Results for “time under tension”
How long a muscle works against load during a set.
The window when the boss is actually hittable — make it count.
Dead air in a fight — the boss is untargetable and you can't deal damage.
Underground Atlanta — the historic district built below the streets.
The lo-fi, devilish, tape-deck era of 90s Memphis rap.
A sentence so long the parole date sounds like science fiction.
Living consistently in your gender all day, every day.
To vomit.
Australia (and NZ).
Overwhelmed with work
See you later; goodbye
Take your time; be careful / go easy
Moody, inconsistent and unpredictable.
Getting into the gym to actually lift.
How long a player stays airborne on a jump
End of a blowout when the outcome is decided
Seemingly generous added time when a big team needs a goal.
Under sustained heavy pressure.
The team expected to lose.
Added minutes at the end of a half for lost time.
Delivered exactly what the moment called for and nailed it perfectly.
Late-night reckless energy — going hard, on a track or in the streets.
A character (or person) who acts cold and hostile but is secretly soft and affectionate.
'Time under tension' — how long a muscle works in a set.
A jaw-style clamp for pulling wire and cable under heavy tension.
Real-time read on where the enemies are and what they're about to do.
Going prone mid-gunfight to drop under their aim and win the close-range duel.
Snatching an objective from under the enemy's nose, usually with Smite.
Timed pickups on the map that hand you a temporary buff — haste, double damage, the lot.
A coordinated kill set up under Smoke of Deceit so you roll in unseen.
Paying gold to respawn instantly instead of waiting out the death timer.
Damage over time — a debuff that ticks away an enemy's health bit by bit.
Time to kill — how long it takes to drop a target.
An attack that smacks the entire party at the same time.
Healing over time, a heal that ticks you back up gradually instead of all at once.
Tears through armour and health in no time.
Getting trapped under an enemy's ramps and walls, dead to rights.
A jump-in timed so tight you block their wake-up reversal even if it whiffs.
An attack timed to land on its dying active frames as they wake up — max plus frames.
A coin-flip mixup — block the wrong way and you're guessing right half the time at best.