Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Attack works backward from the time bank to "how many more fights can we start," defense to "how many more times do we have to stall it out to hold." An attacking side thin on time loses the room to Fight Reset and is forced to engage even out of a bad shape — reading that pressure and continuing to wait is the basis of time management for defense. Conversely, an attack with plenty of time can prioritize resource management and reset repeatedly. On Escort/Hybrid maps (Circuit Royal, Paraíso, etc.) reading the time bank dominates every late-round decision.
Attack working out how many more fights the remaining time allows. Defense confirming how many more fights they have to survive for the round to end.
Repeating unnecessary Fight Resets without tracking the clock and losing on time. The illusion of having time makes Ult economy sloppy, so the final fight starts at a resource deficit.
Fight Reset
Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.
Tempo
The initiative — who gets to choose when and on whose terms the next fight starts.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Overtime Management
Deciding whether to extend overtime with a touch or force the enemy off the objective to end it — a time-resource play.
Percentage Lead
Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.