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==== Defending ==== Due to the openness of the point, the defenders need to be particularly wary of jumping classes and sightlines. This means it's hard to establish a permanent hold on this point, so the defenders should seek only to delay the attackers. The sentry's positioning is particularly important, as it shapes up the defense's game plan: * Placing the sentry '''under''' means that its purpose is to deny the flank by making it impossible to capture the point before it's taken down. That means the sentry will be the first to go down after an enemy ÜberCharge, and once it's down, the defending team leaves the point, unless the attackers overcommit and lose too many players. * Placing the sentry on '''slope''' means that it is a buffer zone. Once the enemy combo uses the ÜberCharge, the defenders can just back up to the sentry and then decide to either back out completely or go back in if possible. It allows to save the ÜberCharge for later, but the defenders need to be wary of the wrap-around push described above. It's important to remember that the slope is the only viable escape route for the combo, as the tunnel area is easy to spam. The defenders need to keep that in mind and move early enough to be able to back out in time.
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