Overtime Management
Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.
Rounds are decided by time and progress percentage, not kills, so OT has to be managed as an independent resource. Attack can buy time by keeping one player's touch chained through OT; defense can end the round by peeling that player off and breaking OT. Which of the two you pick is decided against your own Ult state, the man count, and the resources you need for the next fight. Combined with Stagger or Backcap, it is the core of the macro that wins on time without winning the fight.
As attack entering OT with a bad Ult deficit, chaining single touches to buy time for a reset. As defense, calling to break OT and lock in the end of the round.
The lone player going for the OT-extending touch gets staggered, can't make it back for the next fight, and defense holds the 4v5. Defense pushes too far forward chasing the OT break and eats a stagger instead.
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Stagger Snowball
A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
Backcap
One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Contest
Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.
Forced Touch
Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.