INDEX / all-terms

All Terms

25 terms · filter by role / playstyle

ROLE
STYLE
SORT
aggro-ping-pong

Aggro Ping Pong

aka アグロピンポン / Pong

Two or more players take turns drawing aggro, scattering enemy aim and burning support cooldowns.

DIFF
4/5
REL × 4
bait-cooldown

Bait Cooldown

aka ベイトクールダウン / CDベイト / Cooldown Bait

A light pressure move to draw out enemy defensive cooldowns (Suzu / Lamp / Immo) before the real engage.

DIFF
3/5
REL × 4
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.

DIFF
5/5
REL × 4
crossfire

Crossfire

aka クロスファイヤ / 挟み撃ち射線

Two or more shooters hitting the same target from divergent angles so no single piece of cover blocks both.

DIFF
3/5
REL × 3
dive

Dive

aka ダイブ

High-mobility composition that bursts down enemy supports and disengages immediately.

DIFF
4/5
REL × 4
dribble

Dribble

aka ドリブル / Tank Dribble

Tank repeatedly steps in and out to bait cooldowns and ammo without ever committing.

DIFF
4/5
REL × 3
fight-reset

Fight Reset

aka ファイトリセット / Re-group / リグループ

Choosing to disengage from a stalled or losing fight in order to rebuild formation, cooldowns, and HP.

DIFF
3/5
REL × 4
flank

Flank

aka フランク / 裏取り

Taking a secondary route to enter the enemy backline or blind spots.

DIFF
3/5
REL × 3
forward-hold

Forward Hold

aka フォワードホールド / 前抑え

Holding a defensive formation pushed into enemy territory to disrupt their regroup.

DIFF
4/5
REL × 4
high-ground

High Ground

aka ハイグラウンド / 高所 / HG

Elevated map position offering downward sightlines, cover, and safe retreat — the foundation of most setups.

DIFF
2/5
REL × 4
off-angle

Off-angle

aka オフアングル / サブ射線

Solo position offset 60–120° from the main formation, enabling crossfire while taking minimal return fire.

DIFF
4/5
REL × 4
peel

Peel

aka ピール

Switching mid-fight focus to protect a backline ally from a diving threat.

DIFF
3/5
REL × 2
pinch

Pinch

aka ピンチ / 挟撃

Pressuring the enemy from two directions at once, splitting their sightlines and escape routes.

DIFF
4/5
REL × 4
poke

Poke

aka ポーク

Long-range composition that whittles HP from afar, builds ult charge, and forces the enemy to commit first.

DIFF
3/5
REL × 4
pre-fire

Pre-fire

aka プリファイア / 置き撃ち / Pre-aim

Pre-aiming a known spawn point or pathing route to win the first frame of contact.

DIFF
3/5
REL × 2
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.

DIFF
4/5
REL × 4
rush

Rush

aka ラッシュ / Brawl Rush

Brawl composition that stacks close-range damage and sustain to overwhelm the enemy before they can respond.

DIFF
2/5
REL × 4
soft-engage

Soft Engage

aka ソフトエンゲージ / Soft Touch

Non-committal pressure designed to extract enemy reactions and cooldowns without taking a fight.

DIFF
3/5
REL × 4
space

Space

aka スペース / 空間制圧

Physical control over the favorable parts of the map — high ground, routes, sightlines.

DIFF
3/5
REL × 4
stagger

Stagger

aka スタッガー / 時間差リスポーン

Delaying an enemy kill so they respawn out of sync with their team for the next fight.

DIFF
3/5
REL × 3
stagger-snowball

Stagger Snowball

aka スタッガースノーボール / Snowball / 連鎖負け

A chain of staggers where one team can't regroup, losing 2–3 fights in a row before recovering.

DIFF
4/5
REL × 3
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.

DIFF
2/5
REL × 4
tempo

Tempo

aka テンポ

The initiative — who gets to choose when and on whose terms the next fight starts.

DIFF
4/5
REL × 4
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
REL × 4
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.

DIFF
4/5
REL × 3