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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.
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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.  
 
  
 
== Basics ==
 
== Basics ==
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<gallery>
 
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.
 
  
==== Advantages and Disadvantages ====
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* Please note, the slow quick-fix heal rate is extremely rare in comp play but CAN happen with powerjacks overhealing pyros or spys being overhealed by the enemy med.
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==== Advantages and disadvantages ====
  
 
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.
 
Because of the ÜberCharge's long charge rate, it is the most important factor when deciding whether to push in or not. An advantage is having a higher percentage of the ÜberCharge than the enemy, and vice versa; a disadvantage is having a smaller percentage of the ÜberCharge.
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Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.
 
Sometimes, on [[5CP]] maps, when defending the last point with a disadvantage and knowing the other team has an ÜberCharge of their own, teams will abandon building in favour of the Medic overhealing players, to keep them in shape in case of an incoming push and to somewhat accelerate the charge rate of the ÜberCharge.
  
=== Deploying Übers ===
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=== Deploying übers ===
  
 
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 patients by putting the healbeam on them. It has however a negative effect on the ÜberCharge's duration. For every target under the effect of an ÜberCharge, the available über time is decreased by 1 second. A split uber, or a ''flash'', lasts no less than a second.
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When on 0% ÜberCharge, the Medic and his currently healed patient receive a one-second flash.
  
 
== Usage ==
 
== Usage ==
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=== ÜberCharge exchanges ===
 
=== ÜberCharge exchanges ===
When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-übered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.
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When pushing into a team that has an ÜberCharge of their own, each team's aim is to damage the non-ubered players, so that the Medic has to flash them. That leads to the decrease in the opposing ÜberCharge's duration, which allows for the team that didn't split the Über to stay invulnerable for longer and kill the remaining enemies.
  
 
=== Kritzkrieg ===
 
=== Kritzkrieg ===
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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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