TERM_DEFINITION · ID: overtime-management

Overtime Management

aka オーバータイム管理 · OT管理 · Overtime · タッチ

Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.

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

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.

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

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.

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

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.

Related Cards
stagger

Stagger

aka スタッガー / 時間差リスポーン

Delaying an enemy kill so they respawn out of sync with their team for the next fight.

stagger-snowball

Stagger Snowball

aka スタッガースノーボール / Snowball / 連鎖負け

A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.

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.

backcap

Backcap

aka バックキャップ / 裏取りキャップ / バックキャッピング / Back Cap

One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.

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.

contest

Contest

aka コンテスト / ストール / Stall / コンテ

Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.

forced-touch

Forced Touch

aka 強制タッチ / OT Touch / 延長タッチ / Stall Touch

Committing at least one player to touch the objective moments before time or overtime expires, buying one more fight.