Editing ÜberCharge

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In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages, since the Übercharge is extremely crucial in ending a stalemate, or making a push.  
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In all competitive formats which involve a [[Medic]], the gameplay focuses on the Medics' '''ÜberCharge'''. The outcome of the game is often decided on the difference of the Medics' Über percentages.
  
 
== Basics ==
 
== Basics ==
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<gallery>
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Medigun.jpg|The Medigun
 
Kritzkrieg.jpg|The Kritzkrieg
 
quickfix.jpg|The Quick-Fix
 
</gallery>
 
 
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.
 
* Please note, the slow Quick-Fix heal rate is extremely rare in competitive play but CAN happen with pyros with Powerjack overheal or spies being overhealed by the enemy medic.
  
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An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.
 
An ÜberCharge is ready when the Medic's percentage reaches 100%. This is connected with an automatically activated voice response and a spark on the Medi Gun. The ÜberCharge is deployed using the secondary fire button. It drains at a rate of 12.5% per second, regardless of the secondary weapon used.
  
The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the Medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.<ref>http://teamfortress.tv/thread/3374/?page=1</ref>
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The Medic can split the ÜberCharge between players by putting the healbeam on them; in addition, übered players do not immediately lose their invulnerability when the medic takes the beam off them or reaches 0% ÜberCharge, but ''flash'' for one second while the invulnerability remains in effect. Übercharge drains only 50% faster for every additional player which is currently made invulnerable by the über, rather than 100%.<ref>http://teamfortress.tv/thread/3374/?page=1</ref>
  
 
== Usage ==
 
== Usage ==
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The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.
 
The Demoman will almost always receive a Kritzkrieg, as his Stickybombs have the best chance of reaching the enemy Medic, the biggest target of a Kritzkrieg. Stickies also deal splash damage, which makes it possible to kill multiple targets at once, and don't detonate immediately on firing, forcing the enemy to stay away from already placed critical stickies.
 
=== References ===
 
<references/>
 
  
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

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