Difference between revisions of "Community Heavy strategy"

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m (Applied filters to Community Heavy strategy (Review RC#265897))
(Oops, this was meant to be removed per my earlier edit. It doesn't make much sense to suggest pulling out the Fists of Steel in close-range when you are better off using your minigun or shotgun)
 
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{{Strategy-WIP}}
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[[File:Community_Heavy_Strategy_Header.png|300px|right|You dare challenge Heavy Weapons Guy?]]
{{Quotation|'''The Heavy'''|I have plan for you: '''more pain'''!|sound=Heavy_domination08_I_have_plans_for_you._More_pain!.wav}}
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The [[Heavy]], as his name suggests, is the full frontal attack troop of TF2. Himself a heavy weapon - big, slow, tough, and powerful - he is used to wade in where others dare not. His usefulness as a shock troop on the front lines, defense breaker, and wide-area defender should not be underestimated or ignored by either side.
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{{Quotation|'''The Heavy'''|I have plan for you: '''more pain'''!|sound=Heavy_domination08.wav}}
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The [[Heavy]], as the class name suggests, is the full frontal attack force of ''Team Fortress 2''. His class itself is a heavy weapon big, slow, tough, and powerful; players can wade into battles where other classes dare not. The Heavy's usefulness as a shock troop on the front lines, defense breaker, and wide-area defender should not be underestimated or ignored by either side.
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{{TOC limit|3}}
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== Quick tips ==
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 +
* Hurry through any open areas. You're the favorite target of Snipers. Consider jumping up and down or quickly crouching to throw off their aim.
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* Look out behind you! Any competent [[Spy]] will invariably attack you at some point during a game. Listen for the de-cloaking sound and check your back whenever it is safe to do so.
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* Use lunchbox items behind cover — you're completely helpless during the four seconds it takes to get their effects. Try to position your back against a wall to prevent opportunistic Spies from backstabbing you.
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** You can press your secondary-fire button (right-click by default) to throw your food items to someone else, like your Medic.
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* Consider arming the [[Fists of Steel]] while crossing open areas or to distract [[Sentry Gun]]s.
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** Optionally utilizing the [[Buffalo Steak Sandvich]] and taking advantage of the Fists of Steel's protection to charge through a contested area.
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* If you have a Medic healing you, keep them protected by staying in front of them and blocking attacks meant for them.
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* Pick up ammo often. Though 200 seems like a lot, your [[Minigun]] fires ten rounds per second, and will deplete your ammo in 20 seconds.
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* If you see enemies at medium to long range, fire a burst at them and then change position. The longer you stay still trying to chip away at their health, the more likely you are to be killed by a Sniper or Spy.
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* Keep moving! If you stay in one place for too long, enemies will remember where you are and target you.
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* Consider equipping the [[Gloves of Running Urgently]], the [[Eviction Notice]], or the Buffalo Steak Sandvich to reach the front lines faster.
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** Keep in mind that the Buffalo Steak Sandvich will cause you to only be able to use your melee weapons, and it will not heal any health.
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** Also keep in mind that both the Gloves of Running Urgently and the Eviction Notice will drain your max [[health]] over time to a minimum of 100 while deployed, so be sure to holster them when you are sure that you can reach the frontlines at Heavy's normal speed so you can restore all the drained health back over time and have enough to survive in combat.
  
 
== General ==
 
== General ==
* Remember that holding your alternate fire will keep your Minigun spun up and ready to shoot at a moment's notice; stationing yourself in strategic defensive positions and staying spun up is often an excellent alternative to attempting an assault as a Heavy.
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* As the class with the most health, the [[Heavy]] is capable of absorbing a lot of damage before going down. This endurance can allow him to stay on the front lines longer than other classes. Use this to distract the enemy and take pressure off wounded teammates.
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** However, remember that due to the Heavy's slow speed and large hitbox, it's also far easier for players to cause severe damage to the Heavy, so always be ready to retreat behind cover. As powerful as the Heavy is, players should keep in mind that they are still vulnerable to concentrated attacks, and that the Heavy's slow movement can increase this vulnerability.
  
* Although the [[Minigun]] fires bullets over a long range, the general inaccuracy of the weapon makes it best in close-to-mid range situations; think of it as a [[Shotgun]] with no rate of fire or reloading drawbacks. This makes it ideal for ambushes, similar to the [[Pyro]], either in a [[defensive]] or [[offensive]] role.
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* Beginner Heavy players should aim to develop the mentality that they will automatically retreat no matter what when their health drops to around 125 HP (plus/minus 25 HP). As they gain experience, they will be better suited to judge a situation to see if they should retreat early or stay and fight to the death.
  
* Knowing when ''not'' to fire is key to good Heavy play. Wasting ammo whittling away long-range targets or on [[ÜberCharge]]d pairs will leave you without bullets when you need them most, and suddenly ceasing fire to gain a speed boost to get out of sight can allow even a lumbering Heavy to out-maneuver the other team, rather than relying on firepower in a dangerous situation.
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[[File:headshot heavy.png||thumb|250px|Snipers can take out a Heavy with one fully charged [[Headshot]], so keep out of their sights! If forced to traverse Sniper sight-lines, jump and crouch regularly to throw off their aim. In tighter spaces, weaving left to right while crouching regularly as you turn can also throw off their aim.]]
  
* Don't forget that you have a [[Shotgun]] and [[Fists]] as well. The [[Shotgun]] is the weapon to use when you need to maneuver quickly, as it makes you a much harder target than using the [[Minigun]] (especially for Snipers). Fists are a good alternative for conserving ammo, especially if you've traded your Shotgun for the [[Sandvich]]. It's also good against enemies trying to fight you close range (such as Spies), though you have to be careful not to let them run out of your range and change to a long range weapon.
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* With 300 HP, the Heavy is capable of being [[overheal]]ed up to 450 HP, which can allow players to absorb even more damage. A [[Medic Buddy#Heavy|Heavy with a Medic]] is easily one of the most powerful combinations in the game.
  
* As a Heavy you're always a prime target for [[Spies]], make sure to turn around often and [[Spy check]]. Because of your [[Minigun]]'s wide spread, firing occasionally out in the open can hit and reveal a [[Cloaked]] Spy. If you keep your back covered, it will become much harder for a Spy to backstab you, unless he jumps on top of you.
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* Being the slowest class in the game and lacking any advanced mobility options, the Heavy usually has top [[Teleporter]] priority. In the absence of Teleporters, it is important to plan your route ahead so as to not waste time by going the wrong way.
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** It's also viable to use the [[Gloves of Running Urgently]] to get to the frontline quicker if there is no Teleporter, but you will lack a reliable melee weapon.
  
* A Heavy standing next to a [[Dispenser]] can get a constant supply of ammo, letting him fire his Minigun without stopping.
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* Thanks to the class's size, strength, firepower, and general obviousness, Heavy players draw a lot of attention in a fight. This allows Heavies to dictate the focus and pace of a battle merely by their presence and positioning. Heavies can be used to distract enemies while more maneuverable classes such as [[Scout]]s and [[Pyro]]s can ambush and flank the enemy, and their absence can be used to lull the foe into a false sense of security.
  
* Though you do the most damage up close, you still do damage at range. At long range aim is less important due to the weapon's large spread.
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* Remember that, in spite of the class's considerable offensive power, the Heavy is a Defensive type class. While still extremely powerful during a push, Heavies are most effectively used in defensive situations, as they can easily suppress enemy movements and help break up pushes.
  
* Due to the Heavy's slow speed, it is often saves time to wait for a [[Teleporter]] to recharge rather than running up to the front lines.
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* A Heavy standing next to a [[Dispenser]], health/ammo pickups, or pushing the [[Payload]] cart can get a constant supply of ammo and health, letting players fire their Minigun continuously without the need for additional ammo or a Medic.
  
* Remember to team up with a [[Medic]] if possible. In well-defended [[Control point]]s or [[Intelligence]] rooms, a Heavy with a Medic's [[ÜberCharge]] can pose a serious threat to any defense.
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* Watch out for an enemy-colored laser dot. Though Heavies have a large health pool, one well-placed Sniper headshot can take them down instantly.
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** Firing the Minigun at Snipers may not do much damage, but will cause them to flinch unless they have the [[Cozy Camper]] and are at full charge, ruining their aim. However, a good Sniper may still be able to land a headshot, so jump and crouch regularly to throw their aim off, but be aware that crouching will cause you to stay stationary for as long as you are crouched.
  
* A well-placed [[Ambush]] can be devastating to an enemy assault. Try waiting around a corner with gun spinning until the first wave of an attacking push walks in front of you. Then mow down everyone who comes your way and push forward to mop up stragglers. This can wipe out most of an opposing team in some situations.
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* Heavies are high-priority targets for [[Spy|Spies]]. Check your back before spinning up your Minigun.
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** Because of the Minigun's wide spread, firing occasionally out in the open can hit and reveal a cloaked Spy. This allows players to [[Spy-check]] over longer distances.
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** The [[Huo-Long Heater]] on a Payload can also help in this case, but a good Spy will jump before backstabbing to avoid the ring of fire, so Spy-checking is still important.
  
* Similarly, getting behind an enemy position (by using alternative routes) can have benefits similar to a [[Spy]] ambush. Walk up behind a team crowding forward towards an objective, all looking the wrong way, spin up your [[Minigun]] as you approach the rearmost enemy, then wipe out the whole lot of them.
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* When firing any of his primary weapons, a Heavy's bullets actually originate from his head, not his gun barrel. This mechanic can be used to fire "through" solid objects that reach up to the Heavy's neck, allowing you to deal considerable damage to enemies from behind cover. As an additional bonus, this will also make your profile much lower, generally giving you a bit more survivability. Remember that Snipers can still headshot you, though.
[[Image:headshot heavy.jpg||thumb|200px|Snipers can take out a Heavy with one fully charged [[Headshot]], so keep out of their sights!]]
 
* Although the Heavy has a lot of [[Health]], a well-placed [[Sniper]] shot can take him down in one hit.  Sniper dots are a good warning to watch out for. Heavies should never stand still in open areas, and should seek safer, more closed-off spaces when possible.
 
**If you can see a Sniper, you can force them to lose their aim by firing on them, and most will retreat. Otherwise, they will die quite quickly. [[Huntsman]]-wielding Snipers will not have their aim affected near as much by your [[Minigun]], and may still be able to headshot you.
 
  
*Pushing the cart in Payload games can be quite effective if your team will work with you. Use the cart as cover and aim over the top if the angle permits (bullets won't pass through it). A good [[Medic]] will help preserve your life and the cart will also feed the Medic. Last but not least, a [[Pyro]] can help protect you by [[Spy check]]ing. Also remember that the cart works like a moving Dispenser, so your ammo is constantly being replenished. Any weakness on your cart team may be exploited by a wily [[Spy]], however, so keep on your toes.
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* Pushing the cart in Payload games can be quite effective if there are teammates to support the push. Use the cart as cover and shoot from behind it. The cart acts as a moving Dispenser, meaning both health and ammo will be replenished automatically, increasing the Heavy's already impressive endurance.
  
*Remember that in spite of his considerable offensive power, the Heavy is labeled a Defensive type class. While Minigun fire can suppress enemies in open areas and force them to fall back, enclosed spaces, such as a capture point, are ideal places to patrol with the aim of catching foes with little room to maneuver and shredding them with the Minigun.
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* Take care of [[Medic]]s! A Heavy/Medic pair can be a devastating force, but only if the two of them work together. Remember that a Medic usually has other teammates to worry about besides a Heavy, so be observant of when the Medic is and isn't healing you. Be sure to throw your [[Sandvich]] to your Medic if he is low on health. You can also block incoming projectiles for your Medic if necessary.
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**You can block more damage by equipping the [[Fists of Steel]].
  
*Thanks to his size, strength, firepower, volume, and general obviousness, the Heavy draws a lot of attention in a fight. It is usually ill advised for a Heavy to break away from his team unless he wishes to set up a devastating [[flanking]] maneuver or defend a discrete area (such as one of [[2Fort]]'s sewer rooms). This cuts both ways, however. A heavy can deliberately draw attention away from a Pyro, Spy, or [[Scout]] and allow the flanking player to reach Critical targets such as Medics, Snipers, [[Engineer]]s, or the [[Intelligence]].
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*Communication is the key! Keep communicating with your Medic to reduce the chance of getting separated. This can also help with [[ÜberCharge]] because you can tell your Medic when to deploy it so that it is not wasted.
  
*The Heavy's presence, especially when firing, tends to encourage predictable behavior from opponents, for example, running for cover and waiting for a chance to take him down, or for someone else to do it for them. Use this to your advantage! If the other team doesn't have an idea of the amount of health you have remaining, providing a bit of Minigun cover fire can chase enemies off long enough for you to find a Medic or a health pickup, or even a quiet corner to take a bite of a Sandvich or a [[Dalokohs Bar]]. Even healthy Soldiers and Heavies have been known to duck away from Minigun fire, but not all will do this. Demomen may sometimes take advantage of low walls to attack you indirectly, but ideally you won't be there when they start firing.
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* Patience is important - although it may be tempting to rush into the front lines with your team, your slow speed and large profile makes you an easy target. It may be worth waiting in an area where you can ambush the enemy team if you feel like they're pushing forward.
  
*Take care of your [[Medic]]! A Heavy-Medic pair can be a devastating force, but only if you work together. Remember that your Medic usually has other teammates to worry about besides you, so be observant of when he is and isn't with you. Pay attention to the type of [[ÜberCharge]] your Medic deploys. If you carry a Sandvich, you can throw it to your Medic to keep him healthy. Listen and watch for enemies attacking your Medic, and focus your attack on them whenever you can do so safely. Medics will often help watch your back for Spies, but do not depend on them to check for you. If you are near full overheal, it is sometimes helpful to try and block incoming rockets or grenades that would otherwise hit your Medic. Finally, try to let your Medic know if you are out of Minigun ammo, so you can use [[ÜberCharge]] most effectively. It is better to take a few seconds and find ammo than to run into battle with only your Fists!
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* [[Lunchbox]] items such as the Sandvich cannot be eaten when the Heavy is airborne or swimming. However, they can still be thrown with secondary fire.
  
*As it is relatively uncommon for TF2 players to look up, setting up an ambush from above lets you mow down unaware enemies from close range before they can react.
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* To compensate for the speed reduction during the primary weapon's spin-up time, run towards the spot you intend to fire from. Before reaching that spot, jump to keep momentum, and hold the fire button to start the spin-up. You will land on your intended spot, and begin firing; this will give some extra distance to your targets. This is also most useful when firing around corners.
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**You can also [[Jumping#Basic maneuvers|crouch jump]] to jump a further distance or just make yourself a smaller target in mid-air.
  
*Jumping and spinning up at the same time lets Heavy move at almost full speed for the duration of the jump because of short windup time.
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== Weapon Specific ==
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=== Primary Weapons ===
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==== [[Minigun]] + [[reskins]] ====
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{| class="wikitable grid" width="100%" style="text-align: center;"
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! class="header" width="17%" rowspan=2 | Weapon
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! class="header" width="16%" rowspan=2 | Kill Icon
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! class="header" width="17%" colspan=1 | Ammo
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! class="header" width="50%" colspan=4 | Damage
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|-
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! class="header" | Carried
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! class="header" width="12%"| Point Blank
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! class="header" width="12%"| Medium Range
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! class="header" width="12%"| Long Range
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! class="header" width="12%"| Critical
 +
|-
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! {{Table icon|Minigun|Stock}}
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| align="center" | {{Icon killicon|weapon=Minigun}}
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| rowspan="2" | 200
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| rowspan="2" | 50-54
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| rowspan="2" | 5-30
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| rowspan="2" | 5-10
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| rowspan="2" | 27
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|-
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! {{Table icon|Iron Curtain|Promotional}}
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| align="center" | {{Icon killicon|weapon=Iron Curtain}}
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|-
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|}
  
== Weapon Specific ==
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* At close range, the Minigun can easily tear through the health of most classes, but at range, the high spread of the weapon renders it useless for distant engagement.
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* Knowing when not to fire is key to good Heavy play. Wasting ammo whittling away long-range targets or on [[ÜberCharge]]d pairs will leave players without their Minigun at a crucial point.
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* Remember that holding the Alternate-Fire button (right-click by default) will keep the Minigun spun up and ready to shoot at a moment's notice; taking up station in strategic defensive positions and staying spun up is often an excellent alternative to attempting an assault as a Heavy.
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** Remember that spinning up the Minigun will greatly reduce movement speed as well as emit a distinctive sound. Attentive enemies will know that you are nearby.
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** Jump and tap the alternate fire button to move at near-full speed while still being able to spin up quickly.
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* Mouse tracking speed doesn't decrease when the Minigun is spinning. Setting the mouse to a high sensitivity can allow players to quickly lock on to moving targets.
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* One of the keys to using the Minigun effectively is learning to jump and spin up at the same time. Use this when going around corners to ambush the enemy.
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==== [[Natascha]] + reskins ====
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{| class="wikitable grid" width="100%" style="text-align: center;"
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! class="header" width="17%" rowspan=2 | Weapon
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! class="header" width="16%" rowspan=2 | Kill Icon
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! class="header" width="17%" colspan=1 | Ammo
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! class="header" width="50%" colspan=4 | Damage
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|-
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! class="header" | Carried
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! class="header" width="12%"| Point Blank
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! class="header" width="12%"| Medium Range
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! class="header" width="12%"| Long Range
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! class="header" width="12%"| Critical
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|-
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! {{Table icon|Natascha|Unlock}}
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| align="center" | {{Icon killicon|weapon=Natascha}}
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| 200
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| 32-36
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| 5-20
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| 3-10
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| 20.25
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|-
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|}
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* Natascha fires the bullets that greatly slow any enemy hit for a brief period of time, but the slowdown effect decrease over distance. In addition, the user receives 20% damage resistance when spun-up, but only if the player received enough damage to go below 50% health, similar to the Brass Beast. As downsides, The Natascha has a 30% increased spin-up time and deals 25% less damage compared with the stock [[Minigun]].
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* Natascha changes Heavy's role from the spearhead of the team to a team player, making enemies easier for teammates to hit. Adjust your strategy accordingly.
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* Natascha is particularly effective against faster classes (such as the [[Scout]]), since it counteracts their speed advantage by inhibiting their movement. Use Natascha to prevent speedy classes from reaching cover or dodging your shots, making them easier to pick off.
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** Natascha's slowing effect also affects vertical momentum, meaning that any opponent trying to jump (including rocket jumps and sticky jumps) will come up short when hit. This can be used to defend high vantage points against [[Soldier]]s and [[Demoman|Demomen]] trying to take the high ground.
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** Natascha can slow down Demomen who use the [[Chargin' Targe]], [[Splendid Screen]], or [[Tide Turner]] to charge.
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*** Slowdown negates a charge, which can stop a Demoman's assault in his tracks, allowing you to counterattack.
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** Natascha can be a better choice than the Minigun for dealing with [[Spy|Spies]], reducing the chance of an enemy Spy escaping after a successful Spy-check.
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* When working with a teammate on defense, such as a Demoman, Soldier, or Minigun-wielding Heavy, Natascha can make Scouts, [[Pyro]]s, and [[Medic]]s easier targets for slow-moving projectiles and allows other Heavies time to spin up their guns.
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* You gain a 20% damage resistance when spun up and received enough damage to go below 50% health. This effectively gives you 337 health when not overhealed and revved up. However, the resistance will not come into effect until below 50% health, meaning that even if you are fully overhealed, you can still be killed instantly by a fully-charged Sniper Rifle headshot.
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** While still does not provide protection from high bursts, [[Dalokohs Bar]] can be used in junction with Natascha to heighten this 50% health trigger by a bit increasing your max health also providing overheal, giving you time to react and retreat when needed.
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* Because of Natascha's damage penalty, it's best to avoid fighting Heavies that are wielding a different primary weapon (especially the [[Brass Beast]]), or an [[Engineer]]'s Sentry Gun, unless a Medic is providing support or teammates are nearby.
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* The slowing effect makes the Heavy more frustrating to fight, giving him a much larger presence in battle, and can be very effective at giving suppressive fire.
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==== [[Brass Beast]] + reskins ====
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{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=1 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" | Carried
 +
! class="header" width="12%"| Point Blank
 +
! class="header" width="12%"| Medium Range
 +
! class="header" width="12%"| Long Range
 +
! class="header" width="12%"| Critical
 +
|-
 +
! {{Table icon|Brass Beast|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Brass Beast}}
 +
| 200
 +
| 60-65
 +
| 6-36
 +
| 5-12
 +
| 32.4
 +
|-
 +
|}
 +
 
 +
* The Brass Beast deals 20% more damage than the stock Minigun. In addition, the user receives 20% damage resistance when spun-up, but only if the player received enough damage to go below 50% health, similar to Natascha. However, this comes at the cost of a 50% slower spin-up time and 60% slower movement speed compared to the stock Minigun.
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* Carrying the Shotgun as a secondary weapon is recommended to compensate for the Brass Beast's long spin-up time. This allows players to quickly have a weapon ready to fire in event of an ambush.
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** While seen as nothing unusual, [[Panic Attack]] is one of the better shotguns in this situation, allowing you to exploit your perceived weakness to sneak in quick shots on unsuspecting opponents. When enemies see a Brass Beast-wielding Heavy, they will expect to have enough time to take cover while the Heavy goes through a painful spin-up time; the speed of the Panic Attack should easily catch them off-guard.
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* Due to the extremely slow walking speed while spun up, this weapon is most effective in defensive situations that do not require a significant amount of movement. For positioning, it's advised to follow Scouts or stick around established Sentry Nests to help defend an area under contention.
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* While the slower speed incurred when spun up may sound counterintuitive to a game on offense, the Brass Beast does have some usefulness when playing on the offensive.
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** The ​Brass Beast can be used very effectively at long range thanks to its 20% damage bonus. If the bearer knows how to burst fire at range by leading a small array of bullet groups, it can greatly deny any peekers and deal chip damage with tighter spread.
 +
** The damage resistance can give a Heavy the precious time he needs to capture a point or stay rooted in for longer, such as when pushing the Payload cart.
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* Positioning yourself with the Brass Beast takes a lot of forethought and also a lot of practice to get used to. As a rule of thumb, let the enemy come to you in relatively small spaces; although the Brass Beast will do good damage at longer ranges, you will be at very high risk if you try to take advantage of this due to you being almost immobile.
 +
** Take advantage of its greater damage potential by guarding bottlenecks and choke points, where the enemy has less room to maneuver and avoid fire.
 +
 
 +
* In team defenses, try to pair up with another Heavy that is using [[Natascha]]. The Natascha-wielding Heavy can slow nearby targets down, maximizing the amount of damage that the Brass Beast can do.
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* Make good use of Dispensers with this weapon. The slower movement speed when spinning means it's difficult for players to keep the Brass Beast well-stocked with ammo, as others may take the dropped ammo from dead foes first, as well as making the Heavy an easier target for explosive splash damage.
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 +
* With the Brass Beast equipped, enemy Heavies are often less of a threat. If you keep your gun spun up, you should nearly always win against other Heavies, assuming that they don't ambush you.
 +
** Though enemy Heavies do generally become less of a threat, a Heavy with the stock Minigun can spin up and kill you faster than you can spin up and kill them because of the Brass Beast's slower spin-up time. While your damage output per second quickly catches up with the stock Minigun and surpasses it, Brass Beast's initial damage is still slow due to its slower spin up time.
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 +
* Even if you trivialize Heavy versus Heavy fights with increased damage, there's one thing you should avoid, and it's still spraying the Brass Beast at vast open areas without cover. Besides the potential threat of any ambush class having an easy time getting the drop on you (or Snipers blowing your head off), any enemy Heavy with proper Shotgun accuracy can still pelt you if they ever land on your blind spot or at least deal heavy damage before going down.
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 +
* The 20% damage resistance while spun-up allows you to stay in combat longer. You are still not invincible, though, and with the very low mobility of this weapon, it should not be used outside of defensive situations where you have a lower chance of getting caught out of position.
 +
** When used with the max health buff of [[Dalokohs Bar]], damage resistance would be more beneficial, triggering early and giving you time to react before anything that could wipe you comes your way.
 +
** If you are fully overhealed, a fully-charged Sniper headshot will still kill you. Do not become overconfident. Crouch regularly to dodge headshots.
 +
 
 +
* Hiding around the corner for unaware players is a good way to make a quick ambush. However, the Brass Beast makes a distinctive sound when spun up, alerting attentive players to your location.
 +
 
 +
* The speed penalty notably makes you even slower than the Payload cart. However, you can use the Payload cart to your advantage by hanging just in front of it, letting it push you forward with it. This can allow you to stay at a more comfortable speed and makes your speed penalty less noticeable. Be aware that since you will be at the front of the cart, this will make you the first target your opponents will fire at, drawing some generally unwanted attention. Use this technique wisely!
 +
 
 +
* Make sure you have the Brass Beast spun up before your [[Medic]] deploys his [[ÜberCharge]], as the spin-up time will decrease the amount of time you have to deal damage on an ÜberCharge. Use the ÜberCharge defensively.
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 +
==== [[Tomislav]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=1 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" | Carried
 +
! class="header" width="12%"| Point Blank
 +
! class="header" width="12%"| Medium Range
 +
! class="header" width="12%"| Long Range
 +
! class="header" width="12%"| Critical
 +
|-
 +
! {{Table icon|Tomislav|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Tomislav}}
 +
| 200
 +
| 50-54
 +
| 5-30
 +
| 5-10
 +
| 27
 +
|-
 +
|}
 +
 
 +
*The Tomislav features a 20% faster spin-up time and 20% more accuracy than the stock Minigun. It also features the "Silent Killer" effect of no maintained spin-up sound, though it still has a quiet jingling sound as the weapon is spinning-up. However, this comes at the cost of a 20% reduction in firing speed.
 +
 
 +
* Because of its silent spin-up, the Tomislav is ideal for surprising foes as they turn corners. Ambushing a foe at point-blank range in this manner results in a very quick, nearly unavoidable kill; they cannot retreat fast enough to escape the finishing burst as you follow them, and they usually cannot outlast the Heavy's health if they choose to fight anyway.
 +
 
 +
* If you find an area where you can efficiently execute such ambushes, make sure you do not use the same spot each time. Victims of your rampage will quickly warn their teammates, who will bring backup or keep their weapons ready as they approach the ambush zone.
 +
 
 +
* The Tomislav's rapid spin-up generally compensates for many of the weaknesses of the Shotgun, while also filling in for the Shotgun's role. If your ammo efficiency is good and/or you expect to use mostly defensive tactics, a [[Sandvich]] or [[Second Banana]] may be a better use of your secondary slot.
 +
 
 +
* While the 20% faster spin up time is definitely noticeable and allows you to play a more mobile style, you are still vulnerable if confronted by multiple enemies with your gun not spun up.
 +
 
 +
* Normally, switching to a primary while boosted from the Killing Gloves of Boxing is an inefficient use of the Crit-boost period; the Tomislav is a powerful exception to this rule, as you can switch to, deploy, and fire the weapon less than a second after you connect with the gloves. This is a very effective way to clear an area while ÜberCharged.
 +
 
 +
* When coordinating with a Medi Gun-equipped Medic, feel free to close the distance more in the early part of an offensive ÜberCharge, as you will have additional time to fire nonetheless.
 +
 
 +
* Listen carefully for enemy Heavies and their Miniguns; should you engage, you will lose in a head-to-head fight with all but Natascha-wielding Heavies (assuming both of you are spun up and ready to fire and all else being equal). However, if you can catch them up-close and undeployed, you will most likely win — you can spin up faster than they can.
 +
 
 +
* The increased accuracy of the Tomislav means that it is more efficient at longer ranges than the default Minigun. While not accurate enough to kill targets at long range, it can be used to deplete an enemy's health enough to force them to retreat.
 +
 
 +
* Use the Tomislav to harass distant enemy Snipers. It can hit more shots with its increased accuracy, causing Snipers to flinch and throwing off their aim. Be careful; a competent Sniper may still land a headshot. Tap the Crouch button repeatedly to dodge any potential headshots.
 +
**This will be ineffective if the Sniper has both the Cozy Camper equipped and any of his Sniper Rifles have a fully charged shot ready as he won't flinch from damage until he either unscopes or fires the shot.
 +
 
 +
* While the Tomislav's increased accuracy comes in handy for dispatching targets at longer ranges, the tighter bullet spread compared to the stock Minigun can prove a detriment when tracking mobile targets at short ranges. Consider using the Tomislav against slow, mid-range foes such as Demomen, but consider the stock Minigun against problematic Scouts or when your latency to the server makes it more difficult to track opponents.
 +
 
 +
==== [[Huo-Long Heater]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=1 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
! class="header" width="17%" colspan=2 | Effect
 +
|-
 +
! class="header" | Carried
 +
! class="header" width="8%"| Point Blank
 +
! class="header" width="8%"| Medium Range
 +
! class="header" width="8%"| Long Range
 +
! class="header" width="8%"| Critical
 +
! class="header" width="8%"| Fire Ring
 +
! class="header" width="8%"| Afterburn
 +
|-
 +
! {{Table icon|Huo-Long Heater|Craft}}
 +
| align="center" | {{Icon killicon|huo-long heater}}
 +
| 200
 +
| 50-54
 +
| 5-30
 +
| 5-10
 +
| 27
 +
| 12-18
 +
| 36 damage over 6 seconds
 +
|-
 +
|}
 +
 
 +
* The Huo-Long Heater continuously emits a ring of fire around the Heavy that ignites nearby foes while spun up. It also deals 25% damage bonus against burning players. However, the ring of fire consumes 4 ammo per second and is not generated if the Huo-Long Heater is out of ammo, and it also deals 10% less damage.
 +
 
 +
* It is often best to carry a [[Shotgun]] for Heavy's secondary weapon, as the Huo-Long Heater will consume ammo far quicker than the other Miniguns. In the event that you run out of ammo, rely on the Shotgun, but do not try to substitute it for the Heater's firepower. The [[Family Business]] is recommended due to its larger ammo clip and faster firing speed. In maps with plenty of ammo boxes, consider using health-replenishing secondary weapons such as the [[Sandvich]] instead.
 +
 
 +
* Focus more on long-ranged assaults with your Minigun fire than on self-defensive, close-ranged attacks. The ring of fire will protect you from close-ranged enemy assaults, though it will not finish them off completely.
 +
** Do not rely completely on the ring of fire or its afterburn to kill nearby enemies. Unless your opponent is low on health, the flames will most likely not be effective enough to kill even a Spy attempting to [[backstab]], but it may still ignite them, unless they jump over the flames.
 +
 
 +
* Rely heavily on teammates. Your ammo is more limited than usual, and you will be likely to run out of ammo directly in enemy territory. Teammates will be able to support you in this situation as well as to finish off any enemy ignited by your flames while you focus on key targets, or when you are not spun up as to not waste ammo.
 +
** A [[Pyro]] with any sort of Flare Gun or the [[Gas Passer]] and [[Soldier]] with a [[Cow Mangler 5000]] can tag targets for you to finish from afar without wasting too much ammo.
 +
 
 +
* Pay attention to any reserve of ammo nearby. Fallen players' dropped ammo packs will be able to restore your quickly-depleted ammo for a longer assault.
 +
 
 +
* Conserve ammo as much as possible. It is best to keep your Heater spun up only when in an area vulnerable to ambush or near a source of ammo, like a Dispenser. Otherwise, you may run out of ammo quickly.
 +
 
 +
* Attempt to get close to enemies. If you are far away from them then they will take less damage from your bullets and will be out of the range of your flames. Pairing with the [[Gloves of Running Urgently]] or [[Eviction Notice]] can allow you to close into your enemies much quicker.
 +
 
 +
* The Heavy's own size added to the ring of fire that surrounds him can allow him to act as an even greater defensive figure, able to block off passageways and ward off enemies, while protecting himself from attacks.
 +
** Playing an ambush-oriented mindset can allow you to put the Huo-Long Heater's full potential out. Always try to get a drop on enemies from the high ground if they're pushing. Jump revving from corners can help you to flush them out.
 +
 
 +
* The ring of flames you create can also serve as a deterrent for Spies. In particular, those armed with the [[Spy-cicle]] will have their Spy-cicle temporarily melted by the flames. Spies attempting to backstab you while you are revved up will be ignited, or if armed with the Spy-cicle, will start screaming as if they're on fire despite not being aflame. Keep an eye out for any friendly players who have been lit on fire — they may be an enemy Spy.
 +
** Just because you have a ring of fire doesn't mean a Spy won't backstab or try to shoot you. Keep Spy-checking teammates with stray fire.
 +
** Experienced Spies can sometimes jump into melee range and strike before landing on the ground, scoring a backstab without being ignited by the ring of flames. Continue to stay alert for Spies approaching behind you and spin it up mid-air repetitively as you hit the ground at the cost of a small bit of ammo if you're not comfortable with the environment.
 +
** Positioning at sloped surfaces such as ramps and stairs will allow you to deter any backstab attempt from below ground. Try to run for ramps with the Shotgun equipped so you won't be forced to spin up at a bad position.
 +
 
 +
* The ring of flames can also set players on fire if they're behind thin cover. Use this to try to dislodge a stubborn defender.
 +
 
 +
* This weapon can also be used to defend friendly Engineer nests. Dispensers will give you a continuous source of ammo, and the ring of flames you create will ignite enemy Spies attempting to sap buildings.
 +
** Similarly, the weapon is quite efficient when pushing the cart in [[Payload]] and [[Payload Race]] game modes. The cart's ammo supply is enough to keep the weapon spun-up continuously, and the ring of fire will provide protection to you and your nearby teammates who are pushing it.
 +
** Also, the Huo-Long Heater is very useful on most [[King of the Hill]] maps due to their close quarters and smaller map size.
 +
 
 +
* When taunting with the Huo-Long Heater while spinning up, the ring of fire will still be active and you will still continue to lose ammo.
 +
 
 +
===Secondary Weapons===
 +
==== [[Shotgun]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="8%"| Point Blank
 +
! class="header" width="8%"| Medium Range
 +
! class="header" width="8%"| Long Range
 +
! class="header" width="8%"| Critical
 +
|-
 +
! {{Table icon|Shotgun|Stock}}
 +
| align="center" | {{Icon killicon|weapon=Shotgun}}
 +
| 6
 +
| 32
 +
| 86-90
 +
| 24-67
 +
| 3-26
 +
| 180
 +
|-
 +
|}
 +
 
 +
* The Shotgun allows Heavy to stay mobile. Use it in situations where losing mobility is disadvantageous, such as:
 +
** Fighting Demomen and Soldiers, negating their ability to use cover to hit you with splash damage whilst remaining safe from Minigun fire.
 +
** Expecting or chasing a highly mobile enemy encounter such as Spy or Scout.
 +
** Fighting while in view of an enemy Sniper.
 +
** Retreating as you provide some cover fire.
 +
** Picking off a retreating enemy, or the sticky traps near gates without getting slowed down.
 +
** Attempting to close distance whilst [[ÜberCharge]]d or before deploying your Minigun.
 +
** When getting to Health and Ammo pickups quickly is important when enemy retailates your flank attempts.
 +
** "Bull-rushing" from mid range to close quarters in the flank routes where the Shotgun excels.
 +
 
 +
* The Shotgun also provides a ranged backup weapon when you have run out of Minigun ammo.
 +
 
 +
* If there are multiple friendly Medics on the team, then it may be a better idea to equip the Shotgun over the Sandvich or other edibles, since replenishing health is not an issue.
 +
 
 +
* Keep in mind that without the Sandvich, players will need to rely more on Health Packs and [[Medic]]s to stay alive. Try to memorize the map's health pack locations, and keep within easy distance of teammates should the need to retreat arise.
 +
 
 +
* Shotgun allows you to stay mobile when you need to chase a Spy, Soldier or Demoman extending toward your territory or spawn room for ambushing. Noticing them late, or committing to firing your Minigun in a bad position could result in swift burst damage to your Medic or yourself.
 +
** Mobile projectile classes such as Demoman and Soldier can usually be predicted to attack once your friendly Sentry Gun is down.
 +
 
 +
* You can also try and use the Shotgun to bait reckless enemies around corners if going around said corner with the Minigun is too dangerous or you're low on health.
 +
** This strategy can be more effective with the Tomislav, as the enemy won't hear you until it's too late.
 +
 
 +
* Although the Sandvich is better than this weapon in many cases, don't underestimate the Shotgun's power! It becomes very effective in defensive scenarios, especially if friendly Engineers have Dispensers present and Medic support is available, effectively removing the need to carry a source of self-healing. However, you won't be able to drop your Sandvich and provide quick healing for your Medic.
 +
** If there are at least two Medics on your team, consider equipping the Shotgun instead as they now have access to a quick-healing source.
 +
 
 +
==== [[Family Business]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Damage
 +
|-
 +
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="12%"| Point Blank
 +
! class="header" width="12%"| Medium Range
 +
! class="header" width="12%"| Long Range
 +
! class="header" width="12%"| Critical
 +
|-
 +
! {{Table icon|Family Business|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Family Business}}
 +
| 8
 +
| 32
 +
| 74-76
 +
| 20-52
 +
| 3-22
 +
| 153
 +
|-
 +
|}
 +
 
 +
* Compared to the Shotgun, the Family Business has about ~2.25% less damage per second. This is less important than the reduction in per-shot damage, which means that it takes an additional shot to kill classes such as Pyros, Demomen, and (at ranges other than point-blank) Heavies.
 +
 
 +
* The Family Business does best at longer ranges than the Shotgun, where its ammo count gives it a notable damage advantage per clip over the Shotgun and the reduction in per-shot damage is less impactful. At closer ranges, the Shotgun's increased per-shot damage gives it an edge against tankier classes, but the Family Business still does more damage per clip.
 +
 
 +
* Though the decreased damage makes it less useful in direct combat and as an ambush weapon, the increased clip-size and firing speed makes it useful for picking off distant or wounded targets that cannot be killed by a Minigun due to distance or the Minigun's reduced movement speed.
 +
** The Family Business is particularly useful against Snipers and Engineers; it can throw off Snipers' aim from afar, and the spray of bullets makes it more likely you can damage an Engineer trying to hide behind his Sentry when attacking the Sentry itself is unfeasible. It can also distract [[Wrangler]]-wielding Engineers.
 +
 
 +
* The increased clip-size of the Family Business makes it possible to destroy a Mini-Sentry or Level 1 Sentry from just outside its maximum targeting range. This is technically also possible with the Shotgun, but is considerably harder to pull off, as all the shots need to hit for it to happen, whereas with the Family Business, it's a lot more likely to due to the extra shots counteracting the damage penalty.
 +
 
 +
* The added clip-size and faster firing speed of the Family Business makes it a superior "Run and Gun" weapon for the Heavy — it lacks the spin-up time of a Minigun, and when running forward, accuracy is often secondary in necessity compared to the rate of fire. In this situation, the Family Business makes for a great weapon for running between objectives, and is a little better than the Shotgun for this purpose. It also is quite handy, in the same vein, for chasing down enemies trying to flee, especially faster classes like Spies and Scouts, since — again — the rate of fire helps a lot more than a raw punch in such a situation.
 +
** Paired with the Heavy's substantial health, a full-health Heavy can use the Family Business to "bull rush" mid-range specialist classes such as Soldiers and Demomen while firing. As most players expect a Heavy to switch to a Minigun, this tactic can catch many players by surprise (if the distance you need to close isn't too far). The large clip enables you to do significant damage while closing the distance and your large health pool allows you to soak up damage.
 +
 
 +
* The lack of the Tomislav's firing noise means that the Family Business is a great backup weapon for it — enemies won't have any clue what you're going to use until you start firing, making the Tomislav and Family Business a good ambush combo. While the Shotgun can be used the same way, the Family Business' larger clip size means fewer reloads during a fight and more damage dealt per-clip.
 +
 
 +
* There are a number of situations where the Shotgun is a better choice than the Family Business, so equip the two accordingly. The higher damage of the Shotgun means that it's much better when it comes to ambushing foes, medium-and-close-range combat (where the Shotgun will typically win a damage race against the Family Business), and for dissuading mobile melee attackers, such as Demomen.
 +
 
 +
* The Family Business pairs well with the Killing Gloves of Boxing's Crit-on-kill, as the increased clip-size and firing speed means you can deal more Critical damage faster than with the Shotgun.
 +
 
 +
==== [[Panic Attack]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=5 | Damage
 +
|-
 +
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="13%"| Point Blank
 +
! class="header" width="13%"| Medium Range
 +
! class="header" width="13%"| Long Range
 +
! class="header" width="13%"| Critical
 +
|-
 +
|-
 +
! {{Table icon|Panic Attack|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Panic Attack}}
 +
| 6
 +
| 32
 +
| 6.3-94
 +
| 4.2-63
 +
| 2.1-31.5
 +
| 189
 +
|-
 +
|}
 +
 
 +
* The Panic Attack has a 50% faster deploy speed, 50% more pellets, and fires its pellets in a fixed pattern at the cost of 20% less damage, and a bullet spread that widens out the longer it is fired.
 +
 
 +
* Capable of dealing 108 damage at point blank if all pellets connect, the Panic Attack can deal slightly more damage than the Scout's [[Scattergun]]. This can make it useful for ambushing enemies and taking them out before they can react.
 +
 
 +
* Two pellets will always shoot straight down the crosshair, allowing you to deal more consistent damage compared to the Shotgun or Family Business. However, it is less effective at range due to it's damage penalty and gradual bullet spread increase.
 +
 
 +
* The Panic Attack deploys 50% faster compared to the Shotgun. This means you can pull it out almost immediately when you are threatened.
 +
 
 +
* It takes roughly 1.5 seconds for the bullet spread to reset to normal. As such, you can simply wait for the reload animation to begin, and fire again with similar accuracy.
 +
 
 +
==== [[Sandvich]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=3 | Eating
 +
|-
 +
! class="header" width="9%"| Loaded
 +
! class="header" width="9%"| Carried
 +
! class="header" width="17%" | Health Gained
 +
! class="header" width="17%" | Duration
 +
! class="header" width="17%" | Recharge Time
 +
|-
 +
! {{Table icon|Sandvich|Unlock}}
 +
| rowspan="2" | 1
 +
| rowspan="2" | ∞
 +
| rowspan="2" | 300
 +
| rowspan="2" | 4.3 seconds
 +
| rowspan="2" | 30 seconds
 +
|-
 +
! {{Table icon|Robo-Sandvich|Promotional}}
 +
|-
 +
|}
 +
 
 +
* When eaten, the Sandvich fully restores the Heavy's HP over four seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The Sandvich has a 30-second cooldown after use while below full health.
 +
 
 +
* Try to use the Sandvich only when behind cover and in the presence of teammates. As the Heavy is completely immobile while recovering health, enemies can very easily kill you while you're helpless.  Never eat near an enemy base or near a large passageway, even if your team has full control over the area, as even a Scout can easily kill a Heavy having a meal in the corner of the room.  Exposed areas such as rooftops or balconies are not ideal, as Snipers, Soldiers, and Pyros armed with flare guns and other enemies with powerful long range weapons can cause major damage during his consumption.
 +
** Try to eat with your back to a wall to prevent opportunistic Spies from backstabbing you. In addition, try to stand somewhere where a Spy is unable to use a height advantage to drop down on you.
 +
 
 +
* Use your secondary-fire key (default key: {{key|MOUSE2}}) to throw the Sandvich onto the ground. A dropped Sandvich acts as a medium health pack, replenishing 50% of a player's HP when picked up, and stopping [[Afterburn|burning]]/[[bleeding]] damage. Use it to help injured teammates quickly recover health. This is especially useful for healing Medics, as they cannot heal themselves as quickly while being damaged, and doing so prevents them from dying and losing their ÜberCharge.
 +
** Sandviches cannot be used on yourself this way. Picking it up will recharge your Sandvich.
 +
** Enemies can use your dropped Sandvich(es). Make sure to pick up your Sandvich if your teammates don't use it.
 +
** It's possible to use a dropped Sandvich to lure injured enemies toward you. Make sure they don't pick it up, though, or killing them will become much harder.
 +
 
 +
* Be generous with your Sandvich — if you're at full health, picking up even a small health pack will instantly recharge it. If you see a teammate with less than half health and there are no health packs, Medics, or Dispensers in the very immediate vicinity, don't hesitate to toss them some health — your Sandvich will recharge in 30 seconds. By eliminating some time they would have spent backtracking for health, you may have made your next push stronger.
 +
** This can be used to teammates' benefit when picking up small health packs, as the Sandvich can be dropped for a teammate, and the small health pack picked up to fully recharge the Food meter, effectively turning the small health pack into a medium one.
 +
 
 +
* Without a fallback weapon such as the [[Shotgun]] or the [[Family Business]], you are forced to rely solely on using the Minigun to do damage in open areas.
 +
 
 +
* By immediately performing a taunt upon equipping the Sandvich, the one-second weapon-change delay can be bypassed, allowing for faster consumption.
 +
 
 +
* Do not try to hold a Sandvich when enemies are around, especially when [[Scout]]s are around, as they gain 75 health from your dropped Sandvich instead of the normal 50 if you die while holding it.
 +
 
 +
* Remember that your teammates don't have eyes in the back of their heads, and teammates ignoring their health could lead to them charging into battle at low health. You are slower than your teammates, so remember to drop it in front of them if you can. You can use the Gloves of Running Urgently to keep up with them if they are ignoring/can't see your Sandvich.
 +
 
 +
* A common tactic, especially in competitive play, involves masking the voice line of the Heavy consuming the Sandvich by immediately having him say anything else (usually "Yes" or "No" or more rarely "Spy!") after the taunt is initiated. Enemy players will tend to tune out the stock voice lines and probably won't suspect that a Heavy is nearby chewing away while passing by.
 +
** If they happen to be already quite close, then this may not work very well.
 +
 
 +
==== [[Dalokohs Bar]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=3 | Eating
 +
|-
 +
! class="header" width="9%"| Loaded
 +
! class="header" width="9%"| Carried
 +
! class="header" width="17%" | Health Gained
 +
! class="header" width="17%" | Duration of Eating
 +
! class="header" width="17%" | Effect Duration
 +
|-
 +
! {{Table icon|Dalokohs Bar|Craft}}
 +
| rowspan="2" | 1
 +
| rowspan="2" | ∞
 +
| rowspan="2" | 100 and raises maximum health to 350.
 +
| rowspan="2" | 4.3 seconds
 +
| rowspan="2" | 10 seconds
 +
|-
 +
! {{Table icon|Fishcake|Promotional}}
 +
|}
 +
 
 +
* When eaten, the Dalokohs Bar restores 100 HP over four seconds and increases the Heavy's maximum health to 350 HP for 30 seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The Dalokohs Bar has a 10-second cooldown after use.
 +
 
 +
* At the end of the 30-second time limit, any health over 300 becomes overheal health and will fully drain away in about 7 seconds.
 +
 
 +
* Somewhat like the Sandvich, the Dalokohs Bar has a cooldown timer after use, but you can recharge it instantly by visiting a Resupply cabinet, picking up your own thrown Dalokohs Bar, or collecting any health pickup while at full health.
 +
 
 +
* The extra 50 HP allows you to withstand a minimum of one more shot from the Scattergun, the Grenade Launcher, or the Sniper Rifle (minimally charged headshots or bodyshots). It may also allow a minimum of one more hit from the Stickybomb Launcher and Direct Hit when fighting outside very close range. All of these weapons are used by Heavy's most common counter-classes, and the extra health may give you time to finish off your opponent; however, without the 100% healing power of the Sandvich, he may be hard-pressed to find healing without a Medic.
 +
 
 +
* The Dalokohs Bar can be particularly useful for Heavies that can obtain a constant source of healing but lack a nearby friendly Medic for overhealing or a Dispenser for healing.
 +
** Since, unlike the Sandvich, the Dalokohs Bar recharges in 10 seconds instead of 30, meaning it can be used more often to heal smaller wounds. Knowing where Dispenser(s) are deployed or where health pickups are is advised.
 +
** Increasing the maximum health, the Dalokohs Bar also allows Heavy to benefit better from [[Health#Health kits|Medium health kits]] and allows him to guard an area.
 +
** Small health kits can be spared for teammates with ease at secured areas and you can toss the Dalokohs Bar on top of the small health kit pickup for a filling healing for the next teammate.
 +
 
 +
* Even though the Dalokohs Bar increases Heavy's maximum health to 350, Medics can still only overheal the Heavy to 450 HP, making the Dalokohs Bar less effective when there are numerous friendly Medics.
 +
** If you decide to overextend with a Medic, know that Dalokohs Bar can't heal him very much. You have to lead the Medic to the health kit pickup areas safely and be sure he's hidden and well aware of potential burst damage classes surrounding you.
 +
 
 +
* The Dalokohs Bar can be thrown to heal teammates (equivalent to a small health kit). This can be particularly useful for healing friendly Medics, as their health regeneration will probably make up for the lost healing the [[Sandvich]] would have provided, but the faster recharge of the Dalokohs Bar will allow extra uses if you and the Medic are put under constant, but somewhat light pressure.
 +
** For heavier engagements or for leaving food lying around for teammates to pick up later if needed, the Sandvich is usually a better choice.
 +
 
 +
==== [[Buffalo Steak Sandvich]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=4 | Eating
 +
|-
 +
! class="header" width="9%"| Loaded
 +
! class="header" width="9%"| Carried
 +
! class="header" width="16%" | Buff
 +
! class="header" width="16%" | Eating Duration
 +
! class="header" width="16%" | Duration of Effect
 +
! class="header" width="16%" | Recharge Time
 +
|-
 +
! {{Table icon|Buffalo Steak Sandvich|Craft}}
 +
| 1
 +
| ∞
 +
| Increases speed by 30%, turns damage dealt into Mini-Crits, and increases damage taken by 20%. Prevents usage of non-melee weapons for the duration of the buff.
 +
| 4.3 seconds
 +
| 16 seconds
 +
| 30 seconds
 +
|}
 +
 
 +
* When eaten, the Buffalo Steak Sandvich gives the user the ability to deal [[Critical hits#Mini-crits|Mini-Crits]] and increased movement speed by 30% for 16 seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The user's damage vulnerability is also increased by 20% while under the effect of the Buffalo Steak Sandvich. The Buffalo Steak Sandvich has a 30-second cooldown after use.
 +
 
 +
* Like the Sandvich, the Buffalo Steak Sandvich can be dropped with alt-fire (default key: {{key|MOUSE2}}). A dropped Buffalo Steak Sandvich behaves the same as the Sandvich, replenishing 50% of the health of whoever picks it up, excluding the person who threw it.
 +
 
 +
* The speed boost can be useful in more ways than simple offense; it can aid in scouting and can help get players to their destinations quickly. Note, however, that players are more vulnerable to attack after eating the Buffalo Steak Sandvich due to having a 20% damage vulnerability and being locked to melee weapons for 16 seconds.
 +
** A particularly effective tactic is to use the Buffalo Steak Sandvich at the start of [[Arena]] mode's setup time (or any other {{botignore|gamemodes}}); the now-faster Heavy will be able to reach the front lines faster and the effect will wear off as combat begins, allowing players to make surprising offensive rushes and ambushes against lighter classes. However, after the first life, a different lunchbox item will in most situations be more effective, rendering this tactic as a one-time gimmick at the beginning of a round.
 +
** The speed boost can also be used to gain access to places that were previously inaccessible to Heavies. Some jumps that would normally only be accessible to most other classes can be done by a Heavy under the effects of the Buffalo Steak Sandvich.
 +
 
 +
* If an enemy is chasing you at a distance, turn a corner and use the Buffalo Steak Sandvich. By using the third-person camera, it's possible to spot the enemy whilst eating and, with good timing, pop out again with a surprise melee attack.
 +
 
 +
* Make sure not to charge at enemies, because they can still use most of their weapons at range, which can result in swift death when combined with the 20% damage vulnerability.
 +
** An exception to this rule is in [[DeGroot Keep]], where most enemies can only use melee weapons.
 +
 
 +
* Many of the Heavy's melee weapons benefit from the use of Buffalo Steak Sandvich:
 +
** The Fists of Steel can be combined with the Buffalo Steak Sandvich for soaking up the extra 20% damage vulnerability caused by the Buffalo Steak Sandvich's side-effect.
 +
*** Note, however, that if an enemy decides to engage you in melee combat, you'll take 120% additional damage from the attacks, meaning that even/especially a Scout can be ''very'' dangerous.
 +
** The Killing Gloves of Boxing can be useful with this weapon as well, if you get one kill and you still have the effects of the Steak, you can use the speed buff to keep up with an enemy, and the Killing Gloves of Boxing's 5 seconds of guaranteed Critical hits on kill will be able to 1-hit kill most classes save for a Demoman with the Bootlegger/Ali Baba's Wee Booties and/or multiple heads with the [[Eyelander]], Soldiers, and Heavies.
 +
** The [[Warrior's Spirit]] is another good weapon to use with this because of how much damage it can do. A single Mini-Crit from the Warrior's Spirit can do up to 114 damage, reducing light classes to critically low health. It will additionally restore 50 Health per kill, increasing your survivability if you get kills often enough to counteract it's downsides.
 +
*** Note that this may only work when ambushing, because you will take significantly increased damage (50% more damage taken), which can be very dangerous.
 +
** Combining this weapon and the [[Eviction Notice]] will allow you to cover a significant amount of ground without too much of a health drain penalty compared to the [[Gloves of Running Urgently]].
 +
*** Despite their speed boosts stacking, it ''may'' not be recommended to use this weapon in combination with EN due to your steadily decreasing health pool. However, if properly used, this weapon combo can be very effective; you gain 35% extra speed from the combined speed buffs making you a very mobile, melee-based Scout, but with "approximately" more health (because of the increased damage vulnerability, and the fact that you lose health over time).
 +
 
 +
==== [[Second Banana]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="17%" colspan=2 | Ammo
 +
! class="header" width="50%" colspan=3 | Eating
 +
|-
 +
! class="header" width="9%"| Loaded
 +
! class="header" width="9%"| Carried
 +
! class="header" width="17%" | Health Gained
 +
! class="header" width="17%" | Duration
 +
! class="header" width="17%" | Recharge Time
 +
|-
 +
! {{Table icon|Second Banana|Contract}}
 +
| 1
 +
| ∞
 +
| 200
 +
| 4.3 seconds
 +
| 10 seconds
 +
|-
 +
|}
 +
 
 +
* When eaten, the Second Banana restores 200 HP over four seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The Second Banana has a 10-second cooldown after using while below full health.
 +
 
 +
* Just like the Sandvich, the Second Banana should be eaten with your back against the wall-- despite less healing and shorter cooldown, your eating time is unchanged, giving opportunistic Spies or Snipers ample time to instantly kill you in the precious time that you cannot defend yourself.
 +
 
 +
* Know the benefits and disadvantages of equipping the Second Banana over the Sandvich. Though you will heal more overall health than the Sandvich, you will not always benefit from this increase in healing due to the chance of being killed with burst damage you would have otherwise survived with the Sandvich's more potent healing. Additionally, the Second Banana doesn't provide a medium health pack like the Sandvich does, thus making it inferior in terms of team healing overall. However, the higher amount of healing over a shorter time is excellent when you are behind enemy lines, and cannot reach a health pack or Medic in time before you are discovered.
 +
 
 +
* A flanker Heavy playstyle that isn't in gunfire constantly can use this lunchbox item to heal up from firefights where the Dalokahs Bar/Fishcake would have been lackluster. It also works wonders for Heavies who like to use their fists to engage the enemy head-on.
 +
 
 +
* It's better to use the Sandvich if you have a Medic due to the Second Banana only throwing a small health pack. Try using it when you are on your own and healing a Medic isn't top priority.
 +
 
 +
* Due to its faster recharge, bananas can be shared more consistently than the Sandvich, which can help when enemy Pyros are keeping your Medic constantly alight with afterburn, or after smaller skirmishes.
 +
 
 +
* If there are multiple Medics on your team, the Second Banana is not recommended. Because of its health inefficiency compared to the Sandvich, the Second Banana works best when Medic backup is limited or unavailable, and you require decent healing fast.
 +
 
 +
* Take care not to leave your banana on the ground if a teammate doesn't pick it up. Though a small health pack is considered negligible for most classes, enemy Pyros using the Back Scratcher or Heavies with their larger base health will benefit greatly from your snack, making it that much harder to kill them.
 +
 
 +
=== Melee Weapons ===
 +
==== [[Fists]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Fists|Stock}}
 +
| align="center" | {{Icon killicon|weapon=Fists}}
 +
| rowspan="13" | 0.8 seconds
 +
| rowspan="13" | 65
 +
| rowspan="13" | 195
 +
|-
 +
! {{Table icon|Frying Pan|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Frying Pan}}
 +
|-
 +
! {{Table icon|Saxxy|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Saxxy}}
 +
|-
 +
! {{Table icon|Conscientious Objector|Drop}}
 +
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}
 +
|-
 +
! {{Table icon|Apoco-Fists|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Apoco-Fists}}
 +
|-
 +
! {{Table icon|Freedom Staff|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Freedom Staff}}
 +
|-
 +
! {{Table icon|Bat Outta Hell|Drop}}
 +
| align="center" | {{Icon killicon|weapon=Bat Outta Hell}}
 +
|-
 +
! {{Table icon|Memory Maker|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Memory Maker}}
 +
|-
 +
! {{Table icon|Ham Shank|Drop}}
 +
| align="center" | {{Icon killicon|weapon=Ham Shank}}
 +
|-
 +
! {{Table icon|Golden Frying Pan|Reward}}
 +
| align="center" | {{Icon killicon|weapon=Golden Frying Pan}}
 +
|-
 +
! {{Table icon|Necro Smasher|Achievement}}
 +
| align="center" | {{Icon killicon|weapon=Necro Smasher}}
 +
|-
 +
! {{Table icon|Crossing Guard|Uncrate}}
 +
| align="center" | {{Icon killicon|weapon=Crossing Guard}}
 +
|-
 +
! {{Table icon|Prinny Machete|Promotional}}
 +
| align="center" | {{Icon killicon|weapon=Prinny Machete}}
 +
|-
 +
|}
 +
 
 +
* The Fists are a fallback weapon and are the Heavy's only fallback weapon if a secondary weapon other than one of the Heavy's Shotguns are equipped. It's also good against any class that is cornered or not expecting a Heavy to engage in melee combat.
 +
 
 +
* Despite being the slowest class, the Heavy is one of the classes who will often come out on top in a melee battle thanks to his large health pool. The Fists can be used more liberally if you don't want to waste precious primary ammo on classes that can easily go down in two or three punches.
 +
 
 +
* The Fists are similar to the Medic's [[Bonesaw]]; you have a weapon that deals more DPS, but it's better for starting off battles. Because the Miniguns make a loud and '''very''' noticeable noise (except the Tomislav when spun up), it's great for attacking distracted enemies. Even if they notice you before you kill them, you have the Minigun or, against stronger classes where the spin-up time would leave you vulnerable, the Shotgun to back you up.
 +
 
 +
* Because his other melee weapons either drain your health, make you weaker against attacks, or take slower to fire between punches, the Fists are the only one of Heavy's melee weapons that gives you a reliable last resort.
 +
 
 +
==== [[Killing Gloves of Boxing]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="27%" colspan=2 | Damage
 +
! class="header" width="13%" colspan=1 | Effect
 +
|-
 +
! class="header" width="13%" | Point Blank
 +
! class="header" width="13%" | Critical
 +
! class="header" | Critical Boost
 +
|-
 +
! {{Table icon|Killing Gloves of Boxing|Unlock}}
 +
| align="center" | {{Icon killicon|weapon=Killing Gloves of Boxing}}
 +
| 0.97 seconds
 +
| 65
 +
| 195
 +
| 5 seconds
 +
|}
 +
 
 +
* In exchange for a slower swing speed, the Killing Gloves of Boxing grant the Heavy 5 seconds of guaranteed Critical hits if he scores a kill with them.
 +
 
 +
* The guaranteed Critical hits can be transferred to other weapons as well. Therefore, it's possible to kill an enemy, then quickly switch to another weapon to kill enemies beyond melee range. However, switching weapons wastes precious time, and spinning up the Minigun wastes even more; in addition, the Shotgun's Criticals are less powerful than those of the K.G.B. If possible, get multiple kills (2 or more) with the K.G.B. before switching to another weapon.
 +
 
 +
* The slow swing speed coupled with the Heavy's slow movement speed makes using the K.G.B. a risky prospect. It's best to use them when facing a cornered enemy, or have a Medic to provide constant healing.
 +
** However, if the Crit-boost can be achieved in tight corridors, keep using the K.G.B. while there are still enemies around; a Critical hit with the K.G.B. will kill all non-overhealed classes with a single hit except Soldiers, Demomen (with the Eyelander and with 4 or more heads), and Heavies, who will fall if a second hit is landed.
 +
 
 +
* Using the Buffalo Steak Sandvich can assist in getting the first melee kill, as players will be able to move faster and deal Mini-Crits. However, beware that all damage taken will be increased by 20% for the duration of the Buffalo Steak Sandvich's buff, so try to time an attack so that the Buffalo Steak Sandvich's effects run out as soon as a melee kill is achieved.
 +
** This strategy is even more effective in [[Medieval Mode]], as most other enemy classes will not be carrying long-range weapons.
 +
 
 +
* While switching to the Minigun wastes more time than switching to a Shotgun, the Minigun deals devastating damage when Crit-boosted. Consider switching to the Minigun when taking aim at a crowd of targets or when taking advantage of the lack of damage falloff to "snipe" a long-range foe.
 +
 
 +
* If a friendly Heavy is using the K.G.B., avoid "stealing" kills against weakened targets, since the Heavy will not be rewarded with Crits for assists.
 +
 
 +
* The K.G.B.'s slower swing rate means that it's more difficult to successfully kill an unsuspecting enemy before they notice. If you're carrying a Shotgun, try softening up targets as much as you can before finishing them off, in case you can't kill them with your melee.
 +
 
 +
==== [[Gloves of Running Urgently]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="27%" colspan=2 | Damage
 +
! class="header" width="13%" colspan=2 | Effect
 +
|-
 +
! class="header" width="13%" | Point Blank
 +
! class="header" width="13%" | Critical
 +
! class="header" | Speed Boost
 +
|-
 +
! {{Table icon|Gloves of Running Urgently|Craft}}
 +
| align="center" |{{Icon killicon|weapon=Gloves of Running Urgently}}
 +
| rowspan="2" | 0.8 seconds
 +
| rowspan="2" | 65
 +
| rowspan="2" | 195
 +
| rowspan="2" | 299 Hammer units/sec
 +
|-
 +
! {{Table icon|Bread Bite|Uncrate}}
 +
| align="center" | {{Icon killicon|weapon=Bread Bite}}
 +
|-
 +
|}
 +
 
 +
* The Gloves of Running Urgently is a weapon that allows the Heavy to move 30% faster while active in exchange for having their maximum health drained.
 +
 
 +
* Use the G.R.U. to reach the front lines faster and keep up with teammates, but make sure to know where the frontlines are so as to switch away on approach and be free of the Health drain upon arriving at the fight.
 +
** The G.R.U. can also be used to escape losing combat situations. This can allow players to survive and rendezvous with teammates to continue the fight, rather than be killed and forced to respawn.
 +
** Dodging enemy fire is also more effective when using the G.R.U., since players can use the increased maneuverability to actively dodge projectiles as well as make it more difficult to aim [[Hitscan]] weapons.
 +
** Remember that the Buffalo Steak Sandvich's speed boost does not stack with that of the G.R.U. A Heavy under the effects of both will still only move at a maximum speed of 299 HU/sec.
 +
*If arriving at the front lines with enough health is imperative, put the G.R.U. away partway to your journey there. You'll arrive with more health, while still being able to get there a little faster than normal.
 +
 
 +
* When under the effects of an [[ÜberCharge]], use the G.R.U. to push in closer to a Sentry Gun until you are close enough to nullify its knockback. The extra acceleration allows players to go straight up to a Sentry Gun and use the Minigun's full damage potential, rather than settle for firing at it from longer ranges where the spread makes a Heavy ineffective.
 +
 
 +
* Beware of the amount of fire you are taking, and consider only using the G.R.U. in a close-range 1-on-1 confrontation.
 +
 
 +
* The steadily decreasing health pool may sound counterproductive to melee combat, but the increased movement speed makes it much easier to chase down and punch opponents.
 +
** Additionally, a single critical punch will kill or severely injure most classes.
 +
 
 +
* Pairing this with the Dalokohs Bar can be very helpful at mitigating the health drain of the G.R.U. Unlike the Second Banana or Sandvich, the Dalokohs Bar will give you overheal if eaten while under the effects of the G.R.U's health drain. This allows you to quickly get back to max health, allowing for longer use of the G.R.U.
 +
** The Dalokohs Bar will also stop the G.R.U's health drain at 150 health, compared to 100.
 +
 
 +
==== [[Warrior's Spirit]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Warrior's Spirit|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Warrior's Spirit}}
 +
| 0.8 seconds
 +
| 85
 +
| 254
 +
|}
 +
 
 +
* The Warrior's Spirit deals 30% extra melee damage and heal the user 50 health on kill while also increasing damage vulnerability from all sources while active by 30%.
 +
 
 +
* The Warrior's Spirit can be used to give the Heavy an edge in ambushes. As the Heavy already has a significant amount of HP even with the active vulnerability, being able to deal more damage allows players to kill their enemies before they take too much damage.
 +
 
 +
* This weapon can allow a Heavy to kill a Medic with two punches, Demomen, Pyros and Soldiers in three and another Heavy in four. This can give you a significant advantage when melee combat is imminent.
 +
 
 +
* This weapon promotes a melee-centric playstyle; the +50 health on a kill from this weapon means that you can engage in melee combat more liberally and win more fights where an additional punch would have been required. Additionally, it can also be used for a bit of quick healing against distracted or cornered enemies.
 +
 
 +
* Take heed of the rather large damage-taken penalty while active. When wielding this weapon, you instantly drop your effective health from 300 to 210 (245 when using the Dalakohs Bar). While you still technically have more health than a Soldier, you'll still generally need to get the first strike on an opponent, because your damage and their damage will match and you'll only have your comparatively large health pool as an initial advantage, provided you aren't injured.
 +
 
 +
* The Warrior's Spirit works best as a combo weapon with other secondary weapons:
 +
** The [[Buffalo Steak Sandvich]] is a good item to use with this, because it not only increases your move speed for a limited time, but also grants you a Mini-Crit boost. Two Mini-Crits from this weapon will kill any non-overhealed class but a Heavy, who will fall to a third hit. Just be aware that the 20% extra damage you take is very dangerous with the added 30% damage taken increase when active.
 +
** The Warrior's Spirit makes for an excellent choice in conjunction with a type of Shotgun, since it allows you to deal sufficient close-ranged damage to make a melee kill almost guaranteed on low-health enemies.
 +
** The Warrior's Spirit can supplement the Dalakohs Bar rather effectively. Because the Heavy receives a temporary overheal of 50 extra base health, you can use it before attacking your enemies to increase the damage required to kill you.
 +
 
 +
* In the event that you are ÜberCharged with the stock [[Medi Gun]], this weapon acts as direct upgrade to stock, since the damage vulnerability normally incurred when using this weapon is irrelevant.
 +
** A Medic using the [[Kritkrieg]] can increase your damage output exponentially. Critical hits from the Warrior's Spirit deal enough damage to kill every class except for another Heavy (Or overhealed Soldiers, Pyros and Demomen) in one punch, while leaving him at the mercy of just a second punch to go down. Take care that you do not charge into battle though, because you will still take increased damage and could easily die.
 +
** The Vaccinator's ÜberCharges can make up for the damage vulnerability and will still protect you from 45% of the selected weapon type.
 +
 
 +
* Use the Spirit as a way to bait enemies into close quarters combat. The sight of a Warrior's Spirit Heavy may entice opponents to approach and attempt to kill you, so if you turn a corner and anticipate their push forward, you can very easily overwhelm and possibly kill them before they can damage you too severely.
 +
 
 +
* The Warrior's Spirit's upside becomes less noticeable or even detrimental when fighting against Scouts, Spies, or Engineers, since it will still require two punches to kill any of these classes at full health and makes it riskier to fight them up close where your extra damage vulnerability could be fatal. If there are multiple Scouts, or medium-health classes on the enemy team, another melee weapon could prove to be more effective against them.
 +
 
 +
*In Mann vs. Machine, the Warrior's Spirit can be used to kill ÜberCharge Medics without activating their ÜberCharge by hitting them twice. Make sure to let your team know about your strategy, as it doesn't take much damage to cause the Medics to ÜberCharge, including being boosted with Mini-Crits!
 +
 
 +
==== [[Fists of Steel]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Fists of Steel|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Fists of Steel}}
 +
| 0.8 seconds
 +
| 65
 +
| 195
 +
|}
 +
 
 +
* The Fists of Steel can significantly reduce the Heavy's vulnerability if ambushed or when attacked while traversing areas. As the Heavy has effectively 500 HP, it's possible to survive fully-charged headshots under certain conditions. Using the Dalokohs Bar, you can survive a fully-charged [[Machina]] headshot.
 +
 
 +
* When retreating, equipping the Fists of Steel can increase the chances of a successful escape. Enemy players trying to finish off such a fleeing Heavy may be unable to deal enough damage to get a kill before the Heavy can retreat behind cover or find some health.
 +
 
 +
* The damage resistance makes the continuous healing given by [[Medic]]s, Dispensers, and the [[Payload]] more effective by proportion.
 +
** Note that you have a 40% reduction in both healing from constant healing sources (see above), and in maximum overheal making your max overheal 390 (440 if under the effects of the Dalokohs Bar).
 +
 
 +
* A Heavy with the Fists of Steel equipped can effectively shield a [[Sentry Gun]] from a barrage of rockets with ease and soak up quite a bit of [[Minigun]] damage, which makes it ideal for protecting friendly Sentry Gun nests against an enemy ÜberCharge.
 +
 
 +
* The Fists of Steel are extremely valuable for accomplishing objectives such as capturing points, pushing the Payload cart, or capturing the Intelligence. As most players will often try to protect objectives from a distance, using the Fists of Steel can give the Heavy a much greater chance of success at accomplishing such objectives as damage can more or less be soaked up.
 +
**Consider standing on top of the cart in order to draw attention to you so you can absorb and heal off headshots and other powerful attacks for your team.
 +
 
 +
* Make sure not to get into a melee battle, due to the double damage enemies can deal with their melee weapons.
 +
** Because of this, it's generally a bad idea to equip the Fists of Steel in [[Medieval Mode]], unless there's a large amount of Snipers using the [[Huntsman]] or Medics using the [[Crusader's Crossbow]] on the opposing team.
 +
*** The Heavy effectively has 150 max health in a melee battle, meaning you can still win a melee fight with the weaker classes if switching to your Shotgun or Minigun would get you killed first.
 +
 
 +
* Enemies who see you wielding the Fists of Steel may approach you with their melee weapon out to try to take advantage of your melee damage weakness. Baiting an enemy into chasing you with a melee weapon and then catching them off-guard with your Minigun or Shotgun can be a very effective technique, as your melee damage vulnerability becomes inactive as soon as you put the Fists of Steel away.
 +
** The Tomislav and Panic Attack are good weapons to pair for this technique, as their respective spin-up time reduction and deploy speed increase help mitigate the 100% increased holster time of the Fists of Steel.
 +
 
 +
* The Fists of Steel take twice as long to holster compared to most other weapons, but have no penalty when deploying. Make sure to deploy when necessary, but only holster when the resistances are no longer necessary or the melee weakness becomes a threat.
 +
 
 +
* Eating the Buffalo Steak Sandvich can make the Fists of Steel useful for crossing wide-open spaces or retreating. The incoming non-melee damage will be still less than usual, and you will be able to move roughly as fast as most classes. Faster classes are easily deterred by the Mini-Crit punches, due to their lower health. However, beware of shield-using Demomen, as they can easily reach and kill you with a single melee Crit.
 +
 
 +
* Approaching an enemy wielding the [[Scotsman's Skullcutter]], [[Back Scratcher]], [[Warrior's Spirit]], or the [[Equalizer]] (at low health) is a bad idea because of how much damage these weapons do. A single Crit from any of these weapons will do enough damage to kill you in one shot, even if you're fully overhealed.
 +
 
 +
==== [[Eviction Notice]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="20%" rowspan=2 | Weapon
 +
! class="header" width="20%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Eviction Notice|Craft}}
 +
| align="center" | {{Icon killicon|weapon=Eviction Notice}}
 +
| 0.4 seconds
 +
| 26
 +
| 78
 +
|}
 +
 
 +
* The Eviction Notice's improved attack rate makes the Heavy's melee attack faster than even most of the Scout's melee weapons, while dealing roughly equivalent damage. It also gives him a 3-second speed buff with a successful hit on an opponent.
 +
 
 +
* This weapon attacks 40% faster, but inflicts 60% less damage, making the damage-per-second 20% less than that of the stock fists, meaning other melee weapons are overall more effective. However, the chance of Critical hits paired with the high attack rate means that the Eviction Notice is considerably more effective for beating down a weakened opponent, especially with the Buffalo Steak Sandvich's Mini-Crits and speed buffs. The speed boost of the weapon also means that slower enemies are less likely to get away.
 +
 
 +
* The Eviction Notice is used to great effect when used to corner, panic, or ambush enemies. Because the Eviction Notice will get off 4 punches in the time it takes the K.G.B. to attack twice, it is extremely effective at taking enemies down quickly, provided you get the element of surprise.
 +
 
 +
* The higher melee speed paired with the Heavy's natural punch means this weapon can also be effective in "Bull Rushing" players off of cliffs and off ledges, for much the same reason the Scout can — the first instinct of many players when melee attacked is to clear some distance, and the Eviction Notice's rapid punch rate means players will be in that much more of a panic when they try to escape.
 +
 
 +
* This weapon can be effective in a melee fight, as you will land many more hits than your opponent. Simply hold down your mouse button and back away every time he swings, and move forward between swings. This is especially useful against fast, weak classes like Scouts that could dodge your normal punches.
 +
 
 +
* Your weakness in melee combat is your speed, but the Eviction Notice's on-hit speed boost allows you to outrun all classes but the Scout and keep up with your opponent. The speed boost can also be used for a quick getaway; hit your enemy once and then retreat.
 +
 
 +
* Combining the speed from a punch with a Minigun is a risky but rewarding tactic. While you will have less health due to the Eviction Notice's health drain, the punch will allow you to move quicker while the Minigun is deployed and easily move around, away, or towards the enemy at a considerably faster speed.
 +
 
 +
* Unlike the Gloves of Running Urgently, the speed boost of the Buffalo Steak Sandvich stacks with the speed boost of the Eviction Notice. Use them together to cover lots of ground in a very short time.
 +
 
 +
==== [[Holiday Punch]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="16%" rowspan=2 | Kill Icon
 +
! class="header" width="20%" rowspan=2 | Attack Interval
 +
! class="header" width="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Holiday Punch|Uncrate/Craft}}
 +
| align="center" | {{Icon killicon|weapon=Holiday Punch}}
 +
|0.8 seconds
 +
|65
 +
|N/A
 +
|-
 +
|}
 +
 
 +
* While remaining a last resort like the other versions of the [[Fists]], the [[Holiday Punch]] is notable as it provides the advantage of forcing the enemy to [[Schadenfreude|laugh]] upon a [[backstab|hit to the back]] or a Critical hit; as a result, consider surprising or repeatedly punching enemies in order to gain an easy kill.
 +
 
 +
* Since the [[Minigun]] needs to spin up, the [[Shotgun]] is not too powerful, and the Holiday Punch comes with the High Noon taunt, it is recommended you abuse the instant kill ability by taunting upon stunning an enemy.
 +
 
 +
* The Holiday Punch can be a great ambush weapon if used correctly, and paired with weapons such as the [[Tomislav]], it can be used to immobilize one or more enemies from behind and finish them off with a fast-hitting weapon.
 +
 
 +
* This weapon can crush [[ÜberCharge]] pushes if you can get the element of surprise. Simply go behind and hit the Medic, breaking the healing beam, and waste up to five seconds of precious time.
 +
 
 +
* This weapon can almost be seen as a direct upgrade to the fists — while critical punches with the stock fists deal a lot of damage, the Holiday Punch leaves the target completely immobile, allowing you to nearly guarantee a kill. However, it might be less reliable against experienced players, as the laughing can be avoided by jumping, and it is possible to get killed while you finish them off.
 +
 
 +
*Any Medics carrying the [[Ubersaw]] can also benefit from stun-locked enemies. Simply tickle your target, and allow the Medic to strike or taunt kill them for an easy 100% [[ÜberCharge]].
 +
 
 +
== [[Taunts#Kill taunts|Kill taunts]] ==
 +
=== {{anchor|High Noon}} [[High Noon]] ===
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="16%" | Kill Icon
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Damage
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|High Noon}}
 +
| align="center" | {{Icon killicon|weapon=High Noon}}
 +
|  [[Fists]]<br/>[[Saxxy]]<br/>[[Apoco-Fists]]<br/>[[Holiday Punch]]
 +
| 500
 +
| 3 seconds
 +
| The Heavy mimics a quick-draw {{botignore|pistol}} {{botignore|showdown}}, resulting in instant death for any enemy in the way.
 +
|}
 +
 
 +
* The High Noon is the fastest kill taunt in the game, taking only 3 seconds to kill your opponent.
 +
 
 +
* Keep in mind the attack speed for this taunt. If it can be timed right, it's a perfect revenge tool during [[Match outcomes#Humiliation|humiliation]]. It also can be used against either distracted Heavies or scoped Snipers, saving ammo for other classes.
 +
 
 +
* Until the Heavy shouts ''[[Media:Heavy_niceshot02.wav|POW! Haha!]]'', the taunt is completely silent. Using this, it's possible to kill an enemy coming around the corner without them knowing you were even there.
 +
** Additionally, if you're being chased, you can turn a corner and time the taunt to catch them just as they pass through.
 +
 
 +
* The High Noon acts as a short-ranged but very wide-hitting Pistol, making it the only kill taunt with range (500 [[Hammer unit]]s, or about the length of one of the shipping crates in Turbine's mid-section). In melee-only [[Sudden Death]], this can provide a considerable advantage.
 +
 
 +
* Unlike most other kill taunts, the High Noon taunt can be manually aimed. This allows players to hit targets from above or below, as long as the target is within the player's line of fire when the "lethal" portion of the taunt is executed.
 +
** The taunt attacks in a straight line, so it's possible to aim it through tight spaces and surprise unaware targets. It's possible to do a "Pinshot" by aiming the taunt through a thin crack that leads to another part of the map. For example, a crack under a bridge can be exploited to hit someone under or above the bridge.
 +
 
 +
* In [[Control Point (game mode)#Attack/Defend|Attack/Defend]] and [[Payload]] maps, it's possible to achieve a kill at the very start of the round with this. Stand in front of the gates, and taunt when there is a second left on the [[Setup]] clock.
 +
 
 +
==Weapon combinations==
 
{| class="wikitable grid collapsible collapsed" width="65%"
 
{| class="wikitable grid collapsible collapsed" width="65%"
 
|-
 
|-
Line 53: Line 946:
 
! align="center" | {{Icon weapon|weapon=Minigun|icon-size=100x100px}}  
 
! align="center" | {{Icon weapon|weapon=Minigun|icon-size=100x100px}}  
 
'''[[Minigun]]'''
 
'''[[Minigun]]'''
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Sandvich|icon-size=40x40px}}
'''[[Shotgun]]'''
+
{{Icon weapon|weapon=Dalokohs Bar|icon-size=40x40px}}<br />
! align="center" | {{Icon weapon|weapon=KGB|icon-size=100x100px}}  
+
{{Icon weapon|weapon=Second Banana|icon-size=40x40px}}<br />
'''[[K.G.B]]'''
+
{{Icon weapon|weapon=Shotgun|icon-size=40x40px}}<br />
|  
+
'''[[Sandvich]]''' or '''[[Dalokohs Bar]]''' or '''[[Second Banana]]''' or '''[[Shotgun]]'''
 +
! align="center" | {{Icon weapon|weapon= Fists|icon-size=40x40px}} <br/ >
 +
{{Icon weapon|weapon=Gloves of Running Urgently|icon-size=40x40px}} <br/ >
 +
{{Icon weapon|weapon=Fists of Steel|icon-size=40x40px}} <br/ >
 +
'''[[Fists]]''' or '''[[Gloves of Running Urgently]]''' or '''[[Fists of Steel]]'''
 +
|
 +
 
 +
This setup is good for an all-rounded, objective oriented Heavy. As most enemies generally attack with ranged weapons, the Fists of Steel can provide 40% damage reduction from player and Sentry Gun fire, allowing the Heavy to walk right into heavily defended objectives; this increased damage resistance can also allow particularly aggressive players to use melee attacks to successfully kill players or destroy Sentry Guns. The Gloves of Running Urgently will allow the Heavy, on the other hand, to get to objectives faster, but will reduce his max health. If neither the Fists of Steel nor the Gloves of Running Urgently will work, the stock Fists can be used in place of them.
 +
 
 +
On a Payload map, the Heavy can even use the bomb cart as an additional shield, as well as health replenishment, allowing players to escort the cart with ease. The Minigun provides a modest amount of damage, but is incredibly devastating at close range. The short spin-up time allows players to switch from the Fists of Steel with minimal penalties, as the Minigun has a fairly fast spin-up time and the potential for high amounts of burst damage. Due to the obstacles a Heavy with this loadout faces, a lunchbox item is preferred over any Shotgun.
 +
 
 +
The Dalokohs Bar is only useful by giving the Heavy extra health in the event that there are no Medics nearby to give a buff, if there are none at all in the current team line up, or to heal 100 HP when injured repeatedly thanks to its quick recharge rate. The Second Banana is an alternative option that recharges just as quickly allowing you to heal 200 HP instead at the expense of being unable to get yourself a pre-combat health buff. The Sandvich is much more useful for healing supporting Medics, and other teammates to guarantee longer survivability for all, and since you can gather more Sandviches by running over medkits at full health, there will be times where you will almost have an infinite supply of Sandviches, depending on the map, the locations, and the frequency of said medkits.
  
For a more offensive Heavy that goes against other Heavies and Sentry Guns. The Minigun provides a higher damage output than its alternative and the Shotgun provides vital secondary fire for when the Minigun runs out of ammo. The K.G.B is a more effective choice of weapon when attacking with melee as opposed to defending. The disadvantage that this provides is the lack of a health regenerative item (like the Sandvich), slower rate of fire on the melee, and overall inefficiency when going against non-heavy classes. Thus, with this combination, teamwork is important.
+
The Shotgun can prove to be a reliable backup weapon should the Minigun's spin-up rate proves to be too long; it can also be used on the way to an objective if the Gloves of Running Urgently are not equipped. The Shotgun also deals a surprising amount of damage. However, while using the Shotgun, a lunchbox item cannot be held; this makes the Heavy more reliant upon Medics, health packs, and Dispensers.
  
 
|-
 
|-
Line 66: Line 970:
 
! align="center" | {{Icon weapon|weapon=Sandvich|icon-size=100x100px}}  
 
! align="center" | {{Icon weapon|weapon=Sandvich|icon-size=100x100px}}  
 
'''[[Sandvich]]'''
 
'''[[Sandvich]]'''
! align="center" | {{Icon weapon|weapon=Fists|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
'''[[Fists]]'''
+
'''[[Gloves of Running Urgently]]'''
 +
|
 +
 
 +
A good offensive-support setup for when facing non-Heavies in close-quarter combat, and when paired with a Medic constantly. Natascha's slow effect can be used to help teammates finish off any particularly fast enemies, and a Pocket Medic allows players to sustain fire even in the face of overwhelming force. While replenishing health with the Sandvich will not always be necessary due to having a Medic along, the Sandvich can be dropped both to keep the Medic alive as well as keep other teammates in the fight if the Medic is too busy. The GRU gives players a significant maneuverability advantage, allowing them to quickly respond to enemy movements or to reach objectives more quickly.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Brass Beast|icon-size=100x100px}}
 +
'''[[Brass Beast]]'''
 +
! align="center" | {{Icon weapon|weapon=Family Business|icon-size=100x100px}}
 +
'''[[Family Business]]'''
 +
! align="center" | {{Icon weapon|weapon=Killing Gloves of Boxing|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Fists of Steel|icon-size=40x40px}}<br />
 +
'''[[Killing Gloves of Boxing]]''' or '''[[Fists of Steel]]'''
 +
|
 +
 
 +
This set-up is for a strictly defensive Heavy whose main goal is to mow down enemy offensive pushes and stop them from advancing. The Brass Beast's increased damage allows players to counter Sasha-wielding Heavies, but its increased spin-up time and slow movement speed means that strategic positioning is required, preferably next to a Dispenser. The Family Business can provide vital secondary fire in the event of an ambush where players cannot spin up the Brass Beast in time, and its choice over Shotgun is due to its overall benefit as an escape weapon. Which melee weapon to use will depend on the type of defense needed. The Fists of Steel can be used to physically prevent enemies from accomplishing an objective by using the high ranged weapon damage reduction, but beware of Scouts or other Fists of Steel-equipped Heavies. The K.G.B. can be used to quickly give players a temporary boost in firepower to deal with offensive pushes decisively. Due to the long spin-up time of the Brass Beast, the Shotgun is incredibly useful for utilizing the 5 second Crit boost. Furthermore, the K.G.B can be used to decisively deal with any Heavies on the other team who attempt to use the Fists of Steel's sheer defensive potential to accomplish objectives, due to being able to kill such Heavies quickly with melee attacks without worrying about receiving double melee damage in return.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Brass Beast|icon-size=100x100px}}
 +
'''[[Brass Beast]]'''
 +
! align="center" | {{Icon weapon|weapon=Buffalo Steak Sandvich|icon-size=100x100px}}
 +
'''[[Buffalo Steak Sandvich]]'''
 +
! align="center" | {{Icon weapon|weapon=Warrior's Spirit|icon-size=100x100px}}
 +
'''[[Warrior's Spirit]]'''
 +
|'''The Hibernating Bear'''
 +
 
 +
This "official" set is very controversial, since the Brass Beast is a defensive weapon, but the Buffalo Steak Sandvich and Warrior's Spirit are more offensive in nature (though the steak can be thrown to allies with low health).
 +
This set is much-used in Medieval Mode, because the Steak Sandvich gives Mini-Crits, which work very well with the Warrior's Spirit to kill enemies with a few punches.
 +
This set also sees some usefulness in Mann vs Machine in waves with tanks as unlike with Heavy's primaries, tanks do not resist the damage against a Heavy's secondary or melee. The Mini-Crits from the Buffalo Steak Sandvich combined with the inherent damage boost of the Warrior's Spirit will increase the DPS far further than a Brass Beast will allow for against a tank.
 +
Typically, this set defends with the Brass  Beast, and if you need to eliminate enemies without the Beast's slowness, you eat the Steak and hit the enemies with your fists.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Tomislav|icon-size=100x100px}}
 +
'''[[Tomislav]]'''
 +
! align="center" | {{Icon weapon|weapon=Second Banana|icon-size=100x100px}}
 +
'''[[Second Banana]]'''
 +
! align="center" | {{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
 +
'''[[Gloves of Running Urgently]]'''
 +
|
 +
 
 +
One of the best setups for the offensive lone wolf. The G.R.U. allows the Heavy to quickly arrive to the battle, while the quick spin-up of the Tomislav eliminates the need of the Shotgun, and allows the Heavy to use cover, shoot a few rounds, and then retreat behind cover to heal with the Second Banana, which can be done repeatedly when in need due to its much quicker recharge time compared to the Sandvich. Do note that the slower firing speed makes it a bad choice against other Heavies, so if Minigun/Brass Beast Heavies are encountered, the Tomislav-wielding Heavy should quickly retreat or attempt to take advantage of their longer spin-up time.
 +
 
 +
Due to the silent spin-up of the Tomislav, this build could also be used for flanking enemies and catching them off guard. Use the GRU and various side paths in order to maneuver behind enemy lines, use the Second Banana to heal any damage taken while flanking, then use the Tomislav in order to attack lone enemies from behind or from the side. If performed successfully, the enemy won't have enough time to mount a successful counterattack, often getting killed before they can even react.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Minigun|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Tomislav|icon-size=40x40px}}<br />
 +
'''[[Minigun]]''' or '''[[Tomislav]]'''
 +
! align="center" | {{Icon weapon|weapon=Buffalo Steak Sandvich|icon-size=100x100px}}
 +
'''[[Buffalo Steak Sandvich]]'''
 +
! align="center" | {{Icon weapon|weapon=Holiday Punch|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Killing Gloves of Boxing|Icon-size=40x40px}}<br />
 +
{{Icon weapon|weapon=Eviction Notice|Icon-size=40x40px}}<br />
 +
{{Icon weapon|weapon=Fists of Steel|Icon-size=40x40px}}<br />
 +
'''[[Holiday Punch]]''' or '''[[Killing Gloves of Boxing]]''' or '''[[Eviction Notice]]''' or '''[[Fists of Steel]]'''
 +
|
 +
 
 +
This setup is for a Heavy who likes to engage with his melee weapons, with the aid of the Buffalo Steak Sandvich for increased speed and damage, allowing him to surprise enemies with a couple Mini-Crit punches and retreat before extra fire can be drawn to him, or attack another distracted enemy. The Holiday Punch should be used when you can effectively circle-strafe around the enemy, and cause them to laugh after punching them in the back. Mini-Crits will not cause an enemy to laugh, but do provide Mini-Crit damage, so you must hit them in the back or get a random Critical hit to cause them to laugh. The K.G.B. is more of a high risk, high reward weapon when combined with the Buffalo Steak Sandvich, as you have decreased attack speed, but when you do kill someone, you will gain a Critical hit boost, which can kill most enemies in 1 hit. The Eviction Notice has a faster firing rate than the regular Fists (and variants), making landing blows much easier, although the damage per second is lower overall. The Fists of Steel more than negate the Mini-Crits for all ranged damage, allowing you to survive much longer. The Minigun provides a reliable weapon when the Buffalo Steak Sandvich is recharging, while the Tomislav can be quickly fired when the effects run out and is great for switching from melee combat. This setup should not be used for direct combat if you are the only Heavy on your team and lack a Medic, as when the enemy sees a Heavy, they almost always direct their fire to him.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Tomislav|icon-size=100x100px}}
 +
'''[[Tomislav]]'''
 +
! align="center" | {{Icon weapon|weapon=Family Business|icon-size=100x100px}}
 +
'''[[Family Business]]'''
 +
! align="center" | {{Icon weapon|weapon=Eviction Notice|icon-size=100x100px}}
 +
'''[[Eviction Notice]]'''
 +
|'''Black Market Business'''
 +
 
 +
The Black Market Business set trades some of the Heavy's sheer firepower for the ability to ambush and flank foes more effectively. The faster spin-up time of the Tomislav allows you to quickly engage or disengage from combat, while the silent spin-up bonus allows the player to quietly wait around corners or chokepoints and ambush enemies as they pass by, rather than fighting enemies head-on; a compensation for its 20% reduction in firing speed. The Family Business can be used to finish weakened enemies outside of the Tomislav's range, be used as an escape weapon, or to provide cover fire when crossing open ground. The Eviction Notice can be used to quickly dispatch unsuspecting Scouts and Medics from behind. Beware of Minigun, Natascha, or Brass Beast-wielding Heavies, however, as they will be able to quickly overpower you with their primary weapon. With no Sandvich to heal yourself, always make sure that a Medic or medkit is nearby.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Huo-Long Heater|icon-size=100x100px}}
 +
'''[[Huo-Long Heater]]'''
 +
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Family Business|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}}<br/ >
 +
'''[[Shotgun]]''' or '''[[Family Business]]''' or '''[[Panic Attack]]'''
 +
! align="center" | {{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
 +
'''[[Gloves of Running Urgently]]'''
 
|
 
|
  
This setup is geared toward general and defensive anti-personnel attacks. The Natascha slows down targets significantly, thus preventing them to escape and allowing most class to receive more bullets afterward, either from your Natascha or from your teammates. In defensive situation, it also helps prevent enemy advancing into your territory. The Sandvich provides easy health regeneration and allows other teammates to use health packs (one can even drop the Sandvich for teammate to use). The Fists are more effective in defense, due to the quicker swing than K.G.B. and more damages than GRU. The disadvantage, of course, is the lower damage output, and thus will be disadvantaged when going against another heavy, especially if they are using Minigun.
+
A set for Heavies on an offensive push. The Huo-Long Heater is an excellent weapon for clearing out tunnels or congested areas, as the fire it creates will drive enemies backwards and ignite other Heavies, making it easier for you to finish them off. However, the Heater uses up ammo extremely quickly, so use your Shotgun when engaging a lone enemy instead of wasting precious ammunition, use the Family Business for an increased clip size, but less damage dealt on the flipside, or use the Panic Attack if a close-range rush is incoming and you need a good amount of firepower in a hurry, despite not reaching the clip size potential of the other Shotguns. The GRU can be used to reach contested areas quickly; however, it can be traded for another melee weapon's benefits if the map is small or an Engineer has constructed a Teleporter.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Natascha|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Huo-Long Heater|icon-size=40x40px}}
'''[[Natascha]]'''
+
{{Icon weapon|weapon=Natascha|icon-size=40x40px}}<br />
 +
'''[[Huo-Long Heater]]''' or '''[[Natascha]]'''
 +
! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Dalokohs Bar|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Family Business|icon-size=40x40px}} <br/ >
 +
'''[[Shotgun]]''' or '''[[Dalokohs Bar]]''' or '''[[Family Business]]'''
 +
! align="center" | {{Icon weapon|weapon=Fists of Steel|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Eviction Notice|icon-size=40x40px}} <br/ >
 +
{{Icon weapon|weapon=Holiday Punch|icon-size=40x40px}} <br/ >
 +
'''[[Fists of Steel]]''' or '''[[Eviction Notice]]''' or '''[[Holiday Punch]]'''
 +
|
 +
 
 +
A set for Heavies on a defensive push, also mainly used for Spy checking and ambushing purposes. The Huo-Long Heater, while offensive in nature, can be used as a great Spy checking tool while also doing the Heavy's natural thing. Natascha's slow mechanic can be used in Spy-checks and help teammates in finish any particular enemy. However, the Huo-Long Heater can use ammo quickly, so the Family Business or stock Shotgun can be used for backup when you are low on ammo. Natascha deals less damage at the other Miniguns, so use Shotgun is recommended. The Dalokohs Bar can be used as a more suitable alternative if you want to tank more damage; coupled with the Fists of Steel, it can make you even more of a threat to deal with while enemies try to attack. The Eviction Notice or Holiday Punch can make you more of an surprise predator, if you want to go the ambush route.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Minigun|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Brass Beast|icon-size=40x40px}} <br/ >
 +
'''[[Minigun]]''' or '''[[Brass Beast]]'''
 
! align="center" | {{Icon weapon|weapon=Sandvich|icon-size=100x100px}}  
 
! align="center" | {{Icon weapon|weapon=Sandvich|icon-size=100x100px}}  
 
'''[[Sandvich]]'''
 
'''[[Sandvich]]'''
! align="center" | {{Icon weapon|weapon=GRU|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Fists of Steel|icon-size=40x40px}}
'''[[GRU]]'''
+
{{Icon weapon|weapon=Gloves of Running Urgently|icon-size=40x40px}} <br/ >
 +
'''[[Fists of Steel]]''' or '''[[Gloves of Running Urgently]]'''
 
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An ideal and popular offensive setup for when you know you'll mostly face non-Heavies, especially when paired with a Medic constantly. The GRU constantly chips at your health while you're holding it, and will build up an ÜberCharge faster. Since you've got a Medic tagging along, and you shouldn't be melee-ing all that much, the 50% less damage output with the GRU isn't much of an issue. The Sandvich is great for healing your Medic if he gets injured. Natascha have a higher guarantee landing of shots, and with the Medic behind it will even allow a heavy to go directly with a lone Sasha-wielding heavy.
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This loadout is preferable for any player who wants to use Heavy in Mann VS Machine, as the heavy damage of the Minigun or heavier damage of the Brass Beast, allows the Heavy to fill the roll of a tanky DPS.
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Most of the Heavy's points should be invested in his primary weapons, and as such, his primary weapons should do the most they can for him in return. The Minigun unlike most of the Heavy's primary weapons doesn't have any damage or firing speed reductions while also not compromising on mobility. On a similar note, the Brass Beast allows the Heavy to mow down enemies with a constant barrage of stronger bullets, at the cost of movement and spin up speed. Since the Heavy often sits next to the Dispenser anyway, the lack of movement speed on his primary is negligible at best. Add the Destroy Projectile and Projectile Penetration upgrades to either of these weapons, and you'll see most threats rapidly dwindle in strength against a good team with a good Heavy.
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The Sandvich and the melee weapons are all pretty much tools of the trade for the MVM Heavy, and thus have no required upgrades. The Sandvich itself is often tossed out to heal the Heavy's fellow teammates, as the Dispenser often keeps the Heavy alive. However, don't feel bad about retreating to eat the Sandvich yourself, should things get hectic. As for the melee weapons, they're used either to decrease damage as the Heavy retreats to safety (via the Fists of Steel), or return to the fight (in the case of the Gloves of Running Urgently).
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! align="center" | {{Icon weapon|weapon=Tomislav|icon-size=40x40px}}
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{{Icon weapon|weapon=Brass Beast|icon-size=40x40px}}<br />
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'''[[Tomislav]]''' or '''[[Brass Beast]]'''
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! align="center" | {{Icon weapon|weapon=Shotgun|icon-size=40x40px}}
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{{Icon weapon|weapon=Family Business|icon-size=40x40px}}
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{{Icon weapon|weapon=Panic Attack|icon-size=40x40px}} <br/ >
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'''[[Shotgun]]''' or '''[[Family Business]]''' or '''[[Panic Attack]]'''
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! align="center" | {{Icon weapon|weapon=Gloves of Running Urgently|icon-size=40x40px}}
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{{Icon weapon|weapon=Killing Gloves of Boxing|icon-size=40x40px}}<br />
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'''[[Gloves of Running Urgently]]''' or '''[[Killing Gloves of Boxing]]'''
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|'''"Fat Scout"'''
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This loadout focuses on running around with your Shotgun of choice, using your sheer health pool to get into close range. The primary is less important to this playstyle, though the Tomislav's slower spin-up time complements the idea of staying mobile quite well. Alternatively, the Brass Beast may be used to suddenly go on the defensive. The Shotgun you use is mostly up to preference, though the Panic Attack's switch speed lets you switch to your melee or primary more quickly. The Gloves of Running Urgently are useful to this playstyle, as they allow you to reposition yourself much faster than you would normally be able to. Alternatively, you can use the Killing Gloves of Boxing to finish fights and give another weapon 5 seconds of guaranteed Crits. If using the K.G.B., the Tomislav is vastly preferable to the Brass Beast for capitalizing on Critical hits thanks to its much slower spin-up time, but since your playstyle focuses on using shotguns, this may not matter as much.
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! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small>
 
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=== [[Minigun]] / [[Iron Curtain]] ===
 
{{Icon weapon|weapon=Minigun|icon-size=100x100px}} {{Icon weapon|weapon=Iron Curtain|icon-size=100x100px}}
 
* The Minigun, or ''Sasha'', is an ambush weapon; think of it as a Shotgun with no rate of fire or reloading drawbacks. Use it when catching enemies off guard from behind or wait around a corner.
 
* You can rev your Minigun at the start of a jump. This gives you a moment of extra speed, and can be useful when you expect an enemy to be waiting right around the corner. Crouching while jumping even further increases your distance and makes you a smaller target from hitscan weapons (such as Sniper rifles or scatterguns) as well as effectively grounding you making you near impossible to move.
 
* By the same token, few people expect a Heavy to fall from the sky with Minigun spun up and ready. Stages with vertical peaks such as [[Gravel Pit]] and [[Granary]] make great places to use this ambush strategy.
 
* 200 bullets seems like a lot, but when you start firing it will disappear rather quickly! Pay attention to fallen weapons of enemies/team-mates, weapon crates or Dispensers.
 
* Your aiming speed does not decrease when your Minigun is spinning.
 
* If the enemy team has lots of higher health but slow classes, it is a better idea to take this over the Natascha.
 
* At mid-range or closer, the Minigun has a higher damage output than any other weapon in the game, save for Critical hits and Backstabs. Keep this in mind and stand your ground when facing opponents one-on-one.
 
  
=== [[Natascha]] ===
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==Cooperative class strategies==
{{Icon weapon|weapon=Natascha|icon-size=100x100px}}
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==={{class link|Scout}}===
* Enemies taking damage from her will find themselves moving slower for an instant, forcing them to face the Heavy instead of running away.
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Heavies are masters of covering fire when on the advance, and this perfectly supplements a Scout's speed. With a Heavy's firepower dealing damage, Scouts can more safely push carts, capture control points, steal intelligence or ambush enemies, and combined with the Scout's own power, can make an ideal pair up.
* Despite the theoretical 25% less damage than the normal Minigun, and due to the decrease in firing speed compared to the Minigun, a higher percentage of the Natascha's shots land on the target. This results in an increase in its practical overall damage. Therefore, currently it is more preferable to the Minigun if engaging non-heavy players, especially with a Medic behind the heavy. Nonetheless, because of damage falloff, it is best to fire at close range.
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**Due to less damage, it is best to avoid fighting Heavies that wield a Sasha, or an Engineer's Sentry Gun, unless you have a Medic buddy or are part of a team assault.
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* A Heavy with a Sandvich can be invaluable to the fragile Scout, especially since it heals him for 75 health instead of the standard 63. If you're both in a secure place and you do not need to use a Sandvich, handing one out to the more easily-wounded Scout can make all the difference when away from a Medic, Dispenser, or supply cabinet.
*Natascha is particularly effective against faster classes (such as the [[Scout]]) since it counteracts their speed advantage.
 
*When working with a teammate on defense such as a Demoman, Soldier, or Sasha-wielding Heavy, Natascha can make Scouts, [[Medic]]s, and [[Pyro]]s easier targets for slow moving projectiles and allows other Heavies time to spin up their guns. In this manner, you can whittle down a target's health while preparing them for a finishing blow from your team.
 
* Natascha can be a better choice than Sasha for dealing with Spies as Natascha reduces the chance of an enemy Spy successfully fleeing from you after a successful [[Spy-check]].
 
* Natascha can interrupt taunts, including taunt attacks and can also interrupt the consumption of "lunchbox" items such as the [[Sandvich]] and [[Bonk! Atomic Punch]].  
 
* The slowdown of Natascha also affects vertical momentum, meaning that any opponent trying to jump (including rocketjumps and stickyjumps) will fall like a stone if hit.
 
* Natascha, like Jarate, can be considered a more team based weapon as it makes it more difficult for you to kill enemies but easier for your team to do so.
 
* Natascha can stop a charging Demoman in his tracks with a single round, so this ability can be used to protect teammates from some distance.
 
* Eating the [[Dalokohs Bar]] with Natascha will boost your health by 50 hp and gives you a better chance against Sasha-wielding Heavies.
 
* The Natascha is a good weapon of choice when going for the Kollectivization achievement.
 
* Most competitions ban the use of Natascha due to its slow-down effect.
 
  
===[[Brass Beast]]===
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* Consider using the Natascha while supporting a Scout. Natascha's slowdown effect can more effectively delay or halt enemy pursuit of a Scout on the move, while leaving them more vulnerable to his Scattergun or Pistol, and your onslaught.
{{Icon weapon|weapon=Brass Beast|icon-size=100x100px}}
 
*Due to extremely slow walking speed while revved, this weapon is great for defending points, defending Intelligence, capturing points or in general jobs that do not require much movement.
 
*Using the Shotgun as secondary is recommened. This is because using any other secondary weapon will leave you without a reliable spur-of-the-moment weapon, leaving you open to damage during the extended rev-up.
 
*This weapon in the polar opposite to [[Natascha]], dealing much higher damage while reducing your maximum speed, relative to your default Minigun. Use this if heavier classes like other Heavies, Soldiers and Demomen are in abundance on the enemy team.
 
*Use the Brass Beast to deal more damage against enemies.
 
*The slower spinup time and move speed makes it harder to ambush enemies around corners so this weapon should be used to directly attack the enemy.
 
*Make good use of Dispensers with this weapon. The slower movement speed when spinning means it is difficult for you to keep this weapon well stocked with ammo as others may take the dropped weapons of dead foes before you reach them, as well as making you an easier target for explosive splash damage.
 
*This weapon is useful for defending inside control points, such as Stage 1 Point A on Dustbowl. The entrapment of a closed off space and make this weapon very deadly to those who are unable to escape in time, while countering your weaknesses with this weapon at hand.
 
  
=== [[Shotgun]] ===
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* Scouts position themselves in places that also make great spots to attack your enemies from as the Heavy, such as through chokepoints, down long corridors, or generally out of the enemy's sight so they may ambush enemies. Try following friendly Scouts for some ideal firing positions.
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
 
* The Shotgun is the maneuvering weapon of the Heavy. Use when moving from point to point, retreating, approaching a Sniper, or avoiding [[Rocket Launcher|Rockets]], [[Stickybomb Launcher|Stickies]] and [[Grenade Launcher|Grenades]]. It is also handy if you run out of Minigun ammo.
 
* If you believe the speed decrease and spin-up time of the Minigun will be a hindrance to a successful attack, switch to your Shotgun instead.
 
*The Shotgun is recomended to be used along side the [[Brass Beast]], so that you have a reliable back up weapon when you do not have to for the weapon's extended rev-up time.
 
* If your team has lots of able-bodied Medics, then it may be a better idea to bring this over the Sandvich, since healing yourself is not an issue. However, you can drop the Sandvich to heal and potentially save your Medic's life and precious ÜberCharge.
 
* The Shotgun is useful if you have low Minigun ammo and don't want to waste it on lower-risk classes, such as Spies or Pyros.
 
* The Shotgun is also a far better weapon for surprise attacks because the Minigun not only has spinup time, but is also fairly noisy, alerting enemies to your presence; however, keep in mind that ambushing with Shotgun will cause less damage to the enemy, even though the surprise level can make up for this drawback.
 
*Keep in mind that without the Sandvich, you will need to rely more on Health Packs and [[Medic]]s to stay alive. Try to memorize the map's health pack locations.
 
  
=== [[Sandvich]] ===
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* Using the [[Gloves of Running Urgently]] can help you keep up with a Scout.
{{Icon weapon|weapon=Sandvich|icon-size=100x100px}}
 
* The Sandvich is an unlockable replacement for the Heavy's Shotgun. When eaten, it fully restores your HP over four seconds; during this process, he is immobile and makes loud noises.
 
* If the enemies are coming in waves or your team has few Medics, bring this because you will need all the health you can get.
 
* Without your Shotgun, Snipers are much deadlier, and without a fallback weapon it makes the limited ammo supply of the Minigun all the more scarce.
 
* The healing powers of the Sandvich work great with the [[Gloves of Running Urgently]].
 
* You can use alternate fire to throw your Sandvich for a teammate, healing 50% of their max health and stopping burn damage/bleeding. But beware that anybody can pick the Sandvich up, including enemies.
 
* You can pick up your own thrown Sandvich from the ground for 150 instant healing.  This is often safer than stopping to eat.  Try throwing it out before a fight and picking it up after taking damage.
 
* The Sandvich has a 25.7 second cooldown if you throw it or eat it when injured. Picking up a health item while at full HP restores the Sandvich instantly.
 
* Try to eat with your back to a wall. A Spy that happens upon a dining heavy can spell disaster.  In addition, make sure to stand somewhere where a Spy is unable to jump on top of you.
 
* When a friendly Medic is hurt or on fire, it is advisable to throw your Sandvich to heal him.
 
* A friendly fully healed Spy can waste the Sandvich dropped if his [[Disguise]] is hurt, so throw the consumable with caution!
 
* You can taunt with The Sandvich on in order to eliminate the 1 second delay after weapon change, effectively giving you an extra second.
 
* Enemies can see dropped Sandviches, you can set traps by dropping a Sandvich and ambushing enemies that try to pick it up.
 
* You cannot eat the Sandvich whilst your feet are off the ground.  However, you can still throw it.
 
* When coming across a small health pack, eating/throwing your Sandvich back to full health before taking it restores your Sandvich, increasing the health output.
 
* You can use your Sandvich to roughly double the effectiveness of small health packs. Simply pick up small health packs at full health and drop a Sandvich for your teammates.
 
* Take advantage of the Sandvich being a projectile to throw it over ledges to teammates in need.
 
  
=== [[Dalokohs Bar]] ===
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* You have much higher health than a Scout, so if the Scout is inexperienced, you can protect him. This works best if you constantly have your [[Fists of Steel]] out, the Scout doing the main damage, while you body block for him. If someone approaches, you can punch them to add extra support.
{{Icon weapon|weapon=Dalokohs Bar|icon-size=100x100px}}
 
* The Dalokohs Bar is an unlockable replacement for the Heavy's Shotgun. Consuming the Dalokohs Bar restores 20% (60 HP) of his health over four seconds when eaten and has the ability to [[overheal]] the Heavy to 350 HP for 30 seconds. During this process however, he is immobile and creates loud noises.
 
* The Dalokohs Bar heals much less HP than the [[Sandvich]] and can not be shared.
 
* The extra 50 HP allows the user to withstand a minimum of one more shot from the Scattergun, the Grenade Launcher or the Sniper Rifle (minimally charged headshots or bodyshots). It may also allow a minimum of one more shot from the Stickybomb Launcher and Direct Hit when fighting outside very close range. All of these weapons are used by the Heavy's most common enemies and the extra hit may give the Heavy time to finish off his opponent, however without the 100% healing power of the Sandvich they will be troubled to find healing afterwards.
 
* The Dalokohs Bar can be particularly useful for Heavies that can obtain a constant source of healing but lack a nearby friendly Medic for overhealing or a friendly Dispenser for healing.
 
* Without your Shotgun, Snipers are much deadlier, and without a fallback weapon it makes the limited ammo supply of the Minigun all the more scarce.
 
* Use the Dalokohs Bar before meeting enemy waves to make use of its overheal effect.
 
* The Dalokohs Bar has a 30 second cooldown if eaten when injured.  Picking up a health item while at full HP restores Dalokohs Bar instantly.
 
* Even though the Dalokohs Bar allows your maximum health to rise up to 350, Medics can still overheal you to the 450, making the bar less effective when there are numerous Medics on your team. Also, do not use Dalokohs if you have a [[Pocket]] Medic, as you can not feed him because Dalokohs can not be dropped on the ground.
 
* You cannot eat the Dalokohs Bar whilst your feet are off the ground.
 
* Try to eat with your back to a wall. A Spy that happens upon a dining Heavy can spell disaster.  In addition, make sure to stand somewhere where a Spy is unable to jump on top of you.
 
* You can taunt with the Dalokohs Bar, in order to eliminate a one second delay after weapon change, effectively giving you an extra second.
 
* The Dalokohs Bar is good to use when starting an attack. Hide and eat before the enemy sees you and then start attacking.
 
* The Dalokohs Bar is useful in King of the Hill game mode due to the extra 50 hp overheal for 30 seconds that allow the heavy to withstand more damage in battle for a bit longer while holding down a control point for the timer to run out to declare the victor or reinforcement to respawn.
 
  
===[[Buffalo Steak Sandvich]]===
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==={{class link|Soldier}}===
{{Icon weapon|weapon=Buffalo Steak Sandvich|icon-size=100x100px}}
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Together, a Heavy and Soldier duo can make a tough pair, second in combined health only to two Heavies working together.
*Use this if you run out of Minigun ammo to counter the enemy with melee damage.
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* The Soldier's [[Rocket Launcher]] gives a Heavy-Soldier pair something the Heavy lacks alone: range. Rockets can travel over a long distance, and a Heavy's Minigun tracers can effectively point at enemy positions a Soldier can quickly light up.
*Use the increased move speed and Mini-Crits to your advantage and catch the enemy by surprise.
 
*Make sure not to charge at enemies because they can still use their weapons and with you taking Mini-Crits you'll be down easily.
 
  
=== [[Fists]] ===
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* On the offense, being under the effect of a [[Buff Banner]] can make a Heavy-Soldier combo devastating. On the defense, a Soldier using the [[Concheror]] or [[Battalion's Backup]] can effectively make a Soldier-Heavy pair a very formidable wall of HP and projectiles.
{{Icon weapon|weapon=Fists|icon-size=100x100px}}
 
* Fists are a fallback weapon, and are your only fallback weapon if you traded your Shotgun for the Sandvich. It is also good against any class that is cornered or not expecting you to engage in melee combat.
 
* Holding down the fire button will make you continuously hit. Clicking either button will make you swing with the fist on the same side. However, this is purely cosmetic.
 
  
==== [[Showdown]] ====
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* Soldiers lose a good amount of health from [[rocket jump]]ing, so saving your Sandvich or another food item can be very helpful to an actively rocket jumping Soldier.
[[File:Heavyshowdowntauntkill.PNG|100px|Showdown]]
 
*Keep in mind the attack speed for this taunt.  If you can time it right, it is a perfect revenge tool during [[humiliation]].
 
*It also can be used against either distracted Heavies or scoped Snipers, saving ammo for other classes.
 
* The Showdown acts as a short ranged but very wide hitting Pistol, so you have some range and height doesn't matter as much when using this to keep in mind. Therefore in melee-only games, it gives the Heavy the longest range of any class, which can be very useful.
 
*In [[Control Point#Attack/Defend|Attack/Defend]] and [[Payload]] maps, it is possible to achieve a kill with this. Stand in front of the gates, and taunt when there is a second left on the [[setup]] clock.
 
*The taunt attacks in a straight line, so it is possible to aim it through tight spaces and surprise unaware targets.
 
*This taunt is silent until its attack. It can be used effectively on unaware targets without alerting enemies to your position.
 
*It is possible to do a "Pinshot" by aiming the taunt through a thin crack that leads to another part of the map. For example, a crack under a bridge can be exploited to hit someone under or above the bridge.
 
*As with all taunt kills, use this taunt as a last resort counter attack. If you are in a situation where you are at a disadvantage (e.g. caught by a Pyro right after you have spun down the Minigun) feel free to retreat past a corner and taunt. With some luck, you can net a kill.
 
  
=== [[Killing Gloves of Boxing]] ===
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* You excel at killing Pyros, who can airblast a Soldier's rockets. Eliminating them allows a Soldier to more liberally use his Rocket Launcher and cause wanton destruction with little-to-no resistance.
{{Icon weapon|weapon=Killing Gloves of Boxing|icon-size=100x100px}}
 
* When the Heavy kills an enemy with the K.G.B., he is guaranteed Critical hits for the next 5 seconds, and can kill additional enemies to further lengthen the boost time. This power-up is still active if he changes weapons.  However, the K.G.B. has a 20% slower swinging speed.
 
* The slow swing speed coupled with the Heavy's slow movement speed makes using them a risky prospect. It is best to use them when you have an enemy cornered.
 
*However, if you do manage a kill and you are in tight corridors, keep using them while there are still enemies around; a Critical hit with the K.G.B. will kill all classes with a single hit except Soldiers, Demomen (with the Eyelander and with more than 4 heads) and Heavies, who will fall if a second hit is landed.
 
*You can switch to your Minigun of choice or the Shotgun immediately after making a K.G.B. kill to use the guaranteed Critical hits with those weapons instead. This can provide other target options if enemies aren't in melee range or have begun to retreat. However, switching weapons wastes some of those precious five seconds, and spinning up the Minigun wastes even more. In addition, the Shotgun's Criticals are less powerful than those of the K.G.B. If possible, get multiple kills (2 or more) with the K.G.B. before switching to the Minigun.
 
*Keep in mind however that spinning up the Minigun eats up a lot of your Crits time as stated in the in-game hints. The Shotgun is a much nicer pairing since it allows for instantaneous shooting, not to mention that most classes (unless overhealed) will succumb to a single critical Shotgun blast (at close range of course).
 
*Keep in mind that due to a bug K.G.B. Crit effect will vanish when you are healed by a Medic, cart or Dispenser.
 
  
=== [[Gloves of Running Urgently]] ===
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* Soldiers are excellent at attacking two of a Heavy's major threats, the Sniper and Spy. Soldiers who are rocket jumping can close the distance on a distant Sniper and easily blow them up. The large splash radius of the Rocket Launcher can also make it difficult for a found-out Spy to get close without being obliterated.
{{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
 
*Use the GRU to escape certain situations where you know you can't win without support (like against a Heavy/Medic Combo, or an ÜberCharge).  
 
*With the added speed, you can use trick jumps that the faster classes can do, like jumping onto the bridge on 2Fort.
 
**The damage penalty also adds a very slight amount of knockback when you are in the air. Time it so that in the middle of your jump it ticks, and you will be sent ever so slightly further, thus allowing you to reach even more previously inaccessible places (such as point E in Steel). If possible try to use the momentum from the gloves to your advantage by quickly switching back to Minigun and revving it up for added jump distance.
 
*With a Medic healing you, you can negate the -6 damage penalty, and help their ÜberCharge build as well. A Sandvich can also be used to sustain health where necessary. The Dalakohs Bar works as well, but the lower health regained and the need to stop and eat, rather than a quick throw, makes it less effective compared to the Sandvich.
 
*Remember that the GRU does much less damage than standard melee weapons, so it may not be wise to get into a melee fight unless you have a preexisting advantage (such as a health kit near to you, a nearby Medic, or if your target is already damaged).
 
*Using the GRU to reach the front lines faster and keep up with a group of teammates is also a good idea, but make sure you know the location of a nearby health kit or Medic, or have the Sandvich equipped, so that when reaching the front line you don't have a health loss in battle.
 
* When übered, use the gloves to push in closer to a sentry (do not jump or the knockback will take further effect) until you reach the range that overwhelms the gun. Your extra acceleration allows you go straight up to a sentry and use your full DPS rather than sitting back, where the spread makes a heavy ineffective.
 
*Fast switching the GRU and jumping can give you a speed boost while in mid-air, while taking less damage.
 
*Beware of running out of ammo on all other weapons. You will change to the GRU and start taking damage.
 
*The GRU's speed will also make you a slightly harder target to enemy Snipers, especially beginners, or those using the Huntsman.
 
*When using the GRU in CP maps such as Granary, keep in mind that health kits are usually taken by Soldiers or Demomen, so be prepared to fight with a little less health.
 
*Do not equip GRU if the server has melee-only Sudden Death enabled, as you will die faster due to the health drain.
 
  
===[[Warrior's Spirit]]===
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* Soldiers are far more mobile than you, so it will be difficult to follow your buddy if he decides to jump away to a high place or chase down any fleeing attackers. This can generally make working with a Soldier somewhat limited.
{{Icon weapon|weapon=Warrior's Spirit|icon-size=100x100px}}
 
*Use this weapon to deal more melee damage to enemies.
 
*Note the health penalty. Make sure to take advantage of the melee damage bonus if you equip these.
 
*Equipping this weapon with the Dalokohs Bar takes away the health penalty and still gives you additional melee damage bonus.
 
  
===[[Fists of Steel]]===
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==={{class link|Pyro}}===
{{Icon weapon|weapon=Fists of Steel|icon-size=100x100px}}
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Pyros are one of a few excellent distractions for incoming Heavies. The chaos that a Pyro can cause by setting whole chunks of the enemy team on fire can draw attention away from a spun-up Heavy.
*Make sure to pull out these when you cannot see any obvious enemies in your field of vision as this will make you harder to be caught out with ranged weapons as you'll take much less damage.
 
**This is especially useful in Sniper friendly areas too.
 
*Make sure not to get into a melee battle due to the doubled damage an enemy can deal to you with their melee weapons.
 
  
===[[Item sets#Heavy|The Hibernating Bear]]===
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* When working with a Pyro, use the Huo-Long Heater. You will deal 25% more damage to enemies set ablaze and can help the Pyro finish off targets who escape from the range of their [[Flame Thrower]].
[[File:Backpack Heavy Bundle.png|100px|The Hibernating Bear]]
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** A [[Dragon's Fury]] and Huo-Long Heater combo is extremely devastating due to the significantly increased damage of targets afflicted with [[Fire|afterburn]].
*With critical damage resistance you can counter Crit boosted enemies or automatically critting enemies like Snipers more easily.
 
  
== Map Specific ==
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* By creating a distraction at the front lines, a Pyro's job can be made much easier. Because the Pyro excels at ambushing, drawing all of the enemy's attention to yourself allows your friendly Pyro to get behind enemy lines and burn them while they are distracted dealing with you.
=== [[2Fort]] ===
 
* Useful on defense but the wide open space in the middle makes the Heavy an ideal target for Snipers.
 
* The Sewer entrance is a more suitable approach, but this can be easily defended by a Sentry Gun.
 
* This map has loads of long corridors so if you have enemies at your end / in the middle of a corridor, wind up and shoot. The sewers and small corridor below the left spawn area are ideal for this strategy.
 
* If you have a burning desire to kill the Snipers on battlements, take a Medic with you and proceed through sewers. Build up an Über to assault the courtyard, then move past spawn and onto the battlements. The Snipers won't even know you're there.
 
* Capturing Intelligence should not be your first priority. As a Heavy, you're usually providing covering fire for the carrier to escape safely. Use your negative influence against the enemy team so they're forced to deal with you first.
 
  
=== [[Granary]] ===
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* Pyro directly counters one of the classes you are vulnerable to, the Spy. Pyro is the premiere Spy-checker and can easily take care of a lone Spy once their cover is blown.
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** The Pyro can also deter a Sniper from taking shots at you with the use of their [[Flare Gun]], [[Detonator]], or [[Scorch Shot]].
  
* A great map for the Heavy. Useful to lay fire into doorways while team-mates take the control point behind him.
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* An allied Pyro has many different tools at their disposal to extinguish afterburn, allowing you to save your Sandvich for a more critical situation, or your allies.
* The Heavy excels in attacking or defending points 2 and 4. With an extremely focused area indoors, a spun-up Heavy can be an unpleasant surprise to anyone moving on the point. Similarly, the close confines removes the range advantage of Snipers.
 
* Conversely to the above, Spies are a common threat on Granary. Watch your back, since you will draw a lot of attention very fast on those points.
 
* Attack points 2 and 4 from the left. It is a longer walk to the point, but if you go up the stairs on that side, you can usually catch defenders off guard.
 
* Alternately, just come out from the left side of the point on the ground floor. This also has the advantage of largely avoiding the Sentry Guns usually placed on the ledge overlooking the point by the defending team, but not Sentry Guns on the ground level of the point.
 
* The last point can be difficult for Heavies. Snipers usually take potshots from the window overlooking the point from point 2/4, so exit through the farther, left-side door if a Sniper is known to cover the area and fire under the pipe at attackers.
 
* The map's natural choke points in the various inter-point areas are excellent areas for the Heavy to lay in suppressing fire, but his slow speed in turn makes it easier for him to be suppressed. Work with your team and take the initiative. If you're attacking while the enemy is still moving to engage you, you have a leg up on damage.
 
  
=== [[Well]] ===
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* In direct combat, Pyros can frustrate the efforts of Soldiers and Demomen with well-timed Compression Blasts, leaving them open to a Heavy's sustained fire.
  
* This map can be both a boon and a negative to the Heavy as there are portions of land where the open spaces leave you open to more mobile characters and [[Sniper]] fire.
+
* Pyros using the [[Back Scratcher]] will gain extra health from your lunchbox items, making even the Dalokohs Bar or Second Banana extremely effective as a post-fight snack.
* Be sure to move indoors as quickly as possible so that your [[Minigun]] can make good use of its large amounts of firepower, rather than squandering it outside where it is less accurate and you risk getting killed from long range.
 
* Control Points 2 and 4 are great for the Heavy as they are both indoors, and they offer good cover while still giving little room to move for the Heavy's opponents.
 
* The water routes between Point 3 and the courtyards outside the enemy base are the safest approaches for the heavy to get to Points 2 and 4 while avoiding most of the risk of Snipers usually covering the approach.
 
* One tactic that most people don't expect is a Heavy defending above the last point; when enemies come into the point for the cap, jump, spin up, and drop down, aiming to land in the capture zone and either killing the cappers or holding them off long enough for your team to reinforce you.
 
* Don't underestimate the attic approach. It's a small space with very few exits, a considerable number of ammo and health pickups, and considerable cover from most of the areas of attack while providing a few good firing lines in return, and thus it allows a Heavy to hold it nearly single-handedly. Consider camping this spot if your team is being pressed from above. Spies love this area, however, so a little paranoia may not hurt.
 
  
=== [[Dustbowl]] ===
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* Your Minigun will set enemy players on fire when coated with the [[Gas Passer]]'s gasoline. This becomes more effective when paired with the Huo-Long Heater's increased fire damage.
  
* Probably the best map for a Heavy as the congested areas and his ability to lay down large volumes of fire into the choke points and other congested areas can help progress.
+
* Pyros have one main weakness when supporting Heavies, and that is the lack of any real long-range attack capability. Rockets or Grenades that a Pyro cannot spot, long-range Revolver or Ambassador attacks, Sentry Guns, other Heavies and, of course, Snipers all pose major threats to both Pyro and Heavy. This makes Pyro support a strictly close-to-midrange affair.
  
====Offense====
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==={{class link|Demoman}}===
* Build up an ÜberCharge as soon as you can in the beginning of your push to make the defensive team crumble as soon as possible.
+
Heavies can be just as good as Demomen at area denial for specific locations, and their power combined can make for an ideal defense. Pinning down enemies with the spread of your Minigun's fire while a Demoman throws out a barrage of grenades or stickybombs can easily obliterate any foe.
* Like the situation on defense, Spies absolutely love this level because the action is so intense that many players do not notice a single player behind them before it is too late.
 
* Focus your fire on [[Sentry Gun]]s, entrenched [[Engineer]]s, and [[Pyro]]s first, as these are the biggest threats to you and your team. The Sentry Guns can lay waste to anyone attempting to get past, and Pyros can make your team retreat, giving the defenders a chance to push back.
 
  
====Defense====
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* Never underestimate the power of cooperation. A Heavy and a Demoman working together can herd enemies into a Stickybomb trap by laying down suppressive fire.
* Be sure to use [[ÜberCharge]]s in response to an overwhelming rush or the attacking team's ÜberCharge as well.
+
** The Natascha can make any enemy stickybomb fodder when they are attempting to fall back.
* While on the ready for the opposing team, continue to check your surroundings; a Heavy whose attention is on the spawn door is a tempting target for the Spy's [[Backstab]].
+
** Heavy can take care of any enemies who may have survived a burst of stickybombs with his Minigun's wide spread of damage.
* If defending Stage 2 Cap 2, have an Engineer build a Dispenser in the corner with the small medkit and ammo box. This allows the user to have a great defense spot on the control point, this also helps out the friendly Engineer as the user can easily take out Spies, and won't be prone to a backstab.
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* The combined power of both the Minigun and Demoman's [[Grenade Launcher]] or [[Stickybomb Launcher]] can leave both an Engineer and his buildings under such a considerate amount of pressure that he likely cannot save them. Killing the Engineer first will guarantee the destruction of a sentry nest.
* At Stage 3, cap one, The Ledge is an extremely effective bunker to create a stronghold in. If you can team up with an Engineer, get him to build a Dispenser and Teleporter out of sight in the hallway. You are to act as his Sentry Gun. Once there, you will be able to hold this spot and greatly impede the attacking team even if the first point is capped. Your main priority if trapped in the Ledge after cap is to protect the Engineer and his buildings and disrupt attackers long enough for your team to reform a line behind you.
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* While Demoman carries no hitscan weapons to the battlefield, the Heavy primarily uses hitscan weapons, allowing a pair to cover each other's weaknesses:
*On Stage 3, Cap two, there is a tunnel which from the bottom of the ravine under the cap to a spot just around the corner from Cap 1. This is usually used by attacking Spies to sneak behind enemy lines. However, if a Heavy can sneak through, he will come out directly behind most of the attacking team, and can do an enormous amount of damage to them before they realize what's happening. If the Heavy can get a fully-charged Medic to go with him, they can sometimes wipe out the entire attacking team in one fell swoop.
+
** When working with the Demoman, it may beneficial to equip a Shotgun such as the Family Business, or Panic Attack. This allows you to protect him directly without having to endure a lengthy spinup.
 +
**Demomen can eliminate any enemies from far outside of Heavy's Minigun range, but becomes weaker in comparison in close combat without a sword or boots. You can protect him from close range, while he can take care of any threats from medium to long ranges.
 +
* Heavy can protect Demomen by bodyblocking them in the same way he would a Medic and allow them time to carpet a point in stickybombs or aid in defending them from Scouts or Spies.
 +
* Demomen tend to take a lot of damage from up close explosives, sticky jumps, or misfires if they are using the [[Loose Cannon]]. Be sure to carry a Sandvich or other lunchbox items to give him a health boost when necessary.
 +
* Because a Demoknight can only attack enemies from a slightly larger than average melee range, it's important to protect him from bullet-based attacks and give supporting fire if he cannot finish an enemy completely on his own.
 +
** However, do be cautious not to 'steal' any kills from a Demoknight, as if he does not get the killing blow, he will not gain a head for his efforts.
 +
* An [[Eyelander]]-wielding Demoknight and a Buffalo Steak Sandvich Heavy can make for a great pair when in Medieval Mode. The two together can soak up plenty of melee damage, while moving far faster than normal and can take control of a point in little-to no time with a coordinated attack.
 +
** The K.G.B. will increase this damage output and allow the Demoknight to rush forward, with the Heavy following behind to finish off weakened and fleeing attackers.
 +
* As powerful as the two can be when paired together, the Heavy and Demoman both have trouble with long range engagement. This poses a problem when in direct confrontation with Snipers in particular, since you cannot reliably counterattack within your effective ranges. Additionally ambushes can be the death of you since you can't react to Pyros or Scouts quickly without a Shotgun, and the Demoman damages himself with splash damage at close range, or his projectiles are easily reflected. Consider these weaknesses when planning to team up with friendly Demomen.
  
=== [[Hydro]] ===
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==={{class link|Heavy}}===
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Already the most powerful class at close range, having two or more Heavies allows a team to take quickly control of areas or defend a position with unrivaled efficiency.
  
* Against strong defenses, an [[ÜberCharge|Übered]] Heavy can clear a way for the rest of the team to take the Control Points. Just watch out for [[Sniper]]s at the more open Control Points, as they can end a Medic-Heavy rush quite easily.
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* Covering fellow Heavies is imperative for a pair or group of Heavies on the move. Unless you are certain where your enemies will be coming from, check each others' blind spots often and scan for threats. If a single Heavy is a conspicuous presence, a group of them is near impossible to ignore.
* Attacking either of the last points through the vents can be a useful tactic for surprise and will work especially with other distractions going on, but be sure to use an ÜberCharge and not a Kritzkrieg when pushing, as there will likely be at least one Sentry Gun to destroy and once you drop out of the vents, you will not be able to escape without going through the main areas.
 
  
=== [[Gravel Pit]] ===
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* On the attack, deliberate maneuvering and timing are key. Heavies are slow, and if an attack is mistimed or its angle chosen badly, the defense can pick apart a multi-Heavy assault. Cover areas other Heavies are not attacking and come together as one single blow: if a group of Heavies gets flanked, it's hard to stem off being entirely surrounded due to their sloth.
 +
** If your fellow Heavy is taking the more direct route to the objective, cover an alternate route and coordinate ambush your enemies in a place where they would not expect a Heavy to attack from.
  
* An ideal map for the Heavy as his high health can get your team a foothold in heavily defended areas.
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* If one Heavy has a lunchbox item like the Sandvich or Second Banana, it may be beneficial for you to take a Shotgun instead. This allows you to protect your fellow Heavy in the event of an ambush, and he will be able to thank you for your efforts with a well-earned health boost.
* Be sure to use the small areas on the Capture Points to your advantage, but make sure to have someone cover your flank as there are alternate entrances from both sides to take both points.
 
* Gravel Pit favors Snipers with its long sight lines and relatively limited amounts of cover at places. Counter this by taking an alternate route to hit the enemy. There is always more than one way to approach the other team.
 
* Point C is a double edged sword for Heavies. While the cramped space on the tower leading up to C and the point itself means their firepower can tear up opponents, the multiple angles of attack in C's direction makes it hard to defend on the point.
 
* Use the Minigun's [[knockback]] to push Soldiers, Übered or otherwise, out of their trajectory and away from Point C (this works especially well with Natascha also, as if they do happen to land they will be adequately pinned down).
 
* While difficult to pull off, a hilarious option for RED Heavies is to scale the rock 'pillar' on the right side of the left-hand exit from BLU spawn to A (the exit nearest the mining tunnel). Two tricky crouch-strafe jumps will allow him access to tunnel to spawn, where BLU can be warmly greeted by a large Russian man and his gun. Most teams don't see it coming, and throwing in a Kritzkrieg assuming the Medic can get up there makes this even more successful when pulled off correctly.
 
  
=== [[Badwater Basin]] ===
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* Consider remembering which Heavies on your team have Sandviches or similar food items and which don't. When away from Medics or nearby Health Kits, passing out food to other Heavies is vital to extended autonomy.
  
*Due to the long sightlines going from the BLU spawn to the other side of the first area, it is best as a Heavy to back up friendly charges or wait until the coast is clear as enemy Snipers are likely to pick you off from down the hill or the tunnel. That said, if you have a Medic with an ÜberCharge ready you can use it to push round corners being guarded by Sentry Guns, being careful to avoid any Spies or airblasting Pyros trying to stop you and also staying out of sight for as long as possible.
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* With a Heavy-Heavy pair, it is a good idea to have a Fists of Steel plus Shotgun Heavy and a Minigun plus Sandvich Heavy. The Fists of Steel and Shotgun Heavy can be the damage dealer if things get out of hand, and the Minigun plus Sandvich Heavy can be the main damage dealer, helping to support the Heavy with the Shotgun. Remember that Miniguns have a long spin up time, so the Shotgun Heavy is the one to deal with battles with no time. Even if he doesn't kill the opponent almost immediately, he will have created enough of a distraction for the Minigun Heavy to finish them off.
*On defense, a Heavy can guard the tunnel and other enclosed areas like the main point fairly well, being able to drop down from the cliffs to surprise enemies pushing the cart and if needed push them back with a Kritzkrieg to clear out the tunnel and cliffs.
 
*It is important to know where the BLU Snipers are when on defense and hide accordingly, as some areas that are good for ambushing or jumping down from may be easy to snipe from the BLU spawn.
 
*The second point area's main corridor with the cart tracks is a no-go zone for attacking Heavies until it is clear of Sentry Guns, Snipers and Spies (unless you have an ÜberCharge ready to push with).
 
*Snipers are likely to congregate around the corner and zoom in over the concrete fence, and most Sentry Guns will be positioned on the roof to the left, making it difficult to concentrate on both potentially deadly threats.
 
*If you go up the stairs in the left building, you can easily access the roof and destroy the enemy Sentry Guns (even without an Über, as the corner can be used for edging). Once this is done and you have control of the roof, rain bullets down on RED players as they try to seize it again and provide a good distraction while the cart is pushed.
 
*On RED you can push back the enemy team through the main corridor with the help of your team mates and temporarily scare away any BLU Snipers trying to take out your team's Snipers (assuming you can get close enough). Be aware if you do this that often a Sentry Gun will be placed around the corner to the first point, as a means of holding their front line. In this situation, you will need an ÜberCharge or a fellow Soldier or Demoman to deal with it.
 
*When trying to retake the roof, be very careful while going up both sets of stairs as there may be a Spy lying in wait to foil your plans. If there are enemies on the roof, be sure to kill any airblasting Pyros, Spies or [[Sandman]] using Scouts first, as all of these can stop you in your tracks and put an end to your actions fast.
 
*In a worst case scenario on defense, you can jump down from the roof onto the cart to stop it reaching the second point. This is a fantastic means of blocking the capture due to the Heavy's good staying power and ambush potential, but be warned that without backup you will likely die soon after.
 
*On offense you will need an ÜberCharge to do any significant damage at the third point area, as many of the Sentry Guns will be positioned behind corners and the open space makes you an easy target for rockets, grenades and stickies. As such, you will be less likely to lead team charges in place of a Demoman or Pyro for Sentry Gun destruction.
 
*While waiting for a charge, try to hold the ground you've covered and keep it a safe area for any Medics or Engineers, such as the courtyard in the dip with the Maximum Health and Ammo kits. When doing this, watch out for Spies and other enemies dropping down from the balcony, along with any projectiles being fired diagonally at the Health and Ammo from around the corner.
 
*The third point is great for defending Heavies as there are many places you can effectively drop down on hiding BLU players and ambush them. This is especially useful when trying to prevent Übers from being built, though the courtyard may have a Sentry Gun and Teleporter waiting if an Engineer is left there for too long.
 
*The corridors provide good alternate routes to push back the BLU team also, and if you can use them to sneak behind the BLU team with an ÜberCharge or Kritzkrieg, you can wipe out anybody attempting to push forward and even as a result push the entire BLU front lines back to the second point. In the event of this, try not to push too far forward or you may be separated from your team mates and easily disposed of.
 
*The last point is a very difficult place for Heavies to attack on their own or without a Medic as there are so many open spaces that you will likely be sniped/stabbed/exploded before you can do a good amount of damage. To combat this, only run in when you are sure there are other people doing the same, and watch your back when doing so as the ramp chokepoint is a very good place for Spies to stab people and retreat.
 
*Try not to stand at the top of the ramp when pushing as you are an easy target for Spies and Snipers and the distance between you and where your enemies will be (the bottom of the ramp) is far enough to render your primary weapon ineffective. that said, if you have a Kritzkrieg to charge with you can deal with any enemies out in the open from the ramp, overhang or windows and still have a good chance of surviving if you are cautious.
 
*The RED team's Sentry Guns will almost always be found underneath the overhangs that are usually out of sight from the BLU team. To deal with these, drop down from the left overhang or windows on the right to instantly start firing on the Sentry Gun and hopefully take the Engineer by surprise. In the likely chance of there being multiple Sentry Guns, try to get closer to each Sentry Gun to kill it quickly then move onto the next one, or the Minigun's falloff will be ineffective when firing from the middle of the area.
 
*Don't go around the top left courtyard on your own as it is a very common spot for Spies to lie in wait and may creep up behind you when you try accessing the main point area from the small flight of stairs. If there is an Engineer on your team building, stay there with him for a moment to protect his buildings from Soldiers, Demomen or Spies coming from either of the doors.
 
*When trying to defend the last point as a Heavy, push up the ramp with ÜberCharges to destroy any defenses the BLU team may have built to prevent you pushing them back. If you have a Kritzkrieg, this tactic will also work well but you will need to move quickly as when the enemy team sees you they will run and hide around the corner at the third point.
 
*When the BLU team pushes the final point, try hiding in one of the many corners or shadows so that you can surprise any cart pushers or people looking the other way. Alternatively, ask for a Medic to hold an Über until they push so you can counter Über at the appropriate time.
 
*If you are standing next to an Engineer's Dispenser or are just watching the area, stay spun up for enemies trying to drop down to the ground floor from the windows or overhang, and also to instantly [[Spy-checking|Spy-check ]]anybody running out in the open.
 
  
=== [[Gorge]] ===
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* While a lone Heavy is easy pickings for a Spy, multiple Heavies can cover each other and Spycheck in a similar fashion to a Pyro with an endless stream of bullets. Once a Spy is found out, it is nearly impossible for them to escape from the onslaught of several Heavies firing their primaries at the Spy's position. A Heavy using the Huo-Long Heater is especially effective at this by simply revving up near suspicious teammates.
  
*The initial yard and point bridge of Gorge are fairly open and have long sight lines, making Heavies on either team difficult to play and mostly ineffective. That said, with the right ambush tactics and knowledge of the map's numerous hiding spots, you can support your team well and allow them to make the necessary pushes.
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* Few things are more dreadful than being caught by a Heavy using Natascha for its slowdown effect. High on that list is being caught by a Heavy wielding Natascha while another Heavy employs one of the other Miniguns for maximum firepower. For instance, a Natascha Heavy and a Brass Beast Heavy can be a fearsome defense.  
*The area between the first and last points is fantastic for Heavies on either team, as the tight corridors make their miniguns incredibly useful (stopping enemies from trying to escape death by strafing) and the upper walkways allow you to jump down and surprise any enemy pushes or bases that have been set up. Be cautious though, as on BLU you may become separated from your teammates and lose any backup you might need, and on RED straying too far from the point may leave it open for backcapping.
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** Conversely, a Natascha Heavy and a Tomislav Heavy can make good on their pushes by targeting priority targets, like a Medic or an Engineer with a toolbox and keeping them from escaping.  
  
==== Attack ====
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* Using the Tomislav in a similar vein to the Shotgun, a Heavy can back up another Heavy using the stock Minigun, or Brass Beast with cover fire, and keep an accurate stream of bullets on classes that give them a tough time, such as Snipers, Demomen and Scouts, and attack enemies who attempt to surround them.
*The first yard will be a very difficult place for a Heavy to charge in solo, as all of the spawn doors act as chokepoints your team must go through while being fired into by any projectile using classes such as the Soldier or Demoman.  Because of this, do not go out unless you either have a Medic with a normal ÜberCharge ready (in which case, ask the Medic to use it sooner than later to avoid the risk of losing it), or when you are confident that your team have distracted the enemies guarding the spawn doors and feel you can back them up effectively.
 
*Watch out for Snipers hiding on the top walkways or Spies tucked in the gaps between the crates next to your spawn doors. These two classes are a Heavy's strongest counter, and will make quick work of you if you aren't careful.
 
*Attacking the first point area is another job for an Ubercharged Heavy, as it is a good place for defending Spies and Snipers to headshot/backstab you as you come over the hill or onto the bridge and there will likely be a Sentry Gun or two stationed on the other side of the point. Once again, use an ÜberCharge, or risk backing your team up without a charge/with a Kritzkrieg (which is not very effective on this point anyway, as the RED team have a large amount of cover to hide behind).
 
*If you are feeling adventurous, move along the far left walkway to ambush the RED team from the left garage. This can work surprisingly well with a Kritzkrieg, as you will be able to clean out any enemies behind the typical pieces of cover and maybe even destroy a Sentry Gun if it is initially facing toward the point. However, be careful when doing this, as you are very vulnerable to Snipers and you may be overwhelmed by the sheer number of RED players hiding in the left side,
 
*Make good use of the walkways overlooking the corridors to the last point; should the enemy team attempt to push you back to the first point, you can pin them down with your Minigun (preferably Natascha) and cut their faster classes off from any reinforcements.
 
*Do not try to attack the last point from the uppermost walkway. This is because your Minigun's effective range is insufficient for damaging enemies around or on the point, and you become a big target for Soldiers, Demomen or Snipers aiming up there. Instead, try standing in the small corner room with the health kit. Here you can prevent any high flying classes from accessing the upper corridors, holding your team's front line down well.
 
*You can move along the left corridor and across to the far left room if you are subtle enough, and from here you can access the main RED Sniper deck as well as their secondary spawn door. Don't stay here too long though, as you can be easily killed should the RED team know you are hiding there.
 
*When attacking the very last point, once again only rush in at the front if you have an ÜberCharge, and be sure to look in every corner on both the top and bottom levels in case a sneaky Sentry Gun has been placed to wear down your team's push. Once the main defenses are Destroyed, stay on the point aiming up between the middle and right doorways in case of RED players trying to stop the cap.
 
*When charging in, also make sure there are no Spies lying in wait around the corner or behind the crates in the hall adjacent to the point. Now would be the worst time for your Medic to lose his target, so be vigilant.
 
  
==== Defense ====
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* Two Natascha Heavies will not have the firepower of their more heavily armed comrades, but a double slowdown effect is death to classes who rely on their speed and reflexes at close range to survive, like Scouts, Spies, and Pyros. Often, it will cause Soldiers and Demomen to be reluctant about approaching you at all. Demoknights will be especially discouraged as they usually need to get into melee range to do the most damage, but neither shield provides any resistance against bullet damage and the slowdown effect instantly negates their charges.
*Defending this point as a Heavy will also be somewhat troublesome, as the wideness of the map makes any non-Critical Minigun spray useless when firing across, you are almost always visible from at least one of the BLU spawn doors (unless hiding right behind cover) and it is a popular point for BLU Spies to come from behind on. To stop the BLU team for long enough, stand right near one of their doors with a Kritzkrieg or ÜberCharge ready to stifle any potential pushes, and defend the Medics on your team (as they will be saving their Ubers or Kritzkriegs for countering the BLU team's).
 
*Despite the long distance from one side of the map to the other, standing in the top right windows with a Kritzkrieg Medic can ambush the BLU team well enough to cripple any charges they themselves attempt to build up. The lack of damage falloff and high damage a Critical Minigun has will mow down anybody too close to the windows, and discourage long range targets (even Snipers, who can only take a two or three Critical bullets at long range before dying).
 
*Because of the open space and the chokepoint at the BLU side of the bridge, do not try running in to the interior area without a Medic as you will die very fast and can be headshot from the first yard (through the doorways) should an approaching Sniper spot you. Instead, try sneaking around the sides and unleashing a Kritzkrieg on the unsuspecting BLU team for an easy ambush (though watch out for any Sentry Guns put up the stop the RED team pushing in).
 
*Though difficult, try accessing the upper walkways from the BLU team's side (via the numerous stairwells). This denies them a potential area to set up a base and also keeps their front line pushed back, wasting their time and so hindering their progress toward capturing the point.
 
*Use the various props and pieces of cover in the hallways to your advantage; hiding behind the crates while spun up and around the edges of corners will let the BLU team pass by unaware of your presence, giving you an easier time of ambushing and ruining their plans.
 
*If the BLU team makes a successful push onto the last point, do NOT stand above the point in the middle. This area is the main focus of any BLU Snipers standing in the opposite hall. Instead, attack from the sides and if possible, under the overhang where Sentry Guns are put to stop the enemy seeing you until they jump onto the point themselves.
 
*It is not worth trying to get behind the BLU team, as they have too many alternate routes to the point. This also decreases the number of RED players around the point, making it much harder to defend for those remaining.
 
  
=== [[Steel]]===
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* Whether as a pair or group of Heavies, remember that it will be a field day for competent Snipers. Take cover!
==== General ====
 
* The multitude of pathways renders flanking a very effective tactic, both for you to use, and to be used against you. Always watch your back for [[Scout]]s and [[Spies]] that may be using these paths to get behind you.
 
* There is [[Health]] close to almost every point, find out where they are and stay near them to keep yourself healthy.
 
==== Offense ====
 
===== Point A =====
 
* There is a long, straight sight line to your main spawn exit door. [[Sniper]]s will almost always be watching it closely for you. Only move forward if you have your team to cover you or if you are certain the area is clear.
 
* If you take the main spawn door, remember that you are fighting uphill, so [[Soldier]]s and [[Demoman|Demomen]] will have an advantage. They also have several walls that they can hide behind to wear down your health.
 
* The secondary pathway over the cliff may be your best bet in many circumstances, as it brings your [[Minigun]] into close range where it excels. Keep an eye out for any [[Sentry Gun]]s that may be below you as you pass over, as they may launch you into the sky.
 
===== Point B =====
 
* Take note of the medium health pack and ammo in the small alcove on the right as you approach the point. This is a good spot to retreat to if under enemy fire.
 
* Consider moving over top of the buildings on the left as you approach the point, as this path isn't often taken and can allow you to surprise enemy [[Heavy|Heavies]] who may be defending.
 
* The side route that takes you to the an elevated platform across from the point is not necessarily a good place for a Heavy, as you are open to Snipers and the enemy is often too far away for your guns to do much damage.
 
  
===== Point C =====
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* An effective strategy for attacking on Payload maps is to stack 2-3 Heavies around the cart. The healing and ammo provided by the cart can sustain the Heavy group, and one of the Heavies can stand on top of the cart to act as a moving Sentry for the rest of the group. This strategy is better on Frontier, because the unique cart has more room to stand on. Be careful, however, as opposing Demomen, Spies and Snipers can easily counter this strategy.
* There are two paths to take to get to C from B, the cliff path and the inside path. The cliff path puts you above the enemy, but you are open to enemy Snipers, Soldiers and Demomen. The inside path gets you a bit closer before the enemy can see you, allowing for easier [[ÜberCharge]]s and attacks.
 
*Taking the exposed stairway up onto the point could be a bad idea, as you are easy to see and wide open to enemy attacks. Consider using the enclosed stairway instead to get the jump on your enemies.
 
===== Point D =====
 
* This point is a long way away for the slow Heavy. Ask your friendly [[Engineer]]s to set up a [[Teleporter]] between A and D or at C so that you can get to the frontline faster.
 
* Again, there are two paths to take, from C or from A. The path from A is shorter, but you are attacking the enemy head-on. The path from C is longer, but you can get behind the enemy team. Be aware that this path takes you past the RED spawn, so be careful for enemy players leaving through that door.
 
===== Point E =====
 
* With your large amount of health, enemies will be tempted to try and blast you into the pit with explosives or [[Compression blast]]s instead of simply killing you. Stay near the center of the point and focus on enemy [[Pyro]]s that may be rushing towards you.
 
* Crouch while revved to avoid being knocked off the point by an explosion.
 
* If D is captured, the enemy cannot spawn and go directly to E, they have to pass through D or C first. This is where they will attack from, so watch your sides.
 
  
=== [[Egypt]] ===
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* Stacking Heavies allows a team to maintain an effective defense. However, they will drag a team down after about 3 Heavies or more because of the inherent slowness of the class. Additionally, they can also impede Medics' work by hogging them to themselves due to their high health.
  
*Overall, Egypt is not a Heavy friendly map. The very open environment and bright scenery make the Heavy even more of an easy target then before, and the long distances between points make traversing the map without a Teleporter somewhat dangerous, as well as slow.
+
==={{class link|Engineer}}===
*As such, try to keep to the darker corridors and less obvious routes to the next area. Otherwise, you may be in the prime spot for being sniped, thus forcing you to walk all the way to the front lines again upon respawn.
+
Engineers and Heavies fulfil the same defensive role in a very similar fashion. Due to the nature of both classes, there isn't a lot of direct help you can do for your Engie buddies. There is still plenty of teamwork to be found, however.
  
==== Attack ====
+
* Heavy's large presence is often enough to distract enemies from a Sentry Gun being placed just around the corner.
*The first point of the first stage is very difficult for a Heavy to move around in without a Medic, as either of the spawn doors will be inundated with projectile spam, Sniper sights or be well within the range of any RED Sentry Guns. Therefore, an ÜberCharge will be needed to clear out the area effectively.
 
*When exiting either of the spawn doors, be careful of any enemies or Spies hiding around the pillars next to each door. These shadowed areas are good hiding spots, and should not be ignored.
 
*A Heavy can push around the right ramp to destroy any Sentry Guns effectively (especially with a charge) and block any RED reinforcements. When doing so, make sure to pick up the maximum health and ammo kits that readily spawn in a nearby alcove.
 
*On the point itself, make sure you crouch in a corner or behind a pillar while capturing so you aren't picked off by enemy Snipers from the far left or right (remember, you are likely to be their first target if spotted).
 
*The last area's main door is a poor place for a Heavy to charge in through even with an ÜberCharge, as the raised nature of it mean you can be airblasted or knocked back down your side of the stairs and your charge will not last long enough to dispose of any Sentry Guns around the corner.
 
*The left tunnels, though, are a very logical place for Heavies to strike from, as the darkness keeps them hidden for long enough before they can jump out in ambush, and when spun up the only revealing factor as to your presence will be the noise.
 
*Accompanying a push onto the point and standing in the RED team's blind spot as they come out of their spawn will let you surprise them as your team continues capturing. In the worst case scenario that the point is cleared by Critical explosives or a Spy, you will then be able to finish off the capture by jumping onto the point.
 
*The first point of the second stage is very Sniper friendly, making the two right doors (which enemies can fire and aim into easily) a no-go zone for Heavies. Your best option would be to go through the far left door and then around the left building to come up onto the point via the ramp, but watch out for Spies or Sentry Guns near the point.
 
*As soon as the first point is captured, you can rush to the last with your team and if the RED team has no defenses set up yet, you might be able to capture the point. If you stand on the side toward the enemy spawn and impede their progress with your Minigun (this works especially well with Natascha due to the slowdown quality it has), you can also buy time for your team while they capture.
 
*Otherwise, only move into the last point area when your team is pushing or you have a Medic with a charge ready healing you. If it is a normal ÜberCharge, go through the top right one way gate to attack any Sentry Guns the BLU team have and then proceed to their spawn as necessary, and when it is a Kritzkrieg come through the far left entrance, firing from long range (as the distance's subsequent damage falloff is ignored by the Crits).
 
*The first area of the last point is less harsh on attacking Heavies with Medics, but it can still hold some problems. Namely, both spawn doors are at the lowest point of the map and require you to ascend rapidly to reach the point. This means that if you go out into the open to climb up, you are subject to being Sniped or Backstabbed very easily. That said, there is an alternative route up that works well with Heavies, the dark and steep stairwell that comes out not far from the point.
 
*When using the stairway to advance to the point, be sure to spin up as you are coming out into the open and gun down anybody in the immediate area. If you want to stay hidden from enemies on the point, jump down and hide around either the right or left corners, but be careful as they may hear your gun spinning.
 
*If you are charged with a Kritzkrieg at the top of the stairs, stay on top of the ledge and keep the enemies at bay with long range Crits. This will clear the point of any RED players, and whittle down Sentry Guns from afar (though the Crits will not affect the Sentry Gun so much, they may scare the Engineer away).
 
*When pushing the final point, only run out of the right and middle entrances if you are either Ubercharged or backing up players who have already run in. This reduces the chance of you being targeted by enemy Snipers or Spies, and should give you enough time to hide behind the central monument (yet allowing you to fire around the corner at the enemy spawn area).
 
*Alternatively, hide in the top left one way gate and jump down to surprise any enemies in the near courtyard. This route is also good for charging into to deploy Ubercharges from, but is vulnerable to sniping and airblasting backwards down the stairs.
 
*While your team is capturing the point, try to hide up towards where the RED Snipers usually stand, in the shadowed window area. Should your team fail to capture the point, you can either keep enemy Snipers at bay, or rush down to finish off the capture and win the game.
 
  
==== Defense ====
+
* Engineer's Teleporters are invaluable to a Heavy. Being able to get to the frontlines in the blink of an eye allows you to wade into some of the most crucial fights that much quicker.
*This map is better for defending Heavies as they will have the height advantage on vertically advancing maps, and ready access to any number of the hiding spots available for ambushes and the like.
 
*The first point of the first stage is good if you have a Kritzkrieg as you can fire directly into the enemy spawn from long range and deal massive damage to anybody trying to come out. Otherwise though, the risk of being sniped is quite high, so stay behind the left corner, the point, or on the point itself and wait for enemies to come into your field of view.
 
*The last point's dark surrounding tunnels provide a good spot to ambush and push back BLU players, but be careful of any Sentry Guns set up around there.
 
*When the BLU team makes a push for the last point, hide in a corner with a Medic if possible, and wait until any Übers they used have worn off. Then, run in and block the point to stop the cap while also killing many enemies.
 
*The first area of the second point is Sniper friendly as mentioned before, so try to keep to the far right area to cut the BLU team off or around the bridge/pillar area to attack them from above. Waiting here at the start of the round may not be a good idea though, as the BLU team are likely to push out with an ÜberCharge (though if a Medic healing you has one ready, stay and ask him to use it when they charge in).
 
*The high stairs leading up to the point are ideal places to pick off any ascending enemies, as they are wide open and offer little escape aside from dropping back down into the open yard. When peering over the edge to find these enemies, however, be careful of Snipers aiming up at you from inside the BLU spawn doors.
 
*Use the high ground to your advantage, dropping down on unsuspecting enemies to kill them quickly. This strategy works especially well if you have the K.G.B. and can spot a weakened enemy to hit, as you can earn some Crits to slaughter anybody too close with.
 
*The point itself is difficult to defend without actually standing on it as it is so enclosed. It is for this reason that if the point is rushed and any defensive Sentry Guns are destroyed, you should retreat to the last point area.
 
*You can flank the BLU team as they try to set up a base at the first point by going through the right passage, being rarely used due to how dangerous it can be for BLU players. If you can, organize an ÜberCharge to do this with, as it is very likely they will have a Sentry Gun with Teleporters set up.
 
*Defending the last stage's first point is tricky as the enemies come from very low spawn doors in comparison with how high the point is. As such, only go down to kill enemies when you have support or a Medic, as it will not be worth the risky trek back up the hill if you only kill one or two people.
 
*This point favors attacking Snipers somewhat as they can get into relatively safe positions and aim directly at the point. Therefore, try to stay behind cover when you know of an enemy Sniper's presence, and flank them quietly if possible.]
 
*The raised area connecting the bridges is a good place to stand as a defensive Heavy as you can crouch below the edge of the brick wall (making you somewhat safe from Snipers) and fire slightly up at the point to surprise any enemies trying to make a stealthy capture.
 
*The last point is very Heavy friendly in comparison with anywhere else on this map, as there are few doors for the BLU team to snipe out of, and there is a lot of cover to hide behind in case of an enemy push. Some good examples are the central monument's pillars, behind the wall above the point and to the far right behind the cliff.
 
*When clearing out the areas between the first and last points, don't forget that there is a one way gate on the upper right with health and ammo kits. If you can get behind the BLU team and take this area, it is a vital asset for limiting the BLU team's movements.
 
  
=== [[Pipeline]] ===
+
* Heavies chew through ammo very quickly, even quicker when using the Huo-Long Heater. Dispensers placed in convenient or tactical positions guarantees that a Heavy will never be without their Minigun when it's needed most. Simply standing next to a Dispenser will allow you to fire indefinitely.
====General====
+
** Enemy Spies can often be found hanging around Dispensers, so watch for teammates that seem suspicious. Additionally, any wayward healing particles that are extending out to empty space may be an invisible Spy topping off his health, ammo and cloak.
  
*The cart is your friend. Stay behind it and shoot over top of it for cover as well as health and ammo.
+
* You are like a moving Sentry Gun if you stand beside an Engineer's Dispenser. Telling your Engineer to place his Dispenser just around the corner from a key point, and firing your Minigun at any enemies who may flood in can be a spectacularly effective strategy.
*Keep an eye out for [[Sniper]]s, they have an easy shot on you while you are pushing the cart. [[Crouch]] behind the cart to stay out of sight.
 
*A well-timed [[Kritzkrieg]] on the enemy cart can easily wipe out anyone defending it.
 
====Section 1====
 
  
*Snipers near the enemy spawn are your main threat; take the side routes to surprise them.
+
* Heavy may be slow, but his firepower is not a laughing matter and as such they can make an excellent escort for an Engineer carrying buildings to the next point when a Pyro or Scout isn't present.
*ÜberCharge with a [[Medic]] to remove [[Sentry Gun]]s placed by the cart or to hold the enemy team at their spawn while your team moves the cart
 
  
====Section 2====
+
*  If an Engineer is away from his Sentry Gun, it cannot easily defend itself. While you cannot repair it, you CAN guard it in a similar way the Pyro can by body blocking any incoming projectiles and destroying placed stickybombs with burst fire.
 +
** If needed, stand beside a Sentry Gun if it's under direct fire; your presence will force the enemy to choose between shooting you or the Sentry Gun, and your combined firepower will stop everything short of an [[ÜberCharge]].
  
*The main hallway is free of obstacles, making it harder for enemies to surprise you, but easier for them to headshot you or attack you from a distance
+
* If the Engineer is trying to deploy an Offensive Level 3 Sentry Gun, hang just in front of him and try to absorb a bit of fire that is directed at that Sentry Gun and also help him Spycheck. Most of the time, this can mean the difference between a Level 3 Sentry wiping the other team or you and the Engineer ending up dead.
*Watch out for enemy [[Spies]] dropping down from behind you by your base, the side routes make it easy for them to flank you.
 
*Utilize these side routes to get behind the enemy, surprising them by their spawn, relieving some pressure on your team.
 
  
====Section 3====
+
* Despite your impressive combined firepower, you and Engineer are still vulnerable to focus fire. Snipers in particular love to cause headaches for both Heavy and Engies, so you must always remain vigilant in keeping an eye out for your buddy, and vice versa.
  
*The wide-open area favors [[Sniper]]s and [[Soldier]]s, stay near cover so you aren't overwhelmed.  
+
==={{class link|Medic}}===
*Hide behind the cart while it is moving up the hills and watch both in front and behind you, those are the only directions anyone can get close to you from.
+
The Heavy is the ideal Medic buddy in almost any circumstance; he has a huge amount of health (especially when overhealed), a large hitbox to hide behind, and is usually very effective when [[ÜberCharged]]. When coupled with a Medic, taking advantage of these characteristics can help you wade through your foes.
  
====Turbine====
+
* As a Heavy, most Medics will often come to you for protection or for initiating an offensive ÜberCharge. Be on constant alert for the icon that notifies you that you are being healed and make sure not to put the Medic in a position that could get him killed and by extension, yourself.
 +
* The Sandvich, or similar lunchbox items can be extremely helpful to a Medic, as it will heal him for half his total health, which, when supplemented by his passive healing, can possibly save him from what would have normally been assured death.
 +
* In most situations, the default Minigun is the most reliable primary to use when pocketed; it lacks the slower spin-up that Natascha and the Brass Beast have, the fire rate is faster than the Tomislav, and it does more damage than Natascha or Huo-Long Heater.
 +
* An important part of teaming up with Medics is to always be prepared to protect them, as they are always in danger of being attacked, or killed. Here are some things to keep in mind when deciding to partner up with your Medic-buddy:
 +
** Medics are prime targets for ambushes from Scouts, Spies, Demoknights, and Pyros. Keep a close eye on your buddy, and cover fire any alternate routes or chokepoints if he is forced to flee.
 +
** Medics will almost always be targeted first, so make sure that your Medic is behind you or covered at all times.
 +
** A Sandvich may be far more useful for it's health boost if the Medic player is inexperienced with the class, while carrying a Shotgun or it's variants can be a decent pick with more experienced Medics who can already keep themselves alive well enough on their own.
 +
** If your Medic is having issues with enemy Snipers, ensure that you are body-blocking him, or that he is out of the way before crossing through an open area where a Sniper could be present. Even if you die from the Sniper, the Medic will still have a better chance of retreating back to the safety of cover, or other teammates.
 +
* Don't be afraid to eat your own food items if the Medic's healing isn't sufficient enough to keep you alive for long. Make sure to retreat to a health pack so that your Medic can top off on health as well.
 +
* If you are in an area with a small health kit and are carrying the Sandvich, give it to the Medic to effectively double the amount of health the Medic receives, and pick up the small kit to recharge your food meter.
 +
* The laugh-inducing Critical hits from the Holiday Punch can allow the Medic to use the [[Uberslice]] taunt and grant a full 100% ÜberCharge bar in less than 4 seconds.
 +
* Make sure to watch for when a Medic is and is not healing you. Though you have a very large amount of health, you still are susceptible to focus fire and Sniper headshots, even if fully overhealed.
 +
** Most importantly, check your back if a Medic has suddenly stopped healing you, or you hear his death scream; a Spy may have killed your buddy and will be right behind you.
 +
* Similarly to the Pyro's Back Scratcher, Medics gain the same rate of ÜberCharge relative to the less healing you receive while the Fists of Steel are equipped as your Melee Weapon. Use this to increase the amount of ÜberCharge the Medic obtains while you are being healed or retreating.
  
*Overall, Turbine is a great map for the Heavy. The map is small and has plenty of blockades around, meaning that enemies will have a hard time trying to avoid your Minigun.
+
==={{class link|Sniper}}===
*If you plan on using the vents a lot, Natascha is essential. Catch enemies off guard and simply gun them down. They'll have no place to dodge and the slowdown will make escape almost impossible.
+
Heavies and Snipers have a surprising amount of synergy, and help to cover each other's weakness to range difference, while also strengthening the effectiveness of both classes.
*Since there are no areas where your completely safe for enemy fire, think carefully before you eat a Sandvich or a Dalokohs Bar.
+
 
*If you feel like messing around, you can try and taunt kill in the vents. They are around the taunt's maximum length and can save you some ammo.
+
* Allied Snipers are one of your best friends, as they will most often be the ones that are protecting you from any enemy Snipers who are focusing on you.
*Be careful when out in the middle area. Whilst the blockades will stop most enemies, Scouts, Spies and Pyros can easily take you out with a surprise attack from behind, so stay alert.
+
 
*You can camp outside the enemy shutters, wait for an enemy to come out, and give them a hail of bullets. It's best done when right in the corner so Spies can't backstab you and so you'll be able to see the whole central area.
+
* Supporting a Sniper as a Heavy can be as easy as using your large amount of HP and presence to draw enemies out into the open. By giving the enemy something very conspicuous to fight against, the Sniper can go unnoticed until the kills start to stack up.
 +
 
 +
* Sniper is at his weakest when forced to be in direct confrontation with other classes, such as Scouts, Pyros, and Spies, or Demoknights. Even doing something as simple as killing any of these classes is immensely helpful to a Sniper who is holding down an open area.
 +
 
 +
* Keep an eye out for, and kill any Spies: Snipers tend to not even notice other players around them while scoped in, especially when using the [[Cozy Camper]] or [[Hitman's Heatmaker]] while in Focus Mode, and this makes the Sniper a juicy target for backstabs.
 +
 
 +
* Snipers at mid-to-close range can benefit greatly from suppressive fire. Any class who may have survived a partially-charged shot can be easily finished off by the Minigun's wide cone of damage.
 +
** This also works the opposite way as well; anything too far away to be greatly damaged by the Minigun can be dealt with by accurate Sniper fire, even if it's not an ideal shooting spot for the Sniper.
 +
 
 +
* Enemies under fire from the Natascha will be much easier for the Sniper to headshot due to the slowdown effect.
 +
 
 +
* Snipers with the [[Sydney Sleeper]] or simply using normal [[Jarate]] can be an effective combo. Since the Sydney Sleeper charges faster and covers targets in Jarate, this can weaken the opponent from long range and allow the Heavy to deal considerably more damage, especially with weaker Miniguns like Natascha or the Tomislav.
 +
 
 +
* A Heavy and Huntsman Sniper can be an effective pair when positioned down corridors or chokepoints. With the combined power of the Minigun and a Huntsman arrow directly in the head, the pair can even kill an over-healed Heavy faster than they have time to react.
 +
 
 +
==={{class link|Spy}}===
 +
As with supporting Pyros, Heavies make a fantastic distraction to draw enemy attention away from a Spy sneaking behind enemy lines. A Heavy who is good at drawing fire and prolonging combat can help keep the pressure off a fragile Spy until it's too late for the enemy.
 +
 
 +
* Just by existing at the frontlines, the Heavy makes Spy more effective at his role. Coordinating a low stakes skirmish, or fake push is often all the opening a Spy needs to be able to sneak into the backlines and cause havoc for the enemy team.
 +
 
 +
* Avoid sticking too close to a Spy. Heavies are prime targets for Pyro ambushes, Soldier rocket attacks, or Demoman grenade strikes, and having a Spy damaged as collateral can very rapidly blow their cover.
 +
 
 +
* Both the Spy and Heavy are excellent at destroying Sentry Guns. If a Spy can simply sap a Sentry Gun, that increases the chances of a Heavy finishing it, or the Engineer off before it can be saved.
 +
 
 +
* Heavies, with their high sustainable damage are the bane of Pyros, Scouts (when using Natascha), and Demoknights, all of which cause trouble for Spies.
 +
 
 +
* Spies tend to prioritize backstabbing Engineers, Medics, Demomen, and of course, Snipers, the absence of which allows you to more liberally traverse the map.
 +
 
 +
* Unsurprisingly, friendly Spies will often be found at low health from explosions, stray fire, or afterburn. Giving them a Sandvich when out of the enemy's sightlines could be the defining factor in whether an enemy Medic dies, losing their ÜberCharge advantage, or activates their ÜberCharge, potentially dealing a significant blow to your team.
 +
** As tempting as it may be, try not to throw a Sandvich out to a friendly Spy in open areas. Tossing food items around to someone who should be invisible to the other team is a surefire way to blow a friendly Spy's cover.
 +
 
 +
* Be prepared to do cleanup, a Heavy's Minigun barrage can easily rectify a botched backstab attempt on fleeing enemies.
  
 
== See also ==
 
== See also ==
*[[Heavy match-ups]]
 
*[[Basic Heavy strategy]]
 
 
*[[Team strategy]]
 
*[[Team strategy]]
  
 
{{Class strategy}}
 
{{Class strategy}}
 
{{Heavy Nav}}
 
{{Heavy Nav}}
 
  
 
[[Category:Strategy]]
 
[[Category:Strategy]]
 
[[Category:Heavy]]
 
[[Category:Heavy]]
 +
[[Category:Community strategy]]
 +
[[Category:Black Market Business]]

Latest revision as of 13:17, 17 November 2024

You dare challenge Heavy Weapons Guy?
I have plan for you: more pain!
The Heavy

The Heavy, as the class name suggests, is the full frontal attack force of Team Fortress 2. His class itself is a heavy weapon — big, slow, tough, and powerful; players can wade into battles where other classes dare not. The Heavy's usefulness as a shock troop on the front lines, defense breaker, and wide-area defender should not be underestimated or ignored by either side.

Quick tips

  • Hurry through any open areas. You're the favorite target of Snipers. Consider jumping up and down or quickly crouching to throw off their aim.
  • Look out behind you! Any competent Spy will invariably attack you at some point during a game. Listen for the de-cloaking sound and check your back whenever it is safe to do so.
  • Use lunchbox items behind cover — you're completely helpless during the four seconds it takes to get their effects. Try to position your back against a wall to prevent opportunistic Spies from backstabbing you.
    • You can press your secondary-fire button (right-click by default) to throw your food items to someone else, like your Medic.
  • If you have a Medic healing you, keep them protected by staying in front of them and blocking attacks meant for them.
  • Pick up ammo often. Though 200 seems like a lot, your Minigun fires ten rounds per second, and will deplete your ammo in 20 seconds.
  • If you see enemies at medium to long range, fire a burst at them and then change position. The longer you stay still trying to chip away at their health, the more likely you are to be killed by a Sniper or Spy.
  • Keep moving! If you stay in one place for too long, enemies will remember where you are and target you.
  • Consider equipping the Gloves of Running Urgently, the Eviction Notice, or the Buffalo Steak Sandvich to reach the front lines faster.
    • Keep in mind that the Buffalo Steak Sandvich will cause you to only be able to use your melee weapons, and it will not heal any health.
    • Also keep in mind that both the Gloves of Running Urgently and the Eviction Notice will drain your max health over time to a minimum of 100 while deployed, so be sure to holster them when you are sure that you can reach the frontlines at Heavy's normal speed so you can restore all the drained health back over time and have enough to survive in combat.

General

  • As the class with the most health, the Heavy is capable of absorbing a lot of damage before going down. This endurance can allow him to stay on the front lines longer than other classes. Use this to distract the enemy and take pressure off wounded teammates.
    • However, remember that due to the Heavy's slow speed and large hitbox, it's also far easier for players to cause severe damage to the Heavy, so always be ready to retreat behind cover. As powerful as the Heavy is, players should keep in mind that they are still vulnerable to concentrated attacks, and that the Heavy's slow movement can increase this vulnerability.
  • Beginner Heavy players should aim to develop the mentality that they will automatically retreat no matter what when their health drops to around 125 HP (plus/minus 25 HP). As they gain experience, they will be better suited to judge a situation to see if they should retreat early or stay and fight to the death.
Snipers can take out a Heavy with one fully charged Headshot, so keep out of their sights! If forced to traverse Sniper sight-lines, jump and crouch regularly to throw off their aim. In tighter spaces, weaving left to right while crouching regularly as you turn can also throw off their aim.
  • With 300 HP, the Heavy is capable of being overhealed up to 450 HP, which can allow players to absorb even more damage. A Heavy with a Medic is easily one of the most powerful combinations in the game.
  • Being the slowest class in the game and lacking any advanced mobility options, the Heavy usually has top Teleporter priority. In the absence of Teleporters, it is important to plan your route ahead so as to not waste time by going the wrong way.
    • It's also viable to use the Gloves of Running Urgently to get to the frontline quicker if there is no Teleporter, but you will lack a reliable melee weapon.
  • Thanks to the class's size, strength, firepower, and general obviousness, Heavy players draw a lot of attention in a fight. This allows Heavies to dictate the focus and pace of a battle merely by their presence and positioning. Heavies can be used to distract enemies while more maneuverable classes such as Scouts and Pyros can ambush and flank the enemy, and their absence can be used to lull the foe into a false sense of security.
  • Remember that, in spite of the class's considerable offensive power, the Heavy is a Defensive type class. While still extremely powerful during a push, Heavies are most effectively used in defensive situations, as they can easily suppress enemy movements and help break up pushes.
  • A Heavy standing next to a Dispenser, health/ammo pickups, or pushing the Payload cart can get a constant supply of ammo and health, letting players fire their Minigun continuously without the need for additional ammo or a Medic.
  • Watch out for an enemy-colored laser dot. Though Heavies have a large health pool, one well-placed Sniper headshot can take them down instantly.
    • Firing the Minigun at Snipers may not do much damage, but will cause them to flinch unless they have the Cozy Camper and are at full charge, ruining their aim. However, a good Sniper may still be able to land a headshot, so jump and crouch regularly to throw their aim off, but be aware that crouching will cause you to stay stationary for as long as you are crouched.
  • Heavies are high-priority targets for Spies. Check your back before spinning up your Minigun.
    • Because of the Minigun's wide spread, firing occasionally out in the open can hit and reveal a cloaked Spy. This allows players to Spy-check over longer distances.
    • The Huo-Long Heater on a Payload can also help in this case, but a good Spy will jump before backstabbing to avoid the ring of fire, so Spy-checking is still important.
  • When firing any of his primary weapons, a Heavy's bullets actually originate from his head, not his gun barrel. This mechanic can be used to fire "through" solid objects that reach up to the Heavy's neck, allowing you to deal considerable damage to enemies from behind cover. As an additional bonus, this will also make your profile much lower, generally giving you a bit more survivability. Remember that Snipers can still headshot you, though.
  • Pushing the cart in Payload games can be quite effective if there are teammates to support the push. Use the cart as cover and shoot from behind it. The cart acts as a moving Dispenser, meaning both health and ammo will be replenished automatically, increasing the Heavy's already impressive endurance.
  • Take care of Medics! A Heavy/Medic pair can be a devastating force, but only if the two of them work together. Remember that a Medic usually has other teammates to worry about besides a Heavy, so be observant of when the Medic is and isn't healing you. Be sure to throw your Sandvich to your Medic if he is low on health. You can also block incoming projectiles for your Medic if necessary.
  • Communication is the key! Keep communicating with your Medic to reduce the chance of getting separated. This can also help with ÜberCharge because you can tell your Medic when to deploy it so that it is not wasted.
  • Patience is important - although it may be tempting to rush into the front lines with your team, your slow speed and large profile makes you an easy target. It may be worth waiting in an area where you can ambush the enemy team if you feel like they're pushing forward.
  • Lunchbox items such as the Sandvich cannot be eaten when the Heavy is airborne or swimming. However, they can still be thrown with secondary fire.
  • To compensate for the speed reduction during the primary weapon's spin-up time, run towards the spot you intend to fire from. Before reaching that spot, jump to keep momentum, and hold the fire button to start the spin-up. You will land on your intended spot, and begin firing; this will give some extra distance to your targets. This is also most useful when firing around corners.
    • You can also crouch jump to jump a further distance or just make yourself a smaller target in mid-air.

Weapon Specific

Primary Weapons

Minigun + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Minigun
Stock
Minigun
Killicon minigun.png 200 50-54 5-30 5-10 27
Iron Curtain
Promotional
Iron Curtain
Killicon iron curtain.png
  • At close range, the Minigun can easily tear through the health of most classes, but at range, the high spread of the weapon renders it useless for distant engagement.
  • Knowing when not to fire is key to good Heavy play. Wasting ammo whittling away long-range targets or on ÜberCharged pairs will leave players without their Minigun at a crucial point.
  • Remember that holding the Alternate-Fire button (right-click by default) will keep the Minigun spun up and ready to shoot at a moment's notice; taking up station in strategic defensive positions and staying spun up is often an excellent alternative to attempting an assault as a Heavy.
    • Remember that spinning up the Minigun will greatly reduce movement speed as well as emit a distinctive sound. Attentive enemies will know that you are nearby.
    • Jump and tap the alternate fire button to move at near-full speed while still being able to spin up quickly.
  • Mouse tracking speed doesn't decrease when the Minigun is spinning. Setting the mouse to a high sensitivity can allow players to quickly lock on to moving targets.
  • One of the keys to using the Minigun effectively is learning to jump and spin up at the same time. Use this when going around corners to ambush the enemy.

Natascha + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Natascha
Unlock
Natascha
Killicon natascha.png 200 32-36 5-20 3-10 20.25
  • Natascha fires the bullets that greatly slow any enemy hit for a brief period of time, but the slowdown effect decrease over distance. In addition, the user receives 20% damage resistance when spun-up, but only if the player received enough damage to go below 50% health, similar to the Brass Beast. As downsides, The Natascha has a 30% increased spin-up time and deals 25% less damage compared with the stock Minigun.
  • Natascha changes Heavy's role from the spearhead of the team to a team player, making enemies easier for teammates to hit. Adjust your strategy accordingly.
  • Natascha is particularly effective against faster classes (such as the Scout), since it counteracts their speed advantage by inhibiting their movement. Use Natascha to prevent speedy classes from reaching cover or dodging your shots, making them easier to pick off.
    • Natascha's slowing effect also affects vertical momentum, meaning that any opponent trying to jump (including rocket jumps and sticky jumps) will come up short when hit. This can be used to defend high vantage points against Soldiers and Demomen trying to take the high ground.
    • Natascha can slow down Demomen who use the Chargin' Targe, Splendid Screen, or Tide Turner to charge.
      • Slowdown negates a charge, which can stop a Demoman's assault in his tracks, allowing you to counterattack.
    • Natascha can be a better choice than the Minigun for dealing with Spies, reducing the chance of an enemy Spy escaping after a successful Spy-check.
  • When working with a teammate on defense, such as a Demoman, Soldier, or Minigun-wielding Heavy, Natascha can make Scouts, Pyros, and Medics easier targets for slow-moving projectiles and allows other Heavies time to spin up their guns.
  • You gain a 20% damage resistance when spun up and received enough damage to go below 50% health. This effectively gives you 337 health when not overhealed and revved up. However, the resistance will not come into effect until below 50% health, meaning that even if you are fully overhealed, you can still be killed instantly by a fully-charged Sniper Rifle headshot.
    • While still does not provide protection from high bursts, Dalokohs Bar can be used in junction with Natascha to heighten this 50% health trigger by a bit increasing your max health also providing overheal, giving you time to react and retreat when needed.
  • Because of Natascha's damage penalty, it's best to avoid fighting Heavies that are wielding a different primary weapon (especially the Brass Beast), or an Engineer's Sentry Gun, unless a Medic is providing support or teammates are nearby.
  • The slowing effect makes the Heavy more frustrating to fight, giving him a much larger presence in battle, and can be very effective at giving suppressive fire.

Brass Beast + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Brass Beast
Craft
Brass Beast
Killicon brass beast.png 200 60-65 6-36 5-12 32.4
  • The Brass Beast deals 20% more damage than the stock Minigun. In addition, the user receives 20% damage resistance when spun-up, but only if the player received enough damage to go below 50% health, similar to Natascha. However, this comes at the cost of a 50% slower spin-up time and 60% slower movement speed compared to the stock Minigun.
  • Carrying the Shotgun as a secondary weapon is recommended to compensate for the Brass Beast's long spin-up time. This allows players to quickly have a weapon ready to fire in event of an ambush.
    • While seen as nothing unusual, Panic Attack is one of the better shotguns in this situation, allowing you to exploit your perceived weakness to sneak in quick shots on unsuspecting opponents. When enemies see a Brass Beast-wielding Heavy, they will expect to have enough time to take cover while the Heavy goes through a painful spin-up time; the speed of the Panic Attack should easily catch them off-guard.
  • Due to the extremely slow walking speed while spun up, this weapon is most effective in defensive situations that do not require a significant amount of movement. For positioning, it's advised to follow Scouts or stick around established Sentry Nests to help defend an area under contention.
  • While the slower speed incurred when spun up may sound counterintuitive to a game on offense, the Brass Beast does have some usefulness when playing on the offensive.
    • The ​Brass Beast can be used very effectively at long range thanks to its 20% damage bonus. If the bearer knows how to burst fire at range by leading a small array of bullet groups, it can greatly deny any peekers and deal chip damage with tighter spread.
    • The damage resistance can give a Heavy the precious time he needs to capture a point or stay rooted in for longer, such as when pushing the Payload cart.
  • Positioning yourself with the Brass Beast takes a lot of forethought and also a lot of practice to get used to. As a rule of thumb, let the enemy come to you in relatively small spaces; although the Brass Beast will do good damage at longer ranges, you will be at very high risk if you try to take advantage of this due to you being almost immobile.
    • Take advantage of its greater damage potential by guarding bottlenecks and choke points, where the enemy has less room to maneuver and avoid fire.
  • In team defenses, try to pair up with another Heavy that is using Natascha. The Natascha-wielding Heavy can slow nearby targets down, maximizing the amount of damage that the Brass Beast can do.
  • Make good use of Dispensers with this weapon. The slower movement speed when spinning means it's difficult for players to keep the Brass Beast well-stocked with ammo, as others may take the dropped ammo from dead foes first, as well as making the Heavy an easier target for explosive splash damage.
  • With the Brass Beast equipped, enemy Heavies are often less of a threat. If you keep your gun spun up, you should nearly always win against other Heavies, assuming that they don't ambush you.
    • Though enemy Heavies do generally become less of a threat, a Heavy with the stock Minigun can spin up and kill you faster than you can spin up and kill them because of the Brass Beast's slower spin-up time. While your damage output per second quickly catches up with the stock Minigun and surpasses it, Brass Beast's initial damage is still slow due to its slower spin up time.
  • Even if you trivialize Heavy versus Heavy fights with increased damage, there's one thing you should avoid, and it's still spraying the Brass Beast at vast open areas without cover. Besides the potential threat of any ambush class having an easy time getting the drop on you (or Snipers blowing your head off), any enemy Heavy with proper Shotgun accuracy can still pelt you if they ever land on your blind spot or at least deal heavy damage before going down.
  • The 20% damage resistance while spun-up allows you to stay in combat longer. You are still not invincible, though, and with the very low mobility of this weapon, it should not be used outside of defensive situations where you have a lower chance of getting caught out of position.
    • When used with the max health buff of Dalokohs Bar, damage resistance would be more beneficial, triggering early and giving you time to react before anything that could wipe you comes your way.
    • If you are fully overhealed, a fully-charged Sniper headshot will still kill you. Do not become overconfident. Crouch regularly to dodge headshots.
  • Hiding around the corner for unaware players is a good way to make a quick ambush. However, the Brass Beast makes a distinctive sound when spun up, alerting attentive players to your location.
  • The speed penalty notably makes you even slower than the Payload cart. However, you can use the Payload cart to your advantage by hanging just in front of it, letting it push you forward with it. This can allow you to stay at a more comfortable speed and makes your speed penalty less noticeable. Be aware that since you will be at the front of the cart, this will make you the first target your opponents will fire at, drawing some generally unwanted attention. Use this technique wisely!
  • Make sure you have the Brass Beast spun up before your Medic deploys his ÜberCharge, as the spin-up time will decrease the amount of time you have to deal damage on an ÜberCharge. Use the ÜberCharge defensively.

Tomislav + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Tomislav
Craft
Tomislav
Killicon tomislav.png 200 50-54 5-30 5-10 27
  • The Tomislav features a 20% faster spin-up time and 20% more accuracy than the stock Minigun. It also features the "Silent Killer" effect of no maintained spin-up sound, though it still has a quiet jingling sound as the weapon is spinning-up. However, this comes at the cost of a 20% reduction in firing speed.
  • Because of its silent spin-up, the Tomislav is ideal for surprising foes as they turn corners. Ambushing a foe at point-blank range in this manner results in a very quick, nearly unavoidable kill; they cannot retreat fast enough to escape the finishing burst as you follow them, and they usually cannot outlast the Heavy's health if they choose to fight anyway.
  • If you find an area where you can efficiently execute such ambushes, make sure you do not use the same spot each time. Victims of your rampage will quickly warn their teammates, who will bring backup or keep their weapons ready as they approach the ambush zone.
  • The Tomislav's rapid spin-up generally compensates for many of the weaknesses of the Shotgun, while also filling in for the Shotgun's role. If your ammo efficiency is good and/or you expect to use mostly defensive tactics, a Sandvich or Second Banana may be a better use of your secondary slot.
  • While the 20% faster spin up time is definitely noticeable and allows you to play a more mobile style, you are still vulnerable if confronted by multiple enemies with your gun not spun up.
  • Normally, switching to a primary while boosted from the Killing Gloves of Boxing is an inefficient use of the Crit-boost period; the Tomislav is a powerful exception to this rule, as you can switch to, deploy, and fire the weapon less than a second after you connect with the gloves. This is a very effective way to clear an area while ÜberCharged.
  • When coordinating with a Medi Gun-equipped Medic, feel free to close the distance more in the early part of an offensive ÜberCharge, as you will have additional time to fire nonetheless.
  • Listen carefully for enemy Heavies and their Miniguns; should you engage, you will lose in a head-to-head fight with all but Natascha-wielding Heavies (assuming both of you are spun up and ready to fire and all else being equal). However, if you can catch them up-close and undeployed, you will most likely win — you can spin up faster than they can.
  • The increased accuracy of the Tomislav means that it is more efficient at longer ranges than the default Minigun. While not accurate enough to kill targets at long range, it can be used to deplete an enemy's health enough to force them to retreat.
  • Use the Tomislav to harass distant enemy Snipers. It can hit more shots with its increased accuracy, causing Snipers to flinch and throwing off their aim. Be careful; a competent Sniper may still land a headshot. Tap the Crouch button repeatedly to dodge any potential headshots.
    • This will be ineffective if the Sniper has both the Cozy Camper equipped and any of his Sniper Rifles have a fully charged shot ready as he won't flinch from damage until he either unscopes or fires the shot.
  • While the Tomislav's increased accuracy comes in handy for dispatching targets at longer ranges, the tighter bullet spread compared to the stock Minigun can prove a detriment when tracking mobile targets at short ranges. Consider using the Tomislav against slow, mid-range foes such as Demomen, but consider the stock Minigun against problematic Scouts or when your latency to the server makes it more difficult to track opponents.

Huo-Long Heater

Weapon Kill Icon Ammo Damage Effect
Carried Point Blank Medium Range Long Range Critical Fire Ring Afterburn
Huo-Long Heater
Craft
Huo-Long Heater
Killicon huo-long heater.png 200 50-54 5-30 5-10 27 12-18 36 damage over 6 seconds
  • The Huo-Long Heater continuously emits a ring of fire around the Heavy that ignites nearby foes while spun up. It also deals 25% damage bonus against burning players. However, the ring of fire consumes 4 ammo per second and is not generated if the Huo-Long Heater is out of ammo, and it also deals 10% less damage.
  • It is often best to carry a Shotgun for Heavy's secondary weapon, as the Huo-Long Heater will consume ammo far quicker than the other Miniguns. In the event that you run out of ammo, rely on the Shotgun, but do not try to substitute it for the Heater's firepower. The Family Business is recommended due to its larger ammo clip and faster firing speed. In maps with plenty of ammo boxes, consider using health-replenishing secondary weapons such as the Sandvich instead.
  • Focus more on long-ranged assaults with your Minigun fire than on self-defensive, close-ranged attacks. The ring of fire will protect you from close-ranged enemy assaults, though it will not finish them off completely.
    • Do not rely completely on the ring of fire or its afterburn to kill nearby enemies. Unless your opponent is low on health, the flames will most likely not be effective enough to kill even a Spy attempting to backstab, but it may still ignite them, unless they jump over the flames.
  • Rely heavily on teammates. Your ammo is more limited than usual, and you will be likely to run out of ammo directly in enemy territory. Teammates will be able to support you in this situation as well as to finish off any enemy ignited by your flames while you focus on key targets, or when you are not spun up as to not waste ammo.
  • Pay attention to any reserve of ammo nearby. Fallen players' dropped ammo packs will be able to restore your quickly-depleted ammo for a longer assault.
  • Conserve ammo as much as possible. It is best to keep your Heater spun up only when in an area vulnerable to ambush or near a source of ammo, like a Dispenser. Otherwise, you may run out of ammo quickly.
  • Attempt to get close to enemies. If you are far away from them then they will take less damage from your bullets and will be out of the range of your flames. Pairing with the Gloves of Running Urgently or Eviction Notice can allow you to close into your enemies much quicker.
  • The Heavy's own size added to the ring of fire that surrounds him can allow him to act as an even greater defensive figure, able to block off passageways and ward off enemies, while protecting himself from attacks.
    • Playing an ambush-oriented mindset can allow you to put the Huo-Long Heater's full potential out. Always try to get a drop on enemies from the high ground if they're pushing. Jump revving from corners can help you to flush them out.
  • The ring of flames you create can also serve as a deterrent for Spies. In particular, those armed with the Spy-cicle will have their Spy-cicle temporarily melted by the flames. Spies attempting to backstab you while you are revved up will be ignited, or if armed with the Spy-cicle, will start screaming as if they're on fire despite not being aflame. Keep an eye out for any friendly players who have been lit on fire — they may be an enemy Spy.
    • Just because you have a ring of fire doesn't mean a Spy won't backstab or try to shoot you. Keep Spy-checking teammates with stray fire.
    • Experienced Spies can sometimes jump into melee range and strike before landing on the ground, scoring a backstab without being ignited by the ring of flames. Continue to stay alert for Spies approaching behind you and spin it up mid-air repetitively as you hit the ground at the cost of a small bit of ammo if you're not comfortable with the environment.
    • Positioning at sloped surfaces such as ramps and stairs will allow you to deter any backstab attempt from below ground. Try to run for ramps with the Shotgun equipped so you won't be forced to spin up at a bad position.
  • The ring of flames can also set players on fire if they're behind thin cover. Use this to try to dislodge a stubborn defender.
  • This weapon can also be used to defend friendly Engineer nests. Dispensers will give you a continuous source of ammo, and the ring of flames you create will ignite enemy Spies attempting to sap buildings.
    • Similarly, the weapon is quite efficient when pushing the cart in Payload and Payload Race game modes. The cart's ammo supply is enough to keep the weapon spun-up continuously, and the ring of fire will provide protection to you and your nearby teammates who are pushing it.
    • Also, the Huo-Long Heater is very useful on most King of the Hill maps due to their close quarters and smaller map size.
  • When taunting with the Huo-Long Heater while spinning up, the ring of fire will still be active and you will still continue to lose ammo.

Secondary Weapons

Shotgun + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shotgun
Stock
Shotgun
Killicon shotgun.png 6 32 86-90 24-67 3-26 180
  • The Shotgun allows Heavy to stay mobile. Use it in situations where losing mobility is disadvantageous, such as:
    • Fighting Demomen and Soldiers, negating their ability to use cover to hit you with splash damage whilst remaining safe from Minigun fire.
    • Expecting or chasing a highly mobile enemy encounter such as Spy or Scout.
    • Fighting while in view of an enemy Sniper.
    • Retreating as you provide some cover fire.
    • Picking off a retreating enemy, or the sticky traps near gates without getting slowed down.
    • Attempting to close distance whilst ÜberCharged or before deploying your Minigun.
    • When getting to Health and Ammo pickups quickly is important when enemy retailates your flank attempts.
    • "Bull-rushing" from mid range to close quarters in the flank routes where the Shotgun excels.
  • The Shotgun also provides a ranged backup weapon when you have run out of Minigun ammo.
  • If there are multiple friendly Medics on the team, then it may be a better idea to equip the Shotgun over the Sandvich or other edibles, since replenishing health is not an issue.
  • Keep in mind that without the Sandvich, players will need to rely more on Health Packs and Medics to stay alive. Try to memorize the map's health pack locations, and keep within easy distance of teammates should the need to retreat arise.
  • Shotgun allows you to stay mobile when you need to chase a Spy, Soldier or Demoman extending toward your territory or spawn room for ambushing. Noticing them late, or committing to firing your Minigun in a bad position could result in swift burst damage to your Medic or yourself.
    • Mobile projectile classes such as Demoman and Soldier can usually be predicted to attack once your friendly Sentry Gun is down.
  • You can also try and use the Shotgun to bait reckless enemies around corners if going around said corner with the Minigun is too dangerous or you're low on health.
    • This strategy can be more effective with the Tomislav, as the enemy won't hear you until it's too late.
  • Although the Sandvich is better than this weapon in many cases, don't underestimate the Shotgun's power! It becomes very effective in defensive scenarios, especially if friendly Engineers have Dispensers present and Medic support is available, effectively removing the need to carry a source of self-healing. However, you won't be able to drop your Sandvich and provide quick healing for your Medic.
    • If there are at least two Medics on your team, consider equipping the Shotgun instead as they now have access to a quick-healing source.

Family Business + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Family Business
Craft
Family Business
Killicon family business.png 8 32 74-76 20-52 3-22 153
  • Compared to the Shotgun, the Family Business has about ~2.25% less damage per second. This is less important than the reduction in per-shot damage, which means that it takes an additional shot to kill classes such as Pyros, Demomen, and (at ranges other than point-blank) Heavies.
  • The Family Business does best at longer ranges than the Shotgun, where its ammo count gives it a notable damage advantage per clip over the Shotgun and the reduction in per-shot damage is less impactful. At closer ranges, the Shotgun's increased per-shot damage gives it an edge against tankier classes, but the Family Business still does more damage per clip.
  • Though the decreased damage makes it less useful in direct combat and as an ambush weapon, the increased clip-size and firing speed makes it useful for picking off distant or wounded targets that cannot be killed by a Minigun due to distance or the Minigun's reduced movement speed.
    • The Family Business is particularly useful against Snipers and Engineers; it can throw off Snipers' aim from afar, and the spray of bullets makes it more likely you can damage an Engineer trying to hide behind his Sentry when attacking the Sentry itself is unfeasible. It can also distract Wrangler-wielding Engineers.
  • The increased clip-size of the Family Business makes it possible to destroy a Mini-Sentry or Level 1 Sentry from just outside its maximum targeting range. This is technically also possible with the Shotgun, but is considerably harder to pull off, as all the shots need to hit for it to happen, whereas with the Family Business, it's a lot more likely to due to the extra shots counteracting the damage penalty.
  • The added clip-size and faster firing speed of the Family Business makes it a superior "Run and Gun" weapon for the Heavy — it lacks the spin-up time of a Minigun, and when running forward, accuracy is often secondary in necessity compared to the rate of fire. In this situation, the Family Business makes for a great weapon for running between objectives, and is a little better than the Shotgun for this purpose. It also is quite handy, in the same vein, for chasing down enemies trying to flee, especially faster classes like Spies and Scouts, since — again — the rate of fire helps a lot more than a raw punch in such a situation.
    • Paired with the Heavy's substantial health, a full-health Heavy can use the Family Business to "bull rush" mid-range specialist classes such as Soldiers and Demomen while firing. As most players expect a Heavy to switch to a Minigun, this tactic can catch many players by surprise (if the distance you need to close isn't too far). The large clip enables you to do significant damage while closing the distance and your large health pool allows you to soak up damage.
  • The lack of the Tomislav's firing noise means that the Family Business is a great backup weapon for it — enemies won't have any clue what you're going to use until you start firing, making the Tomislav and Family Business a good ambush combo. While the Shotgun can be used the same way, the Family Business' larger clip size means fewer reloads during a fight and more damage dealt per-clip.
  • There are a number of situations where the Shotgun is a better choice than the Family Business, so equip the two accordingly. The higher damage of the Shotgun means that it's much better when it comes to ambushing foes, medium-and-close-range combat (where the Shotgun will typically win a damage race against the Family Business), and for dissuading mobile melee attackers, such as Demomen.
  • The Family Business pairs well with the Killing Gloves of Boxing's Crit-on-kill, as the increased clip-size and firing speed means you can deal more Critical damage faster than with the Shotgun.

Panic Attack + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Panic Attack
Craft
Panic Attack
Killicon panic attack.png 6 32 6.3-94 4.2-63 2.1-31.5 189
  • The Panic Attack has a 50% faster deploy speed, 50% more pellets, and fires its pellets in a fixed pattern at the cost of 20% less damage, and a bullet spread that widens out the longer it is fired.
  • Capable of dealing 108 damage at point blank if all pellets connect, the Panic Attack can deal slightly more damage than the Scout's Scattergun. This can make it useful for ambushing enemies and taking them out before they can react.
  • Two pellets will always shoot straight down the crosshair, allowing you to deal more consistent damage compared to the Shotgun or Family Business. However, it is less effective at range due to it's damage penalty and gradual bullet spread increase.
  • The Panic Attack deploys 50% faster compared to the Shotgun. This means you can pull it out almost immediately when you are threatened.
  • It takes roughly 1.5 seconds for the bullet spread to reset to normal. As such, you can simply wait for the reload animation to begin, and fire again with similar accuracy.

Sandvich + reskins

Weapon Ammo Eating
Loaded Carried Health Gained Duration Recharge Time
Sandvich
Unlock
Sandvich
1 300 4.3 seconds 30 seconds
Robo-Sandvich
Promotional
Robo-Sandvich
  • When eaten, the Sandvich fully restores the Heavy's HP over four seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The Sandvich has a 30-second cooldown after use while below full health.
  • Try to use the Sandvich only when behind cover and in the presence of teammates. As the Heavy is completely immobile while recovering health, enemies can very easily kill you while you're helpless. Never eat near an enemy base or near a large passageway, even if your team has full control over the area, as even a Scout can easily kill a Heavy having a meal in the corner of the room. Exposed areas such as rooftops or balconies are not ideal, as Snipers, Soldiers, and Pyros armed with flare guns and other enemies with powerful long range weapons can cause major damage during his consumption.
    • Try to eat with your back to a wall to prevent opportunistic Spies from backstabbing you. In addition, try to stand somewhere where a Spy is unable to use a height advantage to drop down on you.
  • Use your secondary-fire key (default key: MOUSE2) to throw the Sandvich onto the ground. A dropped Sandvich acts as a medium health pack, replenishing 50% of a player's HP when picked up, and stopping burning/bleeding damage. Use it to help injured teammates quickly recover health. This is especially useful for healing Medics, as they cannot heal themselves as quickly while being damaged, and doing so prevents them from dying and losing their ÜberCharge.
    • Sandviches cannot be used on yourself this way. Picking it up will recharge your Sandvich.
    • Enemies can use your dropped Sandvich(es). Make sure to pick up your Sandvich if your teammates don't use it.
    • It's possible to use a dropped Sandvich to lure injured enemies toward you. Make sure they don't pick it up, though, or killing them will become much harder.
  • Be generous with your Sandvich — if you're at full health, picking up even a small health pack will instantly recharge it. If you see a teammate with less than half health and there are no health packs, Medics, or Dispensers in the very immediate vicinity, don't hesitate to toss them some health — your Sandvich will recharge in 30 seconds. By eliminating some time they would have spent backtracking for health, you may have made your next push stronger.
    • This can be used to teammates' benefit when picking up small health packs, as the Sandvich can be dropped for a teammate, and the small health pack picked up to fully recharge the Food meter, effectively turning the small health pack into a medium one.
  • Without a fallback weapon such as the Shotgun or the Family Business, you are forced to rely solely on using the Minigun to do damage in open areas.
  • By immediately performing a taunt upon equipping the Sandvich, the one-second weapon-change delay can be bypassed, allowing for faster consumption.
  • Do not try to hold a Sandvich when enemies are around, especially when Scouts are around, as they gain 75 health from your dropped Sandvich instead of the normal 50 if you die while holding it.
  • Remember that your teammates don't have eyes in the back of their heads, and teammates ignoring their health could lead to them charging into battle at low health. You are slower than your teammates, so remember to drop it in front of them if you can. You can use the Gloves of Running Urgently to keep up with them if they are ignoring/can't see your Sandvich.
  • A common tactic, especially in competitive play, involves masking the voice line of the Heavy consuming the Sandvich by immediately having him say anything else (usually "Yes" or "No" or more rarely "Spy!") after the taunt is initiated. Enemy players will tend to tune out the stock voice lines and probably won't suspect that a Heavy is nearby chewing away while passing by.
    • If they happen to be already quite close, then this may not work very well.

Dalokohs Bar + reskins

Weapon Ammo Eating
Loaded Carried Health Gained Duration of Eating Effect Duration
Dalokohs Bar
Craft
Dalokohs Bar
1 100 and raises maximum health to 350. 4.3 seconds 10 seconds
Fishcake
Promotional
Fishcake
  • When eaten, the Dalokohs Bar restores 100 HP over four seconds and increases the Heavy's maximum health to 350 HP for 30 seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The Dalokohs Bar has a 10-second cooldown after use.
  • At the end of the 30-second time limit, any health over 300 becomes overheal health and will fully drain away in about 7 seconds.
  • Somewhat like the Sandvich, the Dalokohs Bar has a cooldown timer after use, but you can recharge it instantly by visiting a Resupply cabinet, picking up your own thrown Dalokohs Bar, or collecting any health pickup while at full health.
  • The extra 50 HP allows you to withstand a minimum of one more shot from the Scattergun, the Grenade Launcher, or the Sniper Rifle (minimally charged headshots or bodyshots). It may also allow a minimum of one more hit from the Stickybomb Launcher and Direct Hit when fighting outside very close range. All of these weapons are used by Heavy's most common counter-classes, and the extra health may give you time to finish off your opponent; however, without the 100% healing power of the Sandvich, he may be hard-pressed to find healing without a Medic.
  • The Dalokohs Bar can be particularly useful for Heavies that can obtain a constant source of healing but lack a nearby friendly Medic for overhealing or a Dispenser for healing.
    • Since, unlike the Sandvich, the Dalokohs Bar recharges in 10 seconds instead of 30, meaning it can be used more often to heal smaller wounds. Knowing where Dispenser(s) are deployed or where health pickups are is advised.
    • Increasing the maximum health, the Dalokohs Bar also allows Heavy to benefit better from Medium health kits and allows him to guard an area.
    • Small health kits can be spared for teammates with ease at secured areas and you can toss the Dalokohs Bar on top of the small health kit pickup for a filling healing for the next teammate.
  • Even though the Dalokohs Bar increases Heavy's maximum health to 350, Medics can still only overheal the Heavy to 450 HP, making the Dalokohs Bar less effective when there are numerous friendly Medics.
    • If you decide to overextend with a Medic, know that Dalokohs Bar can't heal him very much. You have to lead the Medic to the health kit pickup areas safely and be sure he's hidden and well aware of potential burst damage classes surrounding you.
  • The Dalokohs Bar can be thrown to heal teammates (equivalent to a small health kit). This can be particularly useful for healing friendly Medics, as their health regeneration will probably make up for the lost healing the Sandvich would have provided, but the faster recharge of the Dalokohs Bar will allow extra uses if you and the Medic are put under constant, but somewhat light pressure.
    • For heavier engagements or for leaving food lying around for teammates to pick up later if needed, the Sandvich is usually a better choice.

Buffalo Steak Sandvich

Weapon Ammo Eating
Loaded Carried Buff Eating Duration Duration of Effect Recharge Time
Buffalo Steak Sandvich
Craft
Buffalo Steak Sandvich
1 Increases speed by 30%, turns damage dealt into Mini-Crits, and increases damage taken by 20%. Prevents usage of non-melee weapons for the duration of the buff. 4.3 seconds 16 seconds 30 seconds
  • When eaten, the Buffalo Steak Sandvich gives the user the ability to deal Mini-Crits and increased movement speed by 30% for 16 seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The user's damage vulnerability is also increased by 20% while under the effect of the Buffalo Steak Sandvich. The Buffalo Steak Sandvich has a 30-second cooldown after use.
  • Like the Sandvich, the Buffalo Steak Sandvich can be dropped with alt-fire (default key: MOUSE2). A dropped Buffalo Steak Sandvich behaves the same as the Sandvich, replenishing 50% of the health of whoever picks it up, excluding the person who threw it.
  • The speed boost can be useful in more ways than simple offense; it can aid in scouting and can help get players to their destinations quickly. Note, however, that players are more vulnerable to attack after eating the Buffalo Steak Sandvich due to having a 20% damage vulnerability and being locked to melee weapons for 16 seconds.
    • A particularly effective tactic is to use the Buffalo Steak Sandvich at the start of Arena mode's setup time (or any other gamemodes); the now-faster Heavy will be able to reach the front lines faster and the effect will wear off as combat begins, allowing players to make surprising offensive rushes and ambushes against lighter classes. However, after the first life, a different lunchbox item will in most situations be more effective, rendering this tactic as a one-time gimmick at the beginning of a round.
    • The speed boost can also be used to gain access to places that were previously inaccessible to Heavies. Some jumps that would normally only be accessible to most other classes can be done by a Heavy under the effects of the Buffalo Steak Sandvich.
  • If an enemy is chasing you at a distance, turn a corner and use the Buffalo Steak Sandvich. By using the third-person camera, it's possible to spot the enemy whilst eating and, with good timing, pop out again with a surprise melee attack.
  • Make sure not to charge at enemies, because they can still use most of their weapons at range, which can result in swift death when combined with the 20% damage vulnerability.
    • An exception to this rule is in DeGroot Keep, where most enemies can only use melee weapons.
  • Many of the Heavy's melee weapons benefit from the use of Buffalo Steak Sandvich:
    • The Fists of Steel can be combined with the Buffalo Steak Sandvich for soaking up the extra 20% damage vulnerability caused by the Buffalo Steak Sandvich's side-effect.
      • Note, however, that if an enemy decides to engage you in melee combat, you'll take 120% additional damage from the attacks, meaning that even/especially a Scout can be very dangerous.
    • The Killing Gloves of Boxing can be useful with this weapon as well, if you get one kill and you still have the effects of the Steak, you can use the speed buff to keep up with an enemy, and the Killing Gloves of Boxing's 5 seconds of guaranteed Critical hits on kill will be able to 1-hit kill most classes save for a Demoman with the Bootlegger/Ali Baba's Wee Booties and/or multiple heads with the Eyelander, Soldiers, and Heavies.
    • The Warrior's Spirit is another good weapon to use with this because of how much damage it can do. A single Mini-Crit from the Warrior's Spirit can do up to 114 damage, reducing light classes to critically low health. It will additionally restore 50 Health per kill, increasing your survivability if you get kills often enough to counteract it's downsides.
      • Note that this may only work when ambushing, because you will take significantly increased damage (50% more damage taken), which can be very dangerous.
    • Combining this weapon and the Eviction Notice will allow you to cover a significant amount of ground without too much of a health drain penalty compared to the Gloves of Running Urgently.
      • Despite their speed boosts stacking, it may not be recommended to use this weapon in combination with EN due to your steadily decreasing health pool. However, if properly used, this weapon combo can be very effective; you gain 35% extra speed from the combined speed buffs making you a very mobile, melee-based Scout, but with "approximately" more health (because of the increased damage vulnerability, and the fact that you lose health over time).

Second Banana

Weapon Ammo Eating
Loaded Carried Health Gained Duration Recharge Time
Second Banana
Contract
Second Banana
1 200 4.3 seconds 10 seconds
  • When eaten, the Second Banana restores 200 HP over four seconds; during this process, the Heavy becomes immobile and emits loud eating noises. The Second Banana has a 10-second cooldown after using while below full health.
  • Just like the Sandvich, the Second Banana should be eaten with your back against the wall-- despite less healing and shorter cooldown, your eating time is unchanged, giving opportunistic Spies or Snipers ample time to instantly kill you in the precious time that you cannot defend yourself.
  • Know the benefits and disadvantages of equipping the Second Banana over the Sandvich. Though you will heal more overall health than the Sandvich, you will not always benefit from this increase in healing due to the chance of being killed with burst damage you would have otherwise survived with the Sandvich's more potent healing. Additionally, the Second Banana doesn't provide a medium health pack like the Sandvich does, thus making it inferior in terms of team healing overall. However, the higher amount of healing over a shorter time is excellent when you are behind enemy lines, and cannot reach a health pack or Medic in time before you are discovered.
  • A flanker Heavy playstyle that isn't in gunfire constantly can use this lunchbox item to heal up from firefights where the Dalokahs Bar/Fishcake would have been lackluster. It also works wonders for Heavies who like to use their fists to engage the enemy head-on.
  • It's better to use the Sandvich if you have a Medic due to the Second Banana only throwing a small health pack. Try using it when you are on your own and healing a Medic isn't top priority.
  • Due to its faster recharge, bananas can be shared more consistently than the Sandvich, which can help when enemy Pyros are keeping your Medic constantly alight with afterburn, or after smaller skirmishes.
  • If there are multiple Medics on your team, the Second Banana is not recommended. Because of its health inefficiency compared to the Sandvich, the Second Banana works best when Medic backup is limited or unavailable, and you require decent healing fast.
  • Take care not to leave your banana on the ground if a teammate doesn't pick it up. Though a small health pack is considered negligible for most classes, enemy Pyros using the Back Scratcher or Heavies with their larger base health will benefit greatly from your snack, making it that much harder to kill them.

Melee Weapons

Fists + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Fists
Stock
Fists
Killicon fists.png 0.8 seconds 65 195
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Drop
Conscientious Objector
Killicon conscientious objector.png
Apoco-Fists
Promotional
Apoco-Fists
Killicon apoco-fists.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Promotional
Memory Maker
Killicon memory maker.png
Ham Shank
Drop
Ham Shank
Killicon ham shank.png
Golden Frying Pan
Reward
Golden Frying Pan
Killicon golden frying pan.png
Necro Smasher
Achievement
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
  • The Fists are a fallback weapon and are the Heavy's only fallback weapon if a secondary weapon other than one of the Heavy's Shotguns are equipped. It's also good against any class that is cornered or not expecting a Heavy to engage in melee combat.
  • Despite being the slowest class, the Heavy is one of the classes who will often come out on top in a melee battle thanks to his large health pool. The Fists can be used more liberally if you don't want to waste precious primary ammo on classes that can easily go down in two or three punches.
  • The Fists are similar to the Medic's Bonesaw; you have a weapon that deals more DPS, but it's better for starting off battles. Because the Miniguns make a loud and very noticeable noise (except the Tomislav when spun up), it's great for attacking distracted enemies. Even if they notice you before you kill them, you have the Minigun or, against stronger classes where the spin-up time would leave you vulnerable, the Shotgun to back you up.
  • Because his other melee weapons either drain your health, make you weaker against attacks, or take slower to fire between punches, the Fists are the only one of Heavy's melee weapons that gives you a reliable last resort.

Killing Gloves of Boxing

Weapon Kill Icon Attack Interval Damage Effect
Point Blank Critical Critical Boost
Killing Gloves of Boxing
Unlock
Killing Gloves of Boxing
Killicon killing gloves of boxing.png 0.97 seconds 65 195 5 seconds
  • In exchange for a slower swing speed, the Killing Gloves of Boxing grant the Heavy 5 seconds of guaranteed Critical hits if he scores a kill with them.
  • The guaranteed Critical hits can be transferred to other weapons as well. Therefore, it's possible to kill an enemy, then quickly switch to another weapon to kill enemies beyond melee range. However, switching weapons wastes precious time, and spinning up the Minigun wastes even more; in addition, the Shotgun's Criticals are less powerful than those of the K.G.B. If possible, get multiple kills (2 or more) with the K.G.B. before switching to another weapon.
  • The slow swing speed coupled with the Heavy's slow movement speed makes using the K.G.B. a risky prospect. It's best to use them when facing a cornered enemy, or have a Medic to provide constant healing.
    • However, if the Crit-boost can be achieved in tight corridors, keep using the K.G.B. while there are still enemies around; a Critical hit with the K.G.B. will kill all non-overhealed classes with a single hit except Soldiers, Demomen (with the Eyelander and with 4 or more heads), and Heavies, who will fall if a second hit is landed.
  • Using the Buffalo Steak Sandvich can assist in getting the first melee kill, as players will be able to move faster and deal Mini-Crits. However, beware that all damage taken will be increased by 20% for the duration of the Buffalo Steak Sandvich's buff, so try to time an attack so that the Buffalo Steak Sandvich's effects run out as soon as a melee kill is achieved.
    • This strategy is even more effective in Medieval Mode, as most other enemy classes will not be carrying long-range weapons.
  • While switching to the Minigun wastes more time than switching to a Shotgun, the Minigun deals devastating damage when Crit-boosted. Consider switching to the Minigun when taking aim at a crowd of targets or when taking advantage of the lack of damage falloff to "snipe" a long-range foe.
  • If a friendly Heavy is using the K.G.B., avoid "stealing" kills against weakened targets, since the Heavy will not be rewarded with Crits for assists.
  • The K.G.B.'s slower swing rate means that it's more difficult to successfully kill an unsuspecting enemy before they notice. If you're carrying a Shotgun, try softening up targets as much as you can before finishing them off, in case you can't kill them with your melee.

Gloves of Running Urgently + reskins

Weapon Kill Icon Attack Interval Damage Effect
Point Blank Critical Speed Boost
Gloves of Running Urgently
Craft
Gloves of Running Urgently
Killicon gloves of running urgently.png 0.8 seconds 65 195 299 Hammer units/sec
Bread Bite
Uncrate
Bread Bite
Killicon bread bite.png
  • The Gloves of Running Urgently is a weapon that allows the Heavy to move 30% faster while active in exchange for having their maximum health drained.
  • Use the G.R.U. to reach the front lines faster and keep up with teammates, but make sure to know where the frontlines are so as to switch away on approach and be free of the Health drain upon arriving at the fight.
    • The G.R.U. can also be used to escape losing combat situations. This can allow players to survive and rendezvous with teammates to continue the fight, rather than be killed and forced to respawn.
    • Dodging enemy fire is also more effective when using the G.R.U., since players can use the increased maneuverability to actively dodge projectiles as well as make it more difficult to aim Hitscan weapons.
    • Remember that the Buffalo Steak Sandvich's speed boost does not stack with that of the G.R.U. A Heavy under the effects of both will still only move at a maximum speed of 299 HU/sec.
  • If arriving at the front lines with enough health is imperative, put the G.R.U. away partway to your journey there. You'll arrive with more health, while still being able to get there a little faster than normal.
  • When under the effects of an ÜberCharge, use the G.R.U. to push in closer to a Sentry Gun until you are close enough to nullify its knockback. The extra acceleration allows players to go straight up to a Sentry Gun and use the Minigun's full damage potential, rather than settle for firing at it from longer ranges where the spread makes a Heavy ineffective.
  • Beware of the amount of fire you are taking, and consider only using the G.R.U. in a close-range 1-on-1 confrontation.
  • The steadily decreasing health pool may sound counterproductive to melee combat, but the increased movement speed makes it much easier to chase down and punch opponents.
    • Additionally, a single critical punch will kill or severely injure most classes.
  • Pairing this with the Dalokohs Bar can be very helpful at mitigating the health drain of the G.R.U. Unlike the Second Banana or Sandvich, the Dalokohs Bar will give you overheal if eaten while under the effects of the G.R.U's health drain. This allows you to quickly get back to max health, allowing for longer use of the G.R.U.
    • The Dalokohs Bar will also stop the G.R.U's health drain at 150 health, compared to 100.

Warrior's Spirit

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Warrior's Spirit
Craft
Warrior's Spirit
Killicon warrior's spirit.png 0.8 seconds 85 254
  • The Warrior's Spirit deals 30% extra melee damage and heal the user 50 health on kill while also increasing damage vulnerability from all sources while active by 30%.
  • The Warrior's Spirit can be used to give the Heavy an edge in ambushes. As the Heavy already has a significant amount of HP even with the active vulnerability, being able to deal more damage allows players to kill their enemies before they take too much damage.
  • This weapon can allow a Heavy to kill a Medic with two punches, Demomen, Pyros and Soldiers in three and another Heavy in four. This can give you a significant advantage when melee combat is imminent.
  • This weapon promotes a melee-centric playstyle; the +50 health on a kill from this weapon means that you can engage in melee combat more liberally and win more fights where an additional punch would have been required. Additionally, it can also be used for a bit of quick healing against distracted or cornered enemies.
  • Take heed of the rather large damage-taken penalty while active. When wielding this weapon, you instantly drop your effective health from 300 to 210 (245 when using the Dalakohs Bar). While you still technically have more health than a Soldier, you'll still generally need to get the first strike on an opponent, because your damage and their damage will match and you'll only have your comparatively large health pool as an initial advantage, provided you aren't injured.
  • The Warrior's Spirit works best as a combo weapon with other secondary weapons:
    • The Buffalo Steak Sandvich is a good item to use with this, because it not only increases your move speed for a limited time, but also grants you a Mini-Crit boost. Two Mini-Crits from this weapon will kill any non-overhealed class but a Heavy, who will fall to a third hit. Just be aware that the 20% extra damage you take is very dangerous with the added 30% damage taken increase when active.
    • The Warrior's Spirit makes for an excellent choice in conjunction with a type of Shotgun, since it allows you to deal sufficient close-ranged damage to make a melee kill almost guaranteed on low-health enemies.
    • The Warrior's Spirit can supplement the Dalakohs Bar rather effectively. Because the Heavy receives a temporary overheal of 50 extra base health, you can use it before attacking your enemies to increase the damage required to kill you.
  • In the event that you are ÜberCharged with the stock Medi Gun, this weapon acts as direct upgrade to stock, since the damage vulnerability normally incurred when using this weapon is irrelevant.
    • A Medic using the Kritkrieg can increase your damage output exponentially. Critical hits from the Warrior's Spirit deal enough damage to kill every class except for another Heavy (Or overhealed Soldiers, Pyros and Demomen) in one punch, while leaving him at the mercy of just a second punch to go down. Take care that you do not charge into battle though, because you will still take increased damage and could easily die.
    • The Vaccinator's ÜberCharges can make up for the damage vulnerability and will still protect you from 45% of the selected weapon type.
  • Use the Spirit as a way to bait enemies into close quarters combat. The sight of a Warrior's Spirit Heavy may entice opponents to approach and attempt to kill you, so if you turn a corner and anticipate their push forward, you can very easily overwhelm and possibly kill them before they can damage you too severely.
  • The Warrior's Spirit's upside becomes less noticeable or even detrimental when fighting against Scouts, Spies, or Engineers, since it will still require two punches to kill any of these classes at full health and makes it riskier to fight them up close where your extra damage vulnerability could be fatal. If there are multiple Scouts, or medium-health classes on the enemy team, another melee weapon could prove to be more effective against them.
  • In Mann vs. Machine, the Warrior's Spirit can be used to kill ÜberCharge Medics without activating their ÜberCharge by hitting them twice. Make sure to let your team know about your strategy, as it doesn't take much damage to cause the Medics to ÜberCharge, including being boosted with Mini-Crits!

Fists of Steel

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Fists of Steel
Craft
Fists of Steel
Killicon fists of steel.png 0.8 seconds 65 195
  • The Fists of Steel can significantly reduce the Heavy's vulnerability if ambushed or when attacked while traversing areas. As the Heavy has effectively 500 HP, it's possible to survive fully-charged headshots under certain conditions. Using the Dalokohs Bar, you can survive a fully-charged Machina headshot.
  • When retreating, equipping the Fists of Steel can increase the chances of a successful escape. Enemy players trying to finish off such a fleeing Heavy may be unable to deal enough damage to get a kill before the Heavy can retreat behind cover or find some health.
  • The damage resistance makes the continuous healing given by Medics, Dispensers, and the Payload more effective by proportion.
    • Note that you have a 40% reduction in both healing from constant healing sources (see above), and in maximum overheal making your max overheal 390 (440 if under the effects of the Dalokohs Bar).
  • A Heavy with the Fists of Steel equipped can effectively shield a Sentry Gun from a barrage of rockets with ease and soak up quite a bit of Minigun damage, which makes it ideal for protecting friendly Sentry Gun nests against an enemy ÜberCharge.
  • The Fists of Steel are extremely valuable for accomplishing objectives such as capturing points, pushing the Payload cart, or capturing the Intelligence. As most players will often try to protect objectives from a distance, using the Fists of Steel can give the Heavy a much greater chance of success at accomplishing such objectives as damage can more or less be soaked up.
    • Consider standing on top of the cart in order to draw attention to you so you can absorb and heal off headshots and other powerful attacks for your team.
  • Make sure not to get into a melee battle, due to the double damage enemies can deal with their melee weapons.
    • Because of this, it's generally a bad idea to equip the Fists of Steel in Medieval Mode, unless there's a large amount of Snipers using the Huntsman or Medics using the Crusader's Crossbow on the opposing team.
      • The Heavy effectively has 150 max health in a melee battle, meaning you can still win a melee fight with the weaker classes if switching to your Shotgun or Minigun would get you killed first.
  • Enemies who see you wielding the Fists of Steel may approach you with their melee weapon out to try to take advantage of your melee damage weakness. Baiting an enemy into chasing you with a melee weapon and then catching them off-guard with your Minigun or Shotgun can be a very effective technique, as your melee damage vulnerability becomes inactive as soon as you put the Fists of Steel away.
    • The Tomislav and Panic Attack are good weapons to pair for this technique, as their respective spin-up time reduction and deploy speed increase help mitigate the 100% increased holster time of the Fists of Steel.
  • The Fists of Steel take twice as long to holster compared to most other weapons, but have no penalty when deploying. Make sure to deploy when necessary, but only holster when the resistances are no longer necessary or the melee weakness becomes a threat.
  • Eating the Buffalo Steak Sandvich can make the Fists of Steel useful for crossing wide-open spaces or retreating. The incoming non-melee damage will be still less than usual, and you will be able to move roughly as fast as most classes. Faster classes are easily deterred by the Mini-Crit punches, due to their lower health. However, beware of shield-using Demomen, as they can easily reach and kill you with a single melee Crit.

Eviction Notice

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Eviction Notice
Craft
Eviction Notice
Killicon eviction notice.png 0.4 seconds 26 78
  • The Eviction Notice's improved attack rate makes the Heavy's melee attack faster than even most of the Scout's melee weapons, while dealing roughly equivalent damage. It also gives him a 3-second speed buff with a successful hit on an opponent.
  • This weapon attacks 40% faster, but inflicts 60% less damage, making the damage-per-second 20% less than that of the stock fists, meaning other melee weapons are overall more effective. However, the chance of Critical hits paired with the high attack rate means that the Eviction Notice is considerably more effective for beating down a weakened opponent, especially with the Buffalo Steak Sandvich's Mini-Crits and speed buffs. The speed boost of the weapon also means that slower enemies are less likely to get away.
  • The Eviction Notice is used to great effect when used to corner, panic, or ambush enemies. Because the Eviction Notice will get off 4 punches in the time it takes the K.G.B. to attack twice, it is extremely effective at taking enemies down quickly, provided you get the element of surprise.
  • The higher melee speed paired with the Heavy's natural punch means this weapon can also be effective in "Bull Rushing" players off of cliffs and off ledges, for much the same reason the Scout can — the first instinct of many players when melee attacked is to clear some distance, and the Eviction Notice's rapid punch rate means players will be in that much more of a panic when they try to escape.
  • This weapon can be effective in a melee fight, as you will land many more hits than your opponent. Simply hold down your mouse button and back away every time he swings, and move forward between swings. This is especially useful against fast, weak classes like Scouts that could dodge your normal punches.
  • Your weakness in melee combat is your speed, but the Eviction Notice's on-hit speed boost allows you to outrun all classes but the Scout and keep up with your opponent. The speed boost can also be used for a quick getaway; hit your enemy once and then retreat.
  • Combining the speed from a punch with a Minigun is a risky but rewarding tactic. While you will have less health due to the Eviction Notice's health drain, the punch will allow you to move quicker while the Minigun is deployed and easily move around, away, or towards the enemy at a considerably faster speed.
  • Unlike the Gloves of Running Urgently, the speed boost of the Buffalo Steak Sandvich stacks with the speed boost of the Eviction Notice. Use them together to cover lots of ground in a very short time.

Holiday Punch

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Holiday Punch
Uncrate/Craft
Holiday Punch
Killicon holiday punch.png 0.8 seconds 65 N/A
  • While remaining a last resort like the other versions of the Fists, the Holiday Punch is notable as it provides the advantage of forcing the enemy to laugh upon a hit to the back or a Critical hit; as a result, consider surprising or repeatedly punching enemies in order to gain an easy kill.
  • Since the Minigun needs to spin up, the Shotgun is not too powerful, and the Holiday Punch comes with the High Noon taunt, it is recommended you abuse the instant kill ability by taunting upon stunning an enemy.
  • The Holiday Punch can be a great ambush weapon if used correctly, and paired with weapons such as the Tomislav, it can be used to immobilize one or more enemies from behind and finish them off with a fast-hitting weapon.
  • This weapon can crush ÜberCharge pushes if you can get the element of surprise. Simply go behind and hit the Medic, breaking the healing beam, and waste up to five seconds of precious time.
  • This weapon can almost be seen as a direct upgrade to the fists — while critical punches with the stock fists deal a lot of damage, the Holiday Punch leaves the target completely immobile, allowing you to nearly guarantee a kill. However, it might be less reliable against experienced players, as the laughing can be avoided by jumping, and it is possible to get killed while you finish them off.
  • Any Medics carrying the Ubersaw can also benefit from stun-locked enemies. Simply tickle your target, and allow the Medic to strike or taunt kill them for an easy 100% ÜberCharge.

Kill taunts

High Noon

Kill Icon Weapon Damage Duration Details
High Noon
High Noon
Killicon high noon.png Fists
Saxxy
Apoco-Fists
Holiday Punch
500 3 seconds The Heavy mimics a quick-draw pistol showdown, resulting in instant death for any enemy in the way.
  • The High Noon is the fastest kill taunt in the game, taking only 3 seconds to kill your opponent.
  • Keep in mind the attack speed for this taunt. If it can be timed right, it's a perfect revenge tool during humiliation. It also can be used against either distracted Heavies or scoped Snipers, saving ammo for other classes.
  • Until the Heavy shouts POW! Haha!, the taunt is completely silent. Using this, it's possible to kill an enemy coming around the corner without them knowing you were even there.
    • Additionally, if you're being chased, you can turn a corner and time the taunt to catch them just as they pass through.
  • The High Noon acts as a short-ranged but very wide-hitting Pistol, making it the only kill taunt with range (500 Hammer units, or about the length of one of the shipping crates in Turbine's mid-section). In melee-only Sudden Death, this can provide a considerable advantage.
  • Unlike most other kill taunts, the High Noon taunt can be manually aimed. This allows players to hit targets from above or below, as long as the target is within the player's line of fire when the "lethal" portion of the taunt is executed.
    • The taunt attacks in a straight line, so it's possible to aim it through tight spaces and surprise unaware targets. It's possible to do a "Pinshot" by aiming the taunt through a thin crack that leads to another part of the map. For example, a crack under a bridge can be exploited to hit someone under or above the bridge.
  • In Attack/Defend and Payload maps, it's possible to achieve a kill at the very start of the round with this. Stand in front of the gates, and taunt when there is a second left on the Setup clock.

Weapon combinations

Cooperative class strategies

Leaderboard class scout.png Scout

Heavies are masters of covering fire when on the advance, and this perfectly supplements a Scout's speed. With a Heavy's firepower dealing damage, Scouts can more safely push carts, capture control points, steal intelligence or ambush enemies, and combined with the Scout's own power, can make an ideal pair up.

  • A Heavy with a Sandvich can be invaluable to the fragile Scout, especially since it heals him for 75 health instead of the standard 63. If you're both in a secure place and you do not need to use a Sandvich, handing one out to the more easily-wounded Scout can make all the difference when away from a Medic, Dispenser, or supply cabinet.
  • Consider using the Natascha while supporting a Scout. Natascha's slowdown effect can more effectively delay or halt enemy pursuit of a Scout on the move, while leaving them more vulnerable to his Scattergun or Pistol, and your onslaught.
  • Scouts position themselves in places that also make great spots to attack your enemies from as the Heavy, such as through chokepoints, down long corridors, or generally out of the enemy's sight so they may ambush enemies. Try following friendly Scouts for some ideal firing positions.
  • You have much higher health than a Scout, so if the Scout is inexperienced, you can protect him. This works best if you constantly have your Fists of Steel out, the Scout doing the main damage, while you body block for him. If someone approaches, you can punch them to add extra support.

Leaderboard class soldier.png Soldier

Together, a Heavy and Soldier duo can make a tough pair, second in combined health only to two Heavies working together.

  • The Soldier's Rocket Launcher gives a Heavy-Soldier pair something the Heavy lacks alone: range. Rockets can travel over a long distance, and a Heavy's Minigun tracers can effectively point at enemy positions a Soldier can quickly light up.
  • On the offense, being under the effect of a Buff Banner can make a Heavy-Soldier combo devastating. On the defense, a Soldier using the Concheror or Battalion's Backup can effectively make a Soldier-Heavy pair a very formidable wall of HP and projectiles.
  • Soldiers lose a good amount of health from rocket jumping, so saving your Sandvich or another food item can be very helpful to an actively rocket jumping Soldier.
  • You excel at killing Pyros, who can airblast a Soldier's rockets. Eliminating them allows a Soldier to more liberally use his Rocket Launcher and cause wanton destruction with little-to-no resistance.
  • Soldiers are excellent at attacking two of a Heavy's major threats, the Sniper and Spy. Soldiers who are rocket jumping can close the distance on a distant Sniper and easily blow them up. The large splash radius of the Rocket Launcher can also make it difficult for a found-out Spy to get close without being obliterated.
  • Soldiers are far more mobile than you, so it will be difficult to follow your buddy if he decides to jump away to a high place or chase down any fleeing attackers. This can generally make working with a Soldier somewhat limited.

Leaderboard class pyro.png Pyro

Pyros are one of a few excellent distractions for incoming Heavies. The chaos that a Pyro can cause by setting whole chunks of the enemy team on fire can draw attention away from a spun-up Heavy.

  • When working with a Pyro, use the Huo-Long Heater. You will deal 25% more damage to enemies set ablaze and can help the Pyro finish off targets who escape from the range of their Flame Thrower.
    • A Dragon's Fury and Huo-Long Heater combo is extremely devastating due to the significantly increased damage of targets afflicted with afterburn.
  • By creating a distraction at the front lines, a Pyro's job can be made much easier. Because the Pyro excels at ambushing, drawing all of the enemy's attention to yourself allows your friendly Pyro to get behind enemy lines and burn them while they are distracted dealing with you.
  • Pyro directly counters one of the classes you are vulnerable to, the Spy. Pyro is the premiere Spy-checker and can easily take care of a lone Spy once their cover is blown.
  • An allied Pyro has many different tools at their disposal to extinguish afterburn, allowing you to save your Sandvich for a more critical situation, or your allies.
  • In direct combat, Pyros can frustrate the efforts of Soldiers and Demomen with well-timed Compression Blasts, leaving them open to a Heavy's sustained fire.
  • Pyros using the Back Scratcher will gain extra health from your lunchbox items, making even the Dalokohs Bar or Second Banana extremely effective as a post-fight snack.
  • Your Minigun will set enemy players on fire when coated with the Gas Passer's gasoline. This becomes more effective when paired with the Huo-Long Heater's increased fire damage.
  • Pyros have one main weakness when supporting Heavies, and that is the lack of any real long-range attack capability. Rockets or Grenades that a Pyro cannot spot, long-range Revolver or Ambassador attacks, Sentry Guns, other Heavies and, of course, Snipers all pose major threats to both Pyro and Heavy. This makes Pyro support a strictly close-to-midrange affair.

Leaderboard class demoman.png Demoman

Heavies can be just as good as Demomen at area denial for specific locations, and their power combined can make for an ideal defense. Pinning down enemies with the spread of your Minigun's fire while a Demoman throws out a barrage of grenades or stickybombs can easily obliterate any foe.

  • Never underestimate the power of cooperation. A Heavy and a Demoman working together can herd enemies into a Stickybomb trap by laying down suppressive fire.
    • The Natascha can make any enemy stickybomb fodder when they are attempting to fall back.
    • Heavy can take care of any enemies who may have survived a burst of stickybombs with his Minigun's wide spread of damage.
  • The combined power of both the Minigun and Demoman's Grenade Launcher or Stickybomb Launcher can leave both an Engineer and his buildings under such a considerate amount of pressure that he likely cannot save them. Killing the Engineer first will guarantee the destruction of a sentry nest.
  • While Demoman carries no hitscan weapons to the battlefield, the Heavy primarily uses hitscan weapons, allowing a pair to cover each other's weaknesses:
    • When working with the Demoman, it may beneficial to equip a Shotgun such as the Family Business, or Panic Attack. This allows you to protect him directly without having to endure a lengthy spinup.
    • Demomen can eliminate any enemies from far outside of Heavy's Minigun range, but becomes weaker in comparison in close combat without a sword or boots. You can protect him from close range, while he can take care of any threats from medium to long ranges.
  • Heavy can protect Demomen by bodyblocking them in the same way he would a Medic and allow them time to carpet a point in stickybombs or aid in defending them from Scouts or Spies.
  • Demomen tend to take a lot of damage from up close explosives, sticky jumps, or misfires if they are using the Loose Cannon. Be sure to carry a Sandvich or other lunchbox items to give him a health boost when necessary.
  • Because a Demoknight can only attack enemies from a slightly larger than average melee range, it's important to protect him from bullet-based attacks and give supporting fire if he cannot finish an enemy completely on his own.
    • However, do be cautious not to 'steal' any kills from a Demoknight, as if he does not get the killing blow, he will not gain a head for his efforts.
  • An Eyelander-wielding Demoknight and a Buffalo Steak Sandvich Heavy can make for a great pair when in Medieval Mode. The two together can soak up plenty of melee damage, while moving far faster than normal and can take control of a point in little-to no time with a coordinated attack.
    • The K.G.B. will increase this damage output and allow the Demoknight to rush forward, with the Heavy following behind to finish off weakened and fleeing attackers.
  • As powerful as the two can be when paired together, the Heavy and Demoman both have trouble with long range engagement. This poses a problem when in direct confrontation with Snipers in particular, since you cannot reliably counterattack within your effective ranges. Additionally ambushes can be the death of you since you can't react to Pyros or Scouts quickly without a Shotgun, and the Demoman damages himself with splash damage at close range, or his projectiles are easily reflected. Consider these weaknesses when planning to team up with friendly Demomen.

Leaderboard class heavy.png Heavy

Already the most powerful class at close range, having two or more Heavies allows a team to take quickly control of areas or defend a position with unrivaled efficiency.

  • Covering fellow Heavies is imperative for a pair or group of Heavies on the move. Unless you are certain where your enemies will be coming from, check each others' blind spots often and scan for threats. If a single Heavy is a conspicuous presence, a group of them is near impossible to ignore.
  • On the attack, deliberate maneuvering and timing are key. Heavies are slow, and if an attack is mistimed or its angle chosen badly, the defense can pick apart a multi-Heavy assault. Cover areas other Heavies are not attacking and come together as one single blow: if a group of Heavies gets flanked, it's hard to stem off being entirely surrounded due to their sloth.
    • If your fellow Heavy is taking the more direct route to the objective, cover an alternate route and coordinate ambush your enemies in a place where they would not expect a Heavy to attack from.
  • If one Heavy has a lunchbox item like the Sandvich or Second Banana, it may be beneficial for you to take a Shotgun instead. This allows you to protect your fellow Heavy in the event of an ambush, and he will be able to thank you for your efforts with a well-earned health boost.
  • Consider remembering which Heavies on your team have Sandviches or similar food items and which don't. When away from Medics or nearby Health Kits, passing out food to other Heavies is vital to extended autonomy.
  • With a Heavy-Heavy pair, it is a good idea to have a Fists of Steel plus Shotgun Heavy and a Minigun plus Sandvich Heavy. The Fists of Steel and Shotgun Heavy can be the damage dealer if things get out of hand, and the Minigun plus Sandvich Heavy can be the main damage dealer, helping to support the Heavy with the Shotgun. Remember that Miniguns have a long spin up time, so the Shotgun Heavy is the one to deal with battles with no time. Even if he doesn't kill the opponent almost immediately, he will have created enough of a distraction for the Minigun Heavy to finish them off.
  • While a lone Heavy is easy pickings for a Spy, multiple Heavies can cover each other and Spycheck in a similar fashion to a Pyro with an endless stream of bullets. Once a Spy is found out, it is nearly impossible for them to escape from the onslaught of several Heavies firing their primaries at the Spy's position. A Heavy using the Huo-Long Heater is especially effective at this by simply revving up near suspicious teammates.
  • Few things are more dreadful than being caught by a Heavy using Natascha for its slowdown effect. High on that list is being caught by a Heavy wielding Natascha while another Heavy employs one of the other Miniguns for maximum firepower. For instance, a Natascha Heavy and a Brass Beast Heavy can be a fearsome defense.
    • Conversely, a Natascha Heavy and a Tomislav Heavy can make good on their pushes by targeting priority targets, like a Medic or an Engineer with a toolbox and keeping them from escaping.
  • Using the Tomislav in a similar vein to the Shotgun, a Heavy can back up another Heavy using the stock Minigun, or Brass Beast with cover fire, and keep an accurate stream of bullets on classes that give them a tough time, such as Snipers, Demomen and Scouts, and attack enemies who attempt to surround them.
  • Two Natascha Heavies will not have the firepower of their more heavily armed comrades, but a double slowdown effect is death to classes who rely on their speed and reflexes at close range to survive, like Scouts, Spies, and Pyros. Often, it will cause Soldiers and Demomen to be reluctant about approaching you at all. Demoknights will be especially discouraged as they usually need to get into melee range to do the most damage, but neither shield provides any resistance against bullet damage and the slowdown effect instantly negates their charges.
  • Whether as a pair or group of Heavies, remember that it will be a field day for competent Snipers. Take cover!
  • An effective strategy for attacking on Payload maps is to stack 2-3 Heavies around the cart. The healing and ammo provided by the cart can sustain the Heavy group, and one of the Heavies can stand on top of the cart to act as a moving Sentry for the rest of the group. This strategy is better on Frontier, because the unique cart has more room to stand on. Be careful, however, as opposing Demomen, Spies and Snipers can easily counter this strategy.
  • Stacking Heavies allows a team to maintain an effective defense. However, they will drag a team down after about 3 Heavies or more because of the inherent slowness of the class. Additionally, they can also impede Medics' work by hogging them to themselves due to their high health.

Leaderboard class engineer.png Engineer

Engineers and Heavies fulfil the same defensive role in a very similar fashion. Due to the nature of both classes, there isn't a lot of direct help you can do for your Engie buddies. There is still plenty of teamwork to be found, however.

  • Heavy's large presence is often enough to distract enemies from a Sentry Gun being placed just around the corner.
  • Engineer's Teleporters are invaluable to a Heavy. Being able to get to the frontlines in the blink of an eye allows you to wade into some of the most crucial fights that much quicker.
  • Heavies chew through ammo very quickly, even quicker when using the Huo-Long Heater. Dispensers placed in convenient or tactical positions guarantees that a Heavy will never be without their Minigun when it's needed most. Simply standing next to a Dispenser will allow you to fire indefinitely.
    • Enemy Spies can often be found hanging around Dispensers, so watch for teammates that seem suspicious. Additionally, any wayward healing particles that are extending out to empty space may be an invisible Spy topping off his health, ammo and cloak.
  • You are like a moving Sentry Gun if you stand beside an Engineer's Dispenser. Telling your Engineer to place his Dispenser just around the corner from a key point, and firing your Minigun at any enemies who may flood in can be a spectacularly effective strategy.
  • Heavy may be slow, but his firepower is not a laughing matter and as such they can make an excellent escort for an Engineer carrying buildings to the next point when a Pyro or Scout isn't present.
  • If an Engineer is away from his Sentry Gun, it cannot easily defend itself. While you cannot repair it, you CAN guard it in a similar way the Pyro can by body blocking any incoming projectiles and destroying placed stickybombs with burst fire.
    • If needed, stand beside a Sentry Gun if it's under direct fire; your presence will force the enemy to choose between shooting you or the Sentry Gun, and your combined firepower will stop everything short of an ÜberCharge.
  • If the Engineer is trying to deploy an Offensive Level 3 Sentry Gun, hang just in front of him and try to absorb a bit of fire that is directed at that Sentry Gun and also help him Spycheck. Most of the time, this can mean the difference between a Level 3 Sentry wiping the other team or you and the Engineer ending up dead.
  • Despite your impressive combined firepower, you and Engineer are still vulnerable to focus fire. Snipers in particular love to cause headaches for both Heavy and Engies, so you must always remain vigilant in keeping an eye out for your buddy, and vice versa.

Leaderboard class medic.png Medic

The Heavy is the ideal Medic buddy in almost any circumstance; he has a huge amount of health (especially when overhealed), a large hitbox to hide behind, and is usually very effective when ÜberCharged. When coupled with a Medic, taking advantage of these characteristics can help you wade through your foes.

  • As a Heavy, most Medics will often come to you for protection or for initiating an offensive ÜberCharge. Be on constant alert for the icon that notifies you that you are being healed and make sure not to put the Medic in a position that could get him killed and by extension, yourself.
  • The Sandvich, or similar lunchbox items can be extremely helpful to a Medic, as it will heal him for half his total health, which, when supplemented by his passive healing, can possibly save him from what would have normally been assured death.
  • In most situations, the default Minigun is the most reliable primary to use when pocketed; it lacks the slower spin-up that Natascha and the Brass Beast have, the fire rate is faster than the Tomislav, and it does more damage than Natascha or Huo-Long Heater.
  • An important part of teaming up with Medics is to always be prepared to protect them, as they are always in danger of being attacked, or killed. Here are some things to keep in mind when deciding to partner up with your Medic-buddy:
    • Medics are prime targets for ambushes from Scouts, Spies, Demoknights, and Pyros. Keep a close eye on your buddy, and cover fire any alternate routes or chokepoints if he is forced to flee.
    • Medics will almost always be targeted first, so make sure that your Medic is behind you or covered at all times.
    • A Sandvich may be far more useful for it's health boost if the Medic player is inexperienced with the class, while carrying a Shotgun or it's variants can be a decent pick with more experienced Medics who can already keep themselves alive well enough on their own.
    • If your Medic is having issues with enemy Snipers, ensure that you are body-blocking him, or that he is out of the way before crossing through an open area where a Sniper could be present. Even if you die from the Sniper, the Medic will still have a better chance of retreating back to the safety of cover, or other teammates.
  • Don't be afraid to eat your own food items if the Medic's healing isn't sufficient enough to keep you alive for long. Make sure to retreat to a health pack so that your Medic can top off on health as well.
  • If you are in an area with a small health kit and are carrying the Sandvich, give it to the Medic to effectively double the amount of health the Medic receives, and pick up the small kit to recharge your food meter.
  • The laugh-inducing Critical hits from the Holiday Punch can allow the Medic to use the Uberslice taunt and grant a full 100% ÜberCharge bar in less than 4 seconds.
  • Make sure to watch for when a Medic is and is not healing you. Though you have a very large amount of health, you still are susceptible to focus fire and Sniper headshots, even if fully overhealed.
    • Most importantly, check your back if a Medic has suddenly stopped healing you, or you hear his death scream; a Spy may have killed your buddy and will be right behind you.
  • Similarly to the Pyro's Back Scratcher, Medics gain the same rate of ÜberCharge relative to the less healing you receive while the Fists of Steel are equipped as your Melee Weapon. Use this to increase the amount of ÜberCharge the Medic obtains while you are being healed or retreating.

Leaderboard class sniper.png Sniper

Heavies and Snipers have a surprising amount of synergy, and help to cover each other's weakness to range difference, while also strengthening the effectiveness of both classes.

  • Allied Snipers are one of your best friends, as they will most often be the ones that are protecting you from any enemy Snipers who are focusing on you.
  • Supporting a Sniper as a Heavy can be as easy as using your large amount of HP and presence to draw enemies out into the open. By giving the enemy something very conspicuous to fight against, the Sniper can go unnoticed until the kills start to stack up.
  • Sniper is at his weakest when forced to be in direct confrontation with other classes, such as Scouts, Pyros, and Spies, or Demoknights. Even doing something as simple as killing any of these classes is immensely helpful to a Sniper who is holding down an open area.
  • Keep an eye out for, and kill any Spies: Snipers tend to not even notice other players around them while scoped in, especially when using the Cozy Camper or Hitman's Heatmaker while in Focus Mode, and this makes the Sniper a juicy target for backstabs.
  • Snipers at mid-to-close range can benefit greatly from suppressive fire. Any class who may have survived a partially-charged shot can be easily finished off by the Minigun's wide cone of damage.
    • This also works the opposite way as well; anything too far away to be greatly damaged by the Minigun can be dealt with by accurate Sniper fire, even if it's not an ideal shooting spot for the Sniper.
  • Enemies under fire from the Natascha will be much easier for the Sniper to headshot due to the slowdown effect.
  • Snipers with the Sydney Sleeper or simply using normal Jarate can be an effective combo. Since the Sydney Sleeper charges faster and covers targets in Jarate, this can weaken the opponent from long range and allow the Heavy to deal considerably more damage, especially with weaker Miniguns like Natascha or the Tomislav.
  • A Heavy and Huntsman Sniper can be an effective pair when positioned down corridors or chokepoints. With the combined power of the Minigun and a Huntsman arrow directly in the head, the pair can even kill an over-healed Heavy faster than they have time to react.

Leaderboard class spy.png Spy

As with supporting Pyros, Heavies make a fantastic distraction to draw enemy attention away from a Spy sneaking behind enemy lines. A Heavy who is good at drawing fire and prolonging combat can help keep the pressure off a fragile Spy until it's too late for the enemy.

  • Just by existing at the frontlines, the Heavy makes Spy more effective at his role. Coordinating a low stakes skirmish, or fake push is often all the opening a Spy needs to be able to sneak into the backlines and cause havoc for the enemy team.
  • Avoid sticking too close to a Spy. Heavies are prime targets for Pyro ambushes, Soldier rocket attacks, or Demoman grenade strikes, and having a Spy damaged as collateral can very rapidly blow their cover.
  • Both the Spy and Heavy are excellent at destroying Sentry Guns. If a Spy can simply sap a Sentry Gun, that increases the chances of a Heavy finishing it, or the Engineer off before it can be saved.
  • Heavies, with their high sustainable damage are the bane of Pyros, Scouts (when using Natascha), and Demoknights, all of which cause trouble for Spies.
  • Spies tend to prioritize backstabbing Engineers, Medics, Demomen, and of course, Snipers, the absence of which allows you to more liberally traverse the map.
  • Unsurprisingly, friendly Spies will often be found at low health from explosions, stray fire, or afterburn. Giving them a Sandvich when out of the enemy's sightlines could be the defining factor in whether an enemy Medic dies, losing their ÜberCharge advantage, or activates their ÜberCharge, potentially dealing a significant blow to your team.
    • As tempting as it may be, try not to throw a Sandvich out to a friendly Spy in open areas. Tossing food items around to someone who should be invisible to the other team is a surefire way to blow a friendly Spy's cover.
  • Be prepared to do cleanup, a Heavy's Minigun barrage can easily rectify a botched backstab attempt on fleeing enemies.

See also