Difference between revisions of "Medic (competitive)"

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[[Category:Classes (competitive)]]
 
[[Category:Classes (competitive)]]
 
{{Competitive|generic=Medic}}
 
{{Competitive|generic=Medic}}
{{update}}
 
 
[[Image:Medic.png|375px|right]]
 
[[Image:Medic.png|375px|right]]
The '''Medic''' (oftentimes shortened to "'''med'''") is a core member of the [[standard competitive lineup]], valued for his healing and [[ÜberCharge|ÜberCharge]] abilities.
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The '''Medic''' (oftentimes shortened to "'''med'''") is a core member of the [[standard competitive lineup]], valued for his healing and [[ÜberCharge]] abilities, as well as being able to predict the enemy Medic's ÜberCharge percentage and the ability to focus on ''Main-Calling''(also known as ''Primary-Calling'').
  
 
== Information ==
 
== Information ==
 
=== Health ===
 
=== Health ===
{| class="wikitable grid"
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{{Class health pack and overheal table|overheal|medic=yes}}
! class="header" |Health State
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Note: The Vita-Saw is banned in all competitive leagues.
! class="header" | Max Health
 
! class="header" | Overheal Max
 
! class="header" | Pill Bottle
 
! class="header" | First Aid Tin
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | '''150''' hit points
 
| style="background-color:#FFF4CC;" | '''225''' hit points
 
| style="background-color:#FFF4CC;" | '''+31''' hit points
 
| style="background-color:#FFF4CC;" | '''+75''' hit points
 
|-
 
! style="background-color:#fffae7;" | [[Medic weapons (competitive)#Vita-Saw|Vita-Saw]] equipped
 
| style="background-color:#fffae7;" | '''140''' hit points
 
| style="background-color:#fffae7;" | '''210''' hit points
 
| style="background-color:#fffae7;" | '''+29''' hit points
 
| style="background-color:#fffae7;" | '''+70''' hit points
 
|}
 
  
 
=== Speed ===
 
=== Speed ===
{| class="wikitable grid"
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{{Class speed table|Medic}}
! class="header" | Running
 
! class="header" | Backpedaling
 
! class="header" | Swimming
 
! class="header" | Crouching
 
|-
 
| style="background-color:#fffae7;" | '''106.67%''' (320 u/s)
 
| style="background-color:#fffae7;" | '''96%''' (288 u/s)
 
| style="background-color:#fffae7;" | '''85.33%''' (256 u/s)
 
| style="background-color:#fffae7;" | '''35.56%''' (106.67 u/s)
 
|}
 
''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
 
 
 
 
=== Weapons ===
 
=== Weapons ===
 
{{main|Medic weapons (competitive)}}
 
{{main|Medic weapons (competitive)}}
{| class="wikitable grid"
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! class="header" | #
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The Medic mostly relies on his Medi Guns to keep the team healed. His Syringe Guns are his only source of damage at range, and are mostly used as a last resort. Some of the Medic's melee weapons, such as the [[Übersaw]] provide useful benefits, but are still auxiliary to the Medic's core; healing. However, the [[Crusader's Crossbow]] is a very popular choice by many Medics, its ability to heal and deal damage over massive ranges make it quite viable for quickly picking of classes as it can easily do over 70 damage. It can also heal at long ranges which can help team mates in the most dire of situations but still allow the Medic to stay a safe distance.
! class="header" | Weapon
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! class="header" | Damage
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{{Class weapons table medic primary}}
! class="header" | [[Critical]] Damage
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! class="header" | Function Times
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{{Class weapons table medic secondary}}
! class="header" | Special
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|-
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{{Class weapons table medic melee}}
! style="background-color:#FFF4CC;" rowspan="3" | 1
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Syringe gun|Syringe Gun]] <br>[[Image:RED Syringe Gun.png|link=Medic weapons (competitive)#Syringe gun|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 12 <br>512u: 10 <br>1024u+: 5
 
| style="background-color:#FFF4CC;" | Critical: 30 <br>Point-Blank Mini-Crit: 16 <br>512u+ Mini-Crit: 14
 
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Reload: 1.6
 
| style="background-color:#FFF4CC;" | If equipped, Medic passive regen will be 3-6 health/second. <br>Regen scales based on time since damaged in last 10s. <br>Will regen 27-48 health during a single-target [[ÜberCharge|Über]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Blutsauger|Blutsauger]] <br>[[Image:RedBlutsauger.png|link=Medic weapons (competitive)#Blutsauger|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 12 <br>512u: 10 <br>1024u+: 5
 
| style="background-color:#FFF4CC;" | Critical: 30 <br>Point-Blank Mini-Crit: 16 <br>512u+ Mini-Crit: 14
 
| style="background-color:#FFF4CC;" | Attack: 0.1s <br>Reload: 1.6
 
| style="background-color:#FFF4CC;" | Gives shooter +3 health on hit. <br>Non-lethal hits on disguised [[Spy (competitive)|Spies]] don't give health. <br>If equipped, Medic passive regen will be 1-4 health/second. <br>Regen scales based on time since damaged in last 10s. <br>Will regen 12-32 health during a single-target Über.
 
|-
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Crusader's Crossbow|Crusader's Crossbow]] <br>[[Image:RED_Crusader's_Crossbow.png|link=Medic weapons (competitive)#Crusader's Crossbow|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 38 (heals 75)<br>512u: 56 (heals 112)<br>1024u+: 75 (heals 150)
 
| style="background-color:#FFF4CC;" | Critical: 113-225 <br>Point-Blank Mini-Crit: 51 <br>512u+ Mini-Crit: 77
 
| style="background-color:#FFF4CC;" | Attack: 2.3s <br>Reload: ?
 
| style="background-color:#FFF4CC;" | Fires a bolt that heals allies depending on range. <br>Only stores 38 reserve ammo. <br>Crits are affected by distance.
 
|-
 
! style="background-color:#fffae7;" rowspan="2" | 2
 
! style="background-color:#fffae7;" | [[Medic weapons (competitive)#Medigun|Medigun]] <br>[[Image:RED Medigun.png|link=Medic weapons (competitive)#Medigun|70x39px]]
 
| style="background-color:#fffae7;" | None. <br>Min Heal: 24/s <br>Max Heal: 72/s
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Heals at 24/sec if target took damage in the last 10 sec. <br>Heals at 72/sec if target took damage over 15 sec ago. <br>Between 10 sec and 15 sec wait, heal rate scales linearly. <br>Heals at max rate at the start of round.
 
|-
 
! style="background-color:#fffae7;" | [[Medic weapons (competitive)#Kritzkrieg|Kritzkrieg]] <br>[[Image:RED Kritzkrieg.png|link=Medic weapons (competitive)#Kritzkrieg|70x39px]]
 
| style="background-color:#fffae7;" | None. <br>Min Heal: 24/s <br>Max Heal: 72/s
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Heals at 24/sec if target took damage in the last 10 sec. <br>Heals at 72/sec if target took damage over 15 sec ago. <br>Between 10 sec and 15 sec wait, heal rate scales linearly. <br>Heals at max rate at the start of round. <br>On taunt, heals 11 health.
 
|-
 
! style="background-color:#FFF4CC;" rowspan="4" | 3
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Bonesaw|Bonesaw]] <br>[[Image:Bonesaw IMG.png|link=Medic weapons (competitive)#Bonesaw|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Completely standard melee weapon.
 
|-
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Übersaw|Übersaw]] <br>[[Image:RED Ubersaw.png|link=Medic weapons (competitive)#Übersaw|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.96s
 
| style="background-color:#FFF4CC;" | Gives attacker +25% ÜberCharge fill on hit. <br>Non-lethal hits on disguised Spies don't give Charge.
 
|-
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Vita-Saw|Vita-Saw]] <br>[[Image:RED Überneedle.png|link=Medic weapons (competitive)#Vita-Saw|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues.''' <br>While equipped, preserves ÜberCharge on death (caps at 20%). <br>Reduces max health while equipped [[Medic (competitive)#Health|(see above)]]
 
|-
 
! style="background-color:#FFF4CC;" | [[Medic weapons (competitive)#Amputator|Amputator]] <br>[[Image:Amputator.png|link=Medic weapons (competitive)#Amputator|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>When taunting, heals all allies within 450u of the Medic. <br>Heals at 25/sec if target took damage in the last 10 sec. <br>Heals at 75/sec if target took damage over 15 sec ago.  
 
|-
 
! style="background-color:#fffae7;" rowspan="2" | -
 
! style="background-color:#fffae7;" | [[ÜberCharge (competitive)|Über]] <br>[[Image:Leaderboard class medic.png|link=ÜberCharge (competitive)|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Fastest Charge: 40s <br>Slowest Charge: 80s <br>Über Duration: 8s
 
| style="background-color:#fffae7;" | Doesn't give immunity to knockback or map effects. <br>Can have multiple targets, but drains faster for each beyond one. <br>Purges negative effects, like [[fire]] and [[Sniper weapons (competitive)#jarate|Jarate]], but not [[Scout weapons (competitive)#Mad Milk|Milk]]. <br>Charge fills at 2.5%/sec if target is below 95% overheal. <br>If target is above 95% overheal, charge fills at only 1.25%/sec. <br>Charge always fills at 2.5%/sec during setup time.
 
|-
 
! style="background-color:#fffae7;" | [[ÜberCharge (competitive)#Kritzkrieg|Kritz]] <br>[[Image:Leaderboard class medic.png|link=ÜberCharge (competitive)|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Fastest Charge: 32s <br>Slowest Charge: 64s <br>Kritz Duration: 8s
 
| style="background-color:#fffae7;" | Cannot be used effectively on more than one target. <br>Purges negative effects, like [[fire]] and [[Sniper weapons (competitive)#jarate|Jarate]], but not [[Scout weapons (competitive)#Mad Milk|Milk]]. <br>Charge fills at 3.125%/sec if target is below 95% overheal. <br>If target is above 95% overheal, charge fills at only 1.56%/sec. <br>Charge always fills at 3.125%/sec during setup time.
 
|}
 
:''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
 
  
 
== Usage ==
 
== Usage ==
Medic is one of two classes (the other being [[Demoman (competitive)|Demoman]], and in some leagues [[Heavy (competitive)|Heavy]]) limited to 1 per team in all major leagues. Also similarly to Demoman, Medic is one of the few classes that is generally always played for entire games on both teams regardless of strategy or lineup however a quick class change in order to delay a final point capture, so the rest of the team can respawn and help defend, is not an unheard of strategy for a Medic to utilize. The Medic's ability to [[ÜberCharge|Über]]/[[Kritzkrieg|Kritz]] is a keystone of competitive dynamics, acting as one of the most important factors when teams decide to push, hold, or retreat.
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The Medic is one of two classes (the other being [[Demoman (competitive)|Demoman]], and in some leagues [[Heavy (competitive)|Heavy]]) that is limited to one per team in all major leagues. Also, like the Demoman, the Medic is almost always present for entire games on both teams, regardless of strategy or lineup; only rarely will the Medic resort to changing classes in order to delay a final point capture so that the rest of the team can respawn and help defend.  
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The Medic's ability to [[ÜberCharge|Über]]/[[Kritzkrieg|Kritz]] is a keystone of competitive dynamics, acting as one of the most important factors when teams decide to push, hold, or retreat.
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=== Tactics ===
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The Medic is a support class, and is the healer of the team. His main job is to heal wounded teammates, overheal teammates in anticipation of an upcoming fight, and aid a team push with the game-changing [[ÜberCharge]].
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The Medic should try to build ÜberCharge as quickly as possible. He should heal teammates who are damaging themselves for you; Scouts with the [[Boston Basher]], or [[Three-Rune Blade]] and Soldiers who deal self-damage with their own rockets are the best candidates, but if it's only the Demoman and Medic who are alive, the Demoman can help build the uber. The sooner the ÜberCharge is fully charged, the sooner the team can make an effective push.
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Survival is of utmost importance to the Medic. The Medic is the enemy team's highest priority target; a team without its Medic alive is likely to retreat or lose the match, as healing is difficult with health packs scarce and the team will not be able to counter an enemy's ÜberCharge with their own. The Medic's worst enemy will be the enemy [[Scout (competitive)|Scouts]]. Scouts can kill the Medic with two close range shots, and run fast enough to flank the Medic's team and attack him unexpectedly. Medics should warn their Pocket Soldier whenever they spot an enemy who may be attempting to kill them, as it only takes him two well placed shots from any combat class to deprive a team of its most important player.  
  
=== Common Tactics ===
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Therefore, the Medic should never be alone; he should always be with his Pocket Soldier. He should also do his best to avoid getting hit by stray bullets or projectiles and keep his health as high as possible so that a flanking enemy Scout may not kill him in one shot.
Perhaps the most important thing for a Medic to remember is staying alive. If a team's Medic is alive, then he can keep his team alive, and prepare to unleash the game-changing [[ÜberCharge]]. Rushing forward with the [[Syringe Gun]] is thus generally not acceptable in competitive play, even against an enemy player on low health. It is almost always better for Medics to let their [[Pocket]] player get the kills and take the damage.
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A competitive Medic's worst enemies will be the enemy [[Scout (competitive)|Scouts]]. They have the ability to reliably kill him with two shots, if their aim is steady, and have the speed to flank the Medic's team and attack him unexpectedly. Medics should warn their Pocket whenever they spot an enemy who may be attempting to kill them, as it only takes him two well placed shots from any combat class to deprive a team of its most important player.
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As a support class, the Medic has limited offensive capability and should not use the [[Syringe Gun]] unless he is retreating. Even an enemy with low health is likely to kill the Medic in a one-on-one fight. The Medic should let his [[Glossary of player terms#P|Pocket]] player get the kills and take the damage that he would have taken.
  
 
==== Primary calling ====
 
==== Primary calling ====
  
Medics are often used as the ''primary caller'' in competitive play due to their overview of the battlefield. This means that the Medic is the ultimate authority on pushing and retreating and on tactical calls (go aggressive, focus on the Heavy, etc). Primary calling requires the Medic to have good game-sense. In layman's terms that means that the Medic needs to know roughly what ÜberCharge percentage the other medic has, what players are up, and whether the push has a good chance to succeed. A push has a good chance of succeeding if your team has either/or a combination of these: health, man, heavy class or Über advantage.
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Because of his overview of the battlefield, the Medic is often the ''primary caller'' in competitive play, being the ultimate authority on pushing and retreating and on tactical calls (attack targets, rollout routes, etc.). Primary calling requires the Medic to have good judgement, memory, and prediction. The Medic needs to remember roughly what ÜberCharge percentage the enemy Medic has to determine his own team's ÜberCharge advantage; to know the enemy's ÜberCharge percentage will allow the Medic to confidently direct a push knowing that the enemy team will be unable to counter the ÜberCharge. The Medic must also keep track of his own team's player advantage, taking note of whether his team is outnumbered or not. A Medic who does these two things will make better calls and lead his team to victory.
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Since the Medic does not actively concentrate on directly fighting, the Medic will often be the leader of the team, giving instructions regarding when to push or retreat and remembering the ÜberCharge percentage of the enemy team.
  
 
=== Healing and Healing Orders ===
 
=== Healing and Healing Orders ===
  
Whilst this may seem simple, there is a bit more to it than meets the eye. At the start of the round you want to make sure that you buff the Demoman up to the full 260 and if you can you want to flash the jumping Soldier up to 300, this will make it easier for you to get both Soldiers to 300 at the mid fight; because all players are fully ramped upon spawning, it should only take a quick flash to get the Soldier fully buffed. As you get out of the spawn you should also be able to get both Scouts up to 185.
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Ideally, in the rollout at the beginning of the match, the Medic should strategically overheal each team member so that everyone reaches the midfight as fast as possible with as much overheal as possible. To do so effectively, the Medic must consider the order in which players arrive at mid, the means by which they arrive (i.e., by running or by explosive jumping), and the impact of the [http://www.teamfortress.com/post.php?id=1656 healing ramp]. Fully overheal the Demoman to 260 health, then flash-heal the Soldier to 300. Often the other soldier will resort to the Escape Plan and run with the Medic, so he can be healed later. The Demoman will reach the midfight at full health, and the soldiers fully overhealed. Because all players are fully ramped upon spawning, overhealing Scouts to 185 will take hardly any time.
  
During the mid fight it is important to prioritize the players that are under pressure and taking a lot of damage; this takes precedence even over people who are injured, they can get a health kit or wait. After a while they will get critical heals and can be flashed up to full health. Of course you have to apply this sensibly, when you can heal the wounded members of your team then by all means do so, just when a team mate who has gone aggressive is starting to lose health then you need to focus on him and keep him alive. Sometimes as a Medic it's safer to be in the thick of the combat rather than hanging around on the edge. At least that way all of your team can easily access you and get heals.
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During the mid fight it is important to prioritize the players that are under pressure and taking a lot of damage; this takes precedence even over people who are injured, they can get a health kit or wait. After a while they will get critical heals and can be flashed up to full health. Of course you have to apply this sensibly, when you can heal the wounded members of your team then by all means do so, just when a teammate who has gone aggressive is starting to lose health then you need to focus on him and keep him alive. Sometimes as a Medic it's safer to be in the thick of the combat rather than hanging around on the edge. At least that way all of your team can easily access you and get heals.
  
 
=== 5-CP Push Strategies ===
 
=== 5-CP Push Strategies ===
 
{{youtube tn|WCzCJcQjxPY}}
 
{{youtube tn|WCzCJcQjxPY}}
  
During the race to the mid point that occurs at the start of a round on a 5-CP map, Medics will usually heal their teammates in order of their ability to reach the mid-point quickly. Medics should always heal their team's Demoman first, because the Demoman's [[sticky jump]]s use up a good deal of health and can send him far beyond the range of the Medigun, where he will lose a source of health. Getting a team's Demoman to the mid point quickly can enable him to block the enemy team and most importantly the enemy Demoman, allowing the rest of the team to get onto the mid point and push the enemy team back. The more health the Demoman receives from a Medic, the more he will be able to sticky jump, and the faster he will arrive at the mid point. Although not necessary, healing the team's Scouts can prove to be very effective. An [[overheal]]ed Scout will easily have the upper hand over non-buffed enemy Scouts or negate any buff the enemy Scout has. Next in line for healing should be the roaming Soldier and then finally the pocket.
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During the race to the mid point that occurs at the start of a round on a 5-CP map, Medics will usually heal their teammates in order of their ability to reach the mid-point quickly. Medics should always heal their team's Demoman first, because the Demoman's [[sticky jump]]s use up a good deal of health and can send him far beyond the range of the Medi Gun, where he will lose a source of health. Getting a team's Demoman to the mid point quickly can enable him to block the enemy team and most importantly the enemy Demoman, allowing the rest of the team to get onto the mid point and push the enemy team back. The more health the Demoman receives from a Medic, the more he will be able to sticky jump, and the faster he will arrive at the mid point. Although not necessary, healing the team's Scouts can prove to be very effective. An [[overheal]]ed Scout will easily have the upper hand over non-buffed enemy Scouts or negate any buff the enemy Scout has. Next in line for healing should be the roaming Soldier and then finally the pocket soldier who equalizes most of the way to the mid point to have "Crit Heals" which results in a slightly faster Über build and a faster heal. If the team chooses to use the [[Medic weapons (competitive)|Kritzkrieg]] at the fight for the mid point, the team must try to kill the enemy Medic and Demoman. If one team uses the Kritzkrieg and the other uses the standard Medi Gun, it is imperative that the Medic using the Kritzkrieg finds an Über-target (Soldier or Demo) who is fully loaded and unleashes the Kritz charge as soon as possible, as waiting too long may result in the enemy Medic filling up his own [[ÜberCharge]] meter. This would be disastrous for the team using the Kritzkrieg, as a standard Über can completely negate the effects of the Kritzkrieg's charge.
If the team chooses to use the [[Medic weapons (competitive)|Kritzkrieg]] at the fight for the mid point, the team must try to kill the enemy Medic and Demoman. If one team uses the Kritzkrieg and the other uses the standard Medigun, it is imperative that the Medic using the Kritzkrieg finds an Über-target (Soldier or Demo) who is fully loaded and unleashes the Kritz charge as soon as possible, as waiting too long may result in the enemy Medic filling up his own [[ÜberCharge|ÜberCharge]] meter. This would be disastrous for the team using the Kritzkrieg, as a standard Über can completely negate the effects of the Kritzkrieg's charge.
 
  
 
=== Attack-Defend Strategies ===
 
=== Attack-Defend Strategies ===
When defending on an Attack/Defend map, it is absolutely crucial that Medics watch their backs at all times and look out for any threats. The loss of the defending team's Medic may easily mean the loss of a control point, and a defending team can't simply wait until their Medic respawns to take the point back like they can on a 5-CP map. If the defending team has an [[Engineer (competitive)|Engineer]] with a [[Sentry Gun]] up, it may be a good idea for the Medic to stay close to the Sentry Gun, as it will provide excellent protection against enemy Scouts.
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When defending on an Attack/Defend map, it is absolutely critical that Medics watch their backs at all times and look out for any threats. The loss of the defending team's Medic may easily mean the loss of a control point, and a defending team can't simply wait until their Medic respawns to take the point back like they can on a 5-CP map. If the defending team has an [[Engineer (competitive)|Engineer]] with a [[Sentry Gun]] up, it may be a good idea for the Medic to stay close to the Sentry Gun, as it will provide excellent protection against enemy Scouts.
  
=== Capture-the-Flag Strategies ===
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== Anti-Medic Classes ==
As well as the general "keep out of trouble" motivation that all competitive Medics should have, in capture the flag games Medics should be supporting pushes, or defenses, on their Intelligence. Unless the Medic feels confident, he should not pick the Intelligence up as this will draw attention to him and give the enemy the position of the most important player on your team, i.e., you. Because of the likelihood of the enemy fielding an Engineer, it is more common for Medics to play a normal Über as opposed to a Kritzkrieg.
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Although it mostly depends on skill, some classes are designed to have an advantage over others, [[The Medic]] is very reliant on his teammates for protection as his weapons are not intended to deal high damage ''making nearly every class a large threat to a Medic''. However, higher skilled Medics can have a very good DM (Death match) against other classes such as [[Scouts]], it is also worth noticing that a Medic equipped with the [[Ubersaw]] is extremely dangerous and it is advised you ''keep your distance'' when an enemy Medic has pulled it out as he can kill you with his high damage melee weapon and get 25% free [[ÜberCharge]] from you, which could possibly give the enemy team an advantage and cause you to lose a point, or possibly even a round.
  
 
== See also ==
 
== See also ==

Latest revision as of 19:29, 27 April 2023

This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Medic.
The community competitive scene changes frequently. Some or all info may be outdated.
Medic.png

The Medic (oftentimes shortened to "med") is a core member of the standard competitive lineup, valued for his healing and ÜberCharge abilities, as well as being able to predict the enemy Medic's ÜberCharge percentage and the ability to focus on Main-Calling(also known as Primary-Calling).

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176

Note: The Vita-Saw is banned in all competitive leagues.

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class medic.png Medic
107 %
96 %
36 %
85 %
Wielding the Overdose at 100% ÜberCharge
128 %
115 %
43 %
102 %
Healing a Scout
133 %
120 %
44 %
107 %

Weapons

Main article: Medic weapons (competitive)

The Medic mostly relies on his Medi Guns to keep the team healed. His Syringe Guns are his only source of damage at range, and are mostly used as a last resort. Some of the Medic's melee weapons, such as the Übersaw provide useful benefits, but are still auxiliary to the Medic's core; healing. However, the Crusader's Crossbow is a very popular choice by many Medics, its ability to heal and deal damage over massive ranges make it quite viable for quickly picking of classes as it can easily do over 70 damage. It can also heal at long ranges which can help team mates in the most dire of situations but still allow the Medic to stay a safe distance.

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Syringe Gun
Stock
Syringe Gun
Killicon syringe gun.png 40 150 Base: 10

Crit: 30

[10 syringes / sec.]

Blutsauger
Unlock
Blutsauger
Killicon blutsauger.png 40 150 Base: 10

Crit: 30

[10 syringes / sec.]

Pictogram plus.png Heals 3 health points on hit.

Pictogram minus.png Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

Crusader's Crossbow
Craft
Crusader's Crossbow
Killicon crusader's crossbow.png 1 38 Base: 38-75

Crit: 113-225

Healing: 75-150

Pictogram info.png Fires special bolts that heal teammates and deal damage based on distance traveled.
Pictogram plus.png +280% damage (point blank) to +650% damage (long range) per bolt.
Pictogram plus.png Heals allies 75 health (point blank) to 150 health (long range) per bolt.

Pictogram info.png This weapon reloads automatically when not active.
Pictogram minus.png No headshots.
Pictogram minus.png –75% max primary ammo on wearer.
Pictogram minus.png -97.5% clip size.

Overdose
Craft
Overdose
Killicon overdose.png 40 150 Base: 9

Crit: 26

[10 syringes / sec.]

Pictogram plus.png When active, ÜberCharge percentage increases movement speed by up to 20%.

Pictogram minus.png –15% damage penalty.


Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Medi Gun
Stock
Medi Gun
N/A N/A N/A N/A Pictogram info.png ÜberCharge grants Medic and patient 8 seconds of guaranteed invulnerability.

Pictogram plus.png Match the speed of any faster heal target.
Pictogram minus.png While ÜberCharge is active, Medic and patient are not able to capture a point, push the cart, or carry the intelligence.

Kritzkrieg
Unlock
Kritzkrieg
N/A N/A N/A N/A Pictogram info.png ÜberCharge grants patient 8 seconds of guaranteed critical damage.

Pictogram plus.png While ÜberCharge is active, Medic and Patient are able to defend/capture a point, push the cart, and carry the intelligence.
Pictogram plus.png Has 25% faster charge rate.
Pictogram plus.png Match the speed of any faster heal target.

Quick-Fix
Craft
Quick-Fix
N/A N/A N/A N/A Pictogram info.png Über effect: Megaheal
Heal rate increased 3x on heal target and Medic
Heal target and Medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 40%.
Pictogram plus.png ÜberCharge rate increased 10%.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png Medic mirrors blast jump and shield charge of their heal target
Pictogram minus.png While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.
Pictogram minus.png -50% overheal.

Vaccinator
Craft
Vaccinator
N/A N/A N/A N/A Pictogram info.png Reload: Cycle through resist types.
While healing, provides Medic and patient with constant 10% resistance to the selected damage type.

Pictogram info.png Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.
Pictogram plus.png While ÜberCharge is active, Medic and patient are able to defend/capture a point, push the cart, and carry the intelligence.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png +67% Übercharge rate.
Pictogram minus.png -33% ÜberCharge rate on overhealed patients.
Pictogram minus.png -66% overheal build rate.



Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Bonesaw
Stock
Bonesaw
Killicon bonesaw.png N/A N/A Base: 65

Crit: 195

Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Distributed
Memory Maker
Killicon memory maker.png
Ham Shank
Promotional
Ham Shank
Killicon ham shank.png
Necro Smasher
Unlock
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Saxxy
Distributed
Saxxy
Killicon saxxy.png Limited item from the Replay Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Golden Frying Pan
Distributed
Golden Frying Pan
Killicon golden frying pan.png Limited item from the Two Cities Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Ubersaw
Unlock
Ubersaw
Killicon ubersaw.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png On Hit: 25% ÜberCharge added.

Pictogram minus.png 20% slower firing speed.

Vita-Saw
Craft
Vita-Saw
Killicon vita-saw.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.

Pictogram minus.png Lowers max health by 10 points (140 total) on wearer.

Amputator
Craft
Amputator
Killicon amputator.png N/A N/A Base: 52

Crit: 156

Pictogram plus.png When active, +3 health regenerated per second on wearer.

Pictogram plus.png On taunt: Applies a healing effect to all nearby teammates.

Pictogram info.png Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval). This is dependent on if the ally is in combat or not.

Pictogram minus.png Deals 20% less damage.

Solemn Vow
Craft
Solemn Vow
Killicon solemn vow.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Allows the Medic to see an enemy's health.

Pictogram minus.png 10% slower firing speed


Usage

The Medic is one of two classes (the other being Demoman, and in some leagues Heavy) that is limited to one per team in all major leagues. Also, like the Demoman, the Medic is almost always present for entire games on both teams, regardless of strategy or lineup; only rarely will the Medic resort to changing classes in order to delay a final point capture so that the rest of the team can respawn and help defend.

The Medic's ability to Über/Kritz is a keystone of competitive dynamics, acting as one of the most important factors when teams decide to push, hold, or retreat.

Tactics

The Medic is a support class, and is the healer of the team. His main job is to heal wounded teammates, overheal teammates in anticipation of an upcoming fight, and aid a team push with the game-changing ÜberCharge.

The Medic should try to build ÜberCharge as quickly as possible. He should heal teammates who are damaging themselves for you; Scouts with the Boston Basher, or Three-Rune Blade and Soldiers who deal self-damage with their own rockets are the best candidates, but if it's only the Demoman and Medic who are alive, the Demoman can help build the uber. The sooner the ÜberCharge is fully charged, the sooner the team can make an effective push.

Survival is of utmost importance to the Medic. The Medic is the enemy team's highest priority target; a team without its Medic alive is likely to retreat or lose the match, as healing is difficult with health packs scarce and the team will not be able to counter an enemy's ÜberCharge with their own. The Medic's worst enemy will be the enemy Scouts. Scouts can kill the Medic with two close range shots, and run fast enough to flank the Medic's team and attack him unexpectedly. Medics should warn their Pocket Soldier whenever they spot an enemy who may be attempting to kill them, as it only takes him two well placed shots from any combat class to deprive a team of its most important player.

Therefore, the Medic should never be alone; he should always be with his Pocket Soldier. He should also do his best to avoid getting hit by stray bullets or projectiles and keep his health as high as possible so that a flanking enemy Scout may not kill him in one shot.

As a support class, the Medic has limited offensive capability and should not use the Syringe Gun unless he is retreating. Even an enemy with low health is likely to kill the Medic in a one-on-one fight. The Medic should let his Pocket player get the kills and take the damage that he would have taken.

Primary calling

Because of his overview of the battlefield, the Medic is often the primary caller in competitive play, being the ultimate authority on pushing and retreating and on tactical calls (attack targets, rollout routes, etc.). Primary calling requires the Medic to have good judgement, memory, and prediction. The Medic needs to remember roughly what ÜberCharge percentage the enemy Medic has to determine his own team's ÜberCharge advantage; to know the enemy's ÜberCharge percentage will allow the Medic to confidently direct a push knowing that the enemy team will be unable to counter the ÜberCharge. The Medic must also keep track of his own team's player advantage, taking note of whether his team is outnumbered or not. A Medic who does these two things will make better calls and lead his team to victory.

Since the Medic does not actively concentrate on directly fighting, the Medic will often be the leader of the team, giving instructions regarding when to push or retreat and remembering the ÜberCharge percentage of the enemy team.

Healing and Healing Orders

Ideally, in the rollout at the beginning of the match, the Medic should strategically overheal each team member so that everyone reaches the midfight as fast as possible with as much overheal as possible. To do so effectively, the Medic must consider the order in which players arrive at mid, the means by which they arrive (i.e., by running or by explosive jumping), and the impact of the healing ramp. Fully overheal the Demoman to 260 health, then flash-heal the Soldier to 300. Often the other soldier will resort to the Escape Plan and run with the Medic, so he can be healed later. The Demoman will reach the midfight at full health, and the soldiers fully overhealed. Because all players are fully ramped upon spawning, overhealing Scouts to 185 will take hardly any time.

During the mid fight it is important to prioritize the players that are under pressure and taking a lot of damage; this takes precedence even over people who are injured, they can get a health kit or wait. After a while they will get critical heals and can be flashed up to full health. Of course you have to apply this sensibly, when you can heal the wounded members of your team then by all means do so, just when a teammate who has gone aggressive is starting to lose health then you need to focus on him and keep him alive. Sometimes as a Medic it's safer to be in the thick of the combat rather than hanging around on the edge. At least that way all of your team can easily access you and get heals.

5-CP Push Strategies

During the race to the mid point that occurs at the start of a round on a 5-CP map, Medics will usually heal their teammates in order of their ability to reach the mid-point quickly. Medics should always heal their team's Demoman first, because the Demoman's sticky jumps use up a good deal of health and can send him far beyond the range of the Medi Gun, where he will lose a source of health. Getting a team's Demoman to the mid point quickly can enable him to block the enemy team and most importantly the enemy Demoman, allowing the rest of the team to get onto the mid point and push the enemy team back. The more health the Demoman receives from a Medic, the more he will be able to sticky jump, and the faster he will arrive at the mid point. Although not necessary, healing the team's Scouts can prove to be very effective. An overhealed Scout will easily have the upper hand over non-buffed enemy Scouts or negate any buff the enemy Scout has. Next in line for healing should be the roaming Soldier and then finally the pocket soldier who equalizes most of the way to the mid point to have "Crit Heals" which results in a slightly faster Über build and a faster heal. If the team chooses to use the Kritzkrieg at the fight for the mid point, the team must try to kill the enemy Medic and Demoman. If one team uses the Kritzkrieg and the other uses the standard Medi Gun, it is imperative that the Medic using the Kritzkrieg finds an Über-target (Soldier or Demo) who is fully loaded and unleashes the Kritz charge as soon as possible, as waiting too long may result in the enemy Medic filling up his own ÜberCharge meter. This would be disastrous for the team using the Kritzkrieg, as a standard Über can completely negate the effects of the Kritzkrieg's charge.

Attack-Defend Strategies

When defending on an Attack/Defend map, it is absolutely critical that Medics watch their backs at all times and look out for any threats. The loss of the defending team's Medic may easily mean the loss of a control point, and a defending team can't simply wait until their Medic respawns to take the point back like they can on a 5-CP map. If the defending team has an Engineer with a Sentry Gun up, it may be a good idea for the Medic to stay close to the Sentry Gun, as it will provide excellent protection against enemy Scouts.

Anti-Medic Classes

Although it mostly depends on skill, some classes are designed to have an advantage over others, The Medic is very reliant on his teammates for protection as his weapons are not intended to deal high damage making nearly every class a large threat to a Medic. However, higher skilled Medics can have a very good DM (Death match) against other classes such as Scouts, it is also worth noticing that a Medic equipped with the Ubersaw is extremely dangerous and it is advised you keep your distance when an enemy Medic has pulled it out as he can kill you with his high damage melee weapon and get 25% free ÜberCharge from you, which could possibly give the enemy team an advantage and cause you to lose a point, or possibly even a round.

See also