Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Tracking, round by round, "who has what ult charge for the next fight" and "what the enemy can see." Force the fight at the moment of maximum ult differential. Spending two ults on one target is the worst case; landing two ults against zero is the ideal. This separates Top 500 from pro level.
常に。特に2nd Fight以降、相手のUlt状況が見えてきたタイミングで意識的にCycle計算する。
CycleのためにUltを溜め込みすぎて、相手に先にUlt多重を作られる。逆にCycleを意識しすぎて単独で吐く判断が遅れる。
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Resource Trade
Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.
Wombo Combo
Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.
Staging
Pre-fight phase where all 5 players align positions, sightlines, and retreat routes before engaging.
Cooldown Counting
Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.
Ult Negate
Using a defensive ability (not an ult) to absorb an enemy ultimate, making it score zero kills.
Counter Ult
Using your own ultimate to directly nullify or cancel an enemy ultimate.
Win Condition
The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.
Time Bank
The remaining time the attacking team carries into the next round, determining how many fights both sides can afford.
Layered Cooldowns
Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.
Defensive Ult
An ultimate used to save teammates and reset a losing fight rather than to secure kills — Transcendence, Sound Barrier, Tree of Life, and similar.
Dry Ult
Initiating a fight intentionally without ultimates to force the enemy to spend one or more ults, rebalancing the economy even in defeat.
Value
Whether the resource you spent — ult, cooldown, HP, or time — generated a return equal to or greater than the investment.
Concede the Point
Deliberately surrendering the current point or map progress to reset at a more favorable position.
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.
Percentage Lead
Using the current KOTH percentage gap to decide whether to force a fight or stall — the KOTH equivalent of time-bank management.
Last Point Hold
The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.
Ready Check
A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.