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Badwater Pro
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==== Attacking ==== The round begins with the usual suicides, while the [[Medic]] waits in spawn with his [[ÜberCharge]]. A particularly important pick on this stage is the defending [[Pyro]], who can easily deny all viable push routes with his airblast. The ÜberCharge should be used once the cart is near the exit of the tunnel below the top area; the sentry will be overlooking that area, so taking it down is a priority. A team can decide to push from the following routes: * '''The cliff''' — It's not an advisable route if the enemy Pyro is alive, as the ÜberCharged players can be easily airblasted off the ledge, rendering the Über useless. It is however a good idea, if the Pyro is down and the attacking team has a player advantage. * '''Middle''' — The route to middle begins similarly to the cliff route, except for dropping down just over the tunnel's entry instead of going straight up to cliff. This route is probably the best choice if the enemy Pyro is not dead, and the ÜberCharge situation is even. * '''Slope''' — The slope can be a good way to push this point, but it takes a long time to get to the enemy combo. Moreover, the slope is a huge [[Sniper]] sightline, which could either cause the ÜberCharge to be deployed early enough to be unable to take advantage to it, or the Medic could simply drop to a fully-charged bodyshot or a headshot. * '''Tunnel''' — Probably the worst way to go on this point due to the huge height disadvantage.
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