Rotation
Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.
Rotation quality comes down to whether all five can move at once and whether the formation is set on arrival. On Flashpoint and KOTH, the sacrifice-rotate call — abandoning the current point right after winning a fight to get to the next one first — decides rounds; taking the empty point early can be more time-efficient than finishing the capture. Whether Lucio/Kiriko mobility support lets everyone move simultaneously decides whether you have a formation set at the most fragile moment of all: the new point unlocking. Against Staging: Staging is the phase of stopping and setting up, rotation is the phase of moving to take the next thing.
Getting to the next KOTH/Flashpoint point first after winning a fight. Changing your attack angle after a Fight Reset on Push maps. Gathering all five as the step before Staging.
Rotating piecemeal so only the players who arrived first are forced into a 4v5. Getting caught and chipped down by the enemy's forward players mid-rotation and arriving at a man disadvantage.
Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.