Difference between revisions of "Anti-Heavy strategy"

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{{Quotation|'''The Soldier'''|This American boot just kicked your ass back to Russia.|sound=Soldier_DominationHeavy06.wav}}
 
{{Quotation|'''The Soldier'''|This American boot just kicked your ass back to Russia.|sound=Soldier_DominationHeavy06.wav}}
  
The '''[[Heavy]]''' is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, supported by a Medic. Because his direct combat capabilities are so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or ranged weapons. Additionally, less diverse loadout options limit his unpredictability; any of his weapons that provide utility usually come with heavy drawbacks in combat.
+
The '''[[Heavy]]''' is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.
  
 
== General ==
 
== General ==
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! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
|
* The Heavy's large size and firepower often places him at the center of any fight.  
+
* The Heavy, with his large size and firepower, is often found at the center of any fight.  
* He is a natural shield for his allies; taking him out can often cause the enemy team to hesitate.
+
* He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back.
 
|-
 
|-
 
! 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 Heavy has the largest health pool of all nine classes and can soak up tons of damage. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
+
* The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
 +
* The Heavy can use his large size to draw attention away from frailer teammates.
 +
* Certain lunchbox items let the Heavy bring his own healing to a fight, which can be shared with teammates.
 
|-
 
|-
 
! 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 Heavy's slow movement speed limits his ability to pursue or avoid you. If you can't take him by surprise, take potshots from behind cover to get free hits in.
+
* The Heavy's main weakness is his slow movement speed. He has a tough time dodging attacks, chasing enemies, or retreating when damaged.
* Combined with his large body, the Heavy is an easy target for Snipers and Spies.
+
* Most other classes can decide when to attack him, rather than the other way around.
 +
* The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies.
 +
* If you can't take a Heavy by surprise, take potshots from behind cover or take alternate routes to attack his teammates.
 
|-
 
|-
 
! 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 Heavy possesses the most powerful weapons in the game. This usually means that fighting him head-on without backup is a bad idea.
+
* The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
 +
* The Heavy's guns are inaccurate at long range.
 
|-
 
|-
 
|}
 
|}
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! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Minigun|100px}}<br />'''[[Minigun]] + reskins'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Minigun}} + '''reskins'''
 
|
 
|
* The Minigun rapidly fires rounds that deal immense damage, but is inaccurate over distances. Use cover and don't charge directly at him.
+
* The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
* The Heavy must spin-up his Minigun for a moment before be can begin firing. This makes him vulnerable to ambushes and coordinated attacks from different directions.
+
* The Minigun must be spun for one second before firing and takes an additional second to ramp up to full damage and accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly.
* When firing the Minigun, the Heavy's movement speed slows to a crawl, making him a very easy target.
+
* Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions.
 +
* If you absolutely must fight at close range, circle-strafe around the Heavy at point-blank range to become harder to hit.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
|
 
|
 
* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
 
* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
* A Heavy with Natascha deals significantly less damage than if using other primary weapons, meaning that other bulky classes like the Soldier can take him head-on with proper positioning.
+
* Natascha grants 20% damage resistance to the Heavy when he's below 50% health, so be prepared to deal more damage than usual.
 +
* Natascha deals significantly reduced damage. Bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
 
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.
 
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
|
 
|
* The Brass Beast deals insane damage, making it near impossible to face directly.
+
* Of the Heavy's primary weapons, the Brass Beast is the most damaging, but takes the longest to spin up and reduces his movement speed the most once revved.
* The Brass Beast takes even longer to spin-up than Natascha and brings the Heavy's speed to a crawl, making it impossible for him to avoid oncoming fire.
+
* Catching him off-guard or chipping away at his health are the best options, as he remains unable to chase you.
* The Brass Beast encourages the Heavy to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields.
+
* The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. Have your team focus fire him if he is suppressing an important area.
 +
* The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
|
 
|
* The Tomislav spins up quickly and silently, making it excel at ambushing. It becomes more difficult to tell if a Heavy is lying in wait or is just coming around a corner. Be prepared as you move into enemy territory.
+
* The Tomislav spins up quickly and quietly, making it excellent at ambushing.  
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.
+
* Listen for a rattling noise when approaching corners, which indicates a Heavy with the Tomislav.
 +
* The Tomislav fires 20% slower than the Minigun. Forcing the Heavy to fight in the open lowers his effectiveness.
 +
* The Tomislav has 20% increased accuracy, increasing the Heavy's effective range. Space yourself a little further away than usual.  
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
 
|
 
|
* If a Heavy revs the Huo-Long Heater, it consumes ammo to deploy a ring of flames. Stealing or causing him to waste ammunition forces him to not rev his weapon in conservation.
+
* When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. Grab the Heavy's attention and stay behind cover to force him to either keep his gun revved and waste ammunition, or un-spin the gun, which leaves him vulnerable.
* Spies can jump over the ring of flames let out by the Huo-Long Heater, making it possible for them backstab the Heavy without being set on fire or losing their [[Spy-cicle]].
+
* With proper timing, a Spy can jump over the ring of flames and backstab the Heavy without being set on fire.
 
|-
 
|-
 
|}
 
|}
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! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
|
 
|
* A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. Take him down before he can prepare his other weapon.
+
* A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. It is a powerful secondary weapon, but the Heavy runs as slow as usual when using it.
* The Shotgun is a point-blank-to-medium range weapon and will be ineffective at long range.  
+
* The Shotgun is a close-to-medium range weapon and ineffective at long range.  
* The Shotgun only has six shots. If the Heavy runs out of shots, keep the pressure up to deter him from switching to his Minigun.
+
* The Shotgun only has six shots. If the Heavy feels pressured enough to switch back to the Minigun, you should easily be able to finish him off.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
|
 
|
* The Family Business has a 33% increased ammo clip compared to the Shotgun (for a total of eight shots), at the cost of doing 15% less damage. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
+
* The Family Business has an increased shot capacity of 8, fires 15% faster, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
 +
|-
 +
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}}
 +
|
 +
* The Panic Attack deploys quickly, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge.
 +
* Like with the other Shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.
 
|-
 
|-
 
|}
 
|}
  
 
==== Edibles ====
 
==== Edibles ====
* A Lunchbox item replaces the Heavy's Shotgun, leaving him with one less weapon to attack you with.
+
* A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
* If a Heavy retreats from a fight, check if he's trying to eat. The distinct "nomming" sound makes him easy to track down.
+
* If a Heavy retreats from a fight, listen for the telltale [[Media:SandwichEat09.wav|eating lines]] and check if he is trying to heal.
* A Heavy is defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him.
+
* A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many [[kill taunts|taunt kills]] are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
  
 
{| 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-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{icon item|Sandvich|100px}}<br />'''{{item link|Sandvich}} + reskins'''  
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandvich}} + '''reskins'''  
 
|
 
|
* The Sandvich slowly restores the Heavy to full health as he eats it, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor. Alternatively, use a [[kill taunt]] that is faster than the eating animation.
+
* The Sandvich quickly restores 300 health to the Heavy as he eats it. It is the most potent of his edibles, so he may be able to soak up your attacks if you catch him eating. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.  
* A Heavy can acquire a new Sandvich by picking up a medkit while at full health; take any nearby medkits for yourself or damage him so that he does not receive a brand new Sandvich.
 
 
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].
 
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].
 +
* The Sandvich has a recharge time of 30 seconds. The Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Dalokohs Bar|100px}}<br />'''[[Dalokohs Bar]] + reskins'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins'''
 
|
 
|
* The Dalokohs Bar only heals the Heavy for 100 HP but does not have a cooldown timer. He can eat it constantly to heal minor injuries and stay healthy.
+
* The Heavy can eat the Dalokohs Bar every 10 seconds to heal 100 health. Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. Most significantly, it can be thrown more often as a small health kit to dispense more total health.
* The Dalokohs Bar increases a Heavy's maximum Health by 50 for 30 seconds, which can determine the winner of a duel.
+
* The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine a duel if he's fighting alone.
* Unlike the Sandvich, the Heavy cannot drop the Dalokohs Bar for his allies.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}
 
|
 
|
* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon. Keep a distance if possible.
+
* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon and increases the damage he takes by 20%. Keep a distance and shoot him down.
* Additionally, it increases the damage the Heavy takes. If he uses its speed boost to reach the front lines and you catch him off guard, it's an easy kill.
+
* The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him while he is traveling, he is helpless against your ranged attacks.
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up. Try to deny his allies this healing.
+
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
 +
|-
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Second Banana}}
 +
|
 +
* The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals by constantly following and attacking him.
 +
* Similarly to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health.
 +
* Expect the Heavy to eat the Second Banana more often. Attack if his mealtimes are too predictable.
 
|-
 
|-
 
|}
 
|}
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! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Fists|100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists}} + '''reskins'''
<br />'''[[Fists]] + reskins'''
 
 
|
 
|
* The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight; strafe around him or back up as you attack.
+
* Faster classes can exploit the Heavy's slow speed during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
* The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you in turn.
+
* The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}
 
|
 
|
* If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you, your death will just reset the effect's duration.
+
* The K.G.B. grants the Heavy 5 seconds of critical hits when used to strike a killing blow. If you are low on health, refrain from entering melee range to prevent him from getting the Crit boost, taking cover before he switches to his Minigun.
* The Heavy can also apply the Crit boost to his other weapons when switched. Quickly decide whether to take him down or temporarily retreat.
+
* If the Heavy has gained the critical hit boost, stay back until it wears off so you don't get killed by a critical punch and reset the buff's duration.
 +
* The Heavy can also apply the Crit boost to his other weapons. React properly if he switches to a gun.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{icon item|Gloves of Running Urgently|100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins'''
<br />'''[[Gloves of Running Urgently]] + reskins'''
 
 
|
 
|
* A Heavy will usually only have the G.R.U. out while running to a battlefield and switch weapons once he arrives. While they are active, he takes increased damage. He might not expect enemies along the way, so you can ambush him en route.
+
* The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
* While the Heavy has the G.R.U. active, he will be marked for death and has to waste time switching to another weapon.
+
* The G.R.U. take a significant amount of time to holster. Catching the Heavy before he can switch weapons lets you deal significant damage for free.
* A Heavy could use the G.R.U. as a means of pursuit. If you cannot escape him, turn around and fight before he switches to another weapon.
+
* Depending on how long the Heavy wore the G.R.U., you may deal enough damage to burst down his lowered maximum health.  
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}
 
|
 
|
* A Heavy with the Warrior's Spirit inflicts heavy damage, so don't engage him in melee combat.
+
* A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
* A Heavy with the Warrior's Spirit will have 20 HP less than default. He will be slightly easier to take down - afterburn or bleed effects might finish him off when they ordinarily wouldn't.
+
* The Warrior's Spirit deals 20 more base damage than the Fists. This increased damage lets the Heavy three-hit the Soldier and two-hit the Medic from full health.
 +
* If the Heavy recently obtained a kill using the Warrior's Spirit, keep in mind that he will have recovered some health and won't be an easy kill.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}
 
|
 
|
* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit safer. It increases the time it takes for him to switch weapons, so catching him by surprise is always a good option.
+
* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
* The Heavy suffers doubled melee damage while the Fists of Steel are active, but he'll typically switch to his Minigun before you can reach him with your melee weapon. You can either fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates.
+
* The Heavy takes doubled melee damage while the Fists of Steel are active. Flank him with your melee weapon, fake a direct approach to weapon heckle him, or attack with both ranged and melee alongside teammates.
 +
* A Heavy with the Fists of Steel is healed and overhealed less by the Medic, making him easier to wear down in combat.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}
 
|
 
|
* Treat the Eviction Notice weapon as if dealing with the default Fists; it attacks 50% faster but deals 60% less damage, making it inflict less damage than the Fists overall.
+
* Outside of combat, the Eviction Notice acts as a watered-down version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower.
 +
* In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
 +
* The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
 +
* Depending on how long the Heavy wore the Eviction Notice, you may deal enough damage to burst down his lowered maximum health.  
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
 
|
 
|
* Try not to engage in melee combat with a Heavy using the Holiday Punch; if he manages to hit your back, you will be stuck laughing in place.
+
* The Holiday Punch forces its victims to [[Schadenfreude|laugh in place]] upon being hit in the back or with a Critical hit.
* You cannot be forced into an animation while jumping. If you're fighting a Heavy with the Holiday Punch, jump whenever he punches.
+
* Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[High Noon|probably suffer a humiliating death]].
 +
* You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid [[Critical Hits|Random Critical Hits]].
 +
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge.
 
|-
 
|-
 
|}
 
|}

Latest revision as of 02:01, 17 March 2024

How could this happen?

The Heavy is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.

General

Attributes Anti-Heavy strategy
Heavy emblem RED.png Role
  • The Heavy, with his large size and firepower, is often found at the center of any fight.
  • He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back.
Leaderboard class medic.png Health
  • The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
  • The Heavy can use his large size to draw attention away from frailer teammates.
  • Certain lunchbox items let the Heavy bring his own healing to a fight, which can be shared with teammates.
Leaderboard class scout.png Speed
  • The Heavy's main weakness is his slow movement speed. He has a tough time dodging attacks, chasing enemies, or retreating when damaged.
  • Most other classes can decide when to attack him, rather than the other way around.
  • The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies.
  • If you can't take a Heavy by surprise, take potshots from behind cover or take alternate routes to attack his teammates.
Leaderboard class soldier.png Power
  • The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
  • The Heavy's guns are inaccurate at long range.

Weapon-specific

Main article: Heavy weapons

Primary weapons

Weapon Anti-Heavy strategy
Minigun
Minigun + reskins
  • The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
  • The Minigun must be spun for one second before firing and takes an additional second to ramp up to full damage and accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly.
  • Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions.
  • If you absolutely must fight at close range, circle-strafe around the Heavy at point-blank range to become harder to hit.
Natascha
Natascha
  • Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
  • Natascha grants 20% damage resistance to the Heavy when he's below 50% health, so be prepared to deal more damage than usual.
  • Natascha deals significantly reduced damage. Bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
  • At long distances, this weapon's slow down has little effect.
Brass Beast
Brass Beast
  • Of the Heavy's primary weapons, the Brass Beast is the most damaging, but takes the longest to spin up and reduces his movement speed the most once revved.
  • Catching him off-guard or chipping away at his health are the best options, as he remains unable to chase you.
  • The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. Have your team focus fire him if he is suppressing an important area.
  • The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy.
Tomislav
Tomislav
  • The Tomislav spins up quickly and quietly, making it excellent at ambushing.
  • Listen for a rattling noise when approaching corners, which indicates a Heavy with the Tomislav.
  • The Tomislav fires 20% slower than the Minigun. Forcing the Heavy to fight in the open lowers his effectiveness.
  • The Tomislav has 20% increased accuracy, increasing the Heavy's effective range. Space yourself a little further away than usual.
Huo-Long Heater
Huo-Long Heater
  • When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. Grab the Heavy's attention and stay behind cover to force him to either keep his gun revved and waste ammunition, or un-spin the gun, which leaves him vulnerable.
  • With proper timing, a Spy can jump over the ring of flames and backstab the Heavy without being set on fire.

Secondary weapons

Armaments

Weapon Anti-Heavy strategy
Shotgun
Shotgun + reskins
  • A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. It is a powerful secondary weapon, but the Heavy runs as slow as usual when using it.
  • The Shotgun is a close-to-medium range weapon and ineffective at long range.
  • The Shotgun only has six shots. If the Heavy feels pressured enough to switch back to the Minigun, you should easily be able to finish him off.
Family Business
Family Business
  • The Family Business has an increased shot capacity of 8, fires 15% faster, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
Panic Attack
Panic Attack
  • The Panic Attack deploys quickly, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge.
  • Like with the other Shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.

Edibles

  • A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
  • If a Heavy retreats from a fight, listen for the telltale eating lines and check if he is trying to heal.
  • A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many taunt kills are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
Weapon Anti-Heavy strategy
Sandvich
Sandvich + reskins
  • The Sandvich quickly restores 300 health to the Heavy as he eats it. It is the most potent of his edibles, so he may be able to soak up your attacks if you catch him eating. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.
  • A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly Medic. Steal the Sandvich yourself or knock his allies away using knock back.
  • The Sandvich has a recharge time of 30 seconds. The Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
Dalokohs Bar
Dalokohs Bar + reskins
  • The Heavy can eat the Dalokohs Bar every 10 seconds to heal 100 health. Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. Most significantly, it can be thrown more often as a small health kit to dispense more total health.
  • The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine a duel if he's fighting alone.
Buffalo Steak Sandvich
Buffalo Steak Sandvich
  • The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon and increases the damage he takes by 20%. Keep a distance and shoot him down.
  • The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him while he is traveling, he is helpless against your ranged attacks.
  • Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
Second Banana
Second Banana
  • The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals by constantly following and attacking him.
  • Similarly to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health.
  • Expect the Heavy to eat the Second Banana more often. Attack if his mealtimes are too predictable.

Melee weapons

Weapon Anti-Heavy strategy
Fists
Fists + reskins
  • Faster classes can exploit the Heavy's slow speed during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
  • The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you.
Killing Gloves of Boxing
Killing Gloves of Boxing
  • The K.G.B. grants the Heavy 5 seconds of critical hits when used to strike a killing blow. If you are low on health, refrain from entering melee range to prevent him from getting the Crit boost, taking cover before he switches to his Minigun.
  • If the Heavy has gained the critical hit boost, stay back until it wears off so you don't get killed by a critical punch and reset the buff's duration.
  • The Heavy can also apply the Crit boost to his other weapons. React properly if he switches to a gun.
Gloves of Running Urgently
Gloves of Running Urgently + reskins
  • The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
  • The G.R.U. take a significant amount of time to holster. Catching the Heavy before he can switch weapons lets you deal significant damage for free.
  • Depending on how long the Heavy wore the G.R.U., you may deal enough damage to burst down his lowered maximum health.
Warrior's Spirit
Warrior's Spirit
  • A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
  • The Warrior's Spirit deals 20 more base damage than the Fists. This increased damage lets the Heavy three-hit the Soldier and two-hit the Medic from full health.
  • If the Heavy recently obtained a kill using the Warrior's Spirit, keep in mind that he will have recovered some health and won't be an easy kill.
Fists of Steel
Fists of Steel
  • The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
  • The Heavy takes doubled melee damage while the Fists of Steel are active. Flank him with your melee weapon, fake a direct approach to weapon heckle him, or attack with both ranged and melee alongside teammates.
  • A Heavy with the Fists of Steel is healed and overhealed less by the Medic, making him easier to wear down in combat.
Eviction Notice
Eviction Notice
  • Outside of combat, the Eviction Notice acts as a watered-down version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower.
  • In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
  • The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
  • Depending on how long the Heavy wore the Eviction Notice, you may deal enough damage to burst down his lowered maximum health.
Holiday Punch
Holiday Punch
  • The Holiday Punch forces its victims to laugh in place upon being hit in the back or with a Critical hit.
  • Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck laughing in place and will probably suffer a humiliating death.
  • You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid Random Critical Hits.
  • This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge.

See also