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Medic (Highlander)
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== Gameplay == In all gamemodes, the Medic's main job is to keep his team in shape, by healing hurt teammates, allowing them to rejoin the fight and turn the tides of the battle in their favour. Usually, the Medic will heal some classes more than others, either because they require more heals to be on the front line, or their role is to protect the Medic. These classes are commonly referred to as ''the combo'', which consists of the [[Heavy (Highlander)|Heavy]], the [[Demoman (Highlander)|Demoman]], and the [[Pyro (Highlander)|Pyro]]. As for the other classes, some will mostly receive just an overheal (such as the [[Scout (Highlander)|Scout]]), and some are generally not healed at all (such as the [[Engineer (Highlander)|Engineer]] or the [[Spy (Highlander)|Spy]]). On maps without set-up time (such as [[King of the Hill]] or [[5CP]] maps), in the beginning of each round the Medic will give the Demoman an overheal, to enable him to [[rollout]] to the middle point. After that, he will give overheals to all players, and in the end, just before arriving on the point, will give a full overheal to the Heavy, bringing him to 450 HP. On maps with set-up time, the gameplay varies, depending on which side the Medic is on. In both cases, during set-up time, the Medic will prepare an ÜberCharge, that is aimed to be used later during a round. On attack, the Medic often waits in spawn, so as to not risk losing (dropping) the Über by dying, while the team goes out without him. The team then try to get an important kill or force the enemy Medic to activate his Über, so that the attacking Über's effectiveness rises. === ÜberCharge === {{Main|ÜberCharge}} The ÜberCharge is one of the most important mechanics in the game. Often, the Über percentage will be the deciding factor in whether or not to push or hold a point. Über advantages don't play as important a role in Highlander as they do in 6v6, but tracking the enemy Über is a good and useful tactic, separating average Medics from good Medics. === Positioning === It is very important that the Medic positions himself in a way that would make it harder to catch him out. Each map has its established holding points, which are the most beneficial for a Medic. Many of them are easy to escape from but hard to get into, and not in a direct line of sight from any possible [[Sniper (Highlander)|Sniper]] locations. Another key aspect of playing Medic on defense is knowing when to stay in, and when to back out. If the Medic stays in an unfavourable engagement and ends up dying with the rest of the team, not only will the team lose the currently defended point, but most likely lose the next one, as the Medic will not have the ÜberCharge ready in time. The enemy team will most likely also position itself in a way that would deny the defenders from trying to retake control of the point.
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