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===Crit Heals===
 
===Crit Heals===
  
A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. After not taking damage for 10 seconds the healing scales up from 24 hp/s to the maximum rate of 72 hp/s. Crit heals apply for buffs as well.
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A term used to describe the [[Medic#Secondary|Medigun's]] mechanic of healing faster based on how long it has been since a player has taken damage. This effect scales up, and after not taking damage for 15 seconds or more the target will be healed at the maximum rate of 72 hp/s. Crit heals apply for buffs as well.
  
 
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.
 
A Medic's self heal rate also increases based on the time since damage was taken. This starts at a rate of 3 hp/s, scaling up over 10 seconds to a maximum of 6 hp/s. This rate is doubled while the Medic is healing a player who is below full health, to a maximum of 12hp/s.
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Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.
 
Flank classes assist the combo classes by watching the entrances that the combo isn't during holds and stalemates, and create openings and advantages via bombs, picks and off-pushes.
 
===Flex===
 
In [[Prolander]] this is the player/s outside of the combo who regularly switch classes within a round/match. For example, on defence they might run [[Engineer]] but on offence switch to [[Spy]]. Some classes such as Medic, Demoman, Heavy, Sniper, Soldier almost always remain constant within a match and the other 2 players, the flex players, swap to adapt to the game/strategy.
 
  
 
===Focus===
 
===Focus===
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===Overtime===
 
===Overtime===
Overtime is the period of time where one team has successfully capped the point, the time has run out, but the point is contested or semi-captured by the opposing team. If the semi-capture recedes fully then the first team wins.
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Overtime is the period of time where one team has successfully capped all the points and is waiting for any remaining semi-captures to die down. If the opposing team successfully captures the point, overtime ends and that team must capture every point.
In [[King of The Hill]], overtime occurs once the timer has been run all the way down by one team, but the other team is contesting or has some cap time on the point. In [[Attack/Defend]] if the opposing team successfully captures the point, overtime ends, time is added to the timer, and that team must then capture the next point.
 
  
 
===[[Pocket]]===  
 
===[[Pocket]]===  
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The act of a team moving forward onto the enemy team.
 
The act of a team moving forward onto the enemy team.
 
===Rotate===
 
 
Essentially another word for 'move'. For many maps the combo will hold one area (often choke) while the flank classes hold another area (often flank). If the combo wants to push from the flank it is often called for them to 'rotate flank'. They will then move to the flank. The key difference from just saying 'move' is that rotate implies that the flank will swap with the combo and then hold/push from there.
 
Individual players can also be called upon to 'rotate to the combo' or rotate to a specific location. In these cases it essentially just means 'move'.
 
  
 
===Sac===
 
===Sac===
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===Über Advantage===
 
===Über Advantage===
  
When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]]. Can also be referred to as just 'ad'.
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When a [[Medic]] is significantly closer (usually ~20% or more) to having a full uber or gets his uber before the other team's [[Medic]].
  
 
===Über Counting===
 
===Über Counting===

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