TERM_DEFINITION · ID: tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

DIFF
4/5
PRO
5/5
Role TankDPSSupport
Style DivePokeRushHybrid
Phase Macro
§ Breakdown [AI-translated — feedback channel coming soon]

Holding tempo means you start the fight when your CDs are up and theirs are down. Dive comps seize tempo with mobility, Poke comps force it with sightlines, Rush comps steal it with raw speed. Lose tempo once and you're stuck waiting on your own side — reactive, not proactive.

When to Use [JA only — English translation pending]

すべてのFight開始判断、すべてのFight Resetタイミングの裏で考えるべき概念。

Failure Modes [JA only — English translation pending]

Tempoを取りに行きすぎてオーバーエクステンド。逆に守り続けてOTすら作れず時間切れ負け。

Related Cards
ult-cycle

Ult Cycle

aka ウルトサイクル / Ult Economy

Long-game management of team ult economy across fights — engineering favorable trades every round.

staging

Staging

aka ステージング / 集結

Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.

soft-engage

Soft Engage

aka ソフトエンゲージ / Soft Touch

Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.

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.

counter-swap

Counter Swap

aka カウンタースワップ / カウンターピック / アンチピック / Counter Pick

Switching heroes to directly counter an enemy pick and nullify their advantage.

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.

neutral

Neutral Game

aka ニュートラル / 中立

The stalemate phase where neither side commits, and both fight only over space, information, and cooldowns.

rotation

Rotation

aka ローテーション / ロテ / Rotate / 回し

Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.

time-bank

Time Bank

aka タイムバンク / 時間バンク / 残時間 / Bank Time / 持ち時間

The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.

re-engage

Re-engage

aka リエンゲージ / 再エンゲージ / Second Wave / Re-commit

Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.

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.

shot-calling

Shot Calling

aka ショットコール / ショットコーリング / コーリング / Shotcalling

Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.

igl

In-Game Leader

aka IGL / インゲームリーダー / 司令塔 / メインコーラー

The player with final tactical authority in-game — setting the macro strategy and unifying all calls.

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.

first-touch

First Touch

aka ファーストタッチ / 初手タッチ / 初動コンテスト / First Contest

The race to reach the objective first at the start of a KOTH round or Flashpoint point opening, establishing early control.

percentage-lead

Percentage Lead

aka パーセンテージ管理 / %リード / %管理 / Percent Lead / ゲージ管理

Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.

control-flip

Control Point Flip

aka フリップ / Point Flip / Re-take / ポイントフリップ

Stepping onto a point the enemy controls in a Control map to halt their percentage gain and flip ownership to your side.