Difference between revisions of "Community Medic strategy"

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[[File:Community Medic Strategy Header.png|300px|right|link=Medic|I healed zhe man who will kill you!]]
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{{Quotation|'''The Medic''' on healing his teammates|Ze healing is not as rewarding as ze hurting.|sound=Medic specialcompleted02.wav}}
  
The [[Medic]]'s primary role is to keep his team-mates alive using his [[Medigun]]. The Medic is the only class to be able to provide invulnerability in Team Fortress 2 via his [[ÜberCharge]]. This ability is often invaluable to his team both [[offensive]]ly and [[defense|defensively]] and can turn the tide of battle.
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The [[Medic]]'s primary role is to keep him and his teammates alive. The [[Medi Gun]] not only [[Healing|heals injured teammates]], but also [[healing#Overheal|overheals]] them above their usual maximum health. In addition, healing slowly builds the ÜberCharge meter, which grants powerful buffs to teammates when activated. Depending on the Medi Gun equipped, the Medic can provide his patient and himself with [[invulnerability]], guaranteed [[critical hits]], [[Quick-Fix|boosted healing and knockback immunity]], or [[Vaccinator|resistance]] to one of three [[Damage#Damage types|damage types]], all of which can turn the tide of battle significantly.
  
==General strategy==
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Unfortunately, the Medic is weak in combat, having limited damage output and low maximum health. Consequently, the Medic relies heavily on their team for protection; the team keeps the Medic alive, and the Medic keeps the team alive in turn.
*You constantly regenerate health. If you can escape a fire fight, you can survive. Don't run into situations with a suicide mindset as with some other classes.
 
  
*To make playing the class more enjoyable, select 'Options' from the main TF2 menu, then click the 'Multiplayer' tab, click 'Advanced...' and check 'Medigun continues healing without holding down fire button.'. Thus, when you want to heal someone, just click them once and the Medigun will automatically lock-on and continue healing so long as it's distance and line of sight limits are not broken. If you wish to stop healing, simply click again (on your current patient or another one).
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{{TOC limit|3}}
*Since you cannot heal yourself directly, always ask your allies to leave [[Health]] pickups for you, promising to heal them directly in return.
 
*Unless you are forced to defend yourself, you should always be preparing your ÜberCharge. Find someone nearby and heal him, whether he is damaged or not.  Your ÜberCharge meter will fill up (albeit more slowly) even while healing a team-mate with full health.
 
* Always keep in mind who your [[Medic buddy|Medic buddies]] are.
 
* As of the [[September 15, 2009 Patch]], when damaged, a Medic that is not carrying a [[Blutsauger]] will regenerate 3 health per second. Unless the Medic is damaged again, after 5 seconds his regeneration rate increases to 6 health per second. If at any time the Medic takes damage, it starts the timer over and reverts to 3 health per second. A Medic that is carrying a Blutsauger will heal at 1 and 4 health per second, respectively. If you opt not to carry the Blutsauger, this gives the Medic the ability to regenerate his health fairly quickly if he is not damaged for certain amount of time, and increases your survivability if set on [[fire]] (as the base 3 health per second will nullify half of the fire's effects). This regeneration has nothing to do with whether or not you are healing someone else.
 
  
* If you are threatened by an enemy and your target does not realize, don't be afraid to stop healing them and fight back. Most players will not expect a Medic to strike back, and taking such a risk may be what keeps you alive, preventing the loss of an ÜberCharge.
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== Quick tips ==
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* Heal anyone who needs it, but focus more on high damage-output classes like [[Soldier]]s, [[Pyro]]s, [[Demoman|Demomen]], and [[Heavy|Heavies]]. These classes are the least likely to die from one or two attacks, and deal high damage, meaning they can protect you from enemies more effectively than lighter classes.
  
* An ÜberCharged [[Pyro]] is incredibly dangerous, especially to low-level enemy Sentries and turtling foes.  With only 8 seconds of invulnerability a Pyro can do an astounding amount of damage, as the Pyro is much faster than the Heavy and doesn't have to pause to reload like the Soldier. A nearby Pyro can make a very useful target for your ÜberCharge, especially in enclosed areas. However, beware that the Pyro has to get close to be useful and that the enemy team will likely try to keep you away using [[knockback]].
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* Regularly overhealing nearby teammates will ensure that your team has the health advantage against the enemy, and can allow you to build ÜberCharge faster.
  
* A common problem for an Übered team trying to destroy enemy Sentries is the Sentry's knockback. The knockback will prevent you and your Übered buddy from getting in close range. As an Übered Medic, always try to walk in front of your patient and draw the Sentry's attention. The Sentry will switch targets to you, allowing your buddy to get as close as he needs to be. This is most necessary with the Pyro and Heavy classes. Always remember, do not jump while doing this, or you will be knocked across the map or possibly pinned to the skybox.
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* [[ÜberCharge]] is still built when your healing target is fully overhealed, albeit at a [[healing#Healing and ÜberCharge rates|slower rate]], and even slower if the heal target is simultaneously being healed by a [[Dispenser]], Payload cart, or another Medic. If building Über is a priority, try to heal targets with low health and players not being healed by other sources.
  
* The ÜberCharge bar fills up faster if the Medic heals wounded allies instead of focusing on healthy ones. (This leads to a [[Soldier]]/[[Demoman]] strategy of intentionally damaging oneself to build up a Medic's ÜberCharge.) This is called 'leeching' or 'Übering up'.  This is no longer necessary to do during setup time as the charge rate was increased in the [[December 20, 2007 Patch]].
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* Try to stay with your team at all times. You are not suited to fight any class alone; even a single [[Spy]] can easily kill you with his Revolver before you can fight back.
  
* The [[Medigun]] beam can bend around corners. Use this to your advantage to heal your target while being protected from fire. As long as you have a direct line of sight to your patient, you can heal him.
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* Move unpredictably to make yourself difficult to hit, and be aware of your surroundings to avoid the sightlines of potential enemies. Medics are a high-priority target for most classes, especially [[Sniper]]s and Spies.
  
* Once locked on with your [[Medigun]], it doesn't matter what direction you face, so turn around frequently to watch for [[Spy|Spies]], as Medics are one of their highest priority targets.
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* Don't be afraid to use an ÜberCharge to save yourself, even if no teammates are nearby. It is better to use it too early than to lose it by being killed ('dropping' the Über). Preserving your life allows you to regroup with your team faster.
  
* It is important to try and stay out of sight when playing Medic. One of the biggest differences between playing the Medic well and just playing the Medic is the ability to know where enemies are and to stay out of their sight while still healing your fellow team mates. Corners work well for this, and crouching helps to make you a smaller target which makes you harder to hit.
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* Remember that your Medi Gun's heal beam can stretch out a relatively long distance between you and your healing target. This allows you to stay behind cover while continuing to heal teammates.
  
* While staying out of sight is important, sometimes it is impossible and you must expose yourself to enemy fire to support your team on offensive pushes.  It can be helpful to play defensive while building an ÜberCharge and only pushing out to the front lines when close to charged.
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* A team without any Medics will likely lose against a team that does. If your team doesn't have one, switch to Medic to ensure players have access to a reliable source of healing and ÜberCharges.
  
* You will find many enemy players will often ignore healing targets and instead focus on trying to kill you first.  It is important to realize when you are being singled out and act accordingly—remember if your heal targets are not under serious fire themselves, you don't necessarily need continue healing them.  A good Medic can use his own priority target status against enemies by leading them on wild goose chases or fighting back unexpectedly. Advanced Medic play is often a question of priorities, and in the vast majority of situations, the number one priority of a Medic is to stay alive as long as possible or at least until an ÜberCharge.  
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*Don’t be a pocket Medic and heal one player all the time. The rest of your team will be deprived of much-needed healing to continue fighting. One overhealed player will rarely outperform a well-healed team.
  
* A common mistake that some Medics make is healing only one person. On the battlefront many people are getting wounded and are in need of a Medic to heal them so they can continue their assault or defense uninterrupted. Healing multiple people also benefits you, as you will receive [[kill assist|assist]] credit for your team mates kills, and if your team mates are not at their maximum overheal capacity, you will also fill your ÜberCharge meter faster.
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* Only try to fight in self-defense as Medic is usually at a disadvantage in one-on-one combat.
  
* You are unable to capture a point while ÜberCharged, and neither is your patient. However, you will both receive capture points for being on the point while ÜberCharged as a fellow teammate captures it, and you can capture points as normal when deploying a [[Kritzkrieg]] charge.
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== General strategy ==
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===Survivability===
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A crucial skill for Medic to learn is how to stay alive. Dying as a Medic deprives your team of their primary source of healing, greatly weakening the team as a whole. Furthermore, Medic's ÜberCharge resets upon death, meaning every time you die, another 40 seconds must be spent building up another Über. This is especially problematic if the enemy Medic has an "Über advantage" (having a ÜberCharge percentage higher than the opposing Medic), and can activate their Über before you finish building yours. Medics are often an enemy team's number one target, so developing skills to help you survive is key:
  
*While under the effects of an ÜberCharge, it is possible to change Medigun targets. If you do this quickly enough you can effectively have more than one ÜberCharged team mate at the same time, as there is a delay before each player loses the ÜberCharge when you switch. (as of the [[April 1, 2008 Patch|April 1, 2008 patch]], this drains your ÜberCharge faster than ÜberCharging only one person) Übercharging two teammates simultaneously also unlocks the "Second Opinion" achievement.
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*'''Stay with your team''': Medic's self-defense options are very limited. As such, your only defense against hostile attackers are usually your teammates. Make sure to stick to them at all times. Becoming isolated from your team will likely result in a swift death. If the group of teammates you have been accompanying die, do not be afraid to retreat.
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*'''Gamesense''': Good support from your team is is not enough to keep you alive if you are not aware of your surroundings. Certain classes, such as [[Spy]] or [[Sniper]] are able to pick you off even whilst you are under your team's protection. Certain situations, such as an enemy [[Kritzkrieg]] charge, can also completely wipe out you and your team in an instant. One can try to anticipate and avoid these situations with good ''gamesense'' - knowing what is currently happening on the map and where. For example, knowing how much ÜberCharge an enemy Medic has can allow you to predict future pushes, and avoid being caught out by them. Knowing your team's strengths and weaknesses can allow you to predict where an enemy attack might happen, which you can then reinforce or avoid entirely. Gamesense also helps you to decide which positions to occupy, and where to strike the next blow. Being aware of the general situation on the battlefield is very important, especially if you want to increase your survivability.
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*'''Do not overextend''': Avoid straying too far past your team's frontline, even if you are with a teammate or two. Pushing too far forwards enables the enemy to flank you or cut you off from your support. If the teammates accompanying you happen to die, you become a sitting duck in hostile territory.
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*'''Avoid direct combat''': While Medic is not completely defenseless, he is still heavily outclassed in combat by every other class. Attempting to face your foes head-on will get you needlessly killed. Even if you miraculously survive, another opponent may just appear and finish you off. In general, it is always better to retreat than to stay and fight.
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*'''Always be ready to retreat''': No matter where you are, you should always take note of all possible escape routes and be ready to use them at a moment's notice. When things take a turn for the worse, this will allow you to get out alive and retain your ÜberCharge. Memorizing the locations of [[Health]] and [[Ammo]] pickups, as well as [[Sentry Gun]] placements is also useful, since they provide an additional layer of protection during a retreat.
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*'''Additional tips''': Here is a list of some other minor, but still useful tips for maximizing one's survivability.
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**''Communication'': It is important to communicate with your teammates. Since you should be constantly turning around and checking your surroundings, you are often able to spot enemies that your busy teammates may have missed. As you can't deal with them by yourself, use the [[Voice chat|voice]] or [[text chat]] to alert your team to Spies, Snipers, or flanking enemies, allowing your team to deal with them swiftly. In return, your team can protect you more effectively, while also staying alive themselves.
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**''Avoid Sniper sightlines'': Snipers are your biggest threat on the battlefield, as you can be taken down with a single uncharged [[Headshot]] or fully-charged bodyshot. Make sure to respect sightlines and avoid making yourself visible. If you must cross a sightline, move as unpredictably as possible and jump constantly in order to make it more difficult for a Sniper to land his shot. Alternatively, you can wait for the Sniper to fire, and then cross while he is reloading.
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**''Watch your back'': Your Medi Gun does not require you to actively aim at your target to heal them. You should instead focus your attention on surveying your surroundings.
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**''Rocket surfing'': This is a very tricky, albeit rewarding maneuver to pull off. Rocket surfing is exploiting the [[Knockback]] from an enemy rocket to propel yourself in the desired direction. To do this, you have to wait for a Soldier to fire a rocket at your feet. Then, just before it explodes underneath you, [[Crouch-jump]] forwards and let the explosion launch you away. This can be pulled off by any class, but it is especially important for Medics, who are often coveted targets and easily focused down. Once in the air, make sure to '''let go''' of your move forward ([[List of Default keys|Default]]: {{Key|W}}) key, as this can slow down your momentum. If you want to change direction mid-air, use your strafe keys ([[List of Default keys|Default]]: {{Key|A}} and {{Key|D}}), accompanied by slight movements of your mouse in order to steer yourself left or right. For example, if you wish to go left, hold down the {{Key|A}} key and shift your mouse slightly to the left.
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**''Make use of Engineer [[Building]]s'': Friendly Sentry nests are often your best friend; They are (generally) secure areas where you can replenish health from [[Dispenser]]s, away from enemy fire. Unlike your teammates, [[Sentry Gun]]s have 100% accuracy, discouraging enemies from pursuing you when they see one. Furthermore, Dispensers also serve as excellent shields. Their large [[Hitbox]] and health pool mean that you can hide within one temporarily, buying time for your team to arrive and cleanup your attackers. This can work especially well against Scouts. Thus, keeping your fellow Engineers healthy will help them build nests for you to take advantage of. However, note that a Sentry nest can easily become a trap; When facing a competent enemy Demoman or Soldier with an ÜberCharge, a whole nest (and the players in it) can be destroyed in seconds. Knowing when a push is incoming, and retreating away from the nest in time, is crucial.
  
* Communicate with the person you are healing about upcoming dangers and enemy Spies, as they are your lifeline and may not see enemies coming up from the side or behind. A quick shout may make all the difference and preserve your ÜberCharge meter.
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While it is wise to be cautious, it is also important to '''not be a coward'''. Yes, your life is precious and dying can make the difference between a win or loss, but sitting at the back of the map too scared to fight on the frontlines is never ideal. A good Medic spreads out their heals to most of the team, whilst favoring high priority targets and heavily hurt players. However, to do this, you cannot play conservatively all the time, and you will have to take certain risks in order to do your job effectively. Realizing when risk outweighs reward, and vice versa, is key to becoming a great Medic player. Furthermore, keeping your eyes open, recognizing the flow of the game, and making sound decisions are all crucial to staying alive and helping your team succeed.
  
* Inform your team mate when you have your ÜberCharge ready. Even though there is a sound that plays in the game, they may not notice it. A lot of the time your Medigun target will tell you when they are ready for you to use it, otherwise use your best judgment.
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===Healing===
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As a Medic, you have the ability to heal your team at any time, in any place, for an infinite duration. While your Medi Gun is certainly powerful, it still has its limitations. For one, you can only heal one target at a time, usually at a fixed rate of 24 [[Health|hp]]/s. This becomes an issue when you are faced with multiple injured teammates at the same time, forcing you to decide which targets are more important to heal than others.
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*'''When in combat''': When in combat, always heal the person currently taking damage. Doing this will drastically lower their chances of dying, thus accomplishing the Medic's main task of preventing any allied deaths. This rule indiscriminately applies to all your teammates, regardless of which class they are playing. Even if a [[Spy]], who usually makes for a bad [[Medic buddy]], is in your vicinity, you should at least heal them up to full health. However, if multiple teammates are in combat together, then other factors such as class, health and proximity to the enemy need to be taken into account. In this case, you will need to evaluate who it is most worthwhile to heal. Sometimes, it might be more valuable to let that Spy die, if it means saving important classes like the: [[Heavy]], [[Soldier]], or [[Demoman]].
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*'''When out of combat''': Of course, you will not always be actively fighting, so the previous heal order cannot always be applied. For situations when you are not engaging the enemy, prioritize healing players which will leave you the soonest. If traveling to the frontlines with a [[Scout]] and a Heavy, you should first heal up the Scout, as he is more likely to flank and engage the enemy quickly. Meanwhile, the Heavy will likely stick with you for far longer, giving you ample of time to top off his health later.
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*'''Crit Heals''': Crit Heals are a powerful mechanic built into all [[Medi Gun (disambiguation)|Medi Guns]]. Similar to how regular [[Critical hits|Crits]] allow a weapon to deal three times the damage, Crit Heals allow the Medic to heal patients three times faster. As one can imagine, this ability is immensely powerful, since it circumvents the Medic's main downside of being able to heal only one person at a time. However, keep in mind that this effect only takes place ''when healing a patient which has not taken any damage in the last 10 seconds''. This means that Crit Heals need to be smartly utilized in order to achieve their fullest potential. For example: while you are healing someone who is in combat, the other teammates, who are currently not in combat, can patiently line up behind you. Then when your original patient dies or wins the fight, you can briefly turn around and quickly heal up the remainder of the team, making use of Crit Heals which should have been activated by now.
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*'''Additional tips''': Some minor strategies to improve heal output:
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**''Overheal'': Overhealing is an act where you give an already healthy teammate even more health, buffing them up to 150% of their original health pool. In most cases, you do not have time for overhealing, since you should prioritize injured teammates first over anything else. But if you are in a non-combat situation, you can take some time to overheal everyone and prepare them for the next team-fight. Of course, do this by first overhealing the classes which will leave you the soonest, as per non-combat heal order. Overheals work great in combination with Crit Heals. Since Crit Heals also apply to freshly spawned teammates, you can use them to instantly overheal any allies coming from spawn, thus giving them a big boost right before they enter battle.
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**''Communication'': Believe it or not, communication can go a long way in maximizing your healing potential. Wounded players can tell you their location, so that you do not have to waste time searching for them. Teammates can also signal you when they are ready to receive Crit Heals, in case keeping track of that yourself was too hard. You can also tell your team when you are temporarily retreating out of an area, indicating to them that they should not expect any healing.
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**''Other Medics'': In general, the best way to keep your team healthy is to simply have another Medic who can spread out the massive workload more evenly. In addition to that, the two Medics can also work together to keep each other alive, ensuring that they are both healing at the front lines instead of dead and respawning. If you see another Medic on the battlefield, make sure to fully buff him up, and thank him for his service.
  
* When it comes to an ÜberCharge, make sure you know who's making the decisions. Ask your Medigun target if they will call it or if you should deploy it at a time of your choosing. If they don't respond when you ask them, then you should assume that it is up to you.
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===ÜberCharge===
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ÜberCharge is the Medic's most powerful ability, and is one of the most horrifying tide-turners to pull from your sleeve. A well-timed ÜberCharge can singlehandedly wipe an entire group of enemies, prevent them from passing through a choke point and keep them from taking control of an area. However, ÜberCharge can only be used once your ÜberCharge meter is full (which in most cases takes around 40 seconds); therefore it is very valuable to you and your team.
  
* Be aware that enemy [[Spy|Spies]] in [[disguise]] can also call for a Medic. It may be a good idea to have your team communicate over voice chat in conjunction with the game's built-in voice functions to verify the identity of those who are calling to be healed.
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<!-- NOTE: I removed the descriptions of each of the ÜberCharges here, since that's already below in the weapon-specific strategies. This section (between the main paragraph of this section and "ÜberCharge effectiveness") should contain info on how to maximize Über build and avoid dying; some stuff covers that up above, so move it here. HitlineMiamo, 4/14/2021 @ 8:17 PM EST -->
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====ÜberCharge effectiveness====
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* The stock Medi Gun's ÜberCharge is best used on Soldiers, Pyros, Demomen, and Heavies due to their high-damage output allowing them to make short work of the enemy team. Scouts are also a surprisingly effective ÜberCharge target, as the stock uber's complete invincibility negates the Scout's main downside of low maximum health.
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* The Kritzkrieg's ÜberCharge works well on Soldiers and Demomen, as crit-boosted explosives can potentially demolish entire enemy positions with only a few well-aimed shots. Pyro's Flame Thrower can also melt through entire clusters of enemies in an instant. However, the Pyro's short range, combined with a lack of invulnerability, usually result in Pyro dying before he can reach his targets. Heavy's already-high maximum health helps with the Kritzkrieg's main downside of not providing full invincibility, and since critical hits do not have damage falloff, the Minigun's normally-short range is greatly extended, making the Heavy a threat to almost every enemy within their line of sight.
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* The Quick-Fix's ÜberCharge should be treated as a less powerful stock ÜberCharge, with the additional benefit of full knockback immunity. Heavies work best with the Quick-Fix ÜberCharge due to their high maximum health increasing the amount of damage they can absorb and their slow movement speed making them vulnerable to knockback.
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* The Vaccinator's ÜberCharges, due to their quick charge speed and the ability to store up to four, should be used on teammates in combat as needed to keep them alive. Alternatively, you can use all four charges on one teammate to make an offensive push, but it is better to reserve a stock ÜberCharge due to the Vaccinator only providing ''partial'' resistance to ''one'' damage type.
  
* Distance is not a large factor when it comes to healing. That means you don't have to be standing right next to your partner. Give yourself some space away from the action, preferably around corners or behind stationary items. But beware that you must stay within a certain radius or the beam will break, so stay reasonably close.
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====Über tracking====
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Über tracking is the act of trying predict an enemy Medic's Über percentage. Mastering this skill is important, since it allows you to predict future enemy pushes, thus preventing any unpleasant surprises. Since both you and the enemy Medic should build Über at a similar pace, you simply need to use your own ÜberCharge meter as reference to his. So if you have 100% Über, then it is likely that the other Medic has 100% as well. If the other Medic dies, wait until he respawns (which you can determine by using the kill reporter at the top of the screen), and then start counting to 40 seconds. At 40 seconds, assume that the other Medic has ÜberCharge, as 40 seconds is the minimal amount of time necessary to build an ÜberCharge. If you die, take the Über percentage which you had at the moment of death, and then assume that the enemy Medic will have at least some percentage '''more''' of that when you respawn. This depends on your respawn time; for example, 20 seconds would equate to around 50% of build time, since it takes 40 seconds to gain 100% Über. However, if you have a shorter respawn time, then you should adjust this accordingly - a respawn time of only 10 seconds, for example, will result in your rival gaining "only" 25% additional Über. If both you and the other Medic die, wait until you both respawn and then go back to comparing Über percentages 1:1. Keep in mind that certain weapons, such as the [[Ubersaw]] or the [[Vita-Saw]] can heavily skew the numbers here; beware of what your opponent is using.
  
* When capturing a control point that is being contested you don't have to be the one standing on it. Duck behind an obstruction and heal your allies that are capping. Reserve the option to hop on if there is no enemy threat.
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It is also worth noting that whenever you gain 100% Über‚ [[Medic responses#Weapon-related responses|a voice line]] will play, and the barrel of the Medi Gun will display a team colored particle effect and emit a crackling sound, indicating you have full charge. To prevent the enemy Medic from tracking your Über with this, play a different voice command to negate this.
  
* A useful candidate for your [[Medigun]] can be an [[Engineer]]. By healing an Engineer who is under attack you can allow them to repair their [[Sentry Gun]] continually without worrying about death, making his Sentry that much harder to take down. This can work especially well when an Engineer is under attack by a [[Soldier]], [[Demoman]], or [[Heavy]].
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== Weapon Specific ==
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=== Primary Weapons ===
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==== [[Syringe Gun]] ====
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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=2 | Ammo
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! class="header" width="50%" colspan=4 | Damage
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|-
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! class="header" width="8%"| Loaded
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! class="header" width="8%"| Carried
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! class="header" width="13%"| Point Blank
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! class="header" width="13%"| Medium Range
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! class="header" width="13%"| Long Range
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! class="header" width="13%"| Critical
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|-
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! {{Table icon|Syringe Gun|Stock}}
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| {{Icon killicon|weapon=Syringe Gun}}
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| 40
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| 150
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| 10-12
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| 5-10
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| 5-6
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| 30
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|-
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|}
  
*Even an invincible player can have a hard time single-handedly wiping out the entire enemy defensive line. To make the most of each ÜberCharge, activate it when many other team mates are nearby and encourage them to attack alongside you. Your ÜberCharge may frighten and distract the enemies, drawing fire away from your team mates and effectively making it easier for them to attack.
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* Despite each individual syringe dealing low damage, the Syringe Gun has a very fast rate of fire and quick reload speed, making it deceptively strong at close range.
  
*One of the most important aspects of playing the Medic is understanding what [[Healing#Overheal|Overhealing]] is, and how it works.
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* Lead your shots when fighting moving targets, as the Syringe Gun's syringes arc over distance and take time to travel.
** If a Medic heals a teammate already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (''overhealed'').  The time it takes depends on the class; those with the highest starting health take the longest to overheal.
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** The slow projectile speed can be used to make a "wall" of syringes while retreating. Running around a corner or through a narrow hallway while firing syringes behind yourself can discourage enemies from pursuing.
** The overheal health buff will decay completely in exactly 20 seconds for all classes as long as the overhealed target takes no damage.  A [[Heavy]] has more overheal health to lose than a [[Scout]] does but since 20 seconds is the rule, the Heavy loses more health per second.
 
** The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display).  The border will diminish as the overheal decays.
 
** When approaching an objective, as a Medic you should try to keep multiple team mates on the front line overhealed instead of only your primary healing target.
 
** Overhealing players fills your ÜberCharge meter at the same rate as healing injured players does, so you should try to overheal every team mate that you see. Even if you are being the Medic exclusively for one player, it is beneficial for everybody on your team if you overheal as many players as possible. Remember, however, that healing injured players should always be your primary objective and as such, team mates who have sustained damage should be put ahead of overhealing.
 
  
[[Category:Strategy]]
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* Pyros, Engineers, Snipers, and Spies are only slightly faster than you while you're running backwards, and every other class (except Scout) is much slower. Use your speed to keep a respectable distance from enemies.
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* You can use the Syringe Gun to weaken enemies so that nearby teammates can defeat them easier. However, keep in mind that your main priority should be keeping your teammates '''alive'''. If a teammate is low on health, switch back to the Medi Gun to heal them.
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==== [[Blutsauger]] + [[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=2 | Ammo
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! class="header" width="40%" colspan=4 | Damage
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! class="header" width="10%" colspan=4 | Effect
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|-
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! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="10%"| Point Blank
 +
! class="header" width="10%"| Medium Range
 +
! class="header" width="10%"| Long Range
 +
! class="header" width="10%"| Critical
 +
! class="header" width="10%"| Health On Hit
 +
|-
 +
! {{Table icon|Blutsauger|Unlock}}
 +
| {{Icon killicon|weapon=Blutsauger}}
 +
| 40
 +
| 150
 +
| 10-12
 +
| 5-10
 +
| 5-6
 +
| 30
 +
| 3
 +
|-
 +
|}
 +
 
 +
* The Blutsauger restores 3 HP to the Medic whenever a needle hits an enemy, up to the normal maximum health of 150. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.
 +
 
 +
* If you are expecting to use your primary weapon to defend yourself regularly, the Blutsauger's extra healing on hit will significantly increase your survivability in a fight.
 +
 
 +
* With the Blutsauger, a Medic can be a little more aggressive than usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.
 +
** Make sure to communicate with your teammates so they can assist you in killing the enemy.
 +
 
 +
* The Blutsauger is useful when pocketing; if your patient dies, you will almost always be the enemy's next target. Retreat while firing syringes to both discourage enemies from pursuing and keep your health topped up.
 +
 
 +
* The penalty to health regeneration can impact your overall survivability. Take note of the locations of nearby health packs or Dispensers in case you suddenly run low on health.
 +
** The Amputator's increase in health regeneration when held can assist in improving your survivability.
 +
 
 +
==== [[Overdose]] ====
 +
{| 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="40%" colspan=4 | Damage
 +
! class="header" width="10%" colspan=1 | Effect
 +
|-
 +
! class="header" width="8%"| Loaded
 +
! class="header" width="8%"| Carried
 +
! class="header" width="10%"| Point Blank
 +
! class="header" width="10%"| Medium Range
 +
! class="header" width="10%"| Long Range
 +
! class="header" width="10%"| Critical
 +
! class="header" width="10%"| Speed at 100% ÜberCharge
 +
|-
 +
! {{Table icon|Overdose|Craft}}
 +
| {{Icon killicon|weapon=Overdose}}
 +
| 40
 +
| 150
 +
| 9-11
 +
| 5-9
 +
| 5-6
 +
| 27
 +
| 117.33%
 +
|-
 +
|}
 +
 
 +
* The Overdose does 15% less damage than the stock Syringe Gun, but will increase the Medic's [[Classes#Speed|speed]] as his ÜberCharge meter increases. The speed boost caps at 20% faster than the Medic's standard movement speed. However, the speed boost only applies while you are actively wielding the Overdose, and not while using your Medi Gun or melee weapons.
 +
 
 +
* If your healing target gets killed and you need to retreat, you can use the Overdose's speed boost to escape and regroup with your team.
 +
 
 +
* The speed bonus at full ÜberCharge effectively eliminates the speed penalty for moving backwards (115% instead of the normal 96%), meaning that you can backpedal while firing and still outrun all classes except for the Scout.
 +
 
 +
* Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not actively pursue combat, consider utilizing the Overdose's speed boost, and instead rely on your teammates for protection.
 +
 
 +
==== [[Crusader's Crossbow]] + 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/Healing
 +
|-
 +
! 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|Crusader's Crossbow|Craft}}
 +
| {{Icon killicon|weapon=Crusader's Crossbow}}
 +
| 1
 +
| 38
 +
| 38/75
 +
| 56/112
 +
| 75/150
 +
| 113-225
 +
|-
 +
|}
 +
 
 +
* The Crusader's Crossbow fires a single large syringe that deals damage to enemies and heals teammates. Unlike most weapons, the damage and healing scale are increased as the further it travels.
 +
 
 +
* The Crusader's Crossbow is completely different from your other primary weapons, as it relies on burst damage from singular syringes that can either kill a pursuing enemy or save a dying teammate, in contrast to the normal Syringe Guns that fire multiple low-damaging syringes at a fast pace. It essentially trades your self-defense for extra utility in keeping your team alive and healthy. Aim each individual shot carefully, as the slow reload time can make one shot the difference between you or your teammate living or dying.
 +
 
 +
* The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as teammates who are on fire or about to die of fall damage.
 +
 
 +
* The Crusader's Crossbow can provide an instant burst of healing. When the teammate you are healing with your Medi Gun is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal them, and then quickly switch back to your Medi Gun and continue healing.
 +
** You can also quickly fire shots at other teammates calling for a Medic, making it easier to keep multiple teammates alive in a fight.
 +
 
 +
* If you see a cluster of teammates and enemies fighting, shoot into the crowd. Your shot will either heal a teammate or damage an enemy, either way assisting your teammates in the fight.
 +
 
 +
* The high damage at longer distances can make this weapon a good tool for dealing with enemy Snipers, either forcing them to retreat or killing them outright. Take care not to stand out in the open when attempting this, as the enemy Sniper will likely try to headshot you.
 +
 
 +
* If need be, you can use this weapon for long-range fire support. The increase in damage over distance can be substantial from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat to make it easier to hit your shots.
 +
 
 +
* Unlike the [[Huntsman]], the Crusader's Crossbow can be fired underwater and in midair.
 +
 
 +
* Healing from the Crusader's Crossbow cannot overheal teammates, and while the bolt can contribute to your ÜberCharge meter, it will not build nearly as efficiently as using the Medi Gun.
 +
 
 +
* Due to the Crusader's Crossbow's low rate of fire and reversed damage falloff, it is less efficient at close-quarters combat than your other primary weapons. If enemies manage to ambush you, it's usually better to take out your melee weapon or try to retreat behind a teammate.
 +
 
 +
* The Crusader's Crossbow should be used to ''supplement'' your Medi Gun, not to replace it. Primarily focus on healing with your Medi Gun in order to build ÜberCharge and provide overheal.
 +
 
 +
=== Secondary Weapons ===
 +
==== [[Medi Gun]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="25%" colspan=2 | Healing
 +
! class="header" width="25%" colspan=4 | ÜberCharge
 +
|-
 +
! class="header" width="13%"| Normal Healing Rate
 +
! class="header" width="13%"| Maximum Healing Rate
 +
! class="header" width="6%"| ÜberCharge
 +
! class="header" width="6%"| ÜberCharge Time
 +
! class="header" width="6%"| Charge Speed
 +
! class="header" width="6%"| Maximum Charge Time
 +
|-
 +
! {{Table icon|Medi Gun|Stock}}
 +
| 24 health/sec
 +
| 72 health/sec
 +
| Invulnerability
 +
| 8 seconds
 +
| 2.5%/sec
 +
| 40 seconds ({{tooltip|80|Target at 142.5% health or higher}})
 +
|-
 +
|}
 +
 
 +
* Out of all your Medi Guns, the stock Medi Gun charges the slowest, but grants the most powerful ÜberCharge which makes the user completely invulnerable to all forms of damage.
 +
 
 +
* The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds or more.
 +
 
 +
* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range, regardless of the direction you are looking. Because of this, you can safely check your back for Spies while also continuing to heal your target.
 +
 
 +
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full, unused ÜberCharge meter.
 +
 
 +
* Be aware that not even the stock ÜberCharge will protect you from [[Environmental death|environmental hazards]] such as cliffs, saws, or trains. An enemy Pyro may attempt to Airblast you into these hazards, so take note of their locations and avoid deploying your ÜberCharge near them.
 +
 
 +
==== [[Kritzkrieg]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="25%" colspan=2 | Healing
 +
! class="header" width="25%" colspan=4 | ÜberCharge
 +
|-
 +
! class="header" width="13%"| Normal Healing Rate
 +
! class="header" width="13%"| Maximum Healing Rate
 +
! class="header" width="6%"| ÜberCharge
 +
! class="header" width="6%"| ÜberCharge Time
 +
! class="header" width="6%"| Charge Speed
 +
! class="header" width="6%"| Maximum Charge Time
 +
|-
 +
! {{Table icon|Kritzkrieg|Unlock}}
 +
| 24 health/sec
 +
| 72 health/sec
 +
| Critical hits
 +
| 8 seconds
 +
| 3.125%/sec
 +
| 32 seconds ({{tooltip|64|Target at 142.5% health or higher}})
 +
|-
 +
|}
 +
 
 +
* The Kritzkrieg builds ÜberCharge 25% faster than the stock Medi Gun and provides guaranteed [[Critical hits]] to the Medic's heal target instead of invulnerability.
 +
 
 +
* Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class is extremely lethal while crit boosted, these three are far more lethal than the rest. The choice is situational:
 +
** Soldiers and Demomen are very similar: their explosive weaponry can be used to instantly annihilate clusters of enemies, or make the enemy team unable to stand remotely near [[Control point (objective)|Control point]]s or [[Payload]] carts.
 +
** Heavies are great for large, spread-out groups of enemies, as their ability to fire a continuous stream of bullets and quickly switch between targets allows them to wipe enemies too spread out for explosions to be effective. Critical hits also don't suffer from damage falloff over distance, which significantly increases the effective range of the [[Minigun]].
 +
** Although not as effective as a Soldier, Demoman, or Heavy, a Kritzkrieg ÜberCharged [[Pyro]] is very deadly at close ranges, as critical point-blank damage from a Pyro's [[Flamethrower]] can kill most classes near-instantly. The Flame Thrower can also damage multiple enemies at once, giving it similar crowd control capabilities to explosives. Consider Kritzing a Pyro when the enemy team is tightly grouped up nearby.
 +
** Scouts have an extremely high movement speed and a high-damage [[Scattergun]], allowing them to quickly move from target to target and kill individual enemies in one or two shots. However, the Scout's low maximum health combined with the Kritzkrieg's ÜberCharge providing no protection from damage at all can result in them dying quickly when dealing with large crowds.
 +
** A Kritzkrieg Spy can be exceptionally powerful as his Revolver has a decent fire rate, accuracy as well as a fast reload. Because of this he can easily bring down any class excluding the Heavy with two shots from any range.
 +
*** Spies using the Ambassador can already earn critical hits with proper aim. The Kritzkrieg becomes useless to them as a result. It’s better to use the stock ÜberCharge on them.
 +
** The Engineer, with his Shotgun, can easily hold his ground with good aim, although his low health pool means he is very likely going to die should he encounter a group of enemies. Widowmaker Engineers can put up a constant assault, making them extremely deadly.
 +
** Using the Kritzkrieg on another Medic can prove to be rather devastating at close range. The Syringe Gun’s fast firing speed coupled with its magazine size means that it will shred through even a Heavy when crit-boosted. The Crusader’s Crossbow, with its single shot bolts, turns the Medic into an improvised, faster Huntsman Sniper.
 +
** If there are no powerful offensive classes nearby to Kritzkrieg ÜberCharge, the [[Sniper]] can be an improvised Kritzkrieg ÜberCharge target — every body shot while ÜberCharged does the same damage as an uncharged [[headshot]], which can kill a non-overhealed [[Scout]], [[Engineer]], [[Medic]], Sniper, or [[Spy]] in one hit. Additionally his SMG makes him powerful at close range when coupled with the crits.
 +
** Be sure to factor in the skill level of the teammate you are using your crits on; an experienced player who can land their shots is better than an inexperienced player who can't.
 +
 
 +
* The Kritzkrieg excels at ambushes. The sheer damage output from critical hits means that most enemies will be dead before they have time to react to a surprise attack.
 +
 
 +
* The Kritzkrieg's ÜberCharge is useless against a stock [[Medi Gun]]'s ÜberCharge due to the stock Medi Gun ÜberCharge providing invulnerability. However, the faster charge rate allows it to be deployed before the enemy's Medi Gun charge, and it can be deployed more frequently.
 +
 
 +
* Since the Kritzkrieg is the only secondary weapon that does not protect the Medic during an ÜberCharge, it is encouraged to use the [[Vita-Saw]] to preserve some of your ÜberCharge meter in the event you die mid-charge.
 +
 
 +
* Critical hits deal no additional damage to [[buildings]], making the Kritzkrieg the weakest secondary weapon to use against an enemy Engineer nest. However, a Kritzkrieg ÜberCharge on a Soldier or Demoman allows them to utilize the splash damage from their rockets and grenades to easily kill an Engineer hiding behind their Sentry Gun. Once the Engineer is dead, the Sentry Gun will not be receiving healing and can be easily destroyed with normal weapons.
 +
 
 +
* When on the defending team, the Kritzkrieg is an excellent choice due to its ability to stop a push from the enemy team. While usually accompanied with a stock ÜberCharge, any players that aren't under the effect of the stock ÜberCharge can be easily dealt with.
 +
 
 +
* When on the attacking team, the Kritzkrieg is an excellent choice if there is already a Medic with the default Medi Gun. The guaranteed Critical hits can be used at the same time as the other Medic's ÜberCharge, and even on the same person, boosting the effectiveness of a push.
 +
 
 +
===== [[Oktoberfest]] =====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Healing
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Oktoberfest}}
 +
| [[Kritzkrieg]]
 +
| 11 health
 +
| 4 seconds
 +
| The Medic takes a brief whiff out of the barrel of his weapon.
 +
|-
 +
|}
 +
 
 +
* Due to the long duration of the taunt, the low amount of health recovered, and the fact that you cannot move or defend yourself for its duration, you should only use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
 +
 
 +
* In dire situations, such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death.
 +
 
 +
==== [[Quick-Fix]] + reskins ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="25%" colspan=2 | Healing
 +
! class="header" width="25%" colspan=4 | ÜberCharge
 +
|-
 +
! class="header" width="13%"| Normal Healing Rate
 +
! class="header" width="13%"| Maximum Healing Rate
 +
! class="header" width="6%"| ÜberCharge
 +
! class="header" width="6%"| ÜberCharge Time
 +
! class="header" width="6%"| Charge Speed
 +
! class="header" width="6%"| Maximum Charge Time
 +
|-
 +
! {{Table icon|Quick-Fix|Craft}}
 +
| 33.6 health/sec
 +
| 100.8 health/sec
 +
| Megaheal
 +
| 8 seconds
 +
| 2.778%/sec (1.389%/sec)
 +
| 36 seconds ({{tooltip|72|Target at 142.5% health or higher}})
 +
|-
 +
|}
 +
 
 +
* The Quick-Fix has a 40% faster heal rate and a 10% faster ÜberCharge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as knockback, the [[Natascha]]'s [[slowdown]] and [[Compression Blast|compression blast]]s. In addition, it will mirror your patient's [[Jumping#Basic rocket jump|explosive jumps]], [[Charge|shield charges]], and, in [[Mannpower]], [[Grappling Hook]] grapples. However, it can only overheal teammates to 125% of their max health, as opposed to the other Medi Guns' 150%.
 +
 
 +
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive at once. It's best to stay with a group of teammates to maximize the Quick-Fix's effectiveness.
 +
** If you are the only Medic, the Quick-Fix can be a viable substitute to the stock Medi Gun. You can keep teammates in the fight more easily, and the Megaheal’s triple healing rate is somewhat comparable to the invincibility-granting ÜberCharge.
 +
 
 +
* Try not to deploy your Megaheal if you and your heal target are alone and only fighting one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid [[death]].
 +
 
 +
* Because this weapon cannot overheal past 125%, this means you do not hit the threshold for slowing the rate at which you build ÜberCharge (142.5% overheal). With no other factors in play, you will typically build ÜberCharge with this weapon faster than the Medi Gun or the Kritzkrieg, and you can be somewhat laxer in healing surrounding teammates; even sticking to just one patient (pocketing) will still build the ÜberCharge in a short span of time. Keep in mind that keeping all your teammates in good shape is still important, as multiple healthy players are more dangerous than one extremely healthy player.
 +
 
 +
* The ability to use your teammates' [[Jumping|explosive jump]] can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient will be able to make more jumps than normal due to being healed during flight, and in combat, your presence should keep them alive longer. Be aware that you can easily become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand nearby and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take [[fall damage]], or even worse, die to an [[environmental death]] or end up landing near or in the middle of the enemy team.
 +
 
 +
** If you feel that you will end up in grave danger, communicate with your patient before explosive jumping so you are less likely to be harmed.
 +
 
 +
* A Demoman using the [[Chargin' Targe]], [[Splendid Screen]], or [[Tide Turner]] can be a useful class to pocket with the Quick-Fix. The Quick-Fix will allow you to keep pace with the Demoman during his [[Charging|charges]], and the extra healing combined with the shields' damage resistance will make him extremely difficult to kill.
 +
 
 +
* Although the Megaheal allows you and your heal target to quickly regenerate lost health, keep in mind that you are still not invincible. Snipers and Spies can still headshot and backstab you and your heal target respectively, so always remember to watch your back and be cautious around Sniper sightlines.
 +
 
 +
==== [[Vaccinator]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" rowspan=2 | Weapon
 +
! class="header" width="25%" colspan=2 | Healing
 +
! class="header" width="25%" colspan=4 | ÜberCharge
 +
|-
 +
! class="header" width="13%"| Normal Healing Rate
 +
! class="header" width="13%"| Maximum Healing Rate
 +
! class="header" width="6%"| ÜberCharge
 +
! class="header" width="6%"| ÜberCharge Duration
 +
! class="header" width="6%"| Charge Speed
 +
! class="header" width="6%"| Maximum Charge Time
 +
|-
 +
! {{Table icon|Vaccinator|Craft}}
 +
| 24 health/sec
 +
| 72 health/sec
 +
| 75% resistance and critical hit immunity to a selected damage type
 +
| 2.5 seconds/resistance
 +
| 4.175%/s
 +
| {{tooltip|24 s|Always charges at the maximum rate}}
 +
|-
 +
|}
 +
 
 +
* The Vaccinator has a 67% faster ÜberCharge rate while healing non-overhealed players, and using the reload key allows the Medic to cycle through three damage resistance types: Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type passively while the Medic is healing, and the Vaccinator's ÜberCharge provides 75% resistance to the selected damage type for 2.5 seconds, even after the Medic stops healing the patient, as well as immunity to bonus critical damage from the selected damage type. ÜberCharge rate is boosted temporarily when you or your patient are damaged by the currently resisted damage type. As a drawback, it overheals at a 66% slower rate compared to the Medi Gun.
 +
 
 +
* The Vaccinator builds ÜberCharge at a very fast rate when healing injured players. If paired with the [[Overdose]], you can easily build an ÜberCharge and then use the Overdose's ÜberCharge-based speed boost to your advantage.
 +
 
 +
* Use the Vaccinator to prevent incoming damage, similarly to a normal ÜberCharge. Judge what is the biggest threat to your patient and apply resistances accordingly.
 +
 
 +
* Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except for the Demoman have a bullet weapon in their stock loadouts, and many bullet weapons [[Hitscan|strike instantly]], meaning that it’s too late to switch once the enemy starts firing. If you feel there is a high chance of a Soldier, Pyro, or Demoman ambush, you can switch to explosive or fire resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.
 +
** Bullet resistance applies not only to literal bullets, but to similar projectiles such as syringes, arrows, or laser beams.
 +
 
 +
* The Vaccinator can stack multiple ÜberCharges of different types at once, allowing you to protect you and your patient from two or even three types of damage at once. However, keep in mind that this strategy uses significantly more ÜberCharge than just using one resistance at a time.
 +
 
 +
* Keep in mind that when healing a fully overhealed [[Heavy]] with bullet resistance, he can survive a fully-charged headshot from any Sniper not using the [[Machina]]. You as a Medic can also survive any fully-charged bodyshot or uncharged headshot.
 +
** Note, however, that having the [[Vita-Saw]] equipped still leaves you vulnerable to a fully charged bodyshot and uncharged headshots.
 +
 
 +
* If an enemy Sniper is causing trouble, considering ÜberCharging a friendly Sniper to safely take care of the threat. As headshots are considered critical hits, the Vaccinator's ÜberCharge can aid your Sniper in killing the enemy. The enemy Sniper will be completely unable to kill yours in a single shot for the duration of the ÜberCharge.
 +
** Activating ÜberCharge on yourself can also ensure a safer escape from enemy Snipers.
 +
 
 +
* The Vaccinator provides absolutely no protection against melee weapons. While healing a patient, stay away from classes with strong melee weapons like Demoknights and Soldiers with the [[Market Gardener]], who can kill you as normal. Communicate with your healing targets to prevent dying to a melee attack.
 +
 
 +
* The Vaccinator has great synergy with the [[Crusader's Crossbow]] as the resistance bubble created will stay on the patient, regardless of if you continue to heal them. This allows for you to pop uber, switch weapons, fire a healing bolt, then continue to heal them
 +
 
 +
=== Melee Weapons ===
 +
==== [[Bonesaw]] + 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="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Bonesaw|Stock}}
 +
| {{Icon killicon|weapon=Bonesaw}}
 +
| rowspan="12" |0.8 seconds
 +
| rowspan="12" |65
 +
| rowspan="12" |195
 +
|-
 +
! {{Table icon|Frying Pan|Promotional}}
 +
| {{Icon killicon|weapon=Frying Pan}}
 +
|-
 +
! {{Table icon|Saxxy|Promotional}}
 +
| {{Icon killicon|weapon=Saxxy}}
 +
|-
 +
! {{Table icon|Conscientious Objector|Drop}}
 +
| {{Icon killicon|weapon=conscientious objector}}
 +
|-
 +
! {{Table icon|Freedom Staff|Promotional}}
 +
| {{Icon killicon|weapon=Freedom Staff}}
 +
|-
 +
! {{Table icon|Bat Outta Hell|Drop}}
 +
| {{Icon killicon|weapon=Bat Outta Hell}}
 +
|-
 +
! {{Table icon|Memory Maker|Promotional}}
 +
| {{Icon killicon|weapon=Memory Maker}}
 +
|-
 +
! {{Table icon|Ham Shank|Drop}}
 +
| {{Icon killicon|weapon=Ham Shank}}
 +
|-
 +
! {{Table icon|Golden Frying Pan|Reward}}
 +
| {{Icon killicon|weapon=Golden Frying Pan}}
 +
|-
 +
! {{Table icon|Necro Smasher|Achievement}}
 +
| {{Icon killicon|weapon=Necro Smasher}}
 +
|-
 +
! {{Table icon|Crossing Guard|Uncrate}}
 +
| {{Icon killicon|weapon=Crossing Guard}}
 +
|-
 +
! {{Table icon|Prinny Machete|Promotional}}
 +
| {{Icon killicon|weapon=Prinny Machete}}
 +
|-
 +
|}
 +
 
 +
* The [[Bonesaw]] deals more burst damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent, or to finish off an already-weakened one. Like other melee weapons, it also has a higher critical hit chance than the Syringe Gun, which can potentially result in instantly killing an opponent with the first strike.
 +
 
 +
* When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them, or other sudden threats.
 +
 
 +
* You are faster than most other classes; your greater agility can put you at an advantage in melee combat. That being said, your main goal as a Medic should be self-preservation, so avoid engaging in melee combat outside of self-defense.
 +
 
 +
* Your other melee weapons provide additional helpful effects that the stock Bonesaw just cannot match. Use another weapon if you can.
 +
 
 +
==== [[Ubersaw]] + 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="40%" colspan=2 | Damage
 +
|-
 +
! class="header" width="20%" | Point Blank
 +
! class="header" width="20%" | Critical
 +
|-
 +
! {{Table icon|Übersaw|Unlock}}
 +
| {{Icon killicon|weapon=Übersaw}}
 +
| 0.96 seconds
 +
| 65
 +
| 195
 +
|-
 +
|}
 +
 
 +
* The Ubersaw has a 20% slower attack speed compared with the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit. In addition, taunting with the Ubersaw will perform the [[Uberslice]] kill taunt.
 +
 
 +
* Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
 +
 
 +
* If fighting an enemy with the ÜberCharge meter almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate it. In desperate situations, the protection of an ÜberCharge can allow you to safely escape from a situation where you would have otherwise died.
 +
 
 +
* The Ubersaw is especially useful for taking out Spies that may be attempting to [[backstab]] teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies. However, be aware that experienced Spies may attempt to [[Backstab#Trickstab|trickstab]] you if you try to engage in melee combat with them. If you know an enemy Spy is capable of trickstabbing, it is safer to attempt to use your primary weapon to kill him from a safe distance, or alert one of your teammates and ask them to take the Spy out.
 +
** Hitting [[disguise]]d Spies will not give you ÜberCharge; however, the melee damage will still hurt them.
 +
** Your ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. If a Spy appears to have died, but the hit that killed him provided no ÜberCharge, be aware that the Spy has feigned their death and will likely return shortly.
 +
 
 +
* The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of [[Bonk! Atomic Punch]].
 +
 
 +
* Using the Ubersaw and the stock Medi Gun in conjunction with another Medic with the same loadout can be very effective. (See [[ÜberCharge strategy#Chain ÜberCharge (Medi Gun)|Chain Über]].) The first Medic can ÜberCharge the second while the second approaches an enemy with the Ubersaw equipped. Over the course of the ÜberCharge, the second Medic should aim to get in enough hits to fill his ÜberCharge, allowing himself to grant the first Medic an ÜberCharge so he can do the same thing. However, be aware that the enemy team will usually take quick notice of this, and attempt to counter your strategy, usually with a Pyro's airblast.
 +
 
 +
* Try not to overuse the Ubersaw. While it is very tempting to run forward into enemy lines and swing wildly in the hopes of gaining a free and easy ÜberCharge, it is not practical and more often than not will get you killed, especially if you run into a Soldier or Heavy before you can begin your rampage.
 +
 
 +
* Healing teammates with your Medi Gun is more important than the raw ÜberCharge you can gain from using this weapon. If you rely too much on the Ubersaw for gaining charge, that wastes time that could go towards healing a teammate and gaining just as much ÜberCharge across a wider timeframe.
 +
 
 +
==== [[Vita-Saw]] ====
 +
{| 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|Vita-Saw|Craft}}
 +
| {{Icon killicon|weapon=Vita-Saw}}
 +
| 0.8 seconds
 +
| 65
 +
| 195
 +
|}
 +
 
 +
* The Vita-Saw allows the Medic to retain up to 60% of his ÜberCharge meter upon death based of the amount of the collected "Organs". However, it also reduces the Medic's maximum HP by 10, to 140 HP.
 +
 
 +
* Due to being able to retain up to 60% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
 +
** This will also allow you to move 12% faster with the [[Overdose]], allowing you to reach your team more quickly after respawning.
 +
 
 +
* Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.
 +
** It is best to pair the Vita-Saw with the Kritzkrieg, as the Kritzkrieg is the only Medi Gun that does not protect you at all during an ÜberCharge.
 +
 
 +
* In game modes without respawning, such as [[Arena]] or [[Sudden Death]], the Vita-Saw is a straight downgrade to the stock Bonesaw and should not be used.
 +
 
 +
==== [[Amputator]] + 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 | Healing
 +
|-
 +
! class="header" width="13%" | Point Blank
 +
! class="header" width="13%" | Critical
 +
! class="header" width="13%" | On Taunt
 +
|-
 +
! {{Table icon|Amputator|Craft}}
 +
| {{Icon killicon|weapon=Amputator}}
 +
| 0.8 seconds
 +
| 52
 +
| 156
 +
| 75
 +
|-
 +
|}
 +
 
 +
* The Amputator increases health regeneration by 3 HP/sec while being actively held. It also allows Medics to perform the [[Medicating Melody]] taunt. However, it deals 20% less damage than the stock Bonesaw.
 +
 
 +
* The extra health regeneration can be used to offset damage from afterburn, giving you more time to find a source of healing to extinguish yourself.
 +
 
 +
* The Amputator's damage penalty is enough that most classes will take at least one extra swing to kill. This makes the Amputator less reliable as a self-defense tool.
 +
 
 +
==== [[Medicating Melody]] ====
 +
{| class="wikitable grid" width="100%" style="text-align: center;"
 +
! class="header" width="17%" |
 +
! class="header" width="10%" | Weapon
 +
! class="header" width="10%" | Healing
 +
! class="header" width="10%" | Duration
 +
! class="header" width="37%" | Details
 +
|- style="height: 110px;"
 +
| {{Table icon|Medicating Melody}}
 +
| [[Amputator]]
 +
| 25-75 health
 +
| 4.2 seconds
 +
| The Medic brings his weapon up to his shoulder, leans on his right foot, and plays a soothing melody, healing all allies within a certain radius while causing them to emit a team-colored glow around their feet.
 +
|-
 +
|}
 +
 
 +
* Upon taunting, all teammates within 450 units of the Medic are each healed for 4 seconds at the same rate as healing as the Medi Gun.
 +
** The purpose of this taunt is to multiply your healing power when several teammates are injured and are in range.
 +
** Since you cannot overheal with this taunt, do not use it when nearby teammates are not injured.
 +
** An ideal situation for the taunt is when several teammates are close together, are receiving heavy damage, ''and'' you have a safe place to taunt that can reach them all.
 +
 
 +
* Unlike with the Crusader's Crossbow and the Medi Gun, you cannot "miss" your teammates; healing is automatic for all teammates in range, including any that enter the range during the taunt.
 +
 
 +
* During your taunt, the camera will switch to a third-person view, allowing you to better see the battlefield and judge whether you should repeat the taunt, move, and/or switch weapons.
 +
 
 +
* Only use this taunt when standing in a location where the enemy cannot see (and therefore shoot) you, and where you cannot be ambushed.
 +
** Remember that you cannot heal around corners. Players must have unbroken line of sight to you to receive the healing effect.
 +
 
 +
* You cannot move for the entire duration of the taunt. If your team is moving as a group, it's better to just keep using the Medi Gun.
 +
 
 +
* The healing from this taunt builds ÜberCharge substantially slower than your Medi Gun. If you are able to keep your teammates alive by healing them individually, doing so is usually a better choice, as you will build ÜberCharge faster that way.
 +
 
 +
==== [[Solemn Vow]] ====
 +
{| 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|Solemn Vow|Craft}}
 +
| {{Icon killicon|weapon=Solemn Vow}}
 +
| 0.88 seconds
 +
| 65
 +
| 195
 +
|}
 +
 
 +
* The Solemn Vow allows you to see the opposing team's health and enemy Medics' ÜberCharge meters, at the cost of a 10% slower swing rate.
 +
 
 +
* The Solemn Vow offers the ability to see enemy health, allowing you to inform teammates whether a retreating enemy is heavily wounded or not.
 +
** If an enemy Medic is spotted, it may be worth communicating how much ÜberCharge they have.
 +
 
 +
* The Solemn Vow can also be useful for judging whether to flee or fight. Being able to see the health of attackers will let you determine whether it's better to go for a few quick melee swings or to focus on making an escape.
 +
 
 +
* Unlike several other weapons with passive effects, you do ''not'' need to be actively holding the Solemn Vow to see enemy health values. Take advantage of this by informing your Medi Gun patient of enemy health values to aid them in combat.
 +
 
 +
* The Solemn Vow is most useful when actively using a microphone to relay important information to your team. Otherwise, it may be better to use an alternative melee weapon with more immediate effects.
 +
 
 +
* In [[Mann vs. Machine]], all classes can see the health of giant robots. It is therefore advised not to use the Solemn Vow over other choices such as the Ubersaw or Amputator.
 +
 
 +
== [[Taunts#Taunt attacks|Taunt attacks]] ==
 +
=== [[Uberslice]] ===
 +
 
 +
{| 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|Uberslice}}
 +
| {{Icon killicon|weapon=Uberslice}}
 +
| [[Ubersaw]]
 +
| 500
 +
| 4 seconds
 +
| The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player in the way. Gives 100% ÜberCharge if successful.
 +
|}
 +
 
 +
* Remember that, like the [[Arrow Stab]] taunt, an enemy does not need to be stunned by the initial thrust in order to kill them. They simply need to be in front of you during the retraction part of the animation.
 +
** Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosions, airblasts, or even just your target's existing momentum may move you or the target outside of the kill zone before the retraction.
 +
 
 +
* The initial thrust can be used to stun ÜberCharged enemies and waste their time. The taunt won't kill the ÜberCharged player, but it will still give you 100% ÜberCharge.
 +
 
 +
* If you find an unguarded, active [[Teleporter]] exit, then you can use this taunt in front of it to kill the next player to use the Teleporter and get full ÜberCharge. Be careful when positioning yourself, or you could be [[telefrag]]ged instead.
 +
 
 +
* This taunt can synergise well with the Heavy's the [[Holiday Punch]], as critical hits from that weapon will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.
 +
** Giving the Heavy a Kritzkrieg ÜberCharge will ensure every single punch is critical, and a successful Uberslice will refill your ÜberCharge meter instantly.
 +
 
 +
* Due to the length of the taunt, Uberslice is ineffective unless enemies are unaware of your presence, such as enemy Snipers focused on distant targets.
 +
** The Medic will loudly announce [[Media:Medic_taunts05.wav|"I'm going to saw through your bones!"]] before the thrust, which can alert foes to your presence.
  
== Weapon Specific ==
+
== Weapon combinations ==
 
{| class="wikitable grid collapsible collapsed" width="65%"
 
{| class="wikitable grid collapsible collapsed" width="65%"
 
|-
 
|-
Line 69: Line 672:
 
! class="header" | Usage
 
! class="header" | Usage
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=40x40px}}
'''[[Syringe Gun]]'''
+
{{Icon weapon|weapon=Crusader's Crossbow|icon-size=40x40px}}<br />
! align="center" | {{Icon weapon|weapon=Medigun|icon-size=100x100px}}  
+
'''[[Syringe Gun]]''' or '''[[Crusader's Crossbow]]'''
'''[[Medigun]]'''
+
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=100x100px}}  
+
'''[[Medi Gun]]'''
'''[[Bonesaw]]'''
+
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}
| This combination would be more suited to a more defensive medic - one who focuses more on healing teammates and is rarely involved in combat situations. The usage of the Medigun provides [[Übercharge|Übercharges]] and is more suited to this type of medic as the Übercharge takes much longer to charge up than the Kritzkrieg - requiring increased survivability. This combination, however, is heavily reliant on the skills and the awareness of your teammates.
+
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br />
 +
'''[[Bonesaw]]''' or '''[[Ubersaw]]'''
 +
|
 +
 
 +
One of the most commonly used setups, and generally the best for most situations. A Medic with this setup should focus on healing teammates and keeping them in combat, rather than fighting the enemy directly. The stock Medi Gun is the most versatile of the 4 Medi Guns, as it gives the team access to default [[ÜberCharge]]s. Because you won't be focusing on direct combat, the stock Syringe Gun and Crusader's Crossbow are good choices, as unlike the Blutsauger, they do not lower your health regeneration rate, and the Crusader's Crossbow provides the additional ability to heal at long range. In a last-ditch scenario, you can use your melee for a baseline level of defense. Using the Ubersaw for this purpose means you will even get 25% Über per hit as compensation.
 +
 
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
 +
'''[[Overdose]]'''
 +
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
 +
'''[[Medi Gun]]'''
 +
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Vita-Saw|icon-size=40x40px}}<br />
 +
'''[[Bonesaw]]''' or '''[[Vita-Saw]]'''
 +
|
 +
 
 +
This setup is ideal for Medics whose priority is on survivability and building ÜberCharges. Holding up to 60% charge after death makes up for the Medi Gun's relatively slower charge speed compared to other secondaries. While the Vita-Saw reduces the Medic's maximum health by 10 HP, it allows you to preserve some of your ÜberCharge after death, which allows you to build ÜberCharge back faster after death. However, having reduced maximum health can result in you dying faster and more often, so stick with the stock Bonesaw if you wish to avoid the health penalty. The Overdose ensures that you'll be able to move faster when your ÜberCharge meter is filled, enabling you to move faster to stay with your team or to escape if the situation goes south.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}}
 
'''[[Blutsauger]]'''
 
'''[[Blutsauger]]'''
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}}
 
'''[[Kritzkrieg]]'''
 
'''[[Kritzkrieg]]'''
! align="center" | {{Icon weapon|weapon=Ubersaw|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}
'''[[Übersaw]]'''
+
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br />
| This combination would be more suited to a more offensive and individual medic. The Kritzkrieg provides it's benefits much faster, which is important as getting involved in combat situations can decrease your chances of survival. The Blutsauger and Übersaw both provide benefits for engaging in combat and are thus, more useful to this type of medic. However, the biggest disadvantage this combination provides is the lack of an invulnerability Übercharge which can change the course of a game easily.
+
'''[[Solemn Vow]]''' or '''[[Ubersaw]]'''
 +
|
  
 +
This combination is more suited to an offensive Medic, though not necessarily for offensive pushes. The Kritzkrieg builds up its charge 25% faster, allowing you to use its effect more often than other ÜberCharges, or to rebuild your charge faster after a death. The Blutsauger provides healing during combat and is thus more useful to a Medic who engages in fights regularly. Because the Kritzkrieg already charges fast, the Solemn Vow's faster swing speed makes it more viable for direct combat than the Ubersaw (10% faster than the Ubersaw), as well as allowing you to identify weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Ubersaw to build up ÜberCharge faster.
  
 +
In [[Mann vs. Machine]], most of the Medi Guns are considered superfluous, as the stock Medi Gun's ÜberCharge can be purchased as a canteen effect (and shared with your teammates via the Canteen Specialist upgrade), and the Quick-Fix's healing rate can be easily matched with Healing Mastery, without the detriment of having reduced overheal. One of the few ÜberCharges that can't be easily duplicated via upgrades is that of the Kritzkrieg, due to its increased recharge rate and ability to give a decently long duration of critical hits. Since your primary and melee weapons are often left un-upgraded, their use is more based on versatility. As such, the Blutsauger can be used in a pinch to quickly regain lost health, with the reduced passive health regeneration of the Blutsauger being negated by the Healing Mastery upgrade for the Medi Gun or one tick in Health Regen. For the melee slot, the Ubersaw is by far preferred more when compared to the Solemn Vow, since striking an enemy returns 25% ÜberCharge, allowing the Medic to give his team critical hits more often, especially given the relative obliviousness of MvM bots compared to real players. However, the Ubersaw is best used against robots that are not in a group, as the sheer number of robots in MvM will likely result in you dying extremely quickly.
  
|}
+
|-
===[[Medigun]] healing===
+
! align="center" | {{Icon weapon|weapon=Blutsauger|icon-size=100x100px}}
The Medigun is a straightforward device, but remember that once you've started healing a target, you will stay "locked-on" to him until you release the fire key or the target moves out of range. This has several implications:
+
'''[[Blutsauger]]'''
 +
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}
 +
'''[[Vaccinator]]'''
 +
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}
 +
'''[[Ubersaw]]'''
 +
|
  
*Never stop moving! As a Medic, you are a prime target to enemy [[Spy|Spies]] and [[Sniper]]s. Constantly jumping, ducking, and [[strafing]] makes you a harder target to kill.
+
This combination is suited to a Medic who wants protection against lone enemies. The Ubersaw, on hit, will give you one Vaccinator ÜberCharge immediately, which can be used to protect yourself from an ambushing class's main damage type. The Blutsauger can be used to protect yourself during a retreat. The main downside to this strategy is that you can struggle to protect yourself from multiple damage types at once, due to each additional protection requiring an additional 25% of your ÜberCharge meter.
*Check behind you often. Since you don't have to face your healing target once you have started healing, watch in every direction. You may spot a Spy or a hidden enemy well before your team-mates do. Alert them with [[voice commands]] or [[voice chat]]. If your buddies are too busy to take out the Spy, and he is still disguised, Bonesaw/Übersaw him and hope for a crit. Otherwise, you can try using your Syringe Gun/Blutsauger to drive him off. They deal damage too slowly to kill the Spy before he can cloak and run away, most of the time, but if he tries to take you out with a Revolver, make sure you move around a lot to make his aiming difficult. They have low enough health such that you can usually get them before they get you.
 
*Constantly move your crosshair over other allies; keep tabs on all of their life totals, and heal whoever needs it the most. This also helps you boost your ÜberCharge faster.
 
*There are two advanced settings that are incredibly useful. The first is the marker over the player you're healing. The last thing you ever want is to think you're healing your Heavy, but actually be healing the Scout right infront of him. The second is auto-Medic call; this has your teammates appear to call for Medic as soon as their health drops below a % point you can set. This allows you to easily see which of your teammates are injured in half a second, rather than having to mouse over every single one of your teammates while watching your back.
 
*The Medigun beam can bend around short corners: use this tactic to keep you out of direct enemy fire. However, keep in mind that your Medigun beam is visible to enemies. Don't assume that just because you are not immediately visible that foes won't target you.
 
*If you have an [[ÜberCharge]] and are in any danger of being quickly killed, activate it. It's better to survive and potentially ÜberCharge an ally than to die with a full ÜberCharge meter.
 
*If you are forced to choose between keeping ''any'' other player alive and another Medic, choose the Medic. He probably has some charge built up: in which case it maybe better to keep the Medic alive and sacrifice another class than to lose time waiting for the Medic to respawn and recharge.
 
*Heal damaged players first. Even if you heal them a small amount, it is often better to heal someone low on health than to boost another to 150%.
 
*You charge up your Über faster by healing anyone under 150% of their max health. If you can't find someone to self-damage themselves to keep this fast rate going, find a group of people to heal up to 150% over and over one at a time. This will essentially build it just as fast as a Soldier or Demoman hurting themselves for you.
 
*Since you heal over time, you should use this advantage even when you have full HP. If the player you are healing is low on HP and/or is reloading, and there is not risk of immediate death from enemy gunfire, running in front of your buddy to take a shot or two is sometimes a good way to defend a point. This is especially effective if you have another Medic healing you while you are healing another class.
 
*If there is any reason at all to suspect that someone is a [[Spy]], try to go through them with your [[Bonesaw]] equipped.
 
* Every map is different in its own way and with that, so is the healing process. You must constantly think which class will do the most good overhealed on every map. The healing order is different on Badlands compared to Granary.
 
  
===[[Syringe Gun]]===
+
|-
The Syringe Gun's arcing shots may be annoying in mid-range combat, but it does give you a few strategic advantages.
+
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}}
 +
'''[[Syringe Gun]]'''
 +
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}}
 +
'''[[Kritzkrieg]]'''
 +
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}}
 +
'''[[Vita-Saw]]'''
 +
|
  
*Remember to lead your targets, as the needles travel fairly slowly. This may make it harder to hit moving targets, but if you can predict the path of an enemy fairly reliably, you can get some good damage in.
+
This setup is ideal for greatly enhancing the firepower of your team while allowing Medics to focus on healing rather than combat. The combination of the Syringe Gun and Vita-Saw gives players survivability and the ability to retain part of an ÜberCharge meter. The faster charge rate of the Kritzkrieg and the ability to retain charge on the ÜberCharge meter after death allows Medics to deploy Kritzkrieg ÜberCharges very quickly. If the player is killed in the middle of a Kritzkrieg ÜberCharge, the remainder (up to 60%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well.
*You can fire over barriers and obstructions, allowing gravity to pull your needles down to hit targets that are not in your direct field of view.
 
*If you fire at a steep enough angle, your needles can actually rain almost straight down onto targets on the other side of a wall, making it difficult for them to determine where the attack is coming from.
 
*Although [[Engineer]]s and [[Spy|Spies]] may intimidate you in a 1 on 1 fight; remember that you move faster, regenerate health, and have a high capacity, quick reloading weapon. As long as you dodge effectively you should be able to defeat them if necessary.
 
* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire which can add up to a surprising amount of damage if you can get lots to hit your target.
 
* Your Syringe Gun can prove effective against unattended sentries. Simply find some cover, and arc your shots across, allowing you to safely attack the Sentry.
 
* If you find yourself having to retreat without an escort to back you up, the Syringe Gun works well for suppressive fire.
 
* If you come across a firefight that is far enough above or below you that your Medigun beam can't reach your teammates, fire some syringes from long range. Your opponents will probably not notice you, and you may contribute just enough damage to give them the upper hand.
 
* Do not underestimate the Syringe Gun, if used in a good player's hands it can be a devastating weapon, especially when you fire critical needles, which can tear an enemy's health bar in a hurry.
 
*The Syringe Gun has a better passive heal than the Blutsauger, so dedicated healing Medics are much better off wielding the Syringe Gun. If attacked while you are wielding the Syringe Gun, it is better to retreat while laying down suppressive fire, instead of charging the enemy. The increased passive heal also dramatically reduces the effect of [[fire]] afterburn and coupled with the [[Oktoberfest]] taunt (assuming that you're carrying a [[Kritzkrieg]]), it could easily save your life.
 
  
===[[Bonesaw]]===
+
|-
* The Bonesaw has more frontloaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. It also has a higher crit rate than the Syringe Gun, giving you a better chance at a crippling hit.
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! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
* The Medic's higher-than-standard speed often makes this weapon more likely to score kills than other melee weapons, but this is no excuse for recklessness.
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'''[[Overdose]]'''
* The Übersaw is usually seen as a straight upgrade to the Bonesaw, because of both the value of ÜberCharges and the fact that in most melee fights the extra time between swings has little effect.
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! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}
 +
'''[[Quick-Fix]]'''
 +
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}}
 +
'''[[Solemn Vow]]'''
 +
|'''The Clinical Trial'''
  
=== [[Blutsauger]] ===
+
This is the [[Clinical Trial]] setup, good for an adventurous Medic who wishes to be somewhat independent. The Quick-Fix's fast Über build means the Overdose will frequently give you a meaningfully large speed boost while active, allowing you to run away from a fight or reach an injured teammate more easily. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your patient to kill.
* Whenever a projectile hits an enemy, three health is added to the Medic who fired the shot. As compensation, the passive health regeneration of the Medic is reduced by 2 HP/sec, with the end result of health regeneration at 1 HP/sec to 4 HP/sec.
 
* With the Blutsauger regenerating your health, it makes a much better retreat weapon when your Medic Buddy has been killed than the normal Syringe Gun.
 
*The 'Q' key is your friend. It switches back to whatever weapon was equipped last before your current weapon, which should be your Blutsauger. As you don't have nearly as much regen as you would with the standard, your main source of health while on the run will be what you shoot; wasting precious seconds switching weapons is the difference between life and death, and losing hard earned Über-meter.
 
*Following on the above, the Blutsauger is only if you know you have the skill for it. If you don't know how to lead targets, have generally poor aim, or cannot switch weapons quickly, you're going to be better off with the standard Syringe Gun.
 
* Classes that run at the normal run speed (Engineers, Spies, Pyros, Snipers) can just barely gain ground on a Medic running backwards away from a fray, who runs faster than all classes except the Scout. This allows the Blutsauger-wielding Medic to spray his pursuers with blood sucking needles. So, even if he is damaged, he can outpace a chasing Pyro (for example) and recharge his health while simultaneously draining enough health from the enemy that the pursuer will either die or retreat to refill his health. The Pyro will never get close enough to use his Flamethrower, and if he changes to his secondary weapon, the Medic can use his superior speed to dodge the Shotgun blasts or flares.
 
*The Blutsauger cannot overheal you.
 
* If you're caught behind enemy lines without a buddy, such as when your ÜberCharge runs out, fire the Blutsauger at anyone you can see while retreating. Even if you're taking enemy fire, you may regenerate just enough health to get away safely.
 
* If you're on [[fire]] and you don't have much life left, you can stop healing your Buddy to attack with the Blutsauger and restore some health. Be careful not to get in front of your buddy or you will receive damage intended for him and you won't have much life left to survive.
 
  
===[[Kritzkrieg]]===
+
The fun part comes when your team is all healed up, which happens more often with the Quick-Fix than with other Medi Guns thanks to the faster heal rate. The Solemn Vow allows you to tell whether an enemy is hurt or not, and the Overdose can easily make you the second-fastest class in the game. Together, they allow you to pinpoint weakened targets, run out to finish them off, then run back to your team. This is a bad idea if you have hurt teammates around, but with the Quick-Fix, that won't happen as often.
* The Kritzkrieg relies a lot on the skill level of your patient; if he has good aim you shouldn't have any problems. The Kritzkrieg's ÜberCharge cannot be used on yourself, so if your patient dies it's wasted, and because it doesn't have any invulnerability like the [[Medigun]], your patient can die if he isn't careful enough (especially from [[backstabs]]).
 
* It should also be noted that the Kritzkrieg effects aren't nearly as obvious to the player receiving the charge as the normal ÜberCharge (with the glowing outline around the player models). This might require more diligent communication between patient and Medic.
 
*The Kritzkrieg's ÜberCharge is useless against a [[Medigun]] ÜberCharge due to its invulnerability, but the Kritzkrieg charges 25% faster than the [[Medigun]] so you can use it before the enemy can, as well as more often.
 
*Although [[Crits]] count as normal damage against [[buildings]] and so won't help against the Sentry itself, if you Kritz a Demoman or Soldier the splash damage from their rockets and grenades can easily kill the engie hiding behind the sentry as well as any other players near it. Once the engie is dead the sentry is usually quickly disposed of.
 
* Heavies, Soldiers and Demomen are the three best classes to kritz. Though any class can be lethal while kritzed, these three are far more lethal than the rest. The choice is situational:
 
**Soldiers and Demos are very similar; however, they have slightly different uses. Soldiers excel in taking out compact groups of enemies, such as on a Capture Point or around the payload cart. If you do kritz a Soldier, be sure they have a normal launcher and not the Direct Hit, as the main portion of his damage will come from the splash damage. As the reload time after firing all four rockets can take a while, try having two soldiers there and switching as soon as the first one finishes firing. (270 damage per rocket)
 
**Demos will yield varying results compared to Soldiers. While a direct hit from a crit grenade does a considerable amount more than a rocket, the splash damage is mediocre compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being kritzed will ''not'' crit if detonated during the charge, unless they were random crits. In general, the Demo is better for taking out Sentry nests, as his arc allows him to simultaneously kill the Engineer and his buildings in one fell stroke, while a Soldier might have a harder time attacking around the Sentry. The same issue with reload times as the Soldier also applies. (300 damage per nade/350 per sticky)
 
**Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows him to concentrate on as many enemies as he can hit in the time of the kritz. Also, as crits don't have damage fall off over distance like normal shots, so the Heavy can be very lethal even at long ranges. A kritzed Heavy does approximately 1080 damage per second (assuming all bullets connect).
 
*Try attacking from either of the flanks, behind the enemy, from cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to redirect fire at you.
 
*If on fire and low on health, spam the [[Oktoberfest]] taunt ('G' key), it can save your life.
 
*Remember that unleashing a Kritz charge does not have any effect on your vulnerability; you can still be killed. Try to use a Kritz before you take damage, so your Medic buddy will be able to kill whatever threats present before you die.
 
*An unusual tactic is to have a Spy on your team disguise as a friendly combat class, such as a Heavy, and act as your Medic buddy. When you deploy the Kritzkrieg über, the enemy team is ready to run away from the slow Heavy, and will be surprised to find that you are übering a Spy, who will be able to chase them down. This surprise, combined with the fact that the Revolver deals 120 damage per crit and has the quickest reload in the game, can have devastating results for the enemy, provided that your Spy friend has good aiming skills.
 
*Use Kritzkreig on a Natascha wielding heavy. The damage output is greater and the ability to slow down enemies will almost guarantee a kill every time.
 
  
===[[Oktoberfest]]===
+
|-
* It's usually just easier to let your health regenerate. But it can compensate for the [[Blutsauger]]'s lower health regeneration and save your life when on fire.
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! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
*You can set your medigun to keep attached to teamates after you release the button in the advanced multiplayer options. This even applies while taunting! Use this to your advantage by using the taunt behind cover while your medic buddy is fighting.
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'''[[Crusader's Crossbow]]'''
 +
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}
 +
'''[[Quick-Fix]]'''
 +
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}}
 +
'''[[Amputator]]'''
 +
| '''The Medieval Medic - with Quick-Fix'''
  
=== [[Übersaw]] ===
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This setup is useful for an offensive, mobile Medic who focuses on healing as many teammates as possible using all three of his weapons. The Crusader's Crossbow, while weak in direct combat, provides an extremely useful secondary source of healing that will help you keep the entire team alive; you will not need to defend yourself at close range if you are surrounded by your teammates. When your patient is at full health, you can take the opportunity to shoot a few crossbow bolts at long range toward your teammates and then resume healing your pocket. [[Taunt]]ing with the Amputator can provide healing for everyone nearby at the expense of ÜberCharge build speed. The Quick-Fix gives you a significantly increased healing rate and the ability to explosive-jump with your patient, so you can support even your fastest teammates.
* The Übersaw has a 20% slower attack rate than the Bonesaw, but will charge up your ÜberCharge meter by 25% per each successful hit.
+
|-
* The Übersaw is especially useful for taking out Spies that may be attempting to backstab your patient, as you not only kill the Spy in two hits, but also fill your ÜberCharge by 25% per hit, provided the Spy is uncloaked and undisguised, in which case you will only get Über on the killing blow.
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! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
* Notice a Scout running through your base under the effects of the Bonk! Atomic Punch energy drink? While using your Übersaw against him will not cause any damage, the Übersaw will still increase your ÜberCharge meter by 25%. Since most Scouts tend to use Bonk! Atomic Punch in range of your fellow Engineer's sentry guns, it's a safe way to build up your next charge.
+
'''[[Overdose]]'''
*Try to use your Übersaw only for filling your ÜberCharge, not for repeatedly slashing enemies to death. If you can escape, you will have a substantial advantage due to your filled Über.
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! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
*The Übersaw allows use of the [[Chain Über]] strategy against unprepared teams.
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'''[[Medi Gun]]'''
 +
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}
 +
'''[[Ubersaw]]'''
 +
|
  
=== [[Spinal Tap]] taunt ===
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This setup is for a support Medic who focuses on healing and deploying ÜberCharges as quickly as possible, at the cost of minimized personal defense. The Medic can hit enemies a few times with the Ubersaw, before switching to the Overdose to use the speed boost to escape. Once your ÜberCharge is built, this is the preferred setup for a [[Chain ÜberCharge]]. One Medic can ÜberCharge another, which attacks enemies with his Ubersaw to build up his ÜberCharge, and then the medics switch roles. The [[Overdose]] is helpful, as during a Chain ÜberCharge you are likely to have some charge built, so you can switch to it to chase down fleeing enemies.
*Due to its length, it (like all other taunts) is not recommended unless used against distracted foes. If a Medic happens to run upon a Heavy firing his mingun from behind, he can also easily take him out with this taunt. It can also be fun to use during humiliation, but its not the best taunt to use during this period.
+
|-
*The taunt gives 50% ÜberCharge to you upon use (assuming you kill someone with it). Use your judgment; it can be better against low health classes like Snipers, while Heavies can often survive 3-4+ normal hits, allowing you to fully charge your Über-meter.
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! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
 +
'''[[Overdose]]'''
 +
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}
 +
'''[[Quick-Fix]]'''
 +
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}}
 +
'''[[Vita-Saw]]'''
 +
|
  
== Map Specific Uber Strategy==
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This setup focuses entirely on speed, not granting a Medic much direct strength or survivability. The Quick-Fix rapidly gains ÜberCharge, incidentally healing allies much faster than other Medi Guns, as well as pulling you alongside explosive-jumping Soldiers and Demomen. The Overdose allows you a higher degree of mobility, complimented by the Quick-Fix's rapid ÜberCharge build speed. Should you perish, the Vita-Saw will allow you to roll out faster by retaining up to 60% of your unused ÜberCharge to power your Overdose. This can make you a good companion for a Scout, as the Overdose and Quick-Fix (or any Medi Gun when healing a Scout) allow you to keep pace with him, and the Vita-Saw potentially allows you to catch back up to him faster upon respawning.
*As the Medic is such a versatile class and there is practically no situation where a team can do badly with one, these map specific strategies are going to be lists of the most common and most practical places to deploy Ubercharges and Kritzkriegs, with the classes preferably to said locations should the need arise. It is worth keeping in mind that any area an Ubercharge can be deployed in a Kritzkrieg can also be used unless stated, so remember that they are interchangeable unless otherwise noted.
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|-
*Any mentioned directions apply to the team the bullet point is for on Attack/Defense and Payload maps, e.g. The first point of the first area of Dustbowl is on the left side for the BLU team, and the right side for the RED team.
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! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
*Unless it is a point mentioned specifically to do with the map (like the roof of Badwater or the Central Bridge of Badlands), anti-Über defenses (such as airblasting Pyros or counter Übers) will not be mentioned as these too are universal and can be applied to almost any situation.
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'''[[Overdose]]'''
 +
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}
 +
'''[[Vaccinator]]'''
 +
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br />
 +
'''[[Bonesaw]]''' or '''[[Solemn Vow]]'''
 +
|
  
=== [[Dustbowl]] ===
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This setup focuses on defense from a specific damage type. The Vaccinator provides the Medic and its teammate a 10% resistance from a select damage type, a 75% resistance when ÜberCharged and a 25% heal from the matched damage taken. Having the ability to build an ÜberCharge at a 50% faster rate than normal, pairing this weapon with the Overdose enables you to efficiently use the speed boost provided to quickly get to teammates. Having 4 separate ÜberCharge times, a Medic is able to quickly deploy an ÜberCharge at any time if the meter is filled over 25%. This provides an immediate defense from any enemies that may be lurking. The Solemn Vow allows you to see enemy health, thereby enabling you to make a decision whether a short or long ÜberCharge is necessary. However, if the ability to see enemy health is not your priority, simply stick with the Bonesaw, as it lacks the 10% slower firing speed the Solemn Vow is stuck with.
==== Attack ====
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|-
*At the first area of the first stage, it is recommended to send at least one Ubercharge out of the left main gate, as it will be the spearhead of your offense and also break through the possible traps or defenses the RED team has built up to keep you in spawn.  
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! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
*If a sentry has been built on the right side next to or behind the house, an ÜberCharge through there can also help out immensely as otherwise your team will be gunned down even if they break out of the left or middle doors.
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'''[[Crusader's Crossbow]]'''
*Using an Ubercharge to take the point is reliable as there will often be a level 3 sentry along the right walkway or in the corner. For this a Heavy is probably best, as his potential for damage in the house's cramped space is high when he is spun up.
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! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}
*If Übercharging near or at the entrance to the point, be careful of airblasting Pyros trying to spoil your efforts as the small doorway is a very good spot for the Pyro to throw your target back a few feet and disrupt the charge (they may also attempt to knock you into the gully, in which case you can either advance behind the house or run back to the spawn via the middle door).
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'''[[Vaccinator]]'''
*The top left tunnels and bottom right tunnels may have an Engineer set up with a level 3 sentry by the time the first point is captured. These will need an Über as usually they are built too far away from the corner and accompanied by too many people for people to attempt destroying them on their own. The limited space in these areas makes a Pyro Über incredibly useful (especially with the [[Backburner]]) and often will be too cramped for RED players to escape the flames (just be sure to run ahead of your patient to reduce the knockback he receives).
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! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}}
*The last area of the first stage will almost always have a sentry, positioned either in the building with the point itself (in the very left corner) or to the right slightly around the corner, both of which can cover the point effectively. A Demoman Über will be the most useful here as the small amount of room in the building will maximize the Demoman's effectiveness with his explosive weapons and the right area leads to the enemy spawn, effectively allowing you to cut off their reinforcements so your team can rush the point.
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'''[[Solemn Vow]]'''
*Building an Über in the top left and top right tunnels for the left and right sentries respectively is your best plan of action, but make sure to watch your back as the tight corners and stairways are a Pyro's optimum conditions to take you by surprise, as well as other close range classes (like Spies if you have your back turned or [[Chargin' Targe]] Demomen).
+
|
*If another Medic is already working on an Ubercharge, try a Kritzkrieg from the top right battlements. The higher ground lets you and your patient see over the immediate area, and if the sentries are destroyed you can rush toward the RED spawn as a distraction, pinning them in their spawn if you have the chance.
+
This setup relies heavily on voice communication for its maximum potential. The Vaccinator paired with the Solemn Vow allows the Medic to decide whether or not an ÜberCharge is required depending on the enemy's health, if said enemy is at low health, the Medic can use voice communication with his team regarding low-health enemies, so they can finish them off. The Crusader's Crossbow is incredibly powerful with the Vaccinator, due to the ÜberCharge effects not leaving the patient when switching weapons, letting you take advantage by healing teammates that are taking damage from different sources than the one ÜberCharged with, preserving important ÜberCharges for later. However, when doing this, the Medic will lose the resistance effect, so it's important to stay a bit far away from the patient you just ÜberCharged. Having a pocket Heavy buddy with this set can be devastating to the other team, as the Heavy's large health pool let him deal a lot of damage, while [[Glossary of player terms#T|tanking]] all incoming damage, including resistances you may ÜberCharge with. His larger player model also means it's easier to land arrows from far away, and the farther away you hit your arrows, the more healing your teammates will receive.
*The first area of the second stage is initially quite difficult to enter from the ditch outside the spawn without an ÜberCharge, as there may be sentries on the roof of the right house, sticky traps on the gates or other measures to waste or take away your Über. To counteract this, have either you or another Medic push in with a regular charge to destroy all the traps and initial defenses, and follow up with your own or another Medic's charge of either type to mop up the remainder of the RED team.
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|-
*Do not build charges behind the right house, as the RED team can easily fire grenades, stickies and rockets into the tight space, send a Pyro or Spy round the back of the house to surprise you or even drop down on you from the roof. Instead, try the opposite side, crouching below the wall so you are immune from sniping.
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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>
*Pushing into the left building from the ground floor or the left passage is a good way of directly accessing the point so you can take out any defenses otherwise hidden in the building. A sentry may also be behind the point or to the right around the corner opposite the point. For the close range destruction a Heavy or Pyro would work best, and when it comes to the faraway sentries the Demoman with his grenades/stickies helps tremendously.
+
|}
*In the event of an Engineer having set up inside the far house, do not use an ÜberCharge or Kritz as the very small rooms can be easily routed by a passing Soldier or Demoman with their explosive weapons.
 
*At the last point area, try holding off your charges until you reach the area of the point itself and not using your charge in the previous courtyard or tunnel. If you want to destroy any sentries on the right side, an Übered Demoman or Heavy will be the best choice as they can destroy a sentry quickly and then lay waste to your enemies freely. Do not jump or try running at the sentry however, as unless you are on the ground floor you're very likely to be launched across the map and be chased down, having wasted the Über.
 
*Destroying sentries on the left side is significantly easier than the right as you can get near them via the left tunnels and hide near the large rock when you are trying to hold the charge for as long as possible. However, do not attempt this if there are a number of airblast Pyros around as the open area and linear pathway to the point makes them very harmful to your charge.
 
*Alternatively, use a Kritzkrieg after a normal Uber has rushed in to take the point by storm and keep the RED team in their spawn (now much closer than in the previus stage). You can also hide behind the left rocks and charge a projectile using class like a Soldier to deal Heavy damage.
 
*You may need to use an ÜberCharge to free up the right tunnel with the one way gate. Don't be afraid to use your charge in here (especially if there is an enemy sentry set up) as it can provide a temporary save haven for building charges in should your teammates be diligent and look for enemies coming in.
 
*The last stage's first area will almost always need an ÜberCharge to deal with the inevitable sentry or two on either the left or right sides. The same classes work fine for either side (being Soldier, Demoman and Heavy) but it is worth noting that Pyro Übers are especially effective on sentries stationed on the left side due to them being on the ground floor. On the right side, however, the sentries will either be up a small ramp or in the top right route from the RED spawn, so the combination of knockback and the Flamethrower/Backburner's short range will make it very difficult to reach them.
 
*At the start of the round, either use a regular ÜberCharge immediately or retreat into the spawn as it is a very popular tactic for the RED team to push into your spawn with either an Ubercharge or a Kritzkrieg (or even both). Otherwise, you will need to spend another minute charging, which could be time spent putting pressure on the enemy team and even capturing the point.
 
*The final areas of the last stage are probably the most difficult place to successfully build an ÜberCharge in the map, as it is a set of corridors often subject to a large amount of projectile spam, hiding Spies, and enemies coming from the rear stairs. To counteract this, try  hiding in corners to minimize any damage you take or the chance of you being spotted, and using your charge earlier than usual when pushing in to compensate for the increased chance of you losing the Über.
 
*Pushing with a Demoman is best for destroying any sentries in the area but when trying to hold the RED team on their side of the bridge, a Heavy with Kritzkrieg does the best job. If you decide to do this, make sure the Heavy either pushes in when there are no sentries around or he keeps out of the lines of sight of any sentries in the distance or around corners.
 
*The tunnel is also a good place to push from with either charge, as an Uber can bypass any defenses in the top left corridor by going by going directly across the bridge, and a Kritzkrieg Demoman or Heavy can fire upwards at the enemy to stop them going towards the gully, cutting off an easy escape route from other Übers your team pushes with.
 
*When crossing the bridge, watch out for airblasting Pyros again as here is where they can completely waste your Über by blasting you into the gully. For this reason, try to only charge in when you know that at least one enemy Pyro is dead or distracted.
 
  
====Defense====
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==Class Cooperation Strategies==
*Defending the first area's first point is a lot more focused on the Kritzkrieg, as if used correctly with the right classes (Soldier or Demoman) you can take out a considerable number of players in very little time. This buys your team more time at the start of a round to build up defenses, and might even kill the charged Medics on the BLU team (though only if they stand outside the range of the resultant critical explosives in spawn). If they counter Über with a proper Ubercharge, retreat or hide and try to take them from the left side or the windows in the point building.
 
*In the event that the BLU team push into the point with a regular Ubercharge, do not panic and instead either retreat to the second point to build your own up, or even counter with another regular charge so as to block the point. If doing so, be sure to let your team know that you have so they will continue to defend the point and not leave you to be killed as soon as the charge wears off.
 
*The second point area is a lot more suited to the normal Ubercharge, as the passages to it are unpredictable and may make a Kritzkrieg a bad choice. This is especially apparent when the BLU team push down the right stairway with a normal Über, as you will need to block it before the point caps with the amount of people running in with the charge. If you can, try to stay out of sight until their Uber pushes in and be sure to ask for at least one Heavy class to stay at the point as a countermeasure.
 
*It is entirely possible to jump along the side of the top right tunnel and onto the small Sniper ledge if you are skilled with this jump. In the eventuality that you are and can get a teammate up there (most likely a Soldier or Demoman as it is easily accessible to them) then you can take a charge into the tunnel and purge any BLU players from there. When this is done, you can either hold the one way gate open to let your teammates in to cut off one of the BLU team's potential entrances to the second area, or escape via the same gate.
 
*Try not to push the BLU team right back to the first point as there are too many alternative entrances to the one you are pushing through, and so they can quite easily evade your charge and advance through another route.
 
*Defending the first area of the second stage will require a mix of the two types of ÜberCharge, with the normal version being useful for destroying any sentries or people in the tunnel and spawn area of the BLU team, and the Kritzkrieg for cleaning out the tunnel and courtyard in front of the point building. For both of these application, standing on the top of the left house will keep you hidden somewhat, and also out of harm's way (though watch for Spies coming up the back ladder). You can also stand on the raised area next to the point, though you may be sniped from the far left if you don't hide inside.
 
*When the first area has been taken, regularly run back in there or the left tunnel with a charge to deter enemies for a short time and cut off any BLU players in areas closer to the point from reinforcements. You can access the first area through a number of different pathways, so try to take the least occupied one.
 
*If you are trying to retake the tunnel, a normal Über will be necessary as Engineers will set up their bases in there as soon as possible, making Kritzkriegs ineffective at best unless you can get a Soldier to kill the Engineer tanking his sentry with splash damage.
 
*When defending the first area of the last point, use an Übered Heavy, Pyro, Demoman or Soldier to rush into the enemy spawn area and force them back into their actual spawn. In the cramped corridors the effectiveness of any counter Über measures are reduced, so you can use close range patients such as Backburner Pyros to their full advantage. A Kritzkrieg works too, though you will have to wait until the BLU team's Übers have been used/eliminated, and if you wish to stay safe when activating the charge just stand in the windows of the right building and have a Soldier fire rockets into the courtyard.
 
*Ubering to stop the point being captured is a risky prospect as it is far away from the RED team's safe zones, and you can be easily knocked off or blown up prior to activating the charge. Instead, your patient should fire directly at the point or push around the corner to stop any more BLU players running across.
 
*The Kritzkrieg shines in the last areas of the final stage, as the tight conditions and corner-based chokepoints mean that a critically charged Demoman or Heavy can storm the BLU team's area and deal massive damage in a very short space of time and often killing their Medics while they build Über. A normal Über won't work quite as well, but can be used for taking out any sentries that the BLU team put up to maintain their front lines.
 
*Keep the pressure on the BLU team high, and use Übers regularly to make sure the enemy team gets no breathing room. With the amount of damage your teammates will be taking from around the corner, you can regain and build ÜberCharges in a very short space of time.
 
*Try to mix up your routes to attack the enemy from if you can, as it keeps them on their toes and will cause Heavy damage if they aren't prepared for a particular charge (such as a Pyro Über pushing from the tunnel behind them) and may even push them back to the first point area as a result.
 
*If you have a normal ÜberCharge ready and the enemy team push in while you have nobody to heal, activate your charge and just stand on the point, as you can easily buy your team a few seconds of time for them to respawn and destroy a group of people on the point. The same applies if you can only Über a single person or a non combat ready class, such as an Engineer or Sniper.
 
  
=== [[Gravelpit]] ===
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==={{class link|Scout}}===
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Scouts tend to make very poor pockets due to their tendency to strictly fight 1-on-1 and being in and out of battle very quickly. However, there are some ideal situations where it may hurt the enemy team to ÜberCharge your Scout more than it would you.
  
==== Attack ====
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* Healing a Scout tends to be lower priority, as in the time that it takes to heal him, he likely can find health packs to patch himself up.
*This map works well with either the Ubercharge or the Kritzkrieg as many of the potential Sentry locations can be fired at from outside their range. If you find a Sentry that you will not be able to take down despite having a Kritzkrieg, simply ask an explosive or ranged class to deal with the Sentry pussy before rushing in (if necessary, you can also use the Syringe Gun's needle arc to hit an unattended Sentry).
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** Still, don’t be afraid to overheal the Scout a little before he enters combat.
*When coming out of the door to A, it may be worth using a normal Uber straight away to save you or your patient from being killed by stickytraps. However, if you plan to do this, make sure that the stickytraps cannot be cleared any other way, and that the enemy are close enough for your charge to do some damage after pushing out.
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* When healing a Scout, your base speed is raised to whatever his speed is. A Scout can help a Medic get to the front lines quickly.
*When capturing A, stay with a potential charge target near the door/corridor going to C. This will reduce your chances of being backstabbed as Spies will usually try to kill a person or two when a crowd of people is on the point itself, and will deny the RED team any chances to manually block the point.
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* With Scout's natural speed advantage on the battlefield, Medics can rely on him to aid in escaping. Because of his frailness in general combat, a good Scout will know the 'tells' for when a situation looks bleak. They will often be the first ones to fall back, usually with a Medic in tow.
*When jumping out of the far right door at B, use your charge regardless of what type it is (unless there is a Sentry and you are using the Kritzkrieg, in which case stay hidden until you know it's safe to rush in). This will at the very least serve as a distraction so friendly players can dispose of any defenses and shift the RED team's attention away from other potential entrances to the point, such as the rear ramp or the roof for high jumping classes.
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* The Scout's multiple different unlocks can ready him for just about any situation and by extension give you both a speed advantage and situational advantages when healing him.
*When running from one point to another via the C entrances and exits, make sure not to be seen by any spawning RED players. If you are, make it imperative that as soon as you can use it effectively, deploy the Ubercharge to decrease the chances of you losing your charge to any enemies trying to come up behind you.
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** With access to mini-crits from the Crit-a-Cola or Fan O'War, a stock Medi Gun ÜberCharge can turn the Scout into a very mobile class shredder with no downside after the effect has worn off, provided there is no significant knockback to hinder this attack.
*Ubercharging in to destroy Sentries at C is probably your best bet, as using it at the bottom of the point will be a waste since you will need to spend the time running up to the capture zone, and on the point itself you will be unable to capture the point while Ubered (allowing the RED team to simply knock you off and completely waste your efforts).
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* Using the Kritzkrieg on Scout gives the Medic a speed advantage and a power advantage, as one good shot from Scout's Scattergun will kill most classes.
*A Kritzkrieg can also be used with a Demoman or Soldier to good effect on the last point, as you can fire critical explosives up at any enemies congregating on the point. That said, be particularly careful of ambushing Pyros from the left or right sides, and also reflecting Pyros on the point itself (the distance from the area entrances to the point being long enough for Pyros to easily time their reflects and aim them appropriately).
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** Even Scout using the [[Shortstop]] can be surprisingly lethal due to its faster damage output and higher range compared to other scatterguns.
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* Scouts equipped with the [[Back Scatter]] and/or [[Mad Milk]] are some of the more efficient {{botignore|spy}}-checkers on their team, and should be sure to make use of this to protect their team's Medic(s).
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* Scouts using the Boston Basher/Three-Rune Blade can intentionally miss their melee swings to help you gain ÜberCharge far quicker than usual.
  
==== Defense ====
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==={{class link|Soldier}}===
*If you can manage it, charge a Kritzkrieg before the round starts. This will allow you to reliably charge a Soldier or Demoman, hurling highly damaging explosives into the BLU spawn and possibly killing many players (thus buying your team more time to build up their defenses).
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The Soldier, with his higher than average health and wealth of different loadout options makes for one of the most flexible picks for an ÜberCharge patient and are one of the more common pocket picks, with good reason.
*If nobody except you and a patient are at A when the round starts, hide under the point next to the health pack. This will mean that when the BLU team pushes onto the point en masse, you can charge up there and kill a large amount of them (depending on the class you have Ubercharged), also blocking the capture in the process.
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* A Soldier's high health pool and firepower allow him to protect an allied Medic well.
*At B, the best thing you can do is charge an Uber and then simply wait for the BLU team to push in. This will mean you can counter Über them, prompting them to run away and lose focus on the point (also giving you a window of opportunity to kill them as they flee).
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* By using the Quick-Fix, a Medic can mirror the Soldier's [[Jumping#Soldier jumps|rocket jumps]].
*A Kritzkrieg can be very useful around the B point for disposing of any BLU players scattered around the point during a push, minus those that are Ubercharged. This means you can wipe out any flanking classes and try to protect the point with crits, should the enemies be in the process of capturing it.
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* A Soldier will often be taking lots of self-damage from rocket jumps. While this will mean the Medic is crit-healing him less often, it'll also keep him wounded, allowing the Medic to build ÜberCharge faster.
*At C, the normal Ubercharge comes in very handy for destroying any forward bases BLU Engineers have put up. The most common of these arrangements are situated in the halls to the right of C, also serving as the corridor between A and C. Any Sentries here, with the exception of those placed in the exit doorway to A, can be destroyed via splash damage or round corners, allowing you to save your charge for the BLU team themselves. When trying to push the BLU team back from this area, make sure that your team has other players on the opposite side of the hallway, otherwise the enemies might simply be displaced to the C point area instead of back into A.
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* Soldiers when looking to be pocketed will likely carry one of the three types of Banner for use once they enter into a heated battle, or will make a push.
*Charging on the point can also be used to block it should a BLU push be successful, acting as a temporary block on the capture. However, the small area and high altitude of the point make being knocked back a problem, as if you are airblasted or shot off you are unlikely to make it back up in time to stop the capture.
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** ÜberCharging them as they sound off their bugle will keep them protected so the banner's effects will become active during the charge.
*When attempting to push the BLU team right back into one of the previous points, be alert as to the status of point C and try to keep within a certain distance from it. Otherwise, you may push too far out and leave it open to Backcapping from Spies or Scouts.
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* Using the [[Black Box]] or [[Concheror]] as a pocket is not exactly recommended, as they'll keep the Soldier at full health often and thus make the Medic build ÜberCharge more slowly.
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* All {{botignore|mediguns}} raise the Medic's speed to that of the heal target's; this allows low-health Soldiers using the [[Escape Plan]] to get their Medics out of danger quickly.
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** The Escape Plan does, however, reduce the amount of healing the user receives (though only while it's active). On the other hand, that also means the target doesn't get overhealed for longer, allowing the Medic to build ÜberCharge quicker.
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** It also means that heal targets using the [[Disciplinary Action]] don't have to worry about outrunning their Medics.
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* The enormous damage dealt by critical rockets makes the [[Kritzkrieg]] a favored {{botignore|medigun}} for Medics following Soldiers.
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** Kritzkrieg ÜberCharges are especially effective on [[Air Strike]], [[Beggar's Bazooka]], or [[Liberty Launcher]] Soldiers whose primaries don't need to reload often (or, in the case of the Bazooka, can keep up a reasonable rate of fire anyway). On the other hand, the [[Cow Mangler 5000]] and the [[Rocket Jumper]] are very subpar launchers for Kritz über targets, as the Kritzkrieg's criticals will be downgraded to mini-crits for the former and will deal no damage for the latter.
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** The Beggar's Bazooka can unleash a barrage of rockets that most Pyros will be unable to reflect in their entirety at the cost of accuracy. This can be very effective with both the stock Medi Gun or the Kritzkrieg against large groups of enemies on a Control Point.
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* Of the Soldier's secondaries, the Medic will benefit most from a {{botignore|shotgun}} or the [[Battallion's Backup]]. Shotguns allow the Soldier to defend his Medic even when rockets would be a poor option (e.g., against [[Compression Blast|airblasting]] Pyros), while the Backup gives the Medic much-needed resiliency.
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* Soldiers under the effects of the Vaccinator will take less damage from rocket jumping, though the Medic will probably not be able to follow the Soldier after the first jump.
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** With a Vaccinator ÜberCharge, however, the Soldier may be able to get a second jump in before the resistances wear off.
  
==Advanced Strategies==
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==={{class link|Pyro}}===
===Solo Medic Strategy===
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As usual, the Pyro is pretty much the best bodyguard in the game, between reasonable health, efficient spychecking, and airblast.
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* Sticking around a Pyro may slow the Medic down. This can be alleviated if the Pyro uses the [[Powerjack]] to increase his speed, which will actually increase the Medic's speed as well.
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* As airblasting is part of why the Pyro is a good bodyguard, the [[Dragon's Fury]] and [[Phlogistinator]] are subpar {{botignore|flamethrowers}} for bodyguarding Pyros. The [[Backburner]] also is not very useful, unless ammo packs are plentiful.
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* Pyros are the near-perfect pocket in one situation: Control Point rushing. A good Pyro will be able to jump onto the point and break up big groups of enemies by setting them on fire or killing them outright with their wide cone of flame damage.
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* Generally, Pyros are a decent über target, but not a high-priority one. That said, there are a couple special things to note:
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** The Pyro's {{botignore|flamethrowers}} have the somewhat unique attribute of never needing to reload, allowing the Pyro to put out a constant stream of damage for the entirety of an über.
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** A Pyro using the Phlogistonator with full Mmmph! can taunt to gain 8 seconds of guaranteed critical hits. While this is redundant with the Krtizkrieg, any other {{botignore|medigun}} turns such a Pyro into a crit-boosted and ''resilient'' waking nightmare for your enemies.
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** A Pyro with the [[Homewrecker]] can take out [[Sentry Gun]]s fairly efficiently while übered. The sentry will inflict significant knockback, though, making it advisable to approach from around a corner. Alternatively, even a level 3 Sentry Gun's DPS won't outmatch a Quick-Fix über's heal rate, making that {{botignore|medigun}} viable for taking out lone Sentry Guns in this manner.
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* Pyro is useful for counteracting [[Vaccinator]]-wielding Medics with [[Fire|afterburn's]] resistance piercing effects. Combining this with a Kritzkrieg or Stock ÜberCharge can whittle down a healthy or protected group of opponents with ease.
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* While they can be very effective in an offensive ÜberCharge, Pyros have little to no power outside of the Flamethrower's medium-range on the defensive. Unless the Pyro is using a Phlogistinator with a full 'Mmph' bar and you know your opponents must pass through you, prioritize your Stock ÜberCharge on other classes with greater range or power.
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* Pyros wielding the Back Scratcher will increase the amount of ÜberCharge you build  relative to their lessened healing and will allow you to more unleash more charges in a shorter amount of time.
  
Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team.
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==={{class link|Demoman}}===
The strategy requires one Medic, with [[Übersaw]] and normal [[Medigun]] equipped.
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Demoman makes a good pocket under the correct circumstances, such as protecting the cart or at a point where he can easily fire grenades and stickybombs into the crowd.
The Medic [[ÜberCharge]]s himself, and while being ÜberCharged, switches to the Übersaw (becoming vulnerable) to get hits into some enemies. The Medic then switches back to Medigun and become invulnerable again.
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* The Demoman's damage output is high enough that he doesn't really 'need' damage boosts to become terrifying, he just needs resiliency.
Since every Übersaw hit adds 25% to the ÜberCharge meter, it stacks with the current übercharge, thus making the Medic invulnerable for a longer time.
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** That said, a Demoman under the effects of a Kritzkrieg über is still one of the most terrifying sights in the game.
This strategy is much more difficult to pull off than the Double Medic strategy, since you're not invulnerable the whole time. Even while actively wielding the Übersaw, your ÜberCharge meter still drains at the same rate as when you're invulnerable. The key is to learn how to switch between your Medigun and Übersaw quickly to take minimal damage, and get the maximum number of hits into enemies to keep your meter up.  
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* With the Quick-Fix, a Medic can mirror a Demoman's explosive jumps or a Demoknight's charges.
For instance, use this strategy against Soldiers: Switch to your Medigun when they shoot their rocket and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic, as they will mow you down the moment you equip the Übersaw and do not need to reload.
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* An explosive jumping Demoman will take less self-damage from the explosions while being healed by the Vaccinator.
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* It's worth noting that, although a Demoman is great at dealing damage, he's less effective at protecting the Medic at close range, since he himself is weak there.
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* Demoknights are less efficient pockets for Medics than normal Demomen, as they are less able to dish out outright carnage; however, a Demoknight can help a Quick-Fix Medic get to the front lines at blinding speed.
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* While this can technically work for any class, Demoman's multiple unlockables dedicated to melee combat can pair well with a Kritskrieg's ÜberCharge if you manage to get the drop on enemies.
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* Charging a Scotsman's Skull Cutter-wielding Demoknight with the Kritzkrieg generally is a bad idea against a well organized team, but may give you the edge in raw damage and can immediately kill any class, even one who is significantly overhealed, excluding the Heavy and Soldier.
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* In general, it is a better idea to charge a Soldier than a Demoman with the stock Medi Gun due to their more reliable fire rate and accuracy with their Rocket Launcher of choice.  
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** However, do not underestimate the power of a Demoman's Stickybomb Launcher when using a Kritzkrieg's ÜberCharge. It's large explosion radius and near instant detonation at the press of a button can be a far better Control Point clearing tool than any of the Soldier's launchers.
  
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==={{class link|Heavy}}===
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The Heavy is the most iconic Medic patient and for good reason-- He has a large amount of health, a large hitbox to hide behind and can mow down a disorganized team with little effort.
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* A Heavy can protect a Medic with nothing but his large hitbox and equally large health pool, simply by standing in front of the Medic.
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* The stock Medi Gun is the best gun in most situations and that goes double for planning to work with the Heavy. The invulnerability the stock Medi Gun grants supplements the Heavy's superior firepower perfectly.
 +
* A Heavy's {{botignore|minigun}} is effective enough at mid-range to deter most opponents, and can take out any class (even another Heavy) at close range. A Medic next to a competent Heavy has little to fear from anybody other than a Sniper.
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** A [[Tomislav]] Heavy with good aim and the effects of a Kritzkrieg ÜberCharge can pose a threat to Snipers from unreasonably far away.
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** The Kritzkrieg used with the Brass Beast is the most damaging option in the game, even shredding other overhealed Heavies.
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* The Heavy's {{botignore|miniguns}} don't need to reload, allowing him to put out a constant stream of damage for the entirety of an ÜberCharge.
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** Other than that, though, a Heavy has trouble taking advantage of a Kritzkrieg ÜberCharge the way a Demoman or Soldier can.
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* A Heavy with the [[Fists of Steel]] being pocketed by a Vaccinator Medic is nigh-impossible to take out with bullets.
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* A Heavy with a Medic buddy will do well to bring along a [[Sandvich]] or [[Buffalo Steak Sandvich]] to keep his buddy topped up on health. At 150 health, a Medic doesn't benefit significantly from the small health pack dropped by {{tooltip|other lunchbox items|Dalokohs Bar, or Second Banana}} - only gaining 30 health. The Sandvich and Steak Sandvich, however, drop a medium health pack, which will restore a sizeable 75 health to the Medic. The Heavy doesn't really need the Sandvich for himself, as the {{botignore|medigun}} will generally keep him topped up.
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** However, in situations where you only need a small boost due to continuous light pressure, the aforementioned lunchbox items work well, especially to stop afterburn or bleeding, which afflict Medics rather often.
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* Heavy's Killing Gloves of Boxing give him the advantage of guaranteed Critical hits. Using this with the Stock ÜberCharge can be very effective in wiping out an entire team by yourself.
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* With the Gloves of Running Urgently, the Heavy can be used to easily and efficiently overwhelm an opposing Medic using the Vaccinator with a Bullet resistance.
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* Like with the Pyro's Back Scratcher, the Heavy's Fists of Steel will allow you to gain more ÜberCharge relative to the healing they receive and allow for more charges in a shorter amount of time.
  
'''A Medic Executing the Solo Medic Strategy'''
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==={{class link|Engineer}}===
<br>
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Engineers generally make for a situational, but usually effective pocket due to relying on mainly Hitscan weaponry, an average speed and his very powerful Sentry Gun.
{{youtube tn|vj4QjQnJo14}}
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* Engineers can fit the role of an 'infantry' class with their generic, yet capable weapons and can deal with immediate threats efficiently.
<br>
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* ÜberCharging an Engineer while he is repairing his [[Sentry Gun]] is highly effective and could make the difference between a Level-Three Sentry wiping out a team, or the both of you dead.
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* Gunslinger Engineers will be around your team more often to help protect you and can take advantage of the weapon's combo perk to deal guaranteed critical hits.
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* Teleporters are useful for allowing the Medic to get to the front lines quickly.
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* The Engineer is generally a subpar heal target, as he usually won't be on the front lines and will have a [[Dispenser]] with him.
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** However, an Engineer with the [[Widowmaker]] may be a good target depending on the aiming skills of the Engineer.
  
===Double Medic Strategy===
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==={{class link|Medic}}===
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Two or more Medics on a team is an ideal situation, as it allows a team to stay in good health, and gives them access to very powerful, game-changing abilities.
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* An important factor of playing Medic is being able to coordinate with other Medics and combine ÜberCharges to come together as one blow. This works well if one Medic uses the stock Medi Gun and another uses a different secondary, such as the Kritzkrieg or Quick-Fix to cover the Medi Gun's weaknesses.
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* Although it may be tempting to do so because of the increase in healing, try not to heal the pockets of other Medics; the amount of ÜberCharge received for both Medics is cut in half and it also makes it more difficult to keep other teammates healed, as there are less Medics available to the team.
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* A Medic on his own is fairly weak when in combat, but two Medics can work together to cover each other and make for a difficult target to kill when cornered.
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** A particularly bold strategy is to ÜberCharge a Medic with the Ubersaw, gain Über with four hits, and then have that Medic deploy that charge on the other Medic. (See [[ÜberCharge strategy]])
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* Other Medics typically should be working separately with their own patients, but they should heal each other if they're injured.
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* If you are working closely with another Medic on the frontlines, and he is using the Crusader's Crossbow, switch to the Blutsauger or Syringe Gun to help protect him if he becomes overwhelmed or his pocket dies.
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* Medics should protect each other as best as they can when on the retreat. Using an ÜberCharge to aid in retreating will allow the two Medics to survive, return to their team safely and quickly build ÜberCharge for the next assault.
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* While having multiple Medics can be very powerful, be cautious to not have too many Medics on a team. After about 3-4 Medics, depending on team composition, it can become detrimental to have any more, as it thins out the power of a team, and can generally make them weaker.
  
{{Main|Chain Über}}
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==={{class link|Sniper}}===
In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it is a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with a [[Übersaw]] and a [[Medigun]]. This tactic will not work however if either has a [[Bonesaw]] and/or a [[Kritzkrieg]]. ''(For strategy procedure see [[Chain Über|main article]])''
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With their tendency to stay far from enemy lines and a lack of reliable close-quarters combat tools, Snipers make for a comparably worse pocket than most.
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* One of the counters to an enemy Sniper is a Sniper of your own. Allied Snipers can help in taking out enemy Snipers which can easily bring you down with a quick headshot, allowing you to breathe more easily.
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* Overhealing your Sniper to at least above 150 health allows them to deal with the enemy Sniper much more comfortably, as they can resist a headshot. However, he is not the highest priority healing target (a Sniper with the [[Razorback]] equipped cannot be overhealed).
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* The Sniper can kill classes like the Heavy and Soldier to help protect a Medic should he be threatened by an enemy.
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* Two of the Sniper's Stock weapons can be highly effective when paired with the Kritzkrieg:
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** The SMG can make the Sniper a more mobile 'Heavy', bringing heftier classes to very severe damage in a matter of seconds.
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** A crit-boosted Sniper Rifle can kill 5 out of the 9 classes without scoping in and/or aiming for a [[Headshot]].
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* A Sniper using the [[Jarate]] will deal mini-crits (Full criticals in tandem with the [[Bushwacka]]) on opponents sodden with the weapon. Therefore, the Kritzkrieg's ÜberCharge becomes less effective overall and could be considered unnecessary.
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* Huntsman-wielding Snipers will stay closer to the battle and will be readily available as a pocket if needed. A Huntsman bodyshot will deal 120 damage flat which will hinder most classes significantly, and deal up to 360 on a headshot which will even kill partially overhealed Heavies.
  
Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses their beam on the attacking Medic, it will leave him vulnerable and the strategy may jeopardize. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by sentry fire, explosives or on rarer occurrences [[compression blast|reflected]] by Pyro or [[stun]]ned by a Scout. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, sentry fire, or a Pyro's compression blast. The one that's not deploying his ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to charge his ÜberCharge.
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==={{class link|Spy}}===
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Much like Sniper or Medic, the Spy is a less than ideal pocket. Because he will take alternate routes and be disguised or invisible most of the time, or ÜberCharging Spies could blow their cover and will generally be a waste.
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* The Spy can be healed behind enemy sight to help him survive an enemy encounter, should he be caught.
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** Spies moderately benefit from overheal, as it can aid them in survival if their cover is blown, or they are retreating after a successful attack.  
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** A way to heal the Spy in a less conspicuous way is to fire a bolt from the Crusader's Crossbow at him. If he is disguised, it will look to the enemy like you are attacking their teammate, where in reality you are healing yours.  
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* ÜberCharging a Spy with the stock Medi Gun can work wonders on an unprepared Engineer. With Spy's tools, he can quickly kill or backstab the Engineer and sap his buildings, provided there are no Pyros or Demomen to hinder your assault.
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* If an allied Sniper is not present, and you can easily see an enemy Sniper or Medic at low health, using the Kritzkrieg on a Spy wielding the stock [[Revolver]] can be quite effective due to it's pin-point accuracy, and the high burst damage it deals. This works especially well with the [[Enforcer]], which will instantly kill any Scouts, Spies, Snipers or Engineers in a single shot if the Spy is disguised.  
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* If possible, quickly flash your ÜberCharge on the Spy so he may backstab a high priority target such as enemy Medics without worry of retaliation.
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* Spies may be low on the list of healing priority, but that does not mean you should ignore them. Spies are constantly in critically dangerous situations due to their tendency to be right in the middle of battle, and should be healed when injured.
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* When in a team-controlled safe area, give your Spy player(s) a quick overheal, and then disconnect your beam from them before they go invisible or split off onto their own path where the enemy could see you healing them.
  
==See also==
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== See also ==
*[[ÜberCharge]]
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* [[ÜberCharge]]
*[[Medic match-ups]]
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* [[ÜberCharge strategy]]
*[[Medic buddy]]
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* [[Team strategy]]
*[[How to play the Medic]]
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* [[Medic buddy]]
  
{{Class strategy}}
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{{CommunityStrategyNav}}
 
{{Medic Nav}}
 
{{Medic Nav}}
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[[Category:Strategy]]
 
[[Category:Strategy]]
 
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[[Category:Medic]]
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[[Category:Community strategy]]

Latest revision as of 22:07, 26 May 2024

I healed zhe man who will kill you!
Ze healing is not as rewarding as ze hurting.
The Medic on healing his teammates

The Medic's primary role is to keep him and his teammates alive. The Medi Gun not only heals injured teammates, but also overheals them above their usual maximum health. In addition, healing slowly builds the ÜberCharge meter, which grants powerful buffs to teammates when activated. Depending on the Medi Gun equipped, the Medic can provide his patient and himself with invulnerability, guaranteed critical hits, boosted healing and knockback immunity, or resistance to one of three damage types, all of which can turn the tide of battle significantly.

Unfortunately, the Medic is weak in combat, having limited damage output and low maximum health. Consequently, the Medic relies heavily on their team for protection; the team keeps the Medic alive, and the Medic keeps the team alive in turn.

Quick tips

  • Heal anyone who needs it, but focus more on high damage-output classes like Soldiers, Pyros, Demomen, and Heavies. These classes are the least likely to die from one or two attacks, and deal high damage, meaning they can protect you from enemies more effectively than lighter classes.
  • Regularly overhealing nearby teammates will ensure that your team has the health advantage against the enemy, and can allow you to build ÜberCharge faster.
  • ÜberCharge is still built when your healing target is fully overhealed, albeit at a slower rate, and even slower if the heal target is simultaneously being healed by a Dispenser, Payload cart, or another Medic. If building Über is a priority, try to heal targets with low health and players not being healed by other sources.
  • Try to stay with your team at all times. You are not suited to fight any class alone; even a single Spy can easily kill you with his Revolver before you can fight back.
  • Move unpredictably to make yourself difficult to hit, and be aware of your surroundings to avoid the sightlines of potential enemies. Medics are a high-priority target for most classes, especially Snipers and Spies.
  • Don't be afraid to use an ÜberCharge to save yourself, even if no teammates are nearby. It is better to use it too early than to lose it by being killed ('dropping' the Über). Preserving your life allows you to regroup with your team faster.
  • Remember that your Medi Gun's heal beam can stretch out a relatively long distance between you and your healing target. This allows you to stay behind cover while continuing to heal teammates.
  • A team without any Medics will likely lose against a team that does. If your team doesn't have one, switch to Medic to ensure players have access to a reliable source of healing and ÜberCharges.
  • Don’t be a pocket Medic and heal one player all the time. The rest of your team will be deprived of much-needed healing to continue fighting. One overhealed player will rarely outperform a well-healed team.
  • Only try to fight in self-defense as Medic is usually at a disadvantage in one-on-one combat.

General strategy

Survivability

A crucial skill for Medic to learn is how to stay alive. Dying as a Medic deprives your team of their primary source of healing, greatly weakening the team as a whole. Furthermore, Medic's ÜberCharge resets upon death, meaning every time you die, another 40 seconds must be spent building up another Über. This is especially problematic if the enemy Medic has an "Über advantage" (having a ÜberCharge percentage higher than the opposing Medic), and can activate their Über before you finish building yours. Medics are often an enemy team's number one target, so developing skills to help you survive is key:

  • Stay with your team: Medic's self-defense options are very limited. As such, your only defense against hostile attackers are usually your teammates. Make sure to stick to them at all times. Becoming isolated from your team will likely result in a swift death. If the group of teammates you have been accompanying die, do not be afraid to retreat.
  • Gamesense: Good support from your team is is not enough to keep you alive if you are not aware of your surroundings. Certain classes, such as Spy or Sniper are able to pick you off even whilst you are under your team's protection. Certain situations, such as an enemy Kritzkrieg charge, can also completely wipe out you and your team in an instant. One can try to anticipate and avoid these situations with good gamesense - knowing what is currently happening on the map and where. For example, knowing how much ÜberCharge an enemy Medic has can allow you to predict future pushes, and avoid being caught out by them. Knowing your team's strengths and weaknesses can allow you to predict where an enemy attack might happen, which you can then reinforce or avoid entirely. Gamesense also helps you to decide which positions to occupy, and where to strike the next blow. Being aware of the general situation on the battlefield is very important, especially if you want to increase your survivability.
  • Do not overextend: Avoid straying too far past your team's frontline, even if you are with a teammate or two. Pushing too far forwards enables the enemy to flank you or cut you off from your support. If the teammates accompanying you happen to die, you become a sitting duck in hostile territory.
  • Avoid direct combat: While Medic is not completely defenseless, he is still heavily outclassed in combat by every other class. Attempting to face your foes head-on will get you needlessly killed. Even if you miraculously survive, another opponent may just appear and finish you off. In general, it is always better to retreat than to stay and fight.
  • Always be ready to retreat: No matter where you are, you should always take note of all possible escape routes and be ready to use them at a moment's notice. When things take a turn for the worse, this will allow you to get out alive and retain your ÜberCharge. Memorizing the locations of Health and Ammo pickups, as well as Sentry Gun placements is also useful, since they provide an additional layer of protection during a retreat.
  • Additional tips: Here is a list of some other minor, but still useful tips for maximizing one's survivability.
    • Communication: It is important to communicate with your teammates. Since you should be constantly turning around and checking your surroundings, you are often able to spot enemies that your busy teammates may have missed. As you can't deal with them by yourself, use the voice or text chat to alert your team to Spies, Snipers, or flanking enemies, allowing your team to deal with them swiftly. In return, your team can protect you more effectively, while also staying alive themselves.
    • Avoid Sniper sightlines: Snipers are your biggest threat on the battlefield, as you can be taken down with a single uncharged Headshot or fully-charged bodyshot. Make sure to respect sightlines and avoid making yourself visible. If you must cross a sightline, move as unpredictably as possible and jump constantly in order to make it more difficult for a Sniper to land his shot. Alternatively, you can wait for the Sniper to fire, and then cross while he is reloading.
    • Watch your back: Your Medi Gun does not require you to actively aim at your target to heal them. You should instead focus your attention on surveying your surroundings.
    • Rocket surfing: This is a very tricky, albeit rewarding maneuver to pull off. Rocket surfing is exploiting the Knockback from an enemy rocket to propel yourself in the desired direction. To do this, you have to wait for a Soldier to fire a rocket at your feet. Then, just before it explodes underneath you, Crouch-jump forwards and let the explosion launch you away. This can be pulled off by any class, but it is especially important for Medics, who are often coveted targets and easily focused down. Once in the air, make sure to let go of your move forward (Default: W) key, as this can slow down your momentum. If you want to change direction mid-air, use your strafe keys (Default: A and D), accompanied by slight movements of your mouse in order to steer yourself left or right. For example, if you wish to go left, hold down the A key and shift your mouse slightly to the left.
    • Make use of Engineer Buildings: Friendly Sentry nests are often your best friend; They are (generally) secure areas where you can replenish health from Dispensers, away from enemy fire. Unlike your teammates, Sentry Guns have 100% accuracy, discouraging enemies from pursuing you when they see one. Furthermore, Dispensers also serve as excellent shields. Their large Hitbox and health pool mean that you can hide within one temporarily, buying time for your team to arrive and cleanup your attackers. This can work especially well against Scouts. Thus, keeping your fellow Engineers healthy will help them build nests for you to take advantage of. However, note that a Sentry nest can easily become a trap; When facing a competent enemy Demoman or Soldier with an ÜberCharge, a whole nest (and the players in it) can be destroyed in seconds. Knowing when a push is incoming, and retreating away from the nest in time, is crucial.

While it is wise to be cautious, it is also important to not be a coward. Yes, your life is precious and dying can make the difference between a win or loss, but sitting at the back of the map too scared to fight on the frontlines is never ideal. A good Medic spreads out their heals to most of the team, whilst favoring high priority targets and heavily hurt players. However, to do this, you cannot play conservatively all the time, and you will have to take certain risks in order to do your job effectively. Realizing when risk outweighs reward, and vice versa, is key to becoming a great Medic player. Furthermore, keeping your eyes open, recognizing the flow of the game, and making sound decisions are all crucial to staying alive and helping your team succeed.

Healing

As a Medic, you have the ability to heal your team at any time, in any place, for an infinite duration. While your Medi Gun is certainly powerful, it still has its limitations. For one, you can only heal one target at a time, usually at a fixed rate of 24 hp/s. This becomes an issue when you are faced with multiple injured teammates at the same time, forcing you to decide which targets are more important to heal than others.

  • When in combat: When in combat, always heal the person currently taking damage. Doing this will drastically lower their chances of dying, thus accomplishing the Medic's main task of preventing any allied deaths. This rule indiscriminately applies to all your teammates, regardless of which class they are playing. Even if a Spy, who usually makes for a bad Medic buddy, is in your vicinity, you should at least heal them up to full health. However, if multiple teammates are in combat together, then other factors such as class, health and proximity to the enemy need to be taken into account. In this case, you will need to evaluate who it is most worthwhile to heal. Sometimes, it might be more valuable to let that Spy die, if it means saving important classes like the: Heavy, Soldier, or Demoman.
  • When out of combat: Of course, you will not always be actively fighting, so the previous heal order cannot always be applied. For situations when you are not engaging the enemy, prioritize healing players which will leave you the soonest. If traveling to the frontlines with a Scout and a Heavy, you should first heal up the Scout, as he is more likely to flank and engage the enemy quickly. Meanwhile, the Heavy will likely stick with you for far longer, giving you ample of time to top off his health later.
  • Crit Heals: Crit Heals are a powerful mechanic built into all Medi Guns. Similar to how regular Crits allow a weapon to deal three times the damage, Crit Heals allow the Medic to heal patients three times faster. As one can imagine, this ability is immensely powerful, since it circumvents the Medic's main downside of being able to heal only one person at a time. However, keep in mind that this effect only takes place when healing a patient which has not taken any damage in the last 10 seconds. This means that Crit Heals need to be smartly utilized in order to achieve their fullest potential. For example: while you are healing someone who is in combat, the other teammates, who are currently not in combat, can patiently line up behind you. Then when your original patient dies or wins the fight, you can briefly turn around and quickly heal up the remainder of the team, making use of Crit Heals which should have been activated by now.
  • Additional tips: Some minor strategies to improve heal output:
    • Overheal: Overhealing is an act where you give an already healthy teammate even more health, buffing them up to 150% of their original health pool. In most cases, you do not have time for overhealing, since you should prioritize injured teammates first over anything else. But if you are in a non-combat situation, you can take some time to overheal everyone and prepare them for the next team-fight. Of course, do this by first overhealing the classes which will leave you the soonest, as per non-combat heal order. Overheals work great in combination with Crit Heals. Since Crit Heals also apply to freshly spawned teammates, you can use them to instantly overheal any allies coming from spawn, thus giving them a big boost right before they enter battle.
    • Communication: Believe it or not, communication can go a long way in maximizing your healing potential. Wounded players can tell you their location, so that you do not have to waste time searching for them. Teammates can also signal you when they are ready to receive Crit Heals, in case keeping track of that yourself was too hard. You can also tell your team when you are temporarily retreating out of an area, indicating to them that they should not expect any healing.
    • Other Medics: In general, the best way to keep your team healthy is to simply have another Medic who can spread out the massive workload more evenly. In addition to that, the two Medics can also work together to keep each other alive, ensuring that they are both healing at the front lines instead of dead and respawning. If you see another Medic on the battlefield, make sure to fully buff him up, and thank him for his service.

ÜberCharge

ÜberCharge is the Medic's most powerful ability, and is one of the most horrifying tide-turners to pull from your sleeve. A well-timed ÜberCharge can singlehandedly wipe an entire group of enemies, prevent them from passing through a choke point and keep them from taking control of an area. However, ÜberCharge can only be used once your ÜberCharge meter is full (which in most cases takes around 40 seconds); therefore it is very valuable to you and your team.


ÜberCharge effectiveness

  • The stock Medi Gun's ÜberCharge is best used on Soldiers, Pyros, Demomen, and Heavies due to their high-damage output allowing them to make short work of the enemy team. Scouts are also a surprisingly effective ÜberCharge target, as the stock uber's complete invincibility negates the Scout's main downside of low maximum health.
  • The Kritzkrieg's ÜberCharge works well on Soldiers and Demomen, as crit-boosted explosives can potentially demolish entire enemy positions with only a few well-aimed shots. Pyro's Flame Thrower can also melt through entire clusters of enemies in an instant. However, the Pyro's short range, combined with a lack of invulnerability, usually result in Pyro dying before he can reach his targets. Heavy's already-high maximum health helps with the Kritzkrieg's main downside of not providing full invincibility, and since critical hits do not have damage falloff, the Minigun's normally-short range is greatly extended, making the Heavy a threat to almost every enemy within their line of sight.
  • The Quick-Fix's ÜberCharge should be treated as a less powerful stock ÜberCharge, with the additional benefit of full knockback immunity. Heavies work best with the Quick-Fix ÜberCharge due to their high maximum health increasing the amount of damage they can absorb and their slow movement speed making them vulnerable to knockback.
  • The Vaccinator's ÜberCharges, due to their quick charge speed and the ability to store up to four, should be used on teammates in combat as needed to keep them alive. Alternatively, you can use all four charges on one teammate to make an offensive push, but it is better to reserve a stock ÜberCharge due to the Vaccinator only providing partial resistance to one damage type.

Über tracking

Über tracking is the act of trying predict an enemy Medic's Über percentage. Mastering this skill is important, since it allows you to predict future enemy pushes, thus preventing any unpleasant surprises. Since both you and the enemy Medic should build Über at a similar pace, you simply need to use your own ÜberCharge meter as reference to his. So if you have 100% Über, then it is likely that the other Medic has 100% as well. If the other Medic dies, wait until he respawns (which you can determine by using the kill reporter at the top of the screen), and then start counting to 40 seconds. At 40 seconds, assume that the other Medic has ÜberCharge, as 40 seconds is the minimal amount of time necessary to build an ÜberCharge. If you die, take the Über percentage which you had at the moment of death, and then assume that the enemy Medic will have at least some percentage more of that when you respawn. This depends on your respawn time; for example, 20 seconds would equate to around 50% of build time, since it takes 40 seconds to gain 100% Über. However, if you have a shorter respawn time, then you should adjust this accordingly - a respawn time of only 10 seconds, for example, will result in your rival gaining "only" 25% additional Über. If both you and the other Medic die, wait until you both respawn and then go back to comparing Über percentages 1:1. Keep in mind that certain weapons, such as the Ubersaw or the Vita-Saw can heavily skew the numbers here; beware of what your opponent is using.

It is also worth noting that whenever you gain 100% Über‚ a voice line will play, and the barrel of the Medi Gun will display a team colored particle effect and emit a crackling sound, indicating you have full charge. To prevent the enemy Medic from tracking your Über with this, play a different voice command to negate this.

Weapon Specific

Primary Weapons

Syringe Gun

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Syringe Gun
Stock
Syringe Gun
Killicon syringe gun.png 40 150 10-12 5-10 5-6 30
  • Despite each individual syringe dealing low damage, the Syringe Gun has a very fast rate of fire and quick reload speed, making it deceptively strong at close range.
  • Lead your shots when fighting moving targets, as the Syringe Gun's syringes arc over distance and take time to travel.
    • The slow projectile speed can be used to make a "wall" of syringes while retreating. Running around a corner or through a narrow hallway while firing syringes behind yourself can discourage enemies from pursuing.
  • Pyros, Engineers, Snipers, and Spies are only slightly faster than you while you're running backwards, and every other class (except Scout) is much slower. Use your speed to keep a respectable distance from enemies.
  • You can use the Syringe Gun to weaken enemies so that nearby teammates can defeat them easier. However, keep in mind that your main priority should be keeping your teammates alive. If a teammate is low on health, switch back to the Medi Gun to heal them.

Blutsauger + reskins

Weapon Kill Icon Ammo Damage Effect
Loaded Carried Point Blank Medium Range Long Range Critical Health On Hit
Blutsauger
Unlock
Blutsauger
Killicon blutsauger.png 40 150 10-12 5-10 5-6 30 3
  • The Blutsauger restores 3 HP to the Medic whenever a needle hits an enemy, up to the normal maximum health of 150. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.
  • If you are expecting to use your primary weapon to defend yourself regularly, the Blutsauger's extra healing on hit will significantly increase your survivability in a fight.
  • With the Blutsauger, a Medic can be a little more aggressive than usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.
    • Make sure to communicate with your teammates so they can assist you in killing the enemy.
  • The Blutsauger is useful when pocketing; if your patient dies, you will almost always be the enemy's next target. Retreat while firing syringes to both discourage enemies from pursuing and keep your health topped up.
  • The penalty to health regeneration can impact your overall survivability. Take note of the locations of nearby health packs or Dispensers in case you suddenly run low on health.
    • The Amputator's increase in health regeneration when held can assist in improving your survivability.

Overdose

Weapon Kill Icon Ammo Damage Effect
Loaded Carried Point Blank Medium Range Long Range Critical Speed at 100% ÜberCharge
Overdose
Craft
Overdose
Killicon overdose.png 40 150 9-11 5-9 5-6 27 117.33%
  • The Overdose does 15% less damage than the stock Syringe Gun, but will increase the Medic's speed as his ÜberCharge meter increases. The speed boost caps at 20% faster than the Medic's standard movement speed. However, the speed boost only applies while you are actively wielding the Overdose, and not while using your Medi Gun or melee weapons.
  • If your healing target gets killed and you need to retreat, you can use the Overdose's speed boost to escape and regroup with your team.
  • The speed bonus at full ÜberCharge effectively eliminates the speed penalty for moving backwards (115% instead of the normal 96%), meaning that you can backpedal while firing and still outrun all classes except for the Scout.
  • Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not actively pursue combat, consider utilizing the Overdose's speed boost, and instead rely on your teammates for protection.

Crusader's Crossbow + reskins

Weapon Kill Icon Ammo Damage/Healing
Loaded Carried Point Blank Medium Range Long Range Critical
Crusader's Crossbow
Craft
Crusader's Crossbow
Killicon crusader's crossbow.png 1 38 38/75 56/112 75/150 113-225
  • The Crusader's Crossbow fires a single large syringe that deals damage to enemies and heals teammates. Unlike most weapons, the damage and healing scale are increased as the further it travels.
  • The Crusader's Crossbow is completely different from your other primary weapons, as it relies on burst damage from singular syringes that can either kill a pursuing enemy or save a dying teammate, in contrast to the normal Syringe Guns that fire multiple low-damaging syringes at a fast pace. It essentially trades your self-defense for extra utility in keeping your team alive and healthy. Aim each individual shot carefully, as the slow reload time can make one shot the difference between you or your teammate living or dying.
  • The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as teammates who are on fire or about to die of fall damage.
  • The Crusader's Crossbow can provide an instant burst of healing. When the teammate you are healing with your Medi Gun is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal them, and then quickly switch back to your Medi Gun and continue healing.
    • You can also quickly fire shots at other teammates calling for a Medic, making it easier to keep multiple teammates alive in a fight.
  • If you see a cluster of teammates and enemies fighting, shoot into the crowd. Your shot will either heal a teammate or damage an enemy, either way assisting your teammates in the fight.
  • The high damage at longer distances can make this weapon a good tool for dealing with enemy Snipers, either forcing them to retreat or killing them outright. Take care not to stand out in the open when attempting this, as the enemy Sniper will likely try to headshot you.
  • If need be, you can use this weapon for long-range fire support. The increase in damage over distance can be substantial from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat to make it easier to hit your shots.
  • Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and in midair.
  • Healing from the Crusader's Crossbow cannot overheal teammates, and while the bolt can contribute to your ÜberCharge meter, it will not build nearly as efficiently as using the Medi Gun.
  • Due to the Crusader's Crossbow's low rate of fire and reversed damage falloff, it is less efficient at close-quarters combat than your other primary weapons. If enemies manage to ambush you, it's usually better to take out your melee weapon or try to retreat behind a teammate.
  • The Crusader's Crossbow should be used to supplement your Medi Gun, not to replace it. Primarily focus on healing with your Medi Gun in order to build ÜberCharge and provide overheal.

Secondary Weapons

Medi Gun + reskins

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Medi Gun
Stock
Medi Gun
24 health/sec 72 health/sec Invulnerability 8 seconds 2.5%/sec 40 seconds (80)
  • Out of all your Medi Guns, the stock Medi Gun charges the slowest, but grants the most powerful ÜberCharge which makes the user completely invulnerable to all forms of damage.
  • The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds or more.
  • When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range, regardless of the direction you are looking. Because of this, you can safely check your back for Spies while also continuing to heal your target.
  • If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full, unused ÜberCharge meter.
  • Be aware that not even the stock ÜberCharge will protect you from environmental hazards such as cliffs, saws, or trains. An enemy Pyro may attempt to Airblast you into these hazards, so take note of their locations and avoid deploying your ÜberCharge near them.

Kritzkrieg + reskins

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Kritzkrieg
Unlock
Kritzkrieg
24 health/sec 72 health/sec Critical hits 8 seconds 3.125%/sec 32 seconds (64)
  • The Kritzkrieg builds ÜberCharge 25% faster than the stock Medi Gun and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability.
  • Heavies, Soldiers, and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class is extremely lethal while crit boosted, these three are far more lethal than the rest. The choice is situational:
    • Soldiers and Demomen are very similar: their explosive weaponry can be used to instantly annihilate clusters of enemies, or make the enemy team unable to stand remotely near Control points or Payload carts.
    • Heavies are great for large, spread-out groups of enemies, as their ability to fire a continuous stream of bullets and quickly switch between targets allows them to wipe enemies too spread out for explosions to be effective. Critical hits also don't suffer from damage falloff over distance, which significantly increases the effective range of the Minigun.
    • Although not as effective as a Soldier, Demoman, or Heavy, a Kritzkrieg ÜberCharged Pyro is very deadly at close ranges, as critical point-blank damage from a Pyro's Flamethrower can kill most classes near-instantly. The Flame Thrower can also damage multiple enemies at once, giving it similar crowd control capabilities to explosives. Consider Kritzing a Pyro when the enemy team is tightly grouped up nearby.
    • Scouts have an extremely high movement speed and a high-damage Scattergun, allowing them to quickly move from target to target and kill individual enemies in one or two shots. However, the Scout's low maximum health combined with the Kritzkrieg's ÜberCharge providing no protection from damage at all can result in them dying quickly when dealing with large crowds.
    • A Kritzkrieg Spy can be exceptionally powerful as his Revolver has a decent fire rate, accuracy as well as a fast reload. Because of this he can easily bring down any class excluding the Heavy with two shots from any range.
      • Spies using the Ambassador can already earn critical hits with proper aim. The Kritzkrieg becomes useless to them as a result. It’s better to use the stock ÜberCharge on them.
    • The Engineer, with his Shotgun, can easily hold his ground with good aim, although his low health pool means he is very likely going to die should he encounter a group of enemies. Widowmaker Engineers can put up a constant assault, making them extremely deadly.
    • Using the Kritzkrieg on another Medic can prove to be rather devastating at close range. The Syringe Gun’s fast firing speed coupled with its magazine size means that it will shred through even a Heavy when crit-boosted. The Crusader’s Crossbow, with its single shot bolts, turns the Medic into an improvised, faster Huntsman Sniper.
    • If there are no powerful offensive classes nearby to Kritzkrieg ÜberCharge, the Sniper can be an improvised Kritzkrieg ÜberCharge target — every body shot while ÜberCharged does the same damage as an uncharged headshot, which can kill a non-overhealed Scout, Engineer, Medic, Sniper, or Spy in one hit. Additionally his SMG makes him powerful at close range when coupled with the crits.
    • Be sure to factor in the skill level of the teammate you are using your crits on; an experienced player who can land their shots is better than an inexperienced player who can't.
  • The Kritzkrieg excels at ambushes. The sheer damage output from critical hits means that most enemies will be dead before they have time to react to a surprise attack.
  • The Kritzkrieg's ÜberCharge is useless against a stock Medi Gun's ÜberCharge due to the stock Medi Gun ÜberCharge providing invulnerability. However, the faster charge rate allows it to be deployed before the enemy's Medi Gun charge, and it can be deployed more frequently.
  • Since the Kritzkrieg is the only secondary weapon that does not protect the Medic during an ÜberCharge, it is encouraged to use the Vita-Saw to preserve some of your ÜberCharge meter in the event you die mid-charge.
  • Critical hits deal no additional damage to buildings, making the Kritzkrieg the weakest secondary weapon to use against an enemy Engineer nest. However, a Kritzkrieg ÜberCharge on a Soldier or Demoman allows them to utilize the splash damage from their rockets and grenades to easily kill an Engineer hiding behind their Sentry Gun. Once the Engineer is dead, the Sentry Gun will not be receiving healing and can be easily destroyed with normal weapons.
  • When on the defending team, the Kritzkrieg is an excellent choice due to its ability to stop a push from the enemy team. While usually accompanied with a stock ÜberCharge, any players that aren't under the effect of the stock ÜberCharge can be easily dealt with.
  • When on the attacking team, the Kritzkrieg is an excellent choice if there is already a Medic with the default Medi Gun. The guaranteed Critical hits can be used at the same time as the other Medic's ÜberCharge, and even on the same person, boosting the effectiveness of a push.
Oktoberfest
Weapon Healing Duration Details
Oktoberfest
Oktoberfest
Kritzkrieg 11 health 4 seconds The Medic takes a brief whiff out of the barrel of his weapon.
  • Due to the long duration of the taunt, the low amount of health recovered, and the fact that you cannot move or defend yourself for its duration, you should only use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
  • In dire situations, such as being on fire or bleeding, it's possible that using this taunt can prevent death.

Quick-Fix + reskins

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Quick-Fix
Craft
Quick-Fix
33.6 health/sec 100.8 health/sec Megaheal 8 seconds 2.778%/sec (1.389%/sec) 36 seconds (72)
  • The Quick-Fix has a 40% faster heal rate and a 10% faster ÜberCharge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement-impairing effects, such as knockback, the Natascha's slowdown and compression blasts. In addition, it will mirror your patient's explosive jumps, shield charges, and, in Mannpower, Grappling Hook grapples. However, it can only overheal teammates to 125% of their max health, as opposed to the other Medi Guns' 150%.
  • The Quick-Fix and its Megaheal are meant for keeping many teammates alive at once. It's best to stay with a group of teammates to maximize the Quick-Fix's effectiveness.
    • If you are the only Medic, the Quick-Fix can be a viable substitute to the stock Medi Gun. You can keep teammates in the fight more easily, and the Megaheal’s triple healing rate is somewhat comparable to the invincibility-granting ÜberCharge.
  • Try not to deploy your Megaheal if you and your heal target are alone and only fighting one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death.
  • Because this weapon cannot overheal past 125%, this means you do not hit the threshold for slowing the rate at which you build ÜberCharge (142.5% overheal). With no other factors in play, you will typically build ÜberCharge with this weapon faster than the Medi Gun or the Kritzkrieg, and you can be somewhat laxer in healing surrounding teammates; even sticking to just one patient (pocketing) will still build the ÜberCharge in a short span of time. Keep in mind that keeping all your teammates in good shape is still important, as multiple healthy players are more dangerous than one extremely healthy player.
  • The ability to use your teammates' explosive jump can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient will be able to make more jumps than normal due to being healed during flight, and in combat, your presence should keep them alive longer. Be aware that you can easily become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand nearby and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take fall damage, or even worse, die to an environmental death or end up landing near or in the middle of the enemy team.
    • If you feel that you will end up in grave danger, communicate with your patient before explosive jumping so you are less likely to be harmed.
  • A Demoman using the Chargin' Targe, Splendid Screen, or Tide Turner can be a useful class to pocket with the Quick-Fix. The Quick-Fix will allow you to keep pace with the Demoman during his charges, and the extra healing combined with the shields' damage resistance will make him extremely difficult to kill.
  • Although the Megaheal allows you and your heal target to quickly regenerate lost health, keep in mind that you are still not invincible. Snipers and Spies can still headshot and backstab you and your heal target respectively, so always remember to watch your back and be cautious around Sniper sightlines.

Vaccinator

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Duration Charge Speed Maximum Charge Time
Vaccinator
Craft
Vaccinator
24 health/sec 72 health/sec 75% resistance and critical hit immunity to a selected damage type 2.5 seconds/resistance 4.175%/s 24 s
  • The Vaccinator has a 67% faster ÜberCharge rate while healing non-overhealed players, and using the reload key allows the Medic to cycle through three damage resistance types: Bullet Damage, Explosive Damage, and Fire Damage. Both the Medic and his heal target are provided 10% resistance to the selected damage type passively while the Medic is healing, and the Vaccinator's ÜberCharge provides 75% resistance to the selected damage type for 2.5 seconds, even after the Medic stops healing the patient, as well as immunity to bonus critical damage from the selected damage type. ÜberCharge rate is boosted temporarily when you or your patient are damaged by the currently resisted damage type. As a drawback, it overheals at a 66% slower rate compared to the Medi Gun.
  • The Vaccinator builds ÜberCharge at a very fast rate when healing injured players. If paired with the Overdose, you can easily build an ÜberCharge and then use the Overdose's ÜberCharge-based speed boost to your advantage.
  • Use the Vaccinator to prevent incoming damage, similarly to a normal ÜberCharge. Judge what is the biggest threat to your patient and apply resistances accordingly.
  • Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance, because all classes except for the Demoman have a bullet weapon in their stock loadouts, and many bullet weapons strike instantly, meaning that it’s too late to switch once the enemy starts firing. If you feel there is a high chance of a Soldier, Pyro, or Demoman ambush, you can switch to explosive or fire resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.
    • Bullet resistance applies not only to literal bullets, but to similar projectiles such as syringes, arrows, or laser beams.
  • The Vaccinator can stack multiple ÜberCharges of different types at once, allowing you to protect you and your patient from two or even three types of damage at once. However, keep in mind that this strategy uses significantly more ÜberCharge than just using one resistance at a time.
  • Keep in mind that when healing a fully overhealed Heavy with bullet resistance, he can survive a fully-charged headshot from any Sniper not using the Machina. You as a Medic can also survive any fully-charged bodyshot or uncharged headshot.
    • Note, however, that having the Vita-Saw equipped still leaves you vulnerable to a fully charged bodyshot and uncharged headshots.
  • If an enemy Sniper is causing trouble, considering ÜberCharging a friendly Sniper to safely take care of the threat. As headshots are considered critical hits, the Vaccinator's ÜberCharge can aid your Sniper in killing the enemy. The enemy Sniper will be completely unable to kill yours in a single shot for the duration of the ÜberCharge.
    • Activating ÜberCharge on yourself can also ensure a safer escape from enemy Snipers.
  • The Vaccinator provides absolutely no protection against melee weapons. While healing a patient, stay away from classes with strong melee weapons like Demoknights and Soldiers with the Market Gardener, who can kill you as normal. Communicate with your healing targets to prevent dying to a melee attack.
  • The Vaccinator has great synergy with the Crusader's Crossbow as the resistance bubble created will stay on the patient, regardless of if you continue to heal them. This allows for you to pop uber, switch weapons, fire a healing bolt, then continue to heal them

Melee Weapons

Bonesaw + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Bonesaw
Stock
Bonesaw
Killicon bonesaw.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
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 Bonesaw deals more burst damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent, or to finish off an already-weakened one. Like other melee weapons, it also has a higher critical hit chance than the Syringe Gun, which can potentially result in instantly killing an opponent with the first strike.
  • When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them, or other sudden threats.
  • You are faster than most other classes; your greater agility can put you at an advantage in melee combat. That being said, your main goal as a Medic should be self-preservation, so avoid engaging in melee combat outside of self-defense.
  • Your other melee weapons provide additional helpful effects that the stock Bonesaw just cannot match. Use another weapon if you can.

Ubersaw + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Übersaw
Unlock
Ubersaw
Killicon ubersaw.png 0.96 seconds 65 195
  • The Ubersaw has a 20% slower attack speed compared with the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit. In addition, taunting with the Ubersaw will perform the Uberslice kill taunt.
  • Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
  • If fighting an enemy with the ÜberCharge meter almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate it. In desperate situations, the protection of an ÜberCharge can allow you to safely escape from a situation where you would have otherwise died.
  • The Ubersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies. However, be aware that experienced Spies may attempt to trickstab you if you try to engage in melee combat with them. If you know an enemy Spy is capable of trickstabbing, it is safer to attempt to use your primary weapon to kill him from a safe distance, or alert one of your teammates and ask them to take the Spy out.
    • Hitting disguised Spies will not give you ÜberCharge; however, the melee damage will still hurt them.
    • Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. If a Spy appears to have died, but the hit that killed him provided no ÜberCharge, be aware that the Spy has feigned their death and will likely return shortly.
  • The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
  • Using the Ubersaw and the stock Medi Gun in conjunction with another Medic with the same loadout can be very effective. (See Chain Über.) The first Medic can ÜberCharge the second while the second approaches an enemy with the Ubersaw equipped. Over the course of the ÜberCharge, the second Medic should aim to get in enough hits to fill his ÜberCharge, allowing himself to grant the first Medic an ÜberCharge so he can do the same thing. However, be aware that the enemy team will usually take quick notice of this, and attempt to counter your strategy, usually with a Pyro's airblast.
  • Try not to overuse the Ubersaw. While it is very tempting to run forward into enemy lines and swing wildly in the hopes of gaining a free and easy ÜberCharge, it is not practical and more often than not will get you killed, especially if you run into a Soldier or Heavy before you can begin your rampage.
  • Healing teammates with your Medi Gun is more important than the raw ÜberCharge you can gain from using this weapon. If you rely too much on the Ubersaw for gaining charge, that wastes time that could go towards healing a teammate and gaining just as much ÜberCharge across a wider timeframe.

Vita-Saw

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Vita-Saw
Craft
Vita-Saw
Killicon vita-saw.png 0.8 seconds 65 195
  • The Vita-Saw allows the Medic to retain up to 60% of his ÜberCharge meter upon death based of the amount of the collected "Organs". However, it also reduces the Medic's maximum HP by 10, to 140 HP.
  • Due to being able to retain up to 60% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
    • This will also allow you to move 12% faster with the Overdose, allowing you to reach your team more quickly after respawning.
  • Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.
    • It is best to pair the Vita-Saw with the Kritzkrieg, as the Kritzkrieg is the only Medi Gun that does not protect you at all during an ÜberCharge.
  • In game modes without respawning, such as Arena or Sudden Death, the Vita-Saw is a straight downgrade to the stock Bonesaw and should not be used.

Amputator + reskins

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical On Taunt
Amputator
Craft
Amputator
Killicon amputator.png 0.8 seconds 52 156 75
  • The Amputator increases health regeneration by 3 HP/sec while being actively held. It also allows Medics to perform the Medicating Melody taunt. However, it deals 20% less damage than the stock Bonesaw.
  • The extra health regeneration can be used to offset damage from afterburn, giving you more time to find a source of healing to extinguish yourself.
  • The Amputator's damage penalty is enough that most classes will take at least one extra swing to kill. This makes the Amputator less reliable as a self-defense tool.

Medicating Melody

Weapon Healing Duration Details
Medicating Melody
Medicating Melody
Amputator 25-75 health 4.2 seconds The Medic brings his weapon up to his shoulder, leans on his right foot, and plays a soothing melody, healing all allies within a certain radius while causing them to emit a team-colored glow around their feet.
  • Upon taunting, all teammates within 450 units of the Medic are each healed for 4 seconds at the same rate as healing as the Medi Gun.
    • The purpose of this taunt is to multiply your healing power when several teammates are injured and are in range.
    • Since you cannot overheal with this taunt, do not use it when nearby teammates are not injured.
    • An ideal situation for the taunt is when several teammates are close together, are receiving heavy damage, and you have a safe place to taunt that can reach them all.
  • Unlike with the Crusader's Crossbow and the Medi Gun, you cannot "miss" your teammates; healing is automatic for all teammates in range, including any that enter the range during the taunt.
  • During your taunt, the camera will switch to a third-person view, allowing you to better see the battlefield and judge whether you should repeat the taunt, move, and/or switch weapons.
  • Only use this taunt when standing in a location where the enemy cannot see (and therefore shoot) you, and where you cannot be ambushed.
    • Remember that you cannot heal around corners. Players must have unbroken line of sight to you to receive the healing effect.
  • You cannot move for the entire duration of the taunt. If your team is moving as a group, it's better to just keep using the Medi Gun.
  • The healing from this taunt builds ÜberCharge substantially slower than your Medi Gun. If you are able to keep your teammates alive by healing them individually, doing so is usually a better choice, as you will build ÜberCharge faster that way.

Solemn Vow

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Solemn Vow
Craft
Solemn Vow
Killicon solemn vow.png 0.88 seconds 65 195
  • The Solemn Vow allows you to see the opposing team's health and enemy Medics' ÜberCharge meters, at the cost of a 10% slower swing rate.
  • The Solemn Vow offers the ability to see enemy health, allowing you to inform teammates whether a retreating enemy is heavily wounded or not.
    • If an enemy Medic is spotted, it may be worth communicating how much ÜberCharge they have.
  • The Solemn Vow can also be useful for judging whether to flee or fight. Being able to see the health of attackers will let you determine whether it's better to go for a few quick melee swings or to focus on making an escape.
  • Unlike several other weapons with passive effects, you do not need to be actively holding the Solemn Vow to see enemy health values. Take advantage of this by informing your Medi Gun patient of enemy health values to aid them in combat.
  • The Solemn Vow is most useful when actively using a microphone to relay important information to your team. Otherwise, it may be better to use an alternative melee weapon with more immediate effects.
  • In Mann vs. Machine, all classes can see the health of giant robots. It is therefore advised not to use the Solemn Vow over other choices such as the Ubersaw or Amputator.

Taunt attacks

Uberslice

Kill Icon Weapon Damage Duration Details
Uberslice
Uberslice
Killicon uberslice.png Ubersaw 500 4 seconds The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player in the way. Gives 100% ÜberCharge if successful.
  • Remember that, like the Arrow Stab taunt, an enemy does not need to be stunned by the initial thrust in order to kill them. They simply need to be in front of you during the retraction part of the animation.
    • Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosions, airblasts, or even just your target's existing momentum may move you or the target outside of the kill zone before the retraction.
  • The initial thrust can be used to stun ÜberCharged enemies and waste their time. The taunt won't kill the ÜberCharged player, but it will still give you 100% ÜberCharge.
  • If you find an unguarded, active Teleporter exit, then you can use this taunt in front of it to kill the next player to use the Teleporter and get full ÜberCharge. Be careful when positioning yourself, or you could be telefragged instead.
  • This taunt can synergise well with the Heavy's the Holiday Punch, as critical hits from that weapon will force the enemy to perform the Schadenfreude taunt, giving you a chance to perform this without interruption. Try to do this on enemies separated from the rest of their team.
    • Giving the Heavy a Kritzkrieg ÜberCharge will ensure every single punch is critical, and a successful Uberslice will refill your ÜberCharge meter instantly.
  • Due to the length of the taunt, Uberslice is ineffective unless enemies are unaware of your presence, such as enemy Snipers focused on distant targets.

Weapon combinations

Class Cooperation Strategies

Leaderboard class scout.png Scout

Scouts tend to make very poor pockets due to their tendency to strictly fight 1-on-1 and being in and out of battle very quickly. However, there are some ideal situations where it may hurt the enemy team to ÜberCharge your Scout more than it would you.

  • Healing a Scout tends to be lower priority, as in the time that it takes to heal him, he likely can find health packs to patch himself up.
    • Still, don’t be afraid to overheal the Scout a little before he enters combat.
  • When healing a Scout, your base speed is raised to whatever his speed is. A Scout can help a Medic get to the front lines quickly.
  • With Scout's natural speed advantage on the battlefield, Medics can rely on him to aid in escaping. Because of his frailness in general combat, a good Scout will know the 'tells' for when a situation looks bleak. They will often be the first ones to fall back, usually with a Medic in tow.
  • The Scout's multiple different unlocks can ready him for just about any situation and by extension give you both a speed advantage and situational advantages when healing him.
    • With access to mini-crits from the Crit-a-Cola or Fan O'War, a stock Medi Gun ÜberCharge can turn the Scout into a very mobile class shredder with no downside after the effect has worn off, provided there is no significant knockback to hinder this attack.
  • Using the Kritzkrieg on Scout gives the Medic a speed advantage and a power advantage, as one good shot from Scout's Scattergun will kill most classes.
    • Even Scout using the Shortstop can be surprisingly lethal due to its faster damage output and higher range compared to other scatterguns.
  • Scouts equipped with the Back Scatter and/or Mad Milk are some of the more efficient spy-checkers on their team, and should be sure to make use of this to protect their team's Medic(s).
  • Scouts using the Boston Basher/Three-Rune Blade can intentionally miss their melee swings to help you gain ÜberCharge far quicker than usual.

Leaderboard class soldier.png Soldier

The Soldier, with his higher than average health and wealth of different loadout options makes for one of the most flexible picks for an ÜberCharge patient and are one of the more common pocket picks, with good reason.

  • A Soldier's high health pool and firepower allow him to protect an allied Medic well.
  • By using the Quick-Fix, a Medic can mirror the Soldier's rocket jumps.
  • A Soldier will often be taking lots of self-damage from rocket jumps. While this will mean the Medic is crit-healing him less often, it'll also keep him wounded, allowing the Medic to build ÜberCharge faster.
  • Soldiers when looking to be pocketed will likely carry one of the three types of Banner for use once they enter into a heated battle, or will make a push.
    • ÜberCharging them as they sound off their bugle will keep them protected so the banner's effects will become active during the charge.
  • Using the Black Box or Concheror as a pocket is not exactly recommended, as they'll keep the Soldier at full health often and thus make the Medic build ÜberCharge more slowly.
  • All mediguns raise the Medic's speed to that of the heal target's; this allows low-health Soldiers using the Escape Plan to get their Medics out of danger quickly.
    • The Escape Plan does, however, reduce the amount of healing the user receives (though only while it's active). On the other hand, that also means the target doesn't get overhealed for longer, allowing the Medic to build ÜberCharge quicker.
    • It also means that heal targets using the Disciplinary Action don't have to worry about outrunning their Medics.
  • The enormous damage dealt by critical rockets makes the Kritzkrieg a favored medigun for Medics following Soldiers.
    • Kritzkrieg ÜberCharges are especially effective on Air Strike, Beggar's Bazooka, or Liberty Launcher Soldiers whose primaries don't need to reload often (or, in the case of the Bazooka, can keep up a reasonable rate of fire anyway). On the other hand, the Cow Mangler 5000 and the Rocket Jumper are very subpar launchers for Kritz über targets, as the Kritzkrieg's criticals will be downgraded to mini-crits for the former and will deal no damage for the latter.
    • The Beggar's Bazooka can unleash a barrage of rockets that most Pyros will be unable to reflect in their entirety at the cost of accuracy. This can be very effective with both the stock Medi Gun or the Kritzkrieg against large groups of enemies on a Control Point.
  • Of the Soldier's secondaries, the Medic will benefit most from a shotgun or the Battallion's Backup. Shotguns allow the Soldier to defend his Medic even when rockets would be a poor option (e.g., against airblasting Pyros), while the Backup gives the Medic much-needed resiliency.
  • Soldiers under the effects of the Vaccinator will take less damage from rocket jumping, though the Medic will probably not be able to follow the Soldier after the first jump.
    • With a Vaccinator ÜberCharge, however, the Soldier may be able to get a second jump in before the resistances wear off.

Leaderboard class pyro.png Pyro

As usual, the Pyro is pretty much the best bodyguard in the game, between reasonable health, efficient spychecking, and airblast.

  • Sticking around a Pyro may slow the Medic down. This can be alleviated if the Pyro uses the Powerjack to increase his speed, which will actually increase the Medic's speed as well.
  • As airblasting is part of why the Pyro is a good bodyguard, the Dragon's Fury and Phlogistinator are subpar flamethrowers for bodyguarding Pyros. The Backburner also is not very useful, unless ammo packs are plentiful.
  • Pyros are the near-perfect pocket in one situation: Control Point rushing. A good Pyro will be able to jump onto the point and break up big groups of enemies by setting them on fire or killing them outright with their wide cone of flame damage.
  • Generally, Pyros are a decent über target, but not a high-priority one. That said, there are a couple special things to note:
    • The Pyro's flamethrowers have the somewhat unique attribute of never needing to reload, allowing the Pyro to put out a constant stream of damage for the entirety of an über.
    • A Pyro using the Phlogistonator with full Mmmph! can taunt to gain 8 seconds of guaranteed critical hits. While this is redundant with the Krtizkrieg, any other medigun turns such a Pyro into a crit-boosted and resilient waking nightmare for your enemies.
    • A Pyro with the Homewrecker can take out Sentry Guns fairly efficiently while übered. The sentry will inflict significant knockback, though, making it advisable to approach from around a corner. Alternatively, even a level 3 Sentry Gun's DPS won't outmatch a Quick-Fix über's heal rate, making that medigun viable for taking out lone Sentry Guns in this manner.
  • Pyro is useful for counteracting Vaccinator-wielding Medics with afterburn's resistance piercing effects. Combining this with a Kritzkrieg or Stock ÜberCharge can whittle down a healthy or protected group of opponents with ease.
  • While they can be very effective in an offensive ÜberCharge, Pyros have little to no power outside of the Flamethrower's medium-range on the defensive. Unless the Pyro is using a Phlogistinator with a full 'Mmph' bar and you know your opponents must pass through you, prioritize your Stock ÜberCharge on other classes with greater range or power.
  • Pyros wielding the Back Scratcher will increase the amount of ÜberCharge you build relative to their lessened healing and will allow you to more unleash more charges in a shorter amount of time.

Leaderboard class demoman.png Demoman

Demoman makes a good pocket under the correct circumstances, such as protecting the cart or at a point where he can easily fire grenades and stickybombs into the crowd.

  • The Demoman's damage output is high enough that he doesn't really 'need' damage boosts to become terrifying, he just needs resiliency.
    • That said, a Demoman under the effects of a Kritzkrieg über is still one of the most terrifying sights in the game.
  • With the Quick-Fix, a Medic can mirror a Demoman's explosive jumps or a Demoknight's charges.
  • An explosive jumping Demoman will take less self-damage from the explosions while being healed by the Vaccinator.
  • It's worth noting that, although a Demoman is great at dealing damage, he's less effective at protecting the Medic at close range, since he himself is weak there.
  • Demoknights are less efficient pockets for Medics than normal Demomen, as they are less able to dish out outright carnage; however, a Demoknight can help a Quick-Fix Medic get to the front lines at blinding speed.
  • While this can technically work for any class, Demoman's multiple unlockables dedicated to melee combat can pair well with a Kritskrieg's ÜberCharge if you manage to get the drop on enemies.
  • Charging a Scotsman's Skull Cutter-wielding Demoknight with the Kritzkrieg generally is a bad idea against a well organized team, but may give you the edge in raw damage and can immediately kill any class, even one who is significantly overhealed, excluding the Heavy and Soldier.
  • In general, it is a better idea to charge a Soldier than a Demoman with the stock Medi Gun due to their more reliable fire rate and accuracy with their Rocket Launcher of choice.
    • However, do not underestimate the power of a Demoman's Stickybomb Launcher when using a Kritzkrieg's ÜberCharge. It's large explosion radius and near instant detonation at the press of a button can be a far better Control Point clearing tool than any of the Soldier's launchers.

Leaderboard class heavy.png Heavy

The Heavy is the most iconic Medic patient and for good reason-- He has a large amount of health, a large hitbox to hide behind and can mow down a disorganized team with little effort.

  • A Heavy can protect a Medic with nothing but his large hitbox and equally large health pool, simply by standing in front of the Medic.
  • The stock Medi Gun is the best gun in most situations and that goes double for planning to work with the Heavy. The invulnerability the stock Medi Gun grants supplements the Heavy's superior firepower perfectly.
  • A Heavy's minigun is effective enough at mid-range to deter most opponents, and can take out any class (even another Heavy) at close range. A Medic next to a competent Heavy has little to fear from anybody other than a Sniper.
    • A Tomislav Heavy with good aim and the effects of a Kritzkrieg ÜberCharge can pose a threat to Snipers from unreasonably far away.
    • The Kritzkrieg used with the Brass Beast is the most damaging option in the game, even shredding other overhealed Heavies.
  • The Heavy's miniguns don't need to reload, allowing him to put out a constant stream of damage for the entirety of an ÜberCharge.
    • Other than that, though, a Heavy has trouble taking advantage of a Kritzkrieg ÜberCharge the way a Demoman or Soldier can.
  • A Heavy with the Fists of Steel being pocketed by a Vaccinator Medic is nigh-impossible to take out with bullets.
  • A Heavy with a Medic buddy will do well to bring along a Sandvich or Buffalo Steak Sandvich to keep his buddy topped up on health. At 150 health, a Medic doesn't benefit significantly from the small health pack dropped by other lunchbox items - only gaining 30 health. The Sandvich and Steak Sandvich, however, drop a medium health pack, which will restore a sizeable 75 health to the Medic. The Heavy doesn't really need the Sandvich for himself, as the medigun will generally keep him topped up.
    • However, in situations where you only need a small boost due to continuous light pressure, the aforementioned lunchbox items work well, especially to stop afterburn or bleeding, which afflict Medics rather often.
  • Heavy's Killing Gloves of Boxing give him the advantage of guaranteed Critical hits. Using this with the Stock ÜberCharge can be very effective in wiping out an entire team by yourself.
  • With the Gloves of Running Urgently, the Heavy can be used to easily and efficiently overwhelm an opposing Medic using the Vaccinator with a Bullet resistance.
  • Like with the Pyro's Back Scratcher, the Heavy's Fists of Steel will allow you to gain more ÜberCharge relative to the healing they receive and allow for more charges in a shorter amount of time.

Leaderboard class engineer.png Engineer

Engineers generally make for a situational, but usually effective pocket due to relying on mainly Hitscan weaponry, an average speed and his very powerful Sentry Gun.

  • Engineers can fit the role of an 'infantry' class with their generic, yet capable weapons and can deal with immediate threats efficiently.
  • ÜberCharging an Engineer while he is repairing his Sentry Gun is highly effective and could make the difference between a Level-Three Sentry wiping out a team, or the both of you dead.
  • Gunslinger Engineers will be around your team more often to help protect you and can take advantage of the weapon's combo perk to deal guaranteed critical hits.
  • Teleporters are useful for allowing the Medic to get to the front lines quickly.
  • The Engineer is generally a subpar heal target, as he usually won't be on the front lines and will have a Dispenser with him.
    • However, an Engineer with the Widowmaker may be a good target depending on the aiming skills of the Engineer.

Leaderboard class medic.png Medic

Two or more Medics on a team is an ideal situation, as it allows a team to stay in good health, and gives them access to very powerful, game-changing abilities.

  • An important factor of playing Medic is being able to coordinate with other Medics and combine ÜberCharges to come together as one blow. This works well if one Medic uses the stock Medi Gun and another uses a different secondary, such as the Kritzkrieg or Quick-Fix to cover the Medi Gun's weaknesses.
  • Although it may be tempting to do so because of the increase in healing, try not to heal the pockets of other Medics; the amount of ÜberCharge received for both Medics is cut in half and it also makes it more difficult to keep other teammates healed, as there are less Medics available to the team.
  • A Medic on his own is fairly weak when in combat, but two Medics can work together to cover each other and make for a difficult target to kill when cornered.
    • A particularly bold strategy is to ÜberCharge a Medic with the Ubersaw, gain Über with four hits, and then have that Medic deploy that charge on the other Medic. (See ÜberCharge strategy)
  • Other Medics typically should be working separately with their own patients, but they should heal each other if they're injured.
  • If you are working closely with another Medic on the frontlines, and he is using the Crusader's Crossbow, switch to the Blutsauger or Syringe Gun to help protect him if he becomes overwhelmed or his pocket dies.
  • Medics should protect each other as best as they can when on the retreat. Using an ÜberCharge to aid in retreating will allow the two Medics to survive, return to their team safely and quickly build ÜberCharge for the next assault.
  • While having multiple Medics can be very powerful, be cautious to not have too many Medics on a team. After about 3-4 Medics, depending on team composition, it can become detrimental to have any more, as it thins out the power of a team, and can generally make them weaker.

Leaderboard class sniper.png Sniper

With their tendency to stay far from enemy lines and a lack of reliable close-quarters combat tools, Snipers make for a comparably worse pocket than most.

  • One of the counters to an enemy Sniper is a Sniper of your own. Allied Snipers can help in taking out enemy Snipers which can easily bring you down with a quick headshot, allowing you to breathe more easily.
  • Overhealing your Sniper to at least above 150 health allows them to deal with the enemy Sniper much more comfortably, as they can resist a headshot. However, he is not the highest priority healing target (a Sniper with the Razorback equipped cannot be overhealed).
  • The Sniper can kill classes like the Heavy and Soldier to help protect a Medic should he be threatened by an enemy.
  • Two of the Sniper's Stock weapons can be highly effective when paired with the Kritzkrieg:
    • The SMG can make the Sniper a more mobile 'Heavy', bringing heftier classes to very severe damage in a matter of seconds.
    • A crit-boosted Sniper Rifle can kill 5 out of the 9 classes without scoping in and/or aiming for a Headshot.
  • A Sniper using the Jarate will deal mini-crits (Full criticals in tandem with the Bushwacka) on opponents sodden with the weapon. Therefore, the Kritzkrieg's ÜberCharge becomes less effective overall and could be considered unnecessary.
  • Huntsman-wielding Snipers will stay closer to the battle and will be readily available as a pocket if needed. A Huntsman bodyshot will deal 120 damage flat which will hinder most classes significantly, and deal up to 360 on a headshot which will even kill partially overhealed Heavies.

Leaderboard class spy.png Spy

Much like Sniper or Medic, the Spy is a less than ideal pocket. Because he will take alternate routes and be disguised or invisible most of the time, or ÜberCharging Spies could blow their cover and will generally be a waste.

  • The Spy can be healed behind enemy sight to help him survive an enemy encounter, should he be caught.
    • Spies moderately benefit from overheal, as it can aid them in survival if their cover is blown, or they are retreating after a successful attack.
    • A way to heal the Spy in a less conspicuous way is to fire a bolt from the Crusader's Crossbow at him. If he is disguised, it will look to the enemy like you are attacking their teammate, where in reality you are healing yours.
  • ÜberCharging a Spy with the stock Medi Gun can work wonders on an unprepared Engineer. With Spy's tools, he can quickly kill or backstab the Engineer and sap his buildings, provided there are no Pyros or Demomen to hinder your assault.
  • If an allied Sniper is not present, and you can easily see an enemy Sniper or Medic at low health, using the Kritzkrieg on a Spy wielding the stock Revolver can be quite effective due to it's pin-point accuracy, and the high burst damage it deals. This works especially well with the Enforcer, which will instantly kill any Scouts, Spies, Snipers or Engineers in a single shot if the Spy is disguised.
  • If possible, quickly flash your ÜberCharge on the Spy so he may backstab a high priority target such as enemy Medics without worry of retaliation.
  • Spies may be low on the list of healing priority, but that does not mean you should ignore them. Spies are constantly in critically dangerous situations due to their tendency to be right in the middle of battle, and should be healed when injured.
  • When in a team-controlled safe area, give your Spy player(s) a quick overheal, and then disconnect your beam from them before they go invisible or split off onto their own path where the enemy could see you healing them.

See also