Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
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.
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。
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。
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Soft Engage
Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.
Forward Hold
Holding a defensive formation pushed into enemy territory to disrupt their regroup.
Counter Swap
Switching heroes to directly counter an enemy pick and nullify their advantage.
Backcap
One player slipping behind enemy lines to touch or cap an objective while they focus on the fight.
Neutral Game
The stalemate phase where neither side commits, and both fight only over space, information, and cooldowns.
Rotation
Team-wide movement to the next objective or power position, where arrival order and cohesion determine the edge.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Re-engage
Re-entering the same fight immediately after a disengage, exploiting the window when the enemy has burned through CDs and ultimates.
Make a Death
Deliberately forcing a death — your own or the enemy's — to break a stalemate and reset the fight's momentum.
Shot Calling
Real-time verbal calls that synchronize when to engage, disengage, and align ultimates — translating information into action for the whole team.
In-Game Leader
The player with final tactical authority in-game — setting the macro strategy and unifying all calls.
Contest
Staying on the objective under numerical disadvantage to stall the enemy's guaranteed progress or win.
First Touch
The race to reach the objective first at the start of a KOTH round or Flashpoint point opening, establishing early control.
Percentage Lead
Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.
Control Point Flip
Stepping onto a point the enemy controls in a Control map to halt their percentage gain and flip ownership to your side.