TERM_DEFINITION · ID: percentage-lead

Percentage Lead

aka パーセンテージ管理 · %リード · %管理 · Percent Lead · ゲージ管理

Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.

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

The side that is ahead switches to a defense that burns time with contests and touches; the side that is behind is forced to start a fight even on bad terms. It is the KOTH version of time-bank management in that you multiply remaining percentage against the Ult differential to back-calculate the value of starting a fight now. At 80-40 up, for example, you judge quickly whether you can run out one more fight, and read the point where the team behind dumps every resource into a contest. Without constantly tracking the percentage, you get the blunder of not going in for a contest from a favorable position and failing to close the percentage out.

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

Through a KOTH round, constantly reference the current percentage gap as the criterion for whether to force a fight now or wait. When behind, start the fight before the enemy settles into a stall; when ahead, run it out while watching for their forced contest.

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

Not tracking the percentage lead, burning resources in unnecessary fights and letting the enemy pull level. When behind, resetting over and over without looking at the percentage until the timer hits zero and the round is lost.

Related Cards
tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

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.

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.

control-flip

Control Point Flip

aka フリップ / Point Flip / Re-take / ポイントフリップ

Stepping onto a point the enemy controls in a Control map to halt their percentage gain and flip ownership to your side.

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.