory to disrupt their regroup.

ult-cycle

Ult Cycle

aka ウルトサイクル / Ult Economy

Long-game management of team ult economy across fights — engineering favorable trades every round.

fight-reset

Fight Reset

aka ファイトリセット / Re-group / リグループ

Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.

respawn-distance

Respawn Distance

aka リスポーン距離差 / 湧き距離 / スポーン有利 / Spawn Advantage / 湧きアド

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

Time Bank

aka タイムバンク / 時間バンク / 残時間 / Bank Time / 持ち時間

The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.

forward-spawn

Forward Spawn

aka フォワードスポーン / 前線湧き / 前進スポーン / 前湧き

A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.