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Pushes
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== Types of pushes == * '''Regular push''', this typically involves the [[Glossary#Combo|combo]] ubering in the pocket and giving some flashes to the demo whilst the flank pushes in from the flank. * '''Flank push''', this push will involve the [[Glossary#Combo|combo]] going to the so called [[#Flank.28ers.29|flank]] of a map, for example wooden bridge on [[badlands]] second, and have the [[#Flank.28ers.29|flank]] hold the [[Glossary#Choke|chokepoint]], while the [[Glossary#Combo|combo]] ubers into the enemy combo, the [[#Flank.28ers.29|flank]] will slowly start walking forward to 'sandwich' the enemy team. This push is easily prevented by having at least one player keep an eye on the flank to call a flank push as early as possible. * '''Dry push''', this push involves the combo going in without uber because they are certain they can win the fight or they have a big advantage. * '''Slow push''', a very passively executed push, focused on doing damage: it's a good push to execute if the enemy [[medic]] went down. Also good to get a pick during the push: a good push if you're trying to slowly retake the point on [[viaduct]]. It's important to have all or most of your team members play close to the medic to stay healed as you walk forwards. * '''Repush''', a push executed after the initial push is over and the team feels like it's capable of pushing in again after getting [[Glossary#Buff|buffed]] by the [[medic]], mostly executed on last, example: The attacking team goes in, gets two kills and loses a [[scout]] as they exchange ubers. Everybody falls back to the [[medic]] and gets [[Glossary#Buff|buffed]] after which the team pushes in again.
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