Stagger Snowball
A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.
First stagger → next fight is 4 + 1 straggler → predictable loss → another stagger → infinite loop. Once a Stagger Snowball starts, reset is effectively impossible, so the defending team has to give up the round and switch focus to the next one.
主に「観測対象」。自陣が起こしている時はそのままPush、起こされている時はRound切り捨て判断。
Snowballされている自覚なくFightを続けて、Ultも全部吐かされ次Roundも不利スタート。
Stagger
Delaying an enemy kill so they respawn out of sync with their team for the next fight.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Numbers Advantage
Outnumbering the surviving enemy (e.g. 5v4). The baseline from which all fight risk is calculated.
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.
Overtime Management
Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.
Overcommit
Committing resources or position to a depth you can't retreat from, leaving no viable escape or follow-up.
Spawn Camp
After a decisive fight win, pushing forward to the enemy respawn zone and picking off enemies as they emerge one by one.
Forward Spawn
A forward respawn point that unlocks when the payload or team robot crosses a checkpoint, sharply closing the respawn gap.