Difference between revisions of "Basic Heavy strategy"

From Team Fortress Wiki
Jump to: navigation, search
m
(High Noon>Showdown)
 
(398 intermediate revisions by more than 100 users not shown)
Line 1: Line 1:
{{Quotation|'''The Heavy'''|I have plan for you: '''more pain'''!|sound=Heavy_domination08_I_have_plans_for_you._More_pain!.wav}}
+
{{hatnote|This page contains basic strategy for the Heavy. For more advanced strategies, see [[Community Heavy strategy]]. For how to play against the Heavy, see [[Anti-Heavy strategy]].}}
The [[Heavy]] is the largest, toughest and slowest class in the game. With a [[Medic]], he wades 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 by either side.
+
{{Quotation|'''The Heavy''' |Let us fight; man versus tiny baby man.|sound=Heavy_meleedare13.wav}}
 +
[[File:Heavytaunt1.PNG|320px|right]]
  
== General ==
+
The [[Heavy]] is the toughest, but slowest class in the game. His vast firepower and health pool will almost ensure that he'll be found at the front lines as a shock trooper, where his [[Minigun]] dominates at close range. The Heavy acts as a beacon for his team to rally behind and is often a designated [[Medic buddy]]. However, his large size and slow speed make him a juicy target, especially for enemy [[Sniper]]s or [[Spy|Spies]], and his general loudness makes him subpar at [[ambushing]]. A good Heavy will coordinate with his team to tackle mission objectives together.  
* Holding your alternate fire will keep your Minigun revved and ready to shoot at a moment's notice.
 
  
* Although the Heavy has a lot of [[Health]], a well-placed [[Sniper]] shot can take him down in one hit. Be careful in wide-open places.
+
== Primary weapons==
  
* As a Heavy you're always a prime target for [[Spies]], so make sure to turn around often and [[Spy check]].
+
===[[Minigun]] + [[reskins]]===
 +
{{icon item|Minigun|100px}} {{icon item|Iron Curtain|100px}} {{icon item|Festive Minigun|100px|link=Festive weapons}} {{icon item|Silver Botkiller Minigun|100px|link=Botkiller weapons}} {{icon item|Australium Minigun|100px|link=Australium weapons}}
  
* Standing next to a [[Dispenser]] provides you a constant supply of ammo, allowing you to fire your Minigun without stopping.
+
Think of the Minigun as a rapid-fire [[Shotgun]]; it can shred anyone at close range, but the wide bullet spread causes its damage to heavily fall off over distances. Although the Minigun possesses a lot of firepower, it has a moderate wind-up time and revving it brings your speed to a crawl. Thus, you'll either want to have it as your active weapon at all times or simply use a different weapon when moving between areas. You can rev it while in midair, allowing you to catch enemies by surprise as you jump around corners.
 
 
* Though you do the most damage up close, you still do damage at range. Good aim is not required, your spread will take care of that.
 
 
 
* If one is available, take a [[Teleporter]]. Even a poorly placed exit will usually save some time.
 
 
 
* Remember to team up with a [[Medic]] if possible. The extra health makes you both difficult targets.
 
 
 
* When teamed with a Medic, stay near cover so that the fragile Medic can avoid attacks.
 
 
 
==Weapon Specific Tips==
 
 
 
A list of useful tidbits about the Heavy's tools.
 
 
 
=== [[Minigun]] / [[Iron Curtain]] ===
 
{{Icon weapon|weapon=Minigun|icon-size=100x100px}} {{Icon weapon|weapon=Iron Curtain|icon-size=100x100px}}
 
* The Minigun, or ''Sasha'', is a great ambush weapon; think of it as a Shotgun with a high rate of fire and no reload time. Ambush foes from around corners, high places, and concealed areas.
 
 
 
* 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.
 
 
 
* 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.
 
 
 
* If the enemy team has many combat classes, it is a better idea to take this over [[Natascha]].
 
 
 
* At mid-range or closer, the Minigun has a higher damage output than any other weapon in the game, except for Critical hits, [[Backstab]]s, and the Brass Beast. Keep this in mind and stand your ground when facing opponents one-on-one.
 
  
 
===[[Natascha]]===
 
===[[Natascha]]===
{{Icon weapon|weapon=Natascha|icon-size=100x100px}}
+
{{icon item|Natascha|100px}}
* Enemies taking damage from Natascha will find themselves moving slower for an instant, sometimes forcing them to face you instead of running away.
 
  
* It inflicts 25% less damage than the normal Minigun, so you'll find that it takes slightly longer to finish off enemies. At medium range, it's best against light, fast classes.
+
Natascha's bullets come with a unique [[slowdown]] effect that forces enemies to stop and face you in combat, making it the ideal counter to mobile Scouts, rocket-jumping Soldiers, and Demoknights. When Natascha is spun up and you drop below 50% health, you take 20% less damage, helping you win once you grab the enemy's attention. However, Natascha deals 25% less damage and is 30% slower to spin up, so enemies have extra time to attack you if you aren't already revved up. In particular, you are disadvantaged when facing an enemy Heavy with the normal [[Minigun]], which revs up faster, or the [[Brass Beast]], which by far outdamages Natascha. Consider equipping the Shotgun or Family Business for moving between fights.
  
* Watch out for direct combat against other Heavies with Sasha if you are using Natascha.
+
===[[Brass Beast]]===
 +
{{icon item|Brass Beast|100px}}
  
* Natascha can interrupt taunts, including taunt attacks. It can also interrupt the consumption of "lunchbox" items such as the [[Sandvich]] and [[Bonk! Atomic Punch]].  
+
The Brass Beast is the strongest weapon in the game in terms of damage per second, but has a 50% slower spin up time and slows you to a crawl when deployed. You need to play around the Brass Beast's long spin up time; if the weapon isn't already deployed, you are vulnerable to even frontal attacks. Once you do manage to spin it up, the weapon also grants 20% damage resistance if you're below 50% health. Thus, the Brass Beast is suitable for defensive situations where you need to move around less (e.g. defending a Control Point). Be very careful to not overexpose yourself, as your glacial movement speed makes you an even easier target for enemy Snipers and Spies.
  
* 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.
+
===[[Tomislav]] + [[reskins]]===
 +
{{icon item|Tomislav|100px}} {{icon item|Australium Tomislav|100px|link=Australium weapons}}
  
* Natascha can stop a charging Demoman in his tracks. You only need one hit, so this ability can be used to protect teammates from some distance.
+
The Tomislav has a faster spin-up time and revs up silently. The sound of your Minigun is a signal for the enemy to stay clear. However, the Tomislav's silent spin-up and superior accuracy makes it an excellent choice for ambushing enemies offensively or concealing your presence when guarding a location. However, the Tomislav fires 20% slower, causing it to deal far less damage in long battles despite the faster spin-up. Use the element of surprise to deal enough damage to your target before the Tomislav's firepower disadvantage becomes significant.
  
* Eating the [[Dalokohs Bar]] with Natascha will boost your health by 50 HP and gives you a better chance against Sasha-wielding Heavies.
+
===[[Huo-Long Heater]]===
 +
{{icon item|Huo-Long Heater|100px}}
  
=== [[Brass Beast]] ===
+
When revved up, the Huo-Long Heater continuously consumes ammunition to emit rings of fire around you. It is initially weaker than the default [[Minigun]], but deals significantly increased damage against ignited enemies. The flame rings deter any opponent who wants to get inside your personal bubble, so it's a strong choice when enemies must approach you, such as when defending a Control Point. If enemies choose to run away instead, ammunition can become a problem, so consider staying closer to ammo pickups than usual. Don't rely on the flame rings to reveal surprise attacks, as a competent enemy can simply jump over the flames.
{{Icon weapon|weapon=Brass Beast|icon-size=100x100px}}
 
* The Brass Beast is arguably the strongest hitscan weapon in the game.  However, it has many harsh restrictions.
 
  
* The Beast's spinup time is extremely long.  Unless you are being actively healed, almost any combat class can kill you in an ambush.
+
== Secondary weapons ==
  
* The Beast's revved movement speed is extremely slow.  Unless you are being actively healed, almost any explosive class can successfully corner you while you're firing.
+
===[[Shotgun]] + [[reskins]]===
 +
{{icon item|Shotgun|100px}} {{icon item|Festive Shotgun|100px|link=Festive weapons}}
  
* Because of the Brass Beast's extremely slow movement speed while revving, it is not recommended to engage in open combat areas, as [[Snipers]] can easily [[headshot]] you from a distance.
+
Although the Shotgun is a secondary weapon and weaker than the Minigun, it can still deal plenty of damage. Notably, it is one of your only guns that can be used while running. Use it when slowing down to fire your Minigun would be inefficient.
  
* For these reasons, use The Brass Beast from mostly static locations.  Ideally, you should be in place and spun up before the fight begins.
+
===[[Sandvich]] + [[reskins]]===
 +
{{icon item|Sandvich|100px}} {{icon item|Robo-Sandvich|100px}} {{icon item|Festive Sandvich|100px|link=Festive weapons}}
  
* Consider carrying the Shotgun with the Beast. You'll benefit from the flexibility and fast response times.
+
The Sandvich lets you replace a source of mobile firepower, the Shotgun, with the ability to fully heal yourself. Eating the Sandvich takes a long, loud four seconds, so make sure to begin your meal somewhere peaceful. It can also be thrown on the ground as a medium health kit to heal allies, especially helpful for any [[Medic]] you work with. Picking up any type of health kit when the Sandvich is consumed will instantly recharge it. Compared to other edibles, the long recharge time and higher ally healing makes the Sandvich best when working alongside teammates.  
  
=== [[Shotgun]] ===
+
===[[Dalokohs Bar]] + [[reskins]]===
{{Icon weapon|weapon=Shotgun|icon-size=100x100px}}
+
{{icon item|Dalokohs Bar|100px}} {{icon item|Fishcake|100px}}
* The Shotgun is the maneuvering weapon of the Heavy. Use it when moving from point to point.
 
  
* 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 Dalokohs Bar heals you for only 100 HP but recharges significantly faster than the [[Sandvich]], making it useful for healing minor wounds in between fights. Additionally, it temporarily increases your maximum health by 50, providing a small advantage if used shortly before engaging in combat. However, it only heals for a small health pack if dropped for allies, and its reduced healing capabilities compared to the Sandvich means that you will have to stop to heal yourself more often. Standing near a [[Dispenser]] while using the Dalokohs Bar can compensate for its inability to fully heal you in one sitting, and the maximum health boost also slightly increases health gained from [[medkit]]s.
  
* If your team has lots of able-bodied Medics, then it is a better idea to bring this over the [[Sandvich]], since healing yourself is not an issue and the Medics can heal each other.
+
===[[Buffalo Steak Sandvich]]===
 +
{{icon item|Buffalo Steak Sandvich|100px}}
  
* The Shotgun is great if you have low Minigun ammo and don't want to waste it on [[Spies]] or [[Pyros]].
+
Consuming the Buffalo Steak Sandvich does not heal you, but instead gives a special buff that temporarily locks you to your melee weapon while granting increased movement speed, guaranteed mini-crits, and increased damage vulnerability. If you seldom use your melee weapons, it is best used to move towards the frontlines quickly while your teammates keep you safe; consider also using the [[Fists of Steel]] to mitigate the increased damage from ranged attacks. If you prefer to use the buff to improve your melee combat, use the increased movement speed to avoid attacks and overpower opponents with mini-crits. Like the Sandvich, it can be thrown onto the ground to heal injured teammates.
  
===[[Sandvich]]===
+
===[[Family Business]]===
{{Icon weapon|weapon=Sandvich|icon-size=100x100px}}
+
{{icon item|Family Business|100px}}
* 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 Family Business is a faster, weaker Shotgun with a larger clip size. While the Shotgun deals more damage per hit, and therefore takes less time to kill most classes, the Family Business's increased clip size makes it useful in a prolonged fight where you do not have many opportunities to reload. Its high rate of fire is also useful against classes like Scouts and Spies, whose low health pools make the weapon's damage penalty a non-issue.
  
* The healing powers of the Sandvich work great with the [[Gloves of Running Urgently]]. You can quickly switch to the Sandvich, throw it on the ground, and continue your run through the area in quick succession.
+
===[[Panic Attack]]===
 +
{{icon item|Panic Attack|100px}}
  
* You can use alternate fire to throw your Sandvich for a teammate, healing 50% of their max health and stopping burn damage/bleeding. Enemy players can also pick up your thrown Sandvich, so keep an eye on it!
+
The Panic Attack deploys 50% faster than the Shotgun, making it useful for a few panicked shots if you are caught off guard. However, the Panic Attack's pellet spread widely increases as you fire consecutively; make the first few shots count.
  
* You can pick up your own thrown Sandvich from the ground for instant healing.
+
===[[Second Banana]]===
 +
{{icon item|Second Banana|100px}}
  
* Picking up a health item while at full HP restores the Sandvich instantly.  
+
The Second Banana recharges quickly, in 11 seconds compared to the Sandvich's 30 seconds, but only heals for 200 health and drops to allies as a small health kit. It is ideal for a playstyle where you are frequently skirmishing, but also have enough breaks where you can heal your teammates or be protected by them as you eat.
  
* Share the Sandvich with your Medic.
+
== Melee weapons ==
  
* By throwing your Sandvich down immediately before a fight, you can increase your survivability by simply fighting until you run low on health, and then eating the dropped Sandvich. Use this in longer fights where you will remain stationary, such as when capturing or defending a point.
+
===[[Fists]] + [[reskins]]===
 +
{{icon item|Fists|100px}}  {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Apoco-Fists|100px}} {{icon item|Frying Pan|100px}} {{icon item|Freedom Staff|100px}} {{icon item|Bat_Outta_Hell|100px}} {{icon item|Memory Maker|100px}} {{icon item|Ham Shank|100px}} {{icon item|Golden Frying Pan|100px}} {{icon item|Necro Smasher|100px}} {{icon item|Crossing Guard|100px}} {{icon item|Prinny Machete|100px}}
  
===[[Dalokohs Bar]]===
+
If an enemy takes you by surprise at close range, it may still be worth it to just spin up your Minigun instead of switching to your Fists; you are slow and will probably be unable to get within melee range of your foe. Still, your large health pool does give you an advantage in a melee fight against single opponents.
{{Icon weapon|weapon=Dalokohs Bar|icon-size=100x100px}}
 
* The Dalokohs Bar heals much less HP than the [[Sandvich]] and can not be shared.
 
  
* 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, such as near a Dispenser, resupply cabinet, or large health pack. 
+
===[[Killing Gloves of Boxing]]===
 +
{{icon item|Killing Gloves of Boxing|100px}}
  
* Even though the Dalokohs Bar allows your maximum health to rise up to 350, Medics can only overheal you to 450, making the bar less effective when there are numerous Medics on your team.
+
Obtaining a kill with the Killing Gloves of Boxing will grant guaranteed critical hits for five seconds. You're as slow as ever, so use this weapon when you have an enemy cornered and can easily land your punches. Once you've obtained the critical hit boost, pick a weapon to rampage with or keep punching. The [[Tomislav]] has the fastest spin-up time of your primary weapons while the Panic Attack deploys quickly.
  
===[[Buffalo Steak Sandvich]]===
+
===[[Gloves of Running Urgently]] + [[reskins]]===
{{Icon weapon|weapon=Buffalo Steak Sandvich|icon-size=100x100px}}
+
{{icon item|Gloves of Running Urgently|100px}} {{icon item|Festive Gloves of Running Urgently|100px|link=Festive weapons}} {{icon item|Bread Bite|100px}}
*The Buffalo Steak Sandvich is a lot like [[Crit-a-Cola]]; it's powerful but extremely risky.
 
*The [[Gloves of Running Urgently]] is a poor choice when used in combination with the Steak Sandvich's effect; it's speed boost will not be applied and it will inflict 90 points of unavoidable self-damage. Your Mini-Crits will not even compensate for the halved base damage.
 
*The [[Killing Gloves of Boxing]] can be a devastating combination when used with the Steak Sandvich, as the increased damage makes the initial kill easier, and the increased speed allows the Heavy to attack fleeing opponents.
 
*The [[Fists of Steel]] are also a good choice for use with the Steak Sandvich; using the two in combination Heavy can quickly pass through a dangerous area while still taking reduced damage.
 
  
=== [[Fists]] ===
+
When active, the Gloves of Running Urgently (GRU) boost your movement speed to nearly that of other classes and drain your maximum health, which reduces both your current health and overheal. Your health can decay to as low as 100, but recovers when the GRU are not active. Use the speed boost to approach an objective, then consider if you can fight with lowered health, or should wait to recover. The GRU take 50% longer to holster, making the speed boost useful for travel and retreating, but not chasing. Combine the GRU with a fast-recharging lunchbox item like the Dalokohs Bar for a more self-sufficient playstyle.
{{Icon weapon|weapon=Fists|icon-size=100x100px}}
 
*Although they are melee weapons, [[Fists]] can be very powerful. Don't be afraid to spin down and switch to them if the going gets tough.
 
*Using the [[Fists]] in combination with the [[Sandvich]] can even up the fight if you're attacked by multiple enemies.
 
 
 
[[Image:headshot heavy.jpg||thumb|300px|Snipers can take out a Heavy with one fully charged [[Headshot]], so keep out of their sights!]]
 
 
 
=== [[Killing Gloves of Boxing]] ===
 
{{Icon weapon|weapon=Killing Gloves of Boxing|icon-size=100x100px}}
 
* The slow swing speed coupled with the [[Heavies]] slow movement speed makes it a risky prospect. It is best to use it when you have an enemy cornered or caught unaware.
 
 
 
* If you manage a kill and you're in tight quarters with your enemies, feel free to keep swinging. Any Critical hit will instantly kill all but [[Soldiers]], [[Heavies]], and other overhealed foes.
 
 
 
*You can switch to your [[Minigun]] of choice or the [[Shotgun]] immediately after making a K.G.B kill and use the guaranteed Critical hits with those weapons instead.
 
 
 
*Keep in mind however that spinning up the [[Minigun]] eats up a lot of your Critboost time.
 
 
 
=== [[Gloves of Running Urgently]] ===
 
{{Icon weapon|weapon=Gloves of Running Urgently|icon-size=100x100px}}
 
*Use the GRU to reach the front lines quickly.
 
 
 
*Use the GRU to escape from dangerous foes.
 
 
 
*With the added speed, you can complete some jumps that you couldn't before.
 
 
 
*With a [[Medic]] healing you, you can negate the -6 damage penalty and help build their ÜberCharge at the same time.
 
 
 
*Remember that the GRU does much less damage than a standard melee weapon, so it may not be wise to get into a melee fight.
 
 
 
*Use the gloves while ubercharged to reach enemy Sentry nests and other targets that are easiest to destroy at short range.
 
  
 
=== [[Fists of Steel]] ===
 
=== [[Fists of Steel]] ===
{{Icon weapon|weapon=Fists of Steel|icon-size=100x100px}}
+
{{icon item|Fists of Steel|100px}}
  
*The Fists of Steel make you very difficult to kill at range. You can tank small Sentry Guns and even survive two Sniper headshots in a row. Use this advantage to cross open areas safely.
+
The Fists of Steel make you very difficult to kill with ranged weaponry, but causes you to receive double damage from melee attacks. They are particularly useful when you need to cross through open areas or retreat from a firefight. You can also deploy them as you approach opponents while being protected by the weapon's ranged resistance. It takes significantly longer to switch away from the Fists of Steel, so preemptively switch to your Minigun if an enemy decides to attack you with his melee weapon; it's very possible for you to be killed before the Fists can be holstered.
  
*These gloves work well with the Buffalo Steak Sandvich, but avoid extended melee fights. You'll take 270% damage from every blow.
+
===[[Warrior's Spirit]]===
 +
{{icon item|Warrior's Spirit|100px}}
  
*Soldiers wielding the [[Equalizer]] are extremely dangerous.  Even without a [[Critical hit]] or [[Crit boost]]ing effects, a single hit from one can deal as much as 226 damage.
+
The Warrior's Spirit causes you to deal and receive 30% more damage, allowing you to defeat certain enemies in two punches rather than three. This can also affect you; for example, you now can be killed in four melee attacks, rather than five. The 50 health restored on kill compensates for the increased damage taken, provided you win. You can use the Warrior's Spirit alongside the [[Buffalo Steak Sandvich]] to further amplify damage dealt and taken for a risky, mobile melee playstyle.
  
*With the aid of a nearby Soldier's [[Battalion's Backup]], you can absorb even greater amounts of firepower.
+
===[[Eviction Notice]]===
 +
{{icon item|Eviction Notice|100px}}
  
*If your Minigun runs low on ammo or a fight becomes too much, Fists of Steel can be used to shield your retreat to resupply or regroup.
+
The Eviction Notice swings twice as fast as the Fists, grants 15% movement speed, and additional movement speed on-hit. However, it deals 60% less damage and slowly drains your maximum health by -5 per second. Although the increased attack speed does not fully make up for its reduced damage, landing melee attacks to gain additional speed lets you outrun any class but the Scout to actually keep up in melee combat. In combat, you can continue landing punches or switch to the Shotgun; avoid switching to the Minigun due to its long rev time. Outside of combat, the Eviction Notice can be used as a lower-risk version of the [[Gloves of Running Urgently]], granting lower movement speed and draining less maximum health.
  
*A clever Heavy can weapon-heckle with the Shotgun, shooting players wielding melee weapons, and quickly switching back to the Fists of Steel to combat players with ranged weapons.
+
===[[Holiday Punch]]===
 +
{{icon item|Holiday Punch|100px}}
  
===[[Warrior's Spirit]]===
+
When using the Holiday Punch, critical hits or attacks from behind deal no damage but force opponents to laugh in place. Like the default [[Fists]], the Holiday Punch is inefficient in standard combat due to your slow movement speed. If you do, however, catch a foe off-guard and force him to laugh, you can finish him off with almost any method of your choosing, including the [[High Noon]] taunt kill. Characters cannot be forced into animations unless they are grounded, so use a different weapon against a foe who insists on staying in the air or swimming in water.
{{Icon weapon|weapon=Warrior's Spirit|icon-size=100x100px}}
 
  
*This weapon has the highest [[Critical]] melee damage.
 
*While having 20 less Health points may not sound like much, in a fight with another Heavy it can be fatal.
 
*The [[Dalokohs Bar]] can more than compensate for your reduced health, although a Medic's [[Overheal]] is even better.
 
*Using the Buffalo Steak Sandvich with this will guarantee 112 damage with every hit, meaning you can take out any class in two hits except for other Heavies.
 
  
== See also ==
+
{{Class Strategy Nav}}
*[[Team strategy]]
 
 
 
{{Class strategy}}
 
 
{{Heavy Nav}}
 
{{Heavy Nav}}
  
 +
[[Category:Heavy]]
 
[[Category:Strategy]]
 
[[Category:Strategy]]
[[Category:Heavy]]
 

Latest revision as of 01:57, 17 March 2024

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

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

Primary weapons

Minigun + reskins

Minigun Iron Curtain Festive Minigun Silver Botkiller Minigun Australium Minigun

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

Natascha

Natascha

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

Brass Beast

Brass Beast

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

Tomislav + reskins

Tomislav Australium Tomislav

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

Huo-Long Heater

Huo-Long Heater

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

Secondary weapons

Shotgun + reskins

Shotgun Festive Shotgun

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

Sandvich + reskins

Sandvich Robo-Sandvich Festive Sandvich

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

Dalokohs Bar + reskins

Dalokohs Bar Fishcake

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

Buffalo Steak Sandvich

Buffalo Steak Sandvich

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

Family Business

Family Business

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

Panic Attack

Panic Attack

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

Second Banana

Second Banana

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

Melee weapons

Fists + reskins

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

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

Killing Gloves of Boxing

Killing Gloves of Boxing

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

Gloves of Running Urgently + reskins

Gloves of Running Urgently Festive Gloves of Running Urgently Bread Bite

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

Fists of Steel

Fists of Steel

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

Warrior's Spirit

Warrior's Spirit

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

Eviction Notice

Eviction Notice

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

Holiday Punch

Holiday Punch

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