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Rocket Jumping
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===Rollouts=== With most [http://wiki.teamfortress.com/wiki/Competitive_dynamics#Rollouts rollouts], the roamer will have to rocket jump to mid as the medic heals him, while the pocket will 'escape plan.' This is done so that when the roamer reaches mid, the pocket will have crit heals (Take a look [http://wiki.teamfortress.com/wiki/Medic_weapons_(competitive)#Medi_Gun here] for more details on crit heals under the 'Special' box) As a medic, it is important to make sure that the roamer is at or very close to 300 HP, as it will allow for more freedom at the mid fight and a better chance of surviving.
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