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.
The side with the closer spawn pays little for starting a bad fight; for the far side, a single stagger is fatal. The further attack pushes the objective, the closer they get to the defenders' respawn while their own respawn falls further behind — that asymmetry sets the difficulty of closing out the last point. How far forward a Forward Hold can sit depends on respawn distance too: step too far out and the defenders coming back from spawn pinch you from the other side. It is also the structural reason stagger snowballs chain.
Judging how deep you can chase after a Stagger. Setting the line for a Forward Hold. Calculating the attacking side's risk tolerance when pushing the last point.
Setting a Forward Hold without accounting for respawn distance and getting collapsed on by the returning defenders. Chasing Staggers too hard on the wrong side of the distance and getting flipped into a man disadvantage by defenders back from spawn.
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.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Defender Advantage
The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.
Forward Spawn
A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.
Last Point Hold
The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.