Difference between revisions of "Medic match-ups"

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{| class="wikitable grid" cellpadding="0" cellspacing="0"
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{{Quotation|'''The Medic''' on the ideal bait|Come over here... I promise I vill heal you!|sound=Medic_taunts12.wav}}
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout match-ups|Scout]]
 
| When moving about the battlefield alone, be wary of [[Scout]]s.  Skilled Scouts regard you as their number one target, and their maneuverability allows them to get behind your front line and take you out with 2 or 3 shots from their [[Scattergun]].  Get your team-mate's attention either through [[Voice chat]] or moving in front of their view while dodging constantly.
 
  
The number one anti-Scout strategy however is to simply stay with your team wherever possible, however know that Scouts often underestimate Medics, and can be taken out as long as you see them coming. In a cramped environment you may like to try drawing a Scout in before trying to [[Bonesaw]] him, however this is a hard feat to pull off, particularly with the [[Übersaw]]. You are better off backpedaling and dodging whilst firing the [[Blutsauger]] ahead of him, with your health recovery you have a high chance of killing him or scaring him off. 
+
{{Match-Up | forclass=medic
 +
  | scout-strategy =
 +
'''Relative merits:''' When flanking your team, an enemy Scout will regard you as his number one target. His maneuverability allows him to get behind your team’s front lines and take you out with only a few shots from his [[Scattergun]].
  
If you do have to fight, make sure that you have the Blutsauger and remember to sweep your shots all around the Scout. Don't aim FOR the Scout, aim where he COULD be. Remember, your needles are practically invisible, so the Scout can't purposely dodge your shots. Periodically charge him, then jump over him aiming down over his head. Watch your health and ammo. As your constantly firing, you will run out fairly quickly. When this happens, run for an ammo depot, or call for your team. When you do hit, you will see the +3 appear above your health. Use this to refine your aim. You can beat him, but you need patience.
+
'''Tactics:''' You will inevitably be targeted by an enemy Scout, but you can avoid being surprised. As you heal, regularly check on routes used for flanking. When you see the enemy Scout heading towards you, get the attention of your teammates and do your best to dodge his shots.  
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier match-ups|Soldier]]
 
| The [[Soldier]] is the number one reason why going off on your own is a bad idea- in a one-on-one with a Soldier you have next to no chance of winning, unless you know he's seriously injured (Beware of ones carrying the [[Equalizer]]).  Back up a [[Heavy]] or a friendly Soldier however and you can deal out serious punishment to lone Soldiers, who are nowhere near as good as Scouts at getting behind your team-mates.
 
  
Be wary of rocket splash damage, as some Soldiers will try to hit you rather than whoever you are healing.  Put your team-mate or a corner between you and a Soldier to avoid being hit by stray rockets.  If your team-mate gets killed by a Soldier, retreating under cover of a hail of needles is your best course of action.
+
You cannot outrun the Scout, so you may need to fight with the [[Syringe Gun]] as a last resort. It can do a fair bit of damage at point-blank range, provided you can actually hit the Scout. Use your rapid fire to sweep the area and lead him with your syringes.  
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro match-ups|Pyro]]
 
| A [[Pyro]] can be deadly if he gets within range, but if one spots you from further away, most Pyros will charge straight at you. If you're not healing anyone, or your Medic buddy is killed, fire syringes while backpedaling; his most likely straight path will allow you to easily cut him down with your syringes as long as you don't hit an obstruction while running backwards. If you use the Blutsauger, the healing you receive may save you if you are burning. Usually you can drive him away at the very least, even if you don't kill him, but many Pyros will continue at you thinking they can catch up, in which case you will kill them easily. When healing a team-mate, he should ideally be able to take out the [[Pyro]] before he gets within range, allowing you to quickly put out the flames with your [[Medi Gun]]. Put your buddy between you and the Pyro so the flames can't get to you as easily. Keep in mind that fire goes through teammates, however. If you are suffering from too much burn damage, consider taking the Medieval Medic set to boost your health regen to 4 hp/sec. This can effectively reduce the burn damage to 20 damage with the Backburner/Flamethrower or to 5 damage with the Degreaser.
 
  
If you are attacking with multiple burning teammates, try to spread out your healing so that it saves each one from burning to death. Then, when the Pyro is gone, you can heal them all up to full health, building up more charge for your [[ÜberCharge]]. Be especially wary of Pyros approaching you from the rear or around corners, as they can kill you quickly before you even have time to pull out your Syringe Gun.  
+
Support your team to deny the enemy Scout chances to target you. [[Overheal]] your own Scouts to help them win Scout duels and note where a friendly Engineer's Sentry Gun is in case you need to retreat.  
  
Be also aware that Pyros with the airblast have the power to seriously mess up your Über.  Try to get your team-mates to kill off any Pyros in the vicinity before popping your Über, otherwise you will find yourself being bounced around.
+
'''Useful weapons:'''
|-
+
* The [[Syringe Gun]] and its variants are your best option for self-defense.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
+
* Most of the Scout's ranged weapons use bullets, which the [[Vaccinator]] can grant immediate resistance against.
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman match-ups|Demoman]]
 
| In a one-on-one encounter, it takes much longer for your Syringe Gun to kill a Demoman than it takes him to lay a few Stickybombs and kill you.  On the plus side, you can use your speed to make it difficult for him to land a grenade on you. If you do try to charge the Demoman try to keep random movements because a good Demoman will land a pipe bomb on you with ease. Try to keep in close where his weapons are much less effective, and consider reaching for your Saw if he doesn't think of his [[Bottle]] first.  Only attack if he is distracted; otherwise just fire while running away.
 
  
When with a team-mate, it largely depends on him to take out the Demoman. There's not much you can do other than keep yourself alive by using your speed to avoid grenades and stickies.
+
  | soldier-strategy =  
|-
+
'''Relative merits:''' The Soldier can be found both on the front lines and roaming around using his [[rocket jump]]. His main threat comes from how he can use a [[rocket jump]] to fly over your teammates and specifically target you.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy match-ups|Heavy]]
 
| If you aren't standing behind and healing a friendly [[Heavy]] or Soldier when facing the opposing team's Heavy, then you are just asking to be mowed down. Otherwise, your buddy should have the edge over your opponent, unless the enemy Heavy is also accompanied by a Medic. If the other Heavy is accompanied by a Medic and gets the better of your own healing target, it would be wise to run. Don't try to take a Heavy down on your own unless he is distracted, can't see you, or you're at long range, in which case you can try to snipe him with a few syringes (aim high, so that they fall on him) and hope for the best. If you're lucky, you can force him to retreat. A distracted Heavy is also a good source to fill up your ÜberCharge with your [[Übersaw]], but be cautious and strafe. His Minigun hits won't do much damage at long range, but beware of Natascha, which can slow down your escape if he decides to come after you. You could also try to [[circle strafe]], jump, and duck around him to disorient him as your movement is much quicker than his, and lay on a few saw hits.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer match-ups|Engineer]]
 
| A lone Engineer is a fairly even encounter to you. You have more health and a rapid fire weapon, but lack the power of his [[Shotgun]]. Stay at medium to long range and returning fire with your Blutsauger while backpedaling. If he runs, don't follow wounded Engineers too far as a [[Sentry Gun]] is likely not too far away.  You are an important indirect counter to the Engineer, and getting yourself killed will be a big setback for your team if the other team is using a lot of them. Beware of Engineers who have revenge Crits from the [[Frontier Justice]].  
 
  
You shouldn't be in a position where you have to move within range of an enemy [[Sentry Gun]] unaccompanied. If it's a level one Sentry Gun and you have a good angle on it, you can try to take the Sentry Gun out from long range. It will take a few seconds of concentrated fire, so be prepared to abort if there are Snipers, Spies, or Pyros nearby. If it's a higher level Sentry Gun, or it is actively being healed by the Engineer, retreat and find a friendly Heavy, Soldier, or Demoman to help you.  
+
'''Tactics:''' The Soldier's rockets can deal splash damage, so stay a modest distance away from your teammates as you heal them. Additionally, keep a lookout for Soldiers rocket jumping in from above, where he has a clear line of sight to bombard you. Assuming you are directly targeted, take cover and get the attention of your team, even breaking your healing connection when necessary. If you can't completely avoid an incoming rocket, try to use the resulting explosion to [[Jumping#Other_jumps|blast jump]] away.
  
Your ÜberCharge is the de facto tool for taking out Sentry Gun nests, indeed in some maps it is the ONLY way to take out certain Sentry Gun locations.  If you are on attack, do your team-mates a huge favor by using the regular [[Medi Gun]], the [[Kritzkrieg]] is more or less useless against Engineers.  You may be able to allow them to take out the Sentry Gun while healing them constantly from just out of sight, but if the Sentry Gun is too well placed, or the [[Engineer]] is repairing too quickly, build up an [[ÜberCharge]] and use that to take out the entire Engineer nest, hopefully including the Engineer himself.
+
Anticipate when a Soldier might rocket jump towards you and take countermeasures. Stay near a reliable [[Medic buddy]] or Sentry Gun, and position yourself near escape routes where the Soldier can't easily follow you, such as building entrances.  
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>Medic
 
| When fighting one-on-one with another [[Medic]], you can either close to melee range and try to deliver a few whacks with the Bonesaw, or put your faith in superior Syringe Gun/Blutsauger skill and try to take him down with rapid-fire. If you both have the Blutsauger, then get comfortable, as you're probably going to be fighting with the same guy for a while,  since the Blutsauger regenerates health and can't inflict significant damage fast enough. In the end, it will likely come down to who gets the first Bonesaw Crit. Keep moving to avoiding shots from his own Bonesaw or Syringe Gun. If you encounter a lone Medic with a buddy, the enemy Medic should be a priority target for your buddy. Let him take the Medic out, or help him with Syringe Gun/Blutsauger fire. Since Medics can't do a lot of damage quickly, the two of you will kill the opposing Medic long before he can kill you or your buddy, and then you can heal your buddy again. Try to keep your buddy between you and the other Medic, as you can heal your buddy a lot faster than you can regenerate. When you prevail, heal your buddy again. If the Medic has a [[Medic buddy]] of his own, and you don't, run away. Without help, there is very little chance you can take them out. If you and the other Medic have a buddy, try and outlast them. How well you can do this is mostly up to the skill of your own Medic buddy. If things are looking bad beyond hope, abandon your buddy rather than waste your current charge fill. If he sneaks up on you while you are distracted with healing, watch for his deadly Bonesaw and alert your team-mate. Some Medics also try to sneak up on other Medics, avoid their buddies, and stealthily take the enemy Medic out with a Bonesaw Crit. While this is very hard to pull off, it is very funny and humiliating to both the Medic and his buddy.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper match-ups|Sniper]]
 
| You're pretty quick, so don't stop moving. Move through [[Sniper]] hunting grounds as quickly as possible or find cover. Don't be afraid to leave your clueless [[medic buddy|buddy]] in the dust if he decides to take it slow, admiring the sprays and dandelions along the way. Other than other Snipers, a [[Medic]] is '''the''' highest priority target for a Sniper and they can take your buddy out with one shot no matter how overhealed he is.  Another thing to bear in mind is unscrupulous Snipers can and will take you out with a single fully charged bodyshot, even if you haven't been injured- there are no words for how frustrating this is, so stay out of sight and keep moving wherever possible.
 
  
Ask your buddy to lay down suppressive fire so the Snipers can't get a clear shot (unless he's a [[Heavy]], in which case the slowdown will get him easily killed). At anything less than long range, a Sniper should be a fairly easy target for your buddy.
+
'''Useful weapons:'''
 +
* If you decide to stop healing for your own safety, the [[Overdose]]'s speed boost can help you dodge rockets and reach cover.
 +
* The Vaccinator can rotate to explosive resistance if an enemy Soldier constantly rocket jumps at you.
  
If you happen to come upon a lone Sniper, don't hesitate to open fire. if he is distracted, try to kill them from behind with the [[Bonesaw]]. If he sees you coming, use your [[Syringe Gun]] to mow him down, as he probably has a more powerful melee, but neither his [[sniper rifle|rifle]] or [[SMG]] has as much stopping power as your syringes at close range. The [[Huntsman]] is a bit more dangerous, but remember he has to land two solid arrows to kill you, and the odds are still slightly tipped in your favor. Of course, a good Huntsman Sniper will still be able to one-shot you with a headshot, so do your best to be unpredictable.
+
  | pyro-strategy =
|-
+
'''Relative merits:''' The Pyro's Flame Thrower uses [[fire]], which can pass through teammates and burn you as well. The Pyro must fight at close range, while you can watch for ambushes while healing and slightly outrun the Pyro.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Medic.png|100x100px|link=Medic]]<br>[[Medic]]
+
 
| class="xsmall" | vs
+
'''Tactics:''' The Pyro relies on flanking you up close. Your [[Medi Gun]] works even if you’re not facing your healing target, so watch routes an ambushing Pyro can take to attack your team from behind. Overheal allied Scouts so they can intercept and outduel the Pyro before they can reach you, or stick near a friendly Heavy, who has a strong match-up against the Pyro. If a Pyro does reach you, stay farther away from your patient so not all of you are conflagrated. After the Pyro is dealt with, spread out your healing to extinguish all ignited teammates before [[afterburn]] kills them and make sure your team saves nearby health kits to extinguish yourself.
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy match-ups|Spy]]
+
 
| When you're in a healing combination with a [[Heavy]] or [[Soldier]], it attracts attention, particularly from [[Spy|Spies]]. If you know what you're doing you can [[Spy check]] suspicious team-mates calling to you for help by emptying a few rounds from the [[Syringe Gun]] into their body or delivering a few whacks from the [[Übersaw]] (a disguised Spy will NOT give [[Übercharge]] when hit with the Übersaw, so be mindful when Spy-checking teammates!). In a one-on-one melee fight the [[Medic]] will prevail as his [[Bonesaw]] out-damages the [[Knife]] from the front and its free Über increase with the [[Übersaw]]. However, if you're doing this, remember to keep a small amount of distance and your wits about you so as not to get sidestabbed. When you're healing another player be sure to never stop moving, and watch your back. If you can afford to, take down the Spy with your [[Bonesaw]] and then get back to healing your buddy. An exposed Spy should be easy prey for your buddy as long as you alert him quickly to the Spy's presence. Remember that your [[Medi Gun]] still works even if you're not facing your target, so check behind yourself often and don't be afraid to pull out your saw or gun if you see anything suspicious. Keep firing to take him down or drive him off.
+
The Pyro can use their [[compression blast]] to forcibly reposition you, even when using the ÜberCharge (except from the [[Quick-Fix]]). This can cut the ÜberCharge link from your patient. Instruct your teammates to kill any nearby Pyros before you deploy an ÜberCharge.
|}
+
 
 +
'''Useful weapons:'''
 +
* The [[Crusader's Crossbow]] can heal from a distance, so you can fall back and still support your team as they handle the Pyro.
 +
* The [[Quick-Fix]]'s fast heal rate is effective against afterburn, while its ÜberCharge renders you and your patient immune to the compression blast's knockback.
 +
* The [[Amputator]] grants extra health regeneration when held, which can negate afterburn damage as you retreat.
 +
 
 +
  | demoman-strategy =
 +
'''Relative merits:''' The Demoman’s array of explosive weaponry can damage both you and your patient at the same time. Out in open areas, a Demoman can [[Sticky jump]] to bypass your teammates and attack you from above. You can outduel him at close range, where your Syringe Gun is strongest and his explosions can damage himself.
 +
 
 +
'''Tactics:''' When facing an enemy Demoman, have your patient take the lead so they take the brunt of his grenades and Stickybombs. Stay away from your patient to minimize the splash damage you take and remain at medium range to reliably dodge the Demoman's projectiles. If you are stuck holding position, overheal another class that can move on ahead and flank the Demoman, such as an allied Scout or Soldier. If the Demoman Sticky jumps to dive-bomb you, take cover as your patient fights him off, breaking your healing connection if necessary. If you must face a Demoman yourself, move into close range, where he can damage himself and will find aiming difficult.  
 +
 
 +
'''Useful weapons:'''
 +
*If you decide to stop healing for your own safety, the [[Overdose|Overdose's]] speed boost can help you avoid the Demoman's slow projectiles.
 +
 
 +
  | heavy-strategy =
 +
'''Relative merits:''' Team up with an ally who has the firepower to wear the Heavy down as you heal off any residual damage. Without backup, your Syringe Gun does not deal enough damage without getting close, which is a terrible idea against the Heavy's Minigun.
 +
 
 +
'''Tactics:''' Encourage your [[Medic buddy]] to use cover and tactics properly, and avoid following teammates into a position that exposes you. Keep the Heavy's attention so that other classes, such as the Demoman, Sniper, or Spy, might help take him out. If your Medic buddy is killed, flee immediately.
 +
 
 +
'''Useful weapons:'''  
 +
* Grant critical hits to an ally using the [[Kritzkrieg]]'s ÜberCharge to help them break through an enemy Heavy's high health pool.
 +
 
 +
  | engineer-strategy =
 +
'''Relative merits:''' You and a patient can wear down an Engineer and his Sentry Gun by forcing him to retreat or spend all his metal on repairs. The Engineer's Shotgun gives him a slight advantage away from his Sentry Gun and your teammates, but that rarely happens.
 +
 
 +
'''Tactics:''' Heal a teammate as they duck in and out of cover to safely destroy a Sentry Gun. Avoid being within range of the Sentry Gun yourself, as attacking with the Syringe Gun would take a few seconds of concentrated fire that would attract enemy attention.
 +
 
 +
Your standard ÜberCharge is one of the best tools for breaking through a Sentry Gun that is constantly being repaired. Bide your time until your ÜberCharge is ready, then pick a recipient based on the Sentry Gun's position. A faraway Sentry Gun is best handled by the Soldier or Demoman, while one around a corner can be handled by the Pyro or Heavy. During the ÜberCharge, stand in front of the Sentry Gun to draw its fire and [[knockback]] so your patient can close the distance and deal more damage.
 +
 
 +
'''Useful weapons:'''
 +
* Switch to the stock [[Medi Gun]] and its invincibility-granting ÜberCharge if your team is having trouble with a Sentry Gun.
 +
 
 +
  | medic-strategy =
 +
'''Mirror match-up:''' Both you and the enemy Medic will have your own Medic buddies, not to mention an entire team to support. How to approach the battle depends on your personal playstyle and choice of ÜberCharge.
 +
 
 +
'''Tactics:''' In a direct confrontation between you and the enemy Medic, position yourself according to how the enemy patient fights and keep healing; your healing power is more valuable than your Syringe Gun’s damage output. If the enemy Medic’s teammates are killed, he is easy prey. If your own teammates are defeated, abandon the area and flee instead of losing your ÜberCharge progress.
 +
 
 +
On a grander scale, a battle between Medics is indirect. Who you [[Basic_Medic_strategy#Secondary_weapons|prioritize healing]] greatly affects the flow of battle, to the point that your allies might route the enemy and make their Medic retreat! After you both build an ÜberCharge, coordinate with your team so your ÜberCharge has the greater impact.
 +
 
 +
Assuming that the enemy Medic efficiently heals wounded teammates, you can [[%C3%9CberCharge#Accumulating_charge|mentally track]] when you expect him to have an ÜberCharge ready; for example, the standard ÜberCharge takes 40 seconds at minimum to charge. Overheal allies such as the Soldier or Spy, who can roam away from you, target the enemy Medic, and reset his progress.
 +
 
 +
'''Useful weapons:'''
 +
* The invincibility-granting ÜberCharge powers through other ÜberCharges but charges the slowest.
 +
* The [[Kritzkrieg]] and [[Quick-Fix]]'s ÜberCharges charge faster and can give your team an advantage before the Medi Gun's ÜberCharge can deploy.
 +
* If you can risk getting vision of the enemy Medic, the [[Solemn Vow]] lets you see his ÜberCharge percentage.
 +
 
 +
  | sniper-strategy =
 +
'''Relative merits:''' You are one of the highest priority targets for any Sniper, who can kill you with a single headshot or a fully charged bodyshot, which both deal 150 damage. If you happen to be at very close range, you can outduel the Sniper with your Syringe Gun.
 +
 
 +
'''Tactics:'''  In the presence of a skilled Sniper, it is best to completely avoid his sightline; don’t be afraid to ditch your teammates and find cover if you know you’re being targeted. Overheal teammates that can go on ahead and harass the Sniper to keep him busy. If you must cross an area where the Sniper has a clear view of you, move erratically and ask your patient to lay down suppressive fire to prevent him from getting a clear shot. Overhealing teammates a tiny bit may also prove an effective strategy, as the Sniper cannot tell the difference between a class with only 10 HP overheal and a class with full overheal. This means the Sniper is likely going to have to charge a full shot, wasting more time (especially if he misses).
 +
 
 +
In particular, [[overheal]]ing an allied Sniper lets them survive a single uncharged [[Headshot|headshot]], a huge factor in a Sniper duel that can keep the enemy Sniper off you.
 +
 +
'''Useful weapons:'''
 +
* The [[Crusader's Crossbow]] can heal teammates fighting in the open without exposing yourself to the Sniper.
 +
* Attuning the [[Vaccinator]] to bullet resistance lets you survive an uncharged headshot or fully charged bodyshot.
 +
 
 +
  | spy-strategy =
 +
'''Relative merits:''' Your ability to heal and deploy ÜberCharges makes you a prime target for any Spy, especially while you are healing an assault class such as a Heavy or Soldier. In a one-on-one fight, you have the advantage, as your weapons outdamage his at any range.
 +
 
 +
'''Tactics:''' Your [[Medi Gun]] works even if you’re not facing your healing target, so check behind yourself often for anything suspicious and ask a friendly Pyro to Spy-check as you heal. If you are sure a “teammate” is a Spy, alert your allies. Be wary of chasing an enemy Spy yourself, as your teammates still need healing. Keep in mind that an enemy Spy may attempt to trick you into healing him.  
 +
 
 +
'''Useful weapons:'''
 +
* The [[Crusader's Crossbow]] can Spy-check at a distance, as a hit on a disguised Spy makes the same squelching sound as hitting an enemy normally would.
 +
}}
  
 
== See also ==
 
== See also ==
 
*[[Team strategy]]
 
*[[Team strategy]]
 
+
* [[Medic (competitive)]]
 
 
 
[[Category:Strategy|Medic match-ups]]
 
[[Category:Strategy|Medic match-ups]]
 
<br/>
 
<br/>
 
  
 
{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}
 
{{Medic Nav}}
 
{{Medic Nav}}
 
  
 
[[Category:Medic]]
 
[[Category:Medic]]
 
[[Category:Class match-ups]]
 
[[Category:Class match-ups]]

Latest revision as of 20:40, 31 October 2023

Come over here... I promise I vill heal you!
The Medic on the ideal bait
Class Strategy
Medic.png
Medic
vs. Scout.png
Scout
Relative merits: When flanking your team, an enemy Scout will regard you as his number one target. His maneuverability allows him to get behind your team’s front lines and take you out with only a few shots from his Scattergun.

Tactics: You will inevitably be targeted by an enemy Scout, but you can avoid being surprised. As you heal, regularly check on routes used for flanking. When you see the enemy Scout heading towards you, get the attention of your teammates and do your best to dodge his shots.

You cannot outrun the Scout, so you may need to fight with the Syringe Gun as a last resort. It can do a fair bit of damage at point-blank range, provided you can actually hit the Scout. Use your rapid fire to sweep the area and lead him with your syringes.

Support your team to deny the enemy Scout chances to target you. Overheal your own Scouts to help them win Scout duels and note where a friendly Engineer's Sentry Gun is in case you need to retreat.

Useful weapons:

  • The Syringe Gun and its variants are your best option for self-defense.
  • Most of the Scout's ranged weapons use bullets, which the Vaccinator can grant immediate resistance against.
Medic.png
Medic
vs. Soldier.png
Soldier
Relative merits: The Soldier can be found both on the front lines and roaming around using his rocket jump. His main threat comes from how he can use a rocket jump to fly over your teammates and specifically target you.

Tactics: The Soldier's rockets can deal splash damage, so stay a modest distance away from your teammates as you heal them. Additionally, keep a lookout for Soldiers rocket jumping in from above, where he has a clear line of sight to bombard you. Assuming you are directly targeted, take cover and get the attention of your team, even breaking your healing connection when necessary. If you can't completely avoid an incoming rocket, try to use the resulting explosion to blast jump away.

Anticipate when a Soldier might rocket jump towards you and take countermeasures. Stay near a reliable Medic buddy or Sentry Gun, and position yourself near escape routes where the Soldier can't easily follow you, such as building entrances.

Useful weapons:

  • If you decide to stop healing for your own safety, the Overdose's speed boost can help you dodge rockets and reach cover.
  • The Vaccinator can rotate to explosive resistance if an enemy Soldier constantly rocket jumps at you.
Medic.png
Medic
vs. Pyro.png
Pyro
Relative merits: The Pyro's Flame Thrower uses fire, which can pass through teammates and burn you as well. The Pyro must fight at close range, while you can watch for ambushes while healing and slightly outrun the Pyro.

Tactics: The Pyro relies on flanking you up close. Your Medi Gun works even if you’re not facing your healing target, so watch routes an ambushing Pyro can take to attack your team from behind. Overheal allied Scouts so they can intercept and outduel the Pyro before they can reach you, or stick near a friendly Heavy, who has a strong match-up against the Pyro. If a Pyro does reach you, stay farther away from your patient so not all of you are conflagrated. After the Pyro is dealt with, spread out your healing to extinguish all ignited teammates before afterburn kills them and make sure your team saves nearby health kits to extinguish yourself.

The Pyro can use their compression blast to forcibly reposition you, even when using the ÜberCharge (except from the Quick-Fix). This can cut the ÜberCharge link from your patient. Instruct your teammates to kill any nearby Pyros before you deploy an ÜberCharge.

Useful weapons:

  • The Crusader's Crossbow can heal from a distance, so you can fall back and still support your team as they handle the Pyro.
  • The Quick-Fix's fast heal rate is effective against afterburn, while its ÜberCharge renders you and your patient immune to the compression blast's knockback.
  • The Amputator grants extra health regeneration when held, which can negate afterburn damage as you retreat.
Medic.png
Medic
vs. Demoman.png
Demoman
Relative merits: The Demoman’s array of explosive weaponry can damage both you and your patient at the same time. Out in open areas, a Demoman can Sticky jump to bypass your teammates and attack you from above. You can outduel him at close range, where your Syringe Gun is strongest and his explosions can damage himself.

Tactics: When facing an enemy Demoman, have your patient take the lead so they take the brunt of his grenades and Stickybombs. Stay away from your patient to minimize the splash damage you take and remain at medium range to reliably dodge the Demoman's projectiles. If you are stuck holding position, overheal another class that can move on ahead and flank the Demoman, such as an allied Scout or Soldier. If the Demoman Sticky jumps to dive-bomb you, take cover as your patient fights him off, breaking your healing connection if necessary. If you must face a Demoman yourself, move into close range, where he can damage himself and will find aiming difficult.

Useful weapons:

  • If you decide to stop healing for your own safety, the Overdose's speed boost can help you avoid the Demoman's slow projectiles.
Medic.png
Medic
vs. Heavy.png
Heavy
Relative merits: Team up with an ally who has the firepower to wear the Heavy down as you heal off any residual damage. Without backup, your Syringe Gun does not deal enough damage without getting close, which is a terrible idea against the Heavy's Minigun.

Tactics: Encourage your Medic buddy to use cover and tactics properly, and avoid following teammates into a position that exposes you. Keep the Heavy's attention so that other classes, such as the Demoman, Sniper, or Spy, might help take him out. If your Medic buddy is killed, flee immediately.

Useful weapons:

  • Grant critical hits to an ally using the Kritzkrieg's ÜberCharge to help them break through an enemy Heavy's high health pool.
Medic.png
Medic
vs. Engineer.png
Engineer
Relative merits: You and a patient can wear down an Engineer and his Sentry Gun by forcing him to retreat or spend all his metal on repairs. The Engineer's Shotgun gives him a slight advantage away from his Sentry Gun and your teammates, but that rarely happens.

Tactics: Heal a teammate as they duck in and out of cover to safely destroy a Sentry Gun. Avoid being within range of the Sentry Gun yourself, as attacking with the Syringe Gun would take a few seconds of concentrated fire that would attract enemy attention.

Your standard ÜberCharge is one of the best tools for breaking through a Sentry Gun that is constantly being repaired. Bide your time until your ÜberCharge is ready, then pick a recipient based on the Sentry Gun's position. A faraway Sentry Gun is best handled by the Soldier or Demoman, while one around a corner can be handled by the Pyro or Heavy. During the ÜberCharge, stand in front of the Sentry Gun to draw its fire and knockback so your patient can close the distance and deal more damage.

Useful weapons:

  • Switch to the stock Medi Gun and its invincibility-granting ÜberCharge if your team is having trouble with a Sentry Gun.
Medic.png
Medic
vs. Medic.png
Medic
Mirror match-up: Both you and the enemy Medic will have your own Medic buddies, not to mention an entire team to support. How to approach the battle depends on your personal playstyle and choice of ÜberCharge.

Tactics: In a direct confrontation between you and the enemy Medic, position yourself according to how the enemy patient fights and keep healing; your healing power is more valuable than your Syringe Gun’s damage output. If the enemy Medic’s teammates are killed, he is easy prey. If your own teammates are defeated, abandon the area and flee instead of losing your ÜberCharge progress.

On a grander scale, a battle between Medics is indirect. Who you prioritize healing greatly affects the flow of battle, to the point that your allies might route the enemy and make their Medic retreat! After you both build an ÜberCharge, coordinate with your team so your ÜberCharge has the greater impact.

Assuming that the enemy Medic efficiently heals wounded teammates, you can mentally track when you expect him to have an ÜberCharge ready; for example, the standard ÜberCharge takes 40 seconds at minimum to charge. Overheal allies such as the Soldier or Spy, who can roam away from you, target the enemy Medic, and reset his progress.

Useful weapons:

  • The invincibility-granting ÜberCharge powers through other ÜberCharges but charges the slowest.
  • The Kritzkrieg and Quick-Fix's ÜberCharges charge faster and can give your team an advantage before the Medi Gun's ÜberCharge can deploy.
  • If you can risk getting vision of the enemy Medic, the Solemn Vow lets you see his ÜberCharge percentage.
Medic.png
Medic
vs. Sniper.png
Sniper
Relative merits: You are one of the highest priority targets for any Sniper, who can kill you with a single headshot or a fully charged bodyshot, which both deal 150 damage. If you happen to be at very close range, you can outduel the Sniper with your Syringe Gun.

Tactics: In the presence of a skilled Sniper, it is best to completely avoid his sightline; don’t be afraid to ditch your teammates and find cover if you know you’re being targeted. Overheal teammates that can go on ahead and harass the Sniper to keep him busy. If you must cross an area where the Sniper has a clear view of you, move erratically and ask your patient to lay down suppressive fire to prevent him from getting a clear shot. Overhealing teammates a tiny bit may also prove an effective strategy, as the Sniper cannot tell the difference between a class with only 10 HP overheal and a class with full overheal. This means the Sniper is likely going to have to charge a full shot, wasting more time (especially if he misses).

In particular, overhealing an allied Sniper lets them survive a single uncharged headshot, a huge factor in a Sniper duel that can keep the enemy Sniper off you.

Useful weapons:

  • The Crusader's Crossbow can heal teammates fighting in the open without exposing yourself to the Sniper.
  • Attuning the Vaccinator to bullet resistance lets you survive an uncharged headshot or fully charged bodyshot.
Medic.png
Medic
vs. Spy.png
Spy
Relative merits: Your ability to heal and deploy ÜberCharges makes you a prime target for any Spy, especially while you are healing an assault class such as a Heavy or Soldier. In a one-on-one fight, you have the advantage, as your weapons outdamage his at any range.

Tactics: Your Medi Gun works even if you’re not facing your healing target, so check behind yourself often for anything suspicious and ask a friendly Pyro to Spy-check as you heal. If you are sure a “teammate” is a Spy, alert your allies. Be wary of chasing an enemy Spy yourself, as your teammates still need healing. Keep in mind that an enemy Spy may attempt to trick you into healing him.

Useful weapons:

  • The Crusader's Crossbow can Spy-check at a distance, as a hit on a disguised Spy makes the same squelching sound as hitting an enemy normally would.


See also