Ult Negate
Using a defensive ability (not an ult) to absorb an enemy ultimate, making it score zero kills.
If you can take a guaranteed-kill ult like Blade/Dragon/Grav-Bomb to zero kills with one Lamp, Suzu, or damage reduction, it's a swing that rewinds the ult differential by a full charge. The cost is a CD — the difference from a Counter Ult being that you don't spend an ult. The defending side is tested on reaction speed, popping it once the ult is visible, and on the patience not to waste it, which makes it the flip side of the Bait Ult mind game. Deny one ult with a CD and you go into the next fight with an overwhelming ult advantage.
Overlaying a defensive CD the instant an enemy ult goes off. Immortality Field for instant-kill ults like Blade/Dragon/Grav. Suzu for the real focus target.
Holding the defensive CD too long, popping it late so it expires right after the ult starts and kills go through. Falling for a bait ult, burning the CD, and being defenseless against the real one.
Bait Ult
Forcing the enemy to spend an ultimate on empty space or a low-value target.
Ult Cycle
Long-game management of team ult economy across fights — engineering favorable trades every round.
Peel
Switching mid-fight focus to protect a backline ally from a diving threat.
Counter Ult
Using your own ultimate to directly nullify or cancel an enemy ultimate.
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.