Difference between revisions of "Basic Heavy strategy"

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{{hatnote|This page contains basic strategy for the Heavy. For more advanced strategies, see [[Community Heavy strategy]]. For how to play against the Heavy, see [[Anti-Heavy strategy]].}}
 
{{Quotation|'''The Heavy''' |Let us fight; man versus tiny baby man.|sound=Heavy_meleedare13.wav}}
 
{{Quotation|'''The Heavy''' |Let us fight; man versus tiny baby man.|sound=Heavy_meleedare13.wav}}
 
[[File:Heavytaunt1.PNG|320px|right]]
 
[[File:Heavytaunt1.PNG|320px|right]]
The [[Heavy]] is the toughest, but slowest class in the game. His vast firepower and health pool will almost ensure that he'll be found at the front lines as a shock trooper, where his [[Minigun]] dominates at close range. The Heavy acts as a beacon for his team to rally behind and is often a designated [[Medic buddy]]. However, his large size and slow speed make him a juicy target, especially for enemy [[Sniper|Snipers]] or [[Spy|Spies]], and his general loudness makes him subpar at [[ambushing]]. A good Heavy will coordinate with his team to tackle mission objectives together.  
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The [[Heavy]] is the toughest, but slowest class in the game. His vast firepower and health pool will almost ensure that he'll be found at the front lines as a shock trooper, where his [[Minigun]] dominates at close range. The Heavy acts as a beacon for his team to rally behind and is often a designated [[Medic buddy]]. However, his large size and slow speed make him a juicy target, especially for enemy [[Sniper]]s or [[Spy|Spies]], and his general loudness makes him subpar at [[ambushing]]. A good Heavy will coordinate with his team to tackle mission objectives together.  
  
 
== Primary weapons==
 
== Primary weapons==
Line 13: Line 15:
 
{{icon item|Natascha|100px}}
 
{{icon item|Natascha|100px}}
  
Natascha's bullets come with a unique [[slowdown]] effect that forces enemies to stop and face you in combat. While spun up, it reduces damage taken by 20% if you're below 50% health, placing you firmly in the role of an attention-grabbing tank. While Natascha still deals a lot of damage at close range, it deals 25% less damage and is 30% slower to spin up, giving enemies ample time to react if you aren't already revved up. These factors significantly cut your offense against bulky classes like the Soldier and Demoman. In particular, you will be at a disadvantage when facing an enemy Heavy with the normal [[Minigun]], which revs up faster, or the [[Brass Beast]], which by far outdamages Natascha.  
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Natascha's bullets come with a unique [[slowdown]] effect that forces enemies to stop and face you in combat, making it the ideal counter to mobile Scouts, rocket-jumping Soldiers, and Demoknights. When Natascha is spun up and you drop below 50% health, you take 20% less damage, helping you win once you grab the enemy's attention. However, Natascha deals 25% less damage and is 30% slower to spin up, so enemies have extra time to attack you if you aren't already revved up. In particular, you are disadvantaged when facing an enemy Heavy with the normal [[Minigun]], which revs up faster, or the [[Brass Beast]], which by far outdamages Natascha. Consider equipping the Shotgun or Family Business for moving between fights.
  
 
===[[Brass Beast]]===
 
===[[Brass Beast]]===
 
{{icon item|Brass Beast|100px}}
 
{{icon item|Brass Beast|100px}}
  
The Brass Beast is the strongest weapon in the game in terms of damage per second, but has a 50% slower spin up time and slows you to a crawl when deployed. You need to play around the Brass Beast's long spin up time; if the weapon isn't already deployed, you are vulnerable to even frontal attacks. Once you do manage to spin it up, the weapon also grants 20% damage resistance if you're below 50% health. Thus, the Brass Beast is suitable for defensive situations where you need to move around less. Be very careful to not overexpose yourself, as your glacial movement speed makes you an even easier target for enemy Snipers and Spies.
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The Brass Beast is the strongest weapon in the game in terms of damage per second, but has a 50% slower spin up time and slows you to a crawl when deployed. You need to play around the Brass Beast's long spin up time; if the weapon isn't already deployed, you are vulnerable to even frontal attacks. Once you do manage to spin it up, the weapon also grants 20% damage resistance if you're below 50% health. Thus, the Brass Beast is suitable for defensive situations where you need to move around less (e.g. defending a Control Point). Be very careful to not overexpose yourself, as your glacial movement speed makes you an even easier target for enemy Snipers and Spies.
  
 
===[[Tomislav]] + [[reskins]]===
 
===[[Tomislav]] + [[reskins]]===
 
{{icon item|Tomislav|100px}} {{icon item|Australium Tomislav|100px|link=Australium weapons}}
 
{{icon item|Tomislav|100px}} {{icon item|Australium Tomislav|100px|link=Australium weapons}}
  
The Tomislav has a faster spin-up time and revs up silently. The sound of your Minigun is a signal for the enemy to stay clear. However, the Tomislav's silent spin-up and superior accuracy makes it an excellent choice for ambushing enemies offensively or concealing your presence when guarding a location. However, the Tomislav fires 20% slower, causing it to deal far less damage in long battles despite the faster spin-up. Use the element of surprise to deal enough damage to your target before the Tomislav's firepower disadvantage becomes significant.
+
The Tomislav has a faster spin-up time and revs up silently. The sound of your Minigun is a signal for the enemy to stay clear. However, the Tomislav's silent spin-up and superior accuracy makes it an excellent choice for ambushing enemies offensively or concealing your presence when guarding a location. However, the Tomislav fires 20% slower, causing it to deal far less damage in long battles despite the faster spin-up. Use the element of surprise to deal enough damage to your target before the Tomislav's firepower disadvantage becomes significant.
  
 
===[[Huo-Long Heater]]===
 
===[[Huo-Long Heater]]===
 
{{icon item|Huo-Long Heater|100px}}
 
{{icon item|Huo-Long Heater|100px}}
  
The Huo-Long Heater is slightly weaker in comparison to the default [[Minigun]], but repeatedly emits rings of fire around you when revved up. The Heater deals increased damage against burning targets, making enemies lit by your flames or friendly Pyros easy prey. The flame rings act as a deterrent for any opponent who wants to get inside your personal bubble, particularly enemy Scouts and Spies. Overall, this makes the Heater a strong choice in situations where enemies must approach you, such as when contesting a Control Point, but not when they cowardly stay at range. Keeping your gun revved consumes ammunition even when not firing, so ammunition can become a problem. This can be alleviated by defensive play near [[Dispenser]]s or the [[Payload]] cart, which will automatically refill your ammunition. Don't entirely rely on the flame ring to reveal surprise attacks; enemies can time their approach between waves.
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When revved up, the Huo-Long Heater continuously consumes ammunition to emit rings of fire around you. It is initially weaker than the default [[Minigun]], but deals significantly increased damage against ignited enemies. The flame rings deter any opponent who wants to get inside your personal bubble, so it's a strong choice when enemies must approach you, such as when defending a Control Point. If enemies choose to run away instead, ammunition can become a problem, so consider staying closer to ammo pickups than usual. Don't rely on the flame rings to reveal surprise attacks, as a competent enemy can simply jump over the flames.
  
 
== Secondary weapons ==
 
== Secondary weapons ==
Line 35: Line 37:
 
{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
 
{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
  
Although the Shotgun is a secondary weapon and weaker than the Minigun, it can still deal plenty of damage. Notably, it gives you a firepower option where you can still remain mobile. Use it when moving between areas, when slowing down to fire your Minigun would be inefficient.
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Although the Shotgun is a secondary weapon and weaker than the Minigun, it can still deal plenty of damage. Notably, it is one of your only guns that can be used while running. Use it when slowing down to fire your Minigun would be inefficient.
  
 
===[[Sandvich]] + [[reskins]]===
 
===[[Sandvich]] + [[reskins]]===
 
{{icon item|Sandvich|100px}} {{icon item|Robo-Sandvich|100px}} {{icon item|Festive Sandvich|100px|link=Festive weapons}}
 
{{icon item|Sandvich|100px}} {{icon item|Robo-Sandvich|100px}} {{icon item|Festive Sandvich|100px|link=Festive weapons}}
  
The Sandvich lets you replace a source of mobile firepower, the Shotgun, with the ability to fully heal yourself. Consume the Sandvich to patch yourself up in between fights. Make sure to begin your meal somewhere peaceful, as you are helpless during its long consumption time. Use alternate fire to throw the Sandvich on the ground to heal allies, particularly any [[Medic]] you may work with. Picking up any type of health kit when the Sandvich is consumed will instantly recharge it; make a small health kit more effective by recharging the Sandvich, which acts as a medium health kit when thrown.
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The Sandvich lets you replace a source of mobile firepower, the Shotgun, with the ability to fully heal yourself. Eating the Sandvich takes a long, loud four seconds, so make sure to begin your meal somewhere peaceful. It can also be thrown on the ground as a medium health kit to heal allies, especially helpful for any [[Medic]] you work with. Picking up any type of health kit when the Sandvich is consumed will instantly recharge it. Compared to other edibles, the long recharge time and higher ally healing makes the Sandvich best when working alongside teammates.  
  
 
===[[Dalokohs Bar]] + [[reskins]]===
 
===[[Dalokohs Bar]] + [[reskins]]===
 
{{icon item|Dalokohs Bar|100px}} {{icon item|Fishcake|100px}}
 
{{icon item|Dalokohs Bar|100px}} {{icon item|Fishcake|100px}}
  
The Dalokohs Bar heals you for 100 HP and can be repeatedly eaten to heal minor wounds. Additionally, it temporarily increases your maximum health by 50. However, it cannot heal you as quickly as the [[Sandvich]] and only heals for a small health pack if dropped for allies. The Dalokohs Bar can be beneficial if your team lacks a Medic but does have a constant source of healing from either a [[Dispenser]] or [[medkit]]s.
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The Dalokohs Bar heals you for only 100 HP but recharges significantly faster than the [[Sandvich]], making it useful for healing minor wounds in between fights. Additionally, it temporarily increases your maximum health by 50, providing a small advantage if used shortly before engaging in combat. However, it only heals for a small health pack if dropped for allies, and its reduced healing capabilities compared to the Sandvich means that you will have to stop to heal yourself more often. Standing near a [[Dispenser]] while using the Dalokohs Bar can compensate for its inability to fully heal you in one sitting, and the maximum health boost also slightly increases health gained from [[medkit]]s.
  
 
===[[Buffalo Steak Sandvich]]===
 
===[[Buffalo Steak Sandvich]]===
 
{{icon item|Buffalo Steak Sandvich|100px}}
 
{{icon item|Buffalo Steak Sandvich|100px}}
  
Consuming the Buffalo Steak Sandvich does not heal you, but instead gives a special buff that temporarily locks you to your melee weapon while granting increased movement speed, guaranteed mini-crits, and increased damage vulnerability. If you seldom use your melee weapons, it is best used to move towards the frontlines quickly while your teammates keep you safe; consider using it alongside the [[Fists of Steel]] to mitigate the increased damage from ranged attacks. If you prefer to use the buff to improve your melee combat, use the increased movement speed to avoid attacks and overpower opponents with mini-crits. Like the Sandvich, it can be thrown onto the ground to heal injured teammates.
+
Consuming the Buffalo Steak Sandvich does not heal you, but instead gives a special buff that temporarily locks you to your melee weapon while granting increased movement speed, guaranteed mini-crits, and increased damage vulnerability. If you seldom use your melee weapons, it is best used to move towards the frontlines quickly while your teammates keep you safe; consider also using the [[Fists of Steel]] to mitigate the increased damage from ranged attacks. If you prefer to use the buff to improve your melee combat, use the increased movement speed to avoid attacks and overpower opponents with mini-crits. Like the Sandvich, it can be thrown onto the ground to heal injured teammates.
  
 
===[[Family Business]]===
 
===[[Family Business]]===
 
{{icon item|Family Business|100px}}
 
{{icon item|Family Business|100px}}
  
The Family Business is a faster, weaker Shotgun with a larger magazine size. While the Shotgun deals more immediate damage, the Family Business deals more overall damage if all shots hit, making it more viable for prolonged combat. It can also be used to pester opponents at a distance due to its high fire rate. Do note that due to the gun's magazine size, it takes a significant amount of time to fully reload.
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The Family Business is a faster, weaker Shotgun with a larger clip size. While the Shotgun deals more damage per hit, and therefore takes less time to kill most classes, the Family Business's increased clip size makes it useful in a prolonged fight where you do not have many opportunities to reload. Its high rate of fire is also useful against classes like Scouts and Spies, whose low health pools make the weapon's damage penalty a non-issue.
  
 
===[[Panic Attack]]===
 
===[[Panic Attack]]===
 
{{icon item|Panic Attack|100px}}
 
{{icon item|Panic Attack|100px}}
  
The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots if you are caught off guard. However, the Panic Attack's pellet spread widely increases as you fire consecutively; if you cannot fend off the enemy with your Minigun, you can try to fend them off with the Panic Attack.
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The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots if you are caught off guard. However, the Panic Attack's pellet spread widely increases as you fire consecutively; make the first few shots count.
  
 
===[[Second Banana]]===
 
===[[Second Banana]]===
 
{{icon item|Second Banana|100px}}
 
{{icon item|Second Banana|100px}}
  
The Second Banana heals 100 less health than the Sandvich per taunt. Similar to the Dalokohs Bar, the Second Banana will only drop as a small health pack. It does, however, take a third of the time it would take for a Sandvich to recharge (10 seconds compared to 30 seconds), meaning that it can heal 600 health in around the same time that the Sandvich would heal 300.
+
The Second Banana recharges quickly, in 11 seconds compared to the Sandvich's 30 seconds, but only heals for 200 health and drops to allies as a small health kit. It is ideal for a playstyle where you are frequently skirmishing, but also have enough breaks where you can heal your teammates or be protected by them as you eat.
  
 
== Melee weapons ==
 
== Melee weapons ==
Line 77: Line 79:
 
{{icon item|Killing Gloves of Boxing|100px}}
 
{{icon item|Killing Gloves of Boxing|100px}}
  
Obtaining a kill with the Killing Gloves of Boxing will grant guaranteed critical hits for five seconds. You're as slow as ever, so use this weapon when you have the enemy in a corner and can easily land your punches. Once you've obtained the critical hit boost, pick a weapon to rampage with. Switching to and revving the Minigun gives you only three seconds to shred nearby foes. You could also switch to the [[Shotgun]] or just continue swinging to use the boost for as long as possible. The [[Tomislav]] has a faster spin-up time and works well with this weapon.
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Obtaining a kill with the Killing Gloves of Boxing will grant guaranteed critical hits for five seconds. You're as slow as ever, so use this weapon when you have an enemy cornered and can easily land your punches. Once you've obtained the critical hit boost, pick a weapon to rampage with or keep punching. The [[Tomislav]] has the fastest spin-up time of your primary weapons while the Panic Attack deploys quickly.
  
 
===[[Gloves of Running Urgently]] + [[reskins]]===
 
===[[Gloves of Running Urgently]] + [[reskins]]===
 
{{icon item|Gloves of Running Urgently|100px}} {{icon item|Festive Gloves of Running Urgently|100px|link=Festive weapons}} {{icon item|Bread Bite|100px}}
 
{{icon item|Gloves of Running Urgently|100px}} {{icon item|Festive Gloves of Running Urgently|100px|link=Festive weapons}} {{icon item|Bread Bite|100px}}
  
Because you rarely engage in melee combat, you can use the Gloves of Running Urgently solely for its speed boost. The Gloves of Running Urgently drain your maximum health while active, reducing both your current health and overheal. Drained health recovers when the weapon is not equipped. The Gloves take 50% longer to holster anyway, so give yourself some time to recover before entering combat. This makes the speed boost useful for traversing the map or retreating, but not for rushing to an active firefight.
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When active, the Gloves of Running Urgently (GRU) boost your movement speed to nearly that of other classes and drain your maximum health, which reduces both your current health and overheal. Your health can decay to as low as 100, but recovers when the GRU are not active. Use the speed boost to approach an objective, then consider if you can fight with lowered health, or should wait to recover. The GRU take 50% longer to holster, making the speed boost useful for travel and retreating, but not chasing. Combine the GRU with a fast-recharging lunchbox item like the Dalokohs Bar for a more self-sufficient playstyle.
  
 
=== [[Fists of Steel]] ===
 
=== [[Fists of Steel]] ===
 
{{icon item|Fists of Steel|100px}}
 
{{icon item|Fists of Steel|100px}}
  
The Fists of Steel make you very difficult to kill with ranged weaponry, but causes you to receive double damage from melee attacks. They are particularly useful when you need to cross through open areas or retreat from a firefight. You can also deploy them as you approach opponents while being protected by the weapon's ranged resistance. It takes a very long time to put the Fists of Steel away, so preemptively switch to your Minigun if an enemy decides to run at you with his melee weapon; it's very possible for you to be killed before the Fists can be holstered.
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The Fists of Steel make you very difficult to kill with ranged weaponry, but causes you to receive double damage from melee attacks. They are particularly useful when you need to cross through open areas or retreat from a firefight. You can also deploy them as you approach opponents while being protected by the weapon's ranged resistance. It takes significantly longer to switch away from the Fists of Steel, so preemptively switch to your Minigun if an enemy decides to attack you with his melee weapon; it's very possible for you to be killed before the Fists can be holstered.
  
 
===[[Warrior's Spirit]]===
 
===[[Warrior's Spirit]]===
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{{icon item|Eviction Notice|100px}}
 
{{icon item|Eviction Notice|100px}}
  
The Eviction Notice swings twice as fast as the Fists, but deals 60% less damage. It also grants 15% movement speed and an additional speed boost on hit. However, your maximum health drains by -5 per second (to a minimum of 100) while this weapon is active. The increased attack speed does not fully make up for the reduced damage or the health drain, but the ability to actually keep up with an enemy in melee combat might allow you to outlast them. Outside of combat, the Eviction Notice can be used as a lower-risk version of the [[Gloves of Running Urgently]], granting lower movement speed and draining less maximum health.
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The Eviction Notice swings twice as fast as the Fists, grants 15% movement speed, and additional movement speed on-hit. However, it deals 60% less damage and slowly drains your maximum health by -5 per second. Although the increased attack speed does not fully make up for its reduced damage, landing melee attacks to gain additional speed lets you outrun any class but the Scout to actually keep up in melee combat. In combat, you can continue landing punches or switch to the Shotgun; avoid switching to the Minigun due to its long rev time. Outside of combat, the Eviction Notice can be used as a lower-risk version of the [[Gloves of Running Urgently]], granting lower movement speed and draining less maximum health.
  
 
===[[Holiday Punch]]===
 
===[[Holiday Punch]]===
 
{{icon item|Holiday Punch|100px}}
 
{{icon item|Holiday Punch|100px}}
  
When using the Holiday Punch, critical hits or attacks from behind deal no damage, but do force opponents to laugh in place. Like when using the default [[Fists]], the Holiday Punch is inefficient in standard combat due to your slow movement speed. If you do, however, catch a foe off-guard and force him to laugh, you can finish him off with almost any method of your choosing, including the [[Showdown]] taunt kill. This is not negated by invulnerability, so it is possible to sneak up and cripple an [[ÜberCharge]]d enemy. Characters cannot be forced into animations unless they are grounded, so use a different weapon against a foe who insists on staying in the air or swimming in water.  
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When using the Holiday Punch, critical hits or attacks from behind deal no damage but force opponents to laugh in place. Like the default [[Fists]], the Holiday Punch is inefficient in standard combat due to your slow movement speed. If you do, however, catch a foe off-guard and force him to laugh, you can finish him off with almost any method of your choosing, including the [[High Noon]] taunt kill. Characters cannot be forced into animations unless they are grounded, so use a different weapon against a foe who insists on staying in the air or swimming in water.
  
{{Class strategy}}
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{{Class Strategy Nav}}
 
{{Heavy Nav}}
 
{{Heavy Nav}}
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[[Category:Heavy]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Heavy]]
 

Latest revision as of 01:57, 17 March 2024

This page contains basic strategy for the Heavy. For more advanced strategies, see Community Heavy strategy. For how to play against the Heavy, see Anti-Heavy strategy.
Let us fight; man versus tiny baby man.
The Heavy
Heavytaunt1.PNG

The Heavy is the toughest, but slowest class in the game. His vast firepower and health pool will almost ensure that he'll be found at the front lines as a shock trooper, where his Minigun dominates at close range. The Heavy acts as a beacon for his team to rally behind and is often a designated Medic buddy. However, his large size and slow speed make him a juicy target, especially for enemy Snipers or Spies, and his general loudness makes him subpar at ambushing. A good Heavy will coordinate with his team to tackle mission objectives together.

Primary weapons

Minigun + reskins

Minigun Iron Curtain Festive Minigun Silver Botkiller Minigun Australium Minigun

Think of the Minigun as a rapid-fire Shotgun; it can shred anyone at close range, but the wide bullet spread causes its damage to heavily fall off over distances. Although the Minigun possesses a lot of firepower, it has a moderate wind-up time and revving it brings your speed to a crawl. Thus, you'll either want to have it as your active weapon at all times or simply use a different weapon when moving between areas. You can rev it while in midair, allowing you to catch enemies by surprise as you jump around corners.

Natascha

Natascha

Natascha's bullets come with a unique slowdown effect that forces enemies to stop and face you in combat, making it the ideal counter to mobile Scouts, rocket-jumping Soldiers, and Demoknights. When Natascha is spun up and you drop below 50% health, you take 20% less damage, helping you win once you grab the enemy's attention. However, Natascha deals 25% less damage and is 30% slower to spin up, so enemies have extra time to attack you if you aren't already revved up. In particular, you are disadvantaged when facing an enemy Heavy with the normal Minigun, which revs up faster, or the Brass Beast, which by far outdamages Natascha. Consider equipping the Shotgun or Family Business for moving between fights.

Brass Beast

Brass Beast

The Brass Beast is the strongest weapon in the game in terms of damage per second, but has a 50% slower spin up time and slows you to a crawl when deployed. You need to play around the Brass Beast's long spin up time; if the weapon isn't already deployed, you are vulnerable to even frontal attacks. Once you do manage to spin it up, the weapon also grants 20% damage resistance if you're below 50% health. Thus, the Brass Beast is suitable for defensive situations where you need to move around less (e.g. defending a Control Point). Be very careful to not overexpose yourself, as your glacial movement speed makes you an even easier target for enemy Snipers and Spies.

Tomislav + reskins

Tomislav Australium Tomislav

The Tomislav has a faster spin-up time and revs up silently. The sound of your Minigun is a signal for the enemy to stay clear. However, the Tomislav's silent spin-up and superior accuracy makes it an excellent choice for ambushing enemies offensively or concealing your presence when guarding a location. However, the Tomislav fires 20% slower, causing it to deal far less damage in long battles despite the faster spin-up. Use the element of surprise to deal enough damage to your target before the Tomislav's firepower disadvantage becomes significant.

Huo-Long Heater

Huo-Long Heater

When revved up, the Huo-Long Heater continuously consumes ammunition to emit rings of fire around you. It is initially weaker than the default Minigun, but deals significantly increased damage against ignited enemies. The flame rings deter any opponent who wants to get inside your personal bubble, so it's a strong choice when enemies must approach you, such as when defending a Control Point. If enemies choose to run away instead, ammunition can become a problem, so consider staying closer to ammo pickups than usual. Don't rely on the flame rings to reveal surprise attacks, as a competent enemy can simply jump over the flames.

Secondary weapons

Shotgun + reskins

Shotgun Festive Shotgun

Although the Shotgun is a secondary weapon and weaker than the Minigun, it can still deal plenty of damage. Notably, it is one of your only guns that can be used while running. Use it when slowing down to fire your Minigun would be inefficient.

Sandvich + reskins

Sandvich Robo-Sandvich Festive Sandvich

The Sandvich lets you replace a source of mobile firepower, the Shotgun, with the ability to fully heal yourself. Eating the Sandvich takes a long, loud four seconds, so make sure to begin your meal somewhere peaceful. It can also be thrown on the ground as a medium health kit to heal allies, especially helpful for any Medic you work with. Picking up any type of health kit when the Sandvich is consumed will instantly recharge it. Compared to other edibles, the long recharge time and higher ally healing makes the Sandvich best when working alongside teammates.

Dalokohs Bar + reskins

Dalokohs Bar Fishcake

The Dalokohs Bar heals you for only 100 HP but recharges significantly faster than the Sandvich, making it useful for healing minor wounds in between fights. Additionally, it temporarily increases your maximum health by 50, providing a small advantage if used shortly before engaging in combat. However, it only heals for a small health pack if dropped for allies, and its reduced healing capabilities compared to the Sandvich means that you will have to stop to heal yourself more often. Standing near a Dispenser while using the Dalokohs Bar can compensate for its inability to fully heal you in one sitting, and the maximum health boost also slightly increases health gained from medkits.

Buffalo Steak Sandvich

Buffalo Steak Sandvich

Consuming the Buffalo Steak Sandvich does not heal you, but instead gives a special buff that temporarily locks you to your melee weapon while granting increased movement speed, guaranteed mini-crits, and increased damage vulnerability. If you seldom use your melee weapons, it is best used to move towards the frontlines quickly while your teammates keep you safe; consider also using the Fists of Steel to mitigate the increased damage from ranged attacks. If you prefer to use the buff to improve your melee combat, use the increased movement speed to avoid attacks and overpower opponents with mini-crits. Like the Sandvich, it can be thrown onto the ground to heal injured teammates.

Family Business

Family Business

The Family Business is a faster, weaker Shotgun with a larger clip size. While the Shotgun deals more damage per hit, and therefore takes less time to kill most classes, the Family Business's increased clip size makes it useful in a prolonged fight where you do not have many opportunities to reload. Its high rate of fire is also useful against classes like Scouts and Spies, whose low health pools make the weapon's damage penalty a non-issue.

Panic Attack

Panic Attack

The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots if you are caught off guard. However, the Panic Attack's pellet spread widely increases as you fire consecutively; make the first few shots count.

Second Banana

Second Banana

The Second Banana recharges quickly, in 11 seconds compared to the Sandvich's 30 seconds, but only heals for 200 health and drops to allies as a small health kit. It is ideal for a playstyle where you are frequently skirmishing, but also have enough breaks where you can heal your teammates or be protected by them as you eat.

Melee weapons

Fists + reskins

Fists Saxxy Conscientious Objector Apoco-Fists Frying Pan Freedom Staff Bat_Outta_Hell Memory Maker Ham Shank Golden Frying Pan Necro Smasher Crossing Guard Prinny Machete

If an enemy takes you by surprise at close range, it may still be worth it to just spin up your Minigun instead of switching to your Fists; you are slow and will probably be unable to get within melee range of your foe. Still, your large health pool does give you an advantage in a melee fight against single opponents.

Killing Gloves of Boxing

Killing Gloves of Boxing

Obtaining a kill with the Killing Gloves of Boxing will grant guaranteed critical hits for five seconds. You're as slow as ever, so use this weapon when you have an enemy cornered and can easily land your punches. Once you've obtained the critical hit boost, pick a weapon to rampage with or keep punching. The Tomislav has the fastest spin-up time of your primary weapons while the Panic Attack deploys quickly.

Gloves of Running Urgently + reskins

Gloves of Running Urgently Festive Gloves of Running Urgently Bread Bite

When active, the Gloves of Running Urgently (GRU) boost your movement speed to nearly that of other classes and drain your maximum health, which reduces both your current health and overheal. Your health can decay to as low as 100, but recovers when the GRU are not active. Use the speed boost to approach an objective, then consider if you can fight with lowered health, or should wait to recover. The GRU take 50% longer to holster, making the speed boost useful for travel and retreating, but not chasing. Combine the GRU with a fast-recharging lunchbox item like the Dalokohs Bar for a more self-sufficient playstyle.

Fists of Steel

Fists of Steel

The Fists of Steel make you very difficult to kill with ranged weaponry, but causes you to receive double damage from melee attacks. They are particularly useful when you need to cross through open areas or retreat from a firefight. You can also deploy them as you approach opponents while being protected by the weapon's ranged resistance. It takes significantly longer to switch away from the Fists of Steel, so preemptively switch to your Minigun if an enemy decides to attack you with his melee weapon; it's very possible for you to be killed before the Fists can be holstered.

Warrior's Spirit

Warrior's Spirit

The Warrior's Spirit causes you to deal and receive 30% more damage, allowing you to defeat certain enemies in two punches rather than three. This can also affect you; for example, you now can be killed in four melee attacks, rather than five. The 50 health restored on kill compensates for the increased damage taken, provided you win. You can use the Warrior's Spirit alongside the Buffalo Steak Sandvich to further amplify damage dealt and taken for a risky, mobile melee playstyle.

Eviction Notice

Eviction Notice

The Eviction Notice swings twice as fast as the Fists, grants 15% movement speed, and additional movement speed on-hit. However, it deals 60% less damage and slowly drains your maximum health by -5 per second. Although the increased attack speed does not fully make up for its reduced damage, landing melee attacks to gain additional speed lets you outrun any class but the Scout to actually keep up in melee combat. In combat, you can continue landing punches or switch to the Shotgun; avoid switching to the Minigun due to its long rev time. Outside of combat, the Eviction Notice can be used as a lower-risk version of the Gloves of Running Urgently, granting lower movement speed and draining less maximum health.

Holiday Punch

Holiday Punch

When using the Holiday Punch, critical hits or attacks from behind deal no damage but force opponents to laugh in place. Like the default Fists, the Holiday Punch is inefficient in standard combat due to your slow movement speed. If you do, however, catch a foe off-guard and force him to laugh, you can finish him off with almost any method of your choosing, including the High Noon taunt kill. Characters cannot be forced into animations unless they are grounded, so use a different weapon against a foe who insists on staying in the air or swimming in water.