Difference between revisions of "Anti-Medic strategy"

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{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}
 
{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}
  
The '''[[Medic]]''' moves quickly and has a decent amount of health, but is poor at self-defense, requiring the protection of his healing partner and teammates to survive. Medics are the highest priority target on the battlefield due to their ability to heal teammates and deploy [[ÜberCharge]]s, which grant invulnerability, 100% critical chance, resistance to selected damage source, or a powerful healing buff for eight seconds. Due to their limited armament, most Medics will flee if they don't have any teammates around for protection. While a low threat by himself, the Medic's ability to overheal his teammates presents a substantial threat to an isolated player, and skilled Medics are capable of holding their own if the conditions are right. Nevertheless, it is generally a good idea to kill Medics at any cost, including your own life, as their loss will affect their team far more than your death will affect your team.
+
The '''[[Medic]]''' is the main source of healing for his team and deploys game-changing [[ÜberCharge]]s. He moves somewhat quickly and has a decent health pool, but his poor personal firepower means he relies on his team's protection to survive. The Medic's unique ability to [[overheal]] teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team outlasts yours in a long battle.
 +
 
 +
If a Medic stays alive long enough to build up his signature [[ÜberCharge]], he can grant a game-changing effect such as [[Medi Gun|invulnerability]], [[Kritzkrieg|100% critical chance]], a [[Quick-Fix|powerful healing buff and immunity to knockback]], or [[Vaccinator|damage reduction and crit resistance]]. All this usually makes the enemy Medic the highest priority target, even if it means sacrificing your own life.
  
 
== General ==
 
== General ==
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| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
|
* The Medic should always be top priority when considering whom to kill. A team without their Medic is at a severe disadvantage.
+
* Killing the Medic should be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
* Medics isolated from their teams or Medic buddies are much more easily killed.
+
* The Medic is typically found behind his teammates, but can be ambushed and defeated when on his own.
* Medics should be the preferred target when attacking a Medic combo. The healing partner will be minimally affected by most damage until the Medic is dead.
+
* The healing connection between a Medic and his patient can be broken using [[Knockback]].
* The healing connection a Medic has to his partner can be broken using [[Knockback]].
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
|
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage can keep his health regeneration rate low.
+
* The Medic has a moderate health pool and natural health regeneration. Combined with his speed, he can flee if his teammates die.
 +
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
|
* The Medic has the second highest base speed of all classes, so he will be harder to pursue and hit. Pay attention to this, and try to take him down using splash damage.
+
* The Medic has the second highest base speed of all classes, making him agile in firefights.
 +
* If he flees, you'll have to use alternate movement options. The Scout's agility, Soldier's rocket jumps, or Demoman's Sticky jumps are great options to chase him down.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
|
* The Medic is quite weak when trying to defend himself. Most classes should be able to take out an unassisted Medic with little trouble.
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* The Medic's weapons deal only fair damage at close range and are ineffective further out.  
 +
* Most classes should be able to take out an unassisted Medic with little trouble.
 
|-
 
|-
 
|}
 
|}
  
 
== Weapon-specific ==
 
== Weapon-specific ==
 
+
{{main|Weapons#Medic|l1=Medic weapons}}
A list of useful tidbits about the Medic's tools, and how to counter them.
 
  
 
=== Primary weapons ===
 
=== Primary weapons ===
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly stack up for huge amounts of damage. Try to avoid as many as possible.
+
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly add up for huge damage. Don't underestimate the Medic and blindly rush towards him.
* Needles fired from Syringe Guns are slow to travel and arc significantly. Keeping your distance can make dodging them easy.
+
* Needles fired from Syringe Guns travel slowly and are ineffective at medium range; zig-zagging lets you avoid most of the syringes.
* Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.
 
 
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}
 
|
 
|
* A Medic will often use his Syringe Gun when there are no teammates to protect him. Keep your distance and strafe to avoid the needles, then close in as the Medic reloads.
+
* A Medic will probably take out his Syringe Gun when there are no teammates to protect him.  
** A Medic will also most likely retreat soon after he pulls out his Syringe Gun; while it is often advantageous to pursue and kill a Medic to debilitate his team, consider the risk of him killing you or leading you into overwhelming backup.
+
* A Medic with the Syringe Gun out is likely retreating. Take care not to chase him into too many enemies.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}
 
|
 
|
* The Blutsauger allows a Medic to replenish health; avoiding the Blutsauger's needles is just as important as dealing damage to the Medic firing them.
+
* The Blutsauger's syringes restore health to the Medic on-hit; zig-zag at medium range so the Medic does not heal from shooting you.
* The Blutsauger decreases a Medic's regeneration rate, making him more susceptible to afterburn and bleed.
+
* The Blutsauger decreases the Medic's regeneration rate, making him more susceptible to [[afterburn]] and [[bleed]].
 +
* The Blutsauger can be hard to distinguish from the Syringe Gun since they share the same sound effects. Take a good look at his hands or know what you are dealing with before attacking.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}} + '''reskins'''
 
|
 
|
* The Crusader's Crossbow deals more damage the further away a target is; close the distance to reduce the damage a bolt will deal.
+
* The Crusader's Crossbow deals more damage the further away a target is. Close the distance to reduce the damage a bolt will deal.
* The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.
+
* The Crusader's Crossbow, unlike Medic's other primaries, deals burst damage and travels very quickly, making it difficult to dodge. However, it has a slow reload, giving you many opportunities to retaliate.
* The bolts fired from the Crusader's Crossbow heal the Medic's teammates; most classes fully recover health when hit by a friendly bolt from long-range. Keep the Medic's attention on you and your team to prevent him from aiding his teammates instead.
+
* Bolts from the Crusader's Crossbow can also heal the Medic's teammates. Long range shots heal up to 150 health but are difficult to aim; keep up pressure on the Medic and his faraway healing target so each shot misses.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}
 
|
 
|
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his Ubercharge. Pursuing this Medic may not be worth the risk of leaving your post and/or running into enemy forces.
+
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his ÜberCharge. Pursuing this Medic may not be worth the risk of leaving your post or running into enemy forces.
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 10% less damage than the default Syringe Gun.
+
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.
 
|-
 
|-
 
|}
 
|}
  
 
=== Secondary weapons / [[ÜberCharge]] ===
 
=== Secondary weapons / [[ÜberCharge]] ===
 +
* Try to kill enemy team members as quickly as possible before the Medic has time to heal them and juice up his ÜberCharge percentage.
 +
* While healing a patient, the Medic stays in close range to them. He may favor moving around and healing his Medic buddy. Notable Medic buddies often include a combat class such as Heavy, Soldier, or Pyro.
 +
* When the Medic's secondary weapons reach 100% ÜberCharge (with the exception of the [[Vaccinator]], which reaches usable ÜberCharge at 25%), a voice line will automatically be called out along with a corresponding visual and audio effect. Players may try to conceal this with another voice line, paying attention to these can help determine whether to attack or retreat.
 +
* Refer to [[Medic responses#Weapon-related responses|Medic responses]] for further details on the specific quotes relating to his ÜberCharge; you may be able to pick up observations about his ÜberCharge status.
 +
** The different secondary weapons have different voice lines when an ÜberCharge is activated. The Kritzkrieg and the Quick-Fix share the same activation voice lines, which differ from the stock Medi Gun, while the Vaccinator can use any of the voice lines.
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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! class="header" colspan="1" width="800"| Anti-Medic strategy
 
! class="header" colspan="1" width="800"| Anti-Medic strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{icon item|Medi Gun|100px}} {{icon item|Festive Medi Gun|100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Medi Gun}} + '''reskins'''
<br />'''[[Medi Gun]]''' / '''[[Festive Medi Gun]]'''
 
 
|
 
|
[[ÜberCharge strategy#Defense against ÜberCharge|Defense against ÜberCharge]]
+
* Against an active ÜberCharge, the general advice is to use knockback to push away the pair, activate another ÜberCharge yourself if you also use the Medi Gun, or back off quickly if there are no other options.
 +
* The Medi Gun charges up ÜberCharge the slowest among the Medic's secondaries, giving him a minor disadvantage compared to other Medic secondaries in the short-term.
 +
* For further information about countering an ÜberCharge, see [[ÜberCharge strategy#Defense against ÜberCharge|Defense against ÜberCharge]].
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Kritzkrieg}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Kritzkrieg}}
 
|
 
|
[[ÜberCharge strategy#Defending against Kritzkrieg|Defense against Kritzkrieg]]
+
* An activated Kritzkrieg ÜberCharge offers critical hits instead of damage invulnerability, switching immense defense for a stronger offense. The Kritzkrieg has a 25% faster ÜberCharge, allowing for much faster buildup than the standard ÜberCharge.
 +
* For further information about countering an Kritzkrieg ÜberCharge, see [[ÜberCharge strategy#Defending against Kritzkrieg|Defense against Kritzkrieg]].
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quick-Fix}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quick-Fix}}
 
|
 
|
[[ÜberCharge strategy#Defense against Quick-Fix|Defense against Quick-Fix]].
+
* The faster healing offered by the Quick-Fix makes the Medic adept at healing his teammates quickly, especially for sustaining large groups.
 +
* When activated, an active Quick-Fix ÜberCharge heals 3x faster and makes the buffed targets invulnerable to enemy knockback. Consistently high sources of damage should overwhelm them.
 +
* For further information about countering an enemy's Quick-Fix and their Quick-Fix ÜberCharge, see [[ÜberCharge strategy#Defending against Quick-Fix|Defense against Quick-Fix]].
 
|-
 
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vaccinator}}
 +
|
 +
* A patient healed by the Vaccinator gains passive resistance to a specific damage type (Bullets, Explosives, Fire) as set by the Medic. Watch for an icon above this patient's head to look for the resistance type.
 +
* Unlike other Medic secondaries, the Vaccinator can activate its ÜberCharge ability in intervals of 25%. This is offset by the slower ÜberCharge rate on overhealed patients.
 +
* An activated Vaccinator ÜberCharge has a stronger resistance to the chosen damage type, resisting 75% damage instead of 10% plus immunity to crits of that damage type.
 +
* Try to switch to a weapon of a different damage type if possible. Otherwise, avoid targeting the Medic and his buddy.
 +
* For further information about countering an enemy's Vaccinator and their Vaccinator ÜberCharge, see [[ÜberCharge strategy#Defending against Vaccinator|Defense against Vaccinator]].
 
|}
 
|}
 
  
 
=== Melee weapons ===
 
=== Melee weapons ===
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! class="header" colspan="1" width="800"| Anti-Medic strategy
 
! class="header" colspan="1" width="800"| Anti-Medic strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Bonesaw|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat Outta Hell|100px}} {{icon item|Ham Shank|100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonesaw}} + '''reskins'''  
<br />'''[[Bonesaw]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]''' / '''[[Frying Pan]]''' / '''[[Freedom Staff]]''' / '''[[Bat Outta Hell]]''' / '''[[Ham Shank]]'''
 
 
|
 
|
* The Medic's above-average movement speed allows him to chase retreating foes with his Bonesaw. Knocking back or stunning the Medic can help you deter or eliminate him without taking much damage.
+
* The Medic has above-average movement speed, a slight advantage in melee combat. Use a gun to keep a ranged advantage.
 +
* He will usually take out his Bonesaw as a last resort in close quarters.  
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Übersaw}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ubersaw}} + '''reskins'''
 
|
 
|
* Engaging a Medic equipped with the Übersaw in melee should be a last resort, as any hit he lands on you with the weapon gains him 25% more ÜberCharge. Attack him from outside his melee range to prevent that.
+
* The Ubersaw grants the Medic 25% to his ÜberCharge meter per melee hit. Stay outside melee range when attacking a lone Medic.
 +
* If the Medic lands multiple hits with the Ubersaw, he can use the invincibility-granting Übercharge to retreat safely. He will already be in attacking range if attempting this, so use knockback to pin him down.
 +
* As a last resort, you can kill yourself to deny the Medic extra ÜberCharge.
 +
* The Ubersaw has a 25% slower firing speed, making it worse at close-range combat.
 +
* The Ubersaw has access to the [[Uberslice]] taunt kill. Don't blindly rush around corners when chasing any enemy.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}
 
|
 
|
* A Medic using the Vita-Saw may be able to fill his ÜberCharge sooner upon respawning, but he has 10 less health than a Medic without the Vita-Saw. Attack the Medic as you would if he had the Bonesaw.
+
* The Vita-Saw's melee attack harvests Organs that let the Medic retain up to 60% of his ÜberCharge upon death. Stay outside melee range when attacking a lone Medic.
 +
* If the Medic landed a few melee hits before dying, tell your team to expect an enemy ÜberCharge sooner than usual.
 +
* A Medic using the Vita-Saw has 10 less maximum health, making him slightly more vulnerable to chip damage. Depending on respawn and travel times, your team's Medic can get still ahead on his ÜberCharge, even if the enemy Medic harvests an Organ before dying.
 +
* Similar to the Ubersaw, it is sometimes worth it to kill yourself and deny the Medic of any potential organs.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}
 
|
 
|
* A Medic with the Amputator out may be preparing to heal his team with the weapon's taunt. Either attack the Medic to prevent him from taunting, or let him do so, immobilizing himself for a few seconds. If the Medic chooses to attack with the weapon, retaliate the same way you would against a Medic using the Bonesaw.
+
* The Amputator grants extra health regeneration and access to an area-of-effect heal through its taunt.
 +
* A Medic who takes out the Amputator alone is likely fleeing - keep up the pressure.
 +
* If you know the enemy Medic is using the Amputator's taunt, he is stuck in place for 4 seconds, long enough for many classes to close the gap and kill him.
 +
* The Amputator has a 20% damage penalty, meaning it takes 3 hits to kill a light class and makes him much worse at defending himself overall.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}
 
|
 
|
* The Solemn Vow allows a Medic to see his enemies' health, making it easier for him to pick off weakened targets. Stay away from him when you have low health so he and his team don't single you out. If you engage the Medic in melee, fight him as you would a Medic using the Bonesaw.
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* The Solemn Vow allows a Medic to see his enemies' health, even when it is not his active weapon. The Medic typically uses this information to direct his teammates to finish off a damaged target.
|-
+
* The Medic must get a direct line of sight with you to view your health. If he exits cover too often, target him.
 +
* Knowing what the enemy Medic knows can help you anticipate his team's movements. For example, if the enemy sees you are heavily damaged, they are more likely to pursue you or fight back.
 +
* The Solemn Vow allows a Medic to see not only health, but an enemy Medic's ÜberCharge as well. Keep this in mind if you are a Medic, and try to avoid being seen by him to conceal how much Über you have.
 +
* The Solemn Vow has a 10% slower firing speed, making it marginally worse in close-range combat.
 
|}
 
|}
 
== Item set effects ==
 
{{main|Item sets}}
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200" | Set
 
! class="header" colspan="1" width="800" | Anti-Medic strategy
 
|-
 
| align="center" valign="center" style="padding:0.5em" |
 
{{item icon|Crusader's Crossbow|100px}}
 
{{item icon|Amputator|100px}}
 
<br />'''[[Item sets#Medic|The Medieval Medic]]'''
 
|
 
* The Medic's extra health regeneration allows him to recover from attacks quickly; try to take out an injured Medic before he can recuperate.
 
* Don't expect to finish the Medic off with [[burning]] or [[bleeding]] effects; the additional regeneration will typically keep him alive long enough to survive it.
 
|-
 
|}
 
 
  
 
== See also ==
 
== See also ==

Latest revision as of 20:36, 26 November 2023

Velcome to the 've lose vonce again'-fest.
Your doctor is dead!
The Heavy

The Medic is the main source of healing for his team and deploys game-changing ÜberCharges. He moves somewhat quickly and has a decent health pool, but his poor personal firepower means he relies on his team's protection to survive. The Medic's unique ability to overheal teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team outlasts yours in a long battle.

If a Medic stays alive long enough to build up his signature ÜberCharge, he can grant a game-changing effect such as invulnerability, 100% critical chance, a powerful healing buff and immunity to knockback, or damage reduction and crit resistance. All this usually makes the enemy Medic the highest priority target, even if it means sacrificing your own life.

General

Attributes Anti-Medic strategy
Medic emblem RED.png Role
  • Killing the Medic should be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
  • The Medic is typically found behind his teammates, but can be ambushed and defeated when on his own.
  • The healing connection between a Medic and his patient can be broken using Knockback.
Leaderboard class medic.png Health
  • The Medic has a moderate health pool and natural health regeneration. Combined with his speed, he can flee if his teammates die.
  • The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
Leaderboard class scout.png Speed
  • The Medic has the second highest base speed of all classes, making him agile in firefights.
  • If he flees, you'll have to use alternate movement options. The Scout's agility, Soldier's rocket jumps, or Demoman's Sticky jumps are great options to chase him down.
Leaderboard class soldier.png Power
  • The Medic's weapons deal only fair damage at close range and are ineffective further out.
  • Most classes should be able to take out an unassisted Medic with little trouble.

Weapon-specific

Main article: Medic weapons

Primary weapons

  • Needles fired from Syringe Guns are individually weak, but can quickly add up for huge damage. Don't underestimate the Medic and blindly rush towards him.
  • Needles fired from Syringe Guns travel slowly and are ineffective at medium range; zig-zagging lets you avoid most of the syringes.
Weapon Anti-Medic strategy
Syringe Gun
Syringe Gun
  • A Medic will probably take out his Syringe Gun when there are no teammates to protect him.
  • A Medic with the Syringe Gun out is likely retreating. Take care not to chase him into too many enemies.
Blutsauger
Blutsauger
  • The Blutsauger's syringes restore health to the Medic on-hit; zig-zag at medium range so the Medic does not heal from shooting you.
  • The Blutsauger decreases the Medic's regeneration rate, making him more susceptible to afterburn and bleed.
  • The Blutsauger can be hard to distinguish from the Syringe Gun since they share the same sound effects. Take a good look at his hands or know what you are dealing with before attacking.
Crusader's Crossbow
Crusader's Crossbow + reskins
  • The Crusader's Crossbow deals more damage the further away a target is. Close the distance to reduce the damage a bolt will deal.
  • The Crusader's Crossbow, unlike Medic's other primaries, deals burst damage and travels very quickly, making it difficult to dodge. However, it has a slow reload, giving you many opportunities to retaliate.
  • Bolts from the Crusader's Crossbow can also heal the Medic's teammates. Long range shots heal up to 150 health but are difficult to aim; keep up pressure on the Medic and his faraway healing target so each shot misses.
Overdose
Overdose
  • A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his ÜberCharge. Pursuing this Medic may not be worth the risk of leaving your post or running into enemy forces.
  • A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.

Secondary weapons / ÜberCharge

  • Try to kill enemy team members as quickly as possible before the Medic has time to heal them and juice up his ÜberCharge percentage.
  • While healing a patient, the Medic stays in close range to them. He may favor moving around and healing his Medic buddy. Notable Medic buddies often include a combat class such as Heavy, Soldier, or Pyro.
  • When the Medic's secondary weapons reach 100% ÜberCharge (with the exception of the Vaccinator, which reaches usable ÜberCharge at 25%), a voice line will automatically be called out along with a corresponding visual and audio effect. Players may try to conceal this with another voice line, paying attention to these can help determine whether to attack or retreat.
  • Refer to Medic responses for further details on the specific quotes relating to his ÜberCharge; you may be able to pick up observations about his ÜberCharge status.
    • The different secondary weapons have different voice lines when an ÜberCharge is activated. The Kritzkrieg and the Quick-Fix share the same activation voice lines, which differ from the stock Medi Gun, while the Vaccinator can use any of the voice lines.
Weapon Anti-Medic strategy
Medi Gun
Medi Gun + reskins
  • Against an active ÜberCharge, the general advice is to use knockback to push away the pair, activate another ÜberCharge yourself if you also use the Medi Gun, or back off quickly if there are no other options.
  • The Medi Gun charges up ÜberCharge the slowest among the Medic's secondaries, giving him a minor disadvantage compared to other Medic secondaries in the short-term.
  • For further information about countering an ÜberCharge, see Defense against ÜberCharge.
Kritzkrieg
Kritzkrieg
  • An activated Kritzkrieg ÜberCharge offers critical hits instead of damage invulnerability, switching immense defense for a stronger offense. The Kritzkrieg has a 25% faster ÜberCharge, allowing for much faster buildup than the standard ÜberCharge.
  • For further information about countering an Kritzkrieg ÜberCharge, see Defense against Kritzkrieg.
Quick-Fix
Quick-Fix
  • The faster healing offered by the Quick-Fix makes the Medic adept at healing his teammates quickly, especially for sustaining large groups.
  • When activated, an active Quick-Fix ÜberCharge heals 3x faster and makes the buffed targets invulnerable to enemy knockback. Consistently high sources of damage should overwhelm them.
  • For further information about countering an enemy's Quick-Fix and their Quick-Fix ÜberCharge, see Defense against Quick-Fix.
Vaccinator
Vaccinator
  • A patient healed by the Vaccinator gains passive resistance to a specific damage type (Bullets, Explosives, Fire) as set by the Medic. Watch for an icon above this patient's head to look for the resistance type.
  • Unlike other Medic secondaries, the Vaccinator can activate its ÜberCharge ability in intervals of 25%. This is offset by the slower ÜberCharge rate on overhealed patients.
  • An activated Vaccinator ÜberCharge has a stronger resistance to the chosen damage type, resisting 75% damage instead of 10% plus immunity to crits of that damage type.
  • Try to switch to a weapon of a different damage type if possible. Otherwise, avoid targeting the Medic and his buddy.
  • For further information about countering an enemy's Vaccinator and their Vaccinator ÜberCharge, see Defense against Vaccinator.

Melee weapons

Weapon Anti-Medic strategy
Bonesaw
Bonesaw + reskins
  • The Medic has above-average movement speed, a slight advantage in melee combat. Use a gun to keep a ranged advantage.
  • He will usually take out his Bonesaw as a last resort in close quarters.
Ubersaw
Ubersaw + reskins
  • The Ubersaw grants the Medic 25% to his ÜberCharge meter per melee hit. Stay outside melee range when attacking a lone Medic.
  • If the Medic lands multiple hits with the Ubersaw, he can use the invincibility-granting Übercharge to retreat safely. He will already be in attacking range if attempting this, so use knockback to pin him down.
  • As a last resort, you can kill yourself to deny the Medic extra ÜberCharge.
  • The Ubersaw has a 25% slower firing speed, making it worse at close-range combat.
  • The Ubersaw has access to the Uberslice taunt kill. Don't blindly rush around corners when chasing any enemy.
Vita-Saw
Vita-Saw
  • The Vita-Saw's melee attack harvests Organs that let the Medic retain up to 60% of his ÜberCharge upon death. Stay outside melee range when attacking a lone Medic.
  • If the Medic landed a few melee hits before dying, tell your team to expect an enemy ÜberCharge sooner than usual.
  • A Medic using the Vita-Saw has 10 less maximum health, making him slightly more vulnerable to chip damage. Depending on respawn and travel times, your team's Medic can get still ahead on his ÜberCharge, even if the enemy Medic harvests an Organ before dying.
  • Similar to the Ubersaw, it is sometimes worth it to kill yourself and deny the Medic of any potential organs.
Amputator
Amputator
  • The Amputator grants extra health regeneration and access to an area-of-effect heal through its taunt.
  • A Medic who takes out the Amputator alone is likely fleeing - keep up the pressure.
  • If you know the enemy Medic is using the Amputator's taunt, he is stuck in place for 4 seconds, long enough for many classes to close the gap and kill him.
  • The Amputator has a 20% damage penalty, meaning it takes 3 hits to kill a light class and makes him much worse at defending himself overall.
Solemn Vow
Solemn Vow
  • The Solemn Vow allows a Medic to see his enemies' health, even when it is not his active weapon. The Medic typically uses this information to direct his teammates to finish off a damaged target.
  • The Medic must get a direct line of sight with you to view your health. If he exits cover too often, target him.
  • Knowing what the enemy Medic knows can help you anticipate his team's movements. For example, if the enemy sees you are heavily damaged, they are more likely to pursue you or fight back.
  • The Solemn Vow allows a Medic to see not only health, but an enemy Medic's ÜberCharge as well. Keep this in mind if you are a Medic, and try to avoid being seen by him to conceal how much Über you have.
  • The Solemn Vow has a 10% slower firing speed, making it marginally worse in close-range combat.

See also