Difference between revisions of "Horseless Headless Horsemann match-ups"

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'''Note : Wearing the [[Saxton Hale Mask]] or the [[Horseless Headless Horsemann's Head]] will make you immune to its scare ability. Use these if extensive undead horsemen hunting is a priority.'''
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#redirect [[Community Mann Manor strategy#Class-specific Horseless Headless Horsemann Strategy]]
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="3" width="200"| Class
 
! class="header" | Strategy
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Scout.png|100x100px|link=Scout]]<br>[[Scout]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| Playing as [[Scout]] while being 'IT' allows you to evade the Horsemann's attack range and pursuits due to your agility and ability to double/triple jump.
 
A good idea for a Scout who is "IT" is to flee while the Horsemann pursues you away from your team's spawn room. Luring the Horsemann towards the enemy team's spawn room will provide a much needed distraction.
 
 
 
The [[Sandman]] baseball and [[Fan O' War]] are ineffective against the undead. [[Bonk!]] will allow you to survive the Horsemann's axe hits (and even allow you to use the knockback to your advantage).
 
 
 
The [[Shortstop]] remains the Scout's best weapon choice incase a head-on assault against the Horsemann is required.
 
 
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Soldier.png|100x100px|link=Soldier]]<br>[[Soldier]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| [[Jumping#Rocket jump|Rocket jumping]] over the Horsemann while "IT" will cause him to hesitate while changing directions.It can also keep you well outside of the reach of his attacks, thus giving you the opportunity to either make an escape or draw the Horsemann into a group of enemies.
 
The [[Buff Banner]] cannot generate charge by damage to the Horsemann. It is not recommended that you take this to battle with you. Use the [[Shotgun]] instead, making the switch to it when you run out of ammo for your primary weapon. This layout allows you to deal the most damage to the Horsemann. As with the Buff Banner the special effect of the [[Black Box]] does not work and therefore is a considerable drawback when the reduced ammo is taken into account.
 
 
 
Charging a busy Horsemann with the [[Equalizer]] at very low health can be effective if the enemy team is away as your crits will deal ~300 damage - make sure you are not "IT". The [[Half-Zatoichi]] does not properly behave against a Horsemann kill, and should be staying sheated. The [[Gunboats]] will allow a skilled Soldier to entirely kill a Horsemann on his own, should the latter be properly kited.
 
 
 
A friendly [[Kritzkrieg]] Medic will allow a skilled Soldier to make short work of the Horsemann, as a pack of critical rockets and Shotgun pellets will take a huge chunk of his health away.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Pyro.png|100x100px|link=Pyro]]<br>[[Pyro]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| Because the Horsemann does not suffer afterburn damage, using the Pyro against the Horseless Headless Horsemann is not recommended. In addition, the short effective range of the Pyro makes attacking head-on a very deadly prospect. However, using the Backburner while he is distracted can be effective in defeating him. A critting ubercharged Pyro can make short work of the Horsemann should it not use its scare ability.
 
 
 
The [[Flare Gun]] is possibly the worst weapon to use against the Horsemann (minus the [[Fan O' War]]) as the latter cannot catch on fire. Only the minimal flare impact damage will register.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Demoman.png|100x100px|link=Demoman]]<br>[[Demoman]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The [[Demoman]] can deal a considerable amount of damage to the Horsemann by planting stickybombs where the Horsemann's spawns, before he appears. This strategy is particularly effective with a [[Kritzkrieg]] charge.
 
Direct grenade hits damage the Horsemann hard, it is best advised to stay slightly out of his search radius and make your hits count.
 
 
 
It is also possible to outrun him by charging with the [[Chargin' Targe]] in a single direction across open ground.
 
 
 
As much as the Demoman can be melee-centered, it is extremely suicidal to go head-on against the Horsemann, even with the [[Chargin' Targe]]. Curiously, the Horsemann cannot be damaged by a targe hit, even at the end of a charge.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Heavy.png|100x100px|link=Heavy]]<br>[[Heavy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The [[Heavy]] is the best head-on class against the Horsemann, should he not be "IT". Any Minigun will shred the boss in a matter of seconds at short range, even without criticals. Be aware that the heavy has no real means of getting away from an angered pumpkin-headed skeleton, and thus should be relying on the [[Gloves of Running Urgently]] if the player has enough time to get away. The [[Shotgun]] should never be used, as you will simply get more damage in with your primary. The [[Steak]] is also unrecommended, as the Horsemann makes short work of anyone around it. The [[Brass Beast]], even with a [[Kritzkrieg]] charge, is only recommended if the Horsemann is already busy, as your movement vulnerability will tempt even the enemy team to focus on you.
 
 
 
A [[Heavy]]/[[Medic]] pair should camp the control point where it will spawn next, while building up a [[Kritzkrieg]] charge. Unleashing it upon the boss while it is spawning subsequently does the job shortly after the spawn animation is complete.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Engineer.png|100x100px|link=Engineer]]<br>[[Engineer]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| [[Sentry Gun]]s will target the Horsemann even when it is outside their normal range. Since the Horsemann is not affected by knockback, the player should never rely on his sentry to keep the monster away. Note that the [[Wrangler]]'s slight auto-aim will not activate on the boss, rendering it slightly more difficult to keep the Sentry Gun's fire on-target. In addition, the Horsemann will attack anything blocking his path - this includes untargeted players and buildings. Keep in mind wrangled [[Sentry Gun]]s can survive a few axe hits, allowing you and your team to profit from the distraction.
 
 
 
The Engineer's standard loadout against the Horsemann is very basic and not worth the risk. The player is better off leaving a sentrygun in the Horsemann's vicinity to maximize damage and go on with his business.
 
|-
 
| 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:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| Use your [[ÜberCharge]] on a teammate so they can attack the Horsemann. While the Horseman will ignore a ubercharged individual for as long as possible, keep in mind it will attempt to bat you away should you be in the Horsemann's way. The undead boss can also easily counter an ubercharged pair by stunning them with its special scare ability. Your [[Übersaw]] is inneffective against the boss, and thus should be not used.
 
If you do not have an ÜberCharge or [[Kritzkrieg]] charge, it is best advised to stay away and build one up.
 
 
 
The Medic's weaponry is mediocre against the Horsemann - the class should instead be used to help teammates against the boss.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Sniper.png|100x100px|link=Sniper]]<br>[[Sniper]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The basic Sniper is very limited against the Horsemann, as [[Sniper Rifle]] headshots do not affect the Horsemann. However, power charge damage properly scales against the Horsemann, making the Sniper rely on fully charging his rifle(s). The [[Huntsman]] deals extra damage on headshots against the monstrosity, effectively rendering a skilled bow Sniper able to defeat the boss on his own in a short matter of time.
 
 
 
[[Jarate]] nor bleeding do not affect the Horsemann, thus rendering Jarate and the [[Tribalman's Shiv]] obsolete. Although the [[Sydney Sleeper]] will not coat the Horsemann in Jarate, the faster charge rate makes it more useful than the standard Sniper Rifle, as he is immune to rifle headshots regardless.
 
|-
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:Spy_RED.png|100x100px|link=Spy]]<br>[[Spy]]
 
| class="xsmall" | vs
 
| class="small" align="center" valign="center" style="padding:0.5em" | [[Image:HHH.png|100x100px|link=Horseless Headless Horsemann]]<br>[[Horseless Headless Horsemann]]
 
| The [[Spy]] is rather ineffective against the Horsemann as a [[Backstab]] will not result in an instant death or a critical hit and does not contribute significant damage. As with the [[Sniper Rifle]], the [[Ambassador]] does not contribute extra damage by aiming at its head. The [[L'Etranger]] also does not give Cloak upon a sucessful hit, coupled with it's lower damage makes the [[Revolver]] the Spy's best choice for a head-on attack.
 
 
 
Keep in mind the [[Dead Ringer]] will allow you to survive a few axe hits, giving the Spy more survivability against the Horsemann.
 
 
 
As with any other on-hit effect weapons, [[Your Eternal Reward]] and the [[Conniver's Kunai]] will not grant you a bonus upon getting the last hit on a Horsemann and should be avoided.
 
 
 
Note that the Horseless Headless Horsemann is a product of black evil magic, and thus cannot fall for disguise and/or invisbility tricks.
 
|}
 
 
 
== See also ==
 
* [[Scream Fortress]]
 
* [[Mann Manor]]
 
 
 
{{CommunityStrategyNav}}
 
[[Category:Halloween]]
 

Latest revision as of 18:37, 20 March 2024