TERM_DEFINITION · ID: 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.

DIFF
3/5
PRO
5/5
Role DPSSupport
Style DiveRush
Phase Reset
§ Breakdown [AI-translated — feedback channel coming soon]

After winning the fight, chase down the lone survivor — especially one of the supports — instead of letting them live. The next fight becomes "four players plus one straggler," and the enemy can't restage in time, so they lose again. When this chains, it's a Stagger Snowball and the round ends fast.

When to Use [JA only — English translation pending]

Fight勝利後、味方Ultに余裕があり、相手のリスポーンが遠い時。特にKOTHのRound終盤。

Failure Modes [JA only — English translation pending]

Stagger追いに行った2人が逆に返り討ち、5v5を再構築されて陣形負け。

Related Cards
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.

forward-hold

Forward Hold

aka フォワードホールド / 前抑え

Holding a defensive formation pushed into enemy territory to disrupt their regroup.

pinch

Pinch

aka ピンチ / 挟撃

Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.

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.

numbers-advantage

Numbers Advantage

aka 人数有利 / 数的優位 / ナンバーズ / Man Advantage

Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.

respawn-distance

Respawn Distance

aka リスポーン距離差 / 湧き距離 / スポーン有利 / Spawn Advantage / 湧きアド

The gap between each team's respawn point and the fight zone, determining post-fight tempo and how far a winning side can push.

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.

body-block

Bodyblock

aka ボディブロック / body block / 壁になる / 射線カット / ブロック

Using your own hitbox to block an enemy sightline or path, absorbing damage or cutting off an escape route.

anti-dive

Anti-Dive Comp

aka アンチダイブ編成 / 対ダイブ / Anti-Dive / ピール編成

A composition built around peel — Brig, Lucio, etc. — that turns the enemy's dive into a one-way trip.

solo-stall

Solo Stall

aka ソロストール / 1人粘り / ソロタッチ / クラッチタッチ

The last surviving player staying on the objective to single-handedly stall progress until teammates respawn and return.

make-a-death

Make a Death

aka デスを作る / Force a Pick / ピックを作る / Trade a Body

Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.

spawn-camp

Spawn Camp

aka スポーンキャンプ / Spawn Trap / リスキャン / Spawn Lock

After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.

expensive-to-kill

Expensive to Kill

aka 高くつく位置取り / Hard to Kill / Survivable Positioning

Positioning that forces the enemy to over-invest resources to secure a kill — making your death too costly to be worth pursuing.

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.