TERM_DEFINITION · ID: 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.

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

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.

When to Use [JA only — English translation pending]

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。

Failure Modes [JA only — English translation pending]

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。

Related Cards
bait-ult

Bait Ult

aka ベイトウルト / Ult Bait

Forcing the enemy to spend an ultimate on empty space or a low-value target.

resource-trade

Resource Trade

aka リソーストレード / CDトレード

Spending a minor cooldown to force a major defensive one, netting an advantage for the real fight.

wombo-combo

Wombo Combo

aka ウォンボコンボ / 多重Ult / Wombo

Stacking multiple ultimates within one second to bypass defensive cooldowns and wipe the team.

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.

cooldown-counting

Cooldown Counting

aka CDカウント / クールダウンカウント / CDトラッキング / CD管理

Tracking when key enemy defensive cooldowns (Suzu, Lamp, Fade) were used and when they come back.

ult-negate

Ult Negate

aka ウルト無効化 / Ult Eat / ウルト吸い / Immo Save / ウルトセーブ / Deny

Using a defensive ability (not an ult) to absorb an enemy ultimate, making it score zero kills.

counter-ult

Counter Ult

aka カウンターウルト / カウンターアルト / ウルト返し / Counter Ultimate

Using your own ultimate to directly nullify or cancel an enemy ultimate.

win-condition

Win Condition

aka ウィンコンディション / 勝ち筋 / win con / wincon / 勝利条件

The core scenario through which a composition or situation wins a fight — combo, first pick, sustain, etc.

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.

layered-cooldowns

Layered Cooldowns

aka ディフェンスCDの重ね / CDレイヤリング / 防御CDずらし / layered defensives / Staggered Cooldowns

Staggering defensive cooldowns across time instead of spending them simultaneously, sustaining the team through multiple burst windows.

defensive-ult

Defensive Ult

aka ディフェンシブウルト / 防御ウルト / 守りウルト / Defensive Ultimate

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

Dry Ult

aka ドライウルト / ドライプッシュ / Dry Push / ノーウルトプッシュ

Initiating a fight intentionally without ultimates to force the enemy to spend one or more ults, rebalancing the economy even in defeat.

value

Value

aka バリュー / Get Value / バリュー取り / Trade Value

Whether the resource you spent — ult, cooldown, HP, or time — generated a return equal to or greater than the investment.

concede-point

Concede the Point

aka ポイント譲り / Give Point / ポイントギブ / 捨てキャップ

Deliberately surrendering the current point or map progress to reset at a more favorable position.

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.

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.

last-point-hold

Last Point Hold

aka ラストポイントホールド / 最終防衛 / ラスホ / Final Hold

The final defensive stand on a Payload or Hybrid map, where the defending team's respawn advantage peaks.

ready-check

Ready Check

aka レディチェック / レディコール / カウント / 3-2-1コール

A pre-engage confirmation step that verifies all five players have their cooldowns, positions, and readiness aligned before committing.