Space
Physical control over the favorable parts of the map — high ground, routes, sightlines.
You "have space" when the enemy can't step into an area, even without you firing a shot. Once you control it, the enemy is forced onto side routes — losing time and formation. Conversely, giving up space is the early-warning sign that tempo is slipping away.
Re-group後の押し出し、敵側Pointへのアプローチ前、特にOT前のニュートラル時。
Spaceを取ったが射線管理が甘くPickされ、結局Spaceごと返却。Spaceに固執して時間配分を間違える。
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
High Ground
Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.
Crossfire
Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Numbers Advantage
Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.
Free Value
Gaining damage or space uncontested because the enemy cannot fire back or use cooldowns.
Defender Advantage
The structural edge defenders hold through shorter respawn distance, known sightlines, and pre-held positions.
Zoning
Using ability or ult threat to deny access to an area, narrowing the enemy's movement options without necessarily landing damage.
Split Push
Splitting the team into two lanes to pressure the enemy from multiple directions simultaneously, dividing their sightlines and attention.
Mega Control
Controlling health pack pickups to cut off the enemy's passive recovery and force them into a sustained deficit.
Natural Cover
Using the terrain's built-in walls, pillars, and obstacles as a base to hold position while minimizing exposure.
Anchor
Holding a fixed frontline position as the formation's axis, letting teammates move freely around a stable reference point.
Choke Control
Control of the map's bottleneck — whichever team owns the choke point dictates the terms of the round's opening.
Spacing
Maintaining the distance where you can deal damage but can't be reached by enemy cooldowns — constant range management that denies engagement on the enemy's terms.
Kite
Retreating while attacking to stay outside the enemy's effective range, whittling them down without committing to a static duel.
Spawn Camp
After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.
Bunker Comp
A defensive setup that protects a high-damage dealer like Bastion behind shields and defensive cooldowns, fortifying one position.
Pirate Ship
An attacking gimmick that places a high-damage dealer like Bastion on the payload and advances it under shield and pocket heal protection.