Difference between revisions of "Community Medic strategy"

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{{Quotation|'''The Medic'''|I'm going to saw through your bones!|sound=Medic_taunts05.wav}}
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[[File:Community Medic Strategy Header.png|300px|right|link=Medic|I healed zhe man who will kill you!]]
As a [[Medic]], the player's primary role is to keep his or her teammates alive using the [[Medi Gun]]. The Medic is able to provide invulnerability via by deploying an [[ÜberCharge]]. This ability is often invaluable to the team both offensively and [[defense|defensively]], and can turn the tide of battle.
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{{Quotation|'''The Medic''' on healing his teammates|Ze healing is not as rewarding as ze hurting.|sound=Medic specialcompleted02.wav}}
  
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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.
  
==Quick Tips==
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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.
  
* Heal anyone who needs it, but focus on Heavies, Soldiers, and Demomen because they're the least likely to suddenly get wiped out from an explosion, [[Critical hits|crocket]] or other scariness.
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{{TOC limit|3}}
 
 
* Try to be healing someone at all times.  You're too vulnerable to be alone, and even when your friends are at full health, you'll still build up your [[Übercharge]].
 
 
 
* In a pinch, it's usually better to keep healing a teammate than to resort to your [[Syringe Gun]].
 
 
 
* Dance, hop around and watch your back.  Snipers and Spies love to kill Medics.
 
 
 
* You can literally use a Heavy as cover while you heal him.  Just crouch right behind him.
 
 
 
==General strategy==
 
* The Medic is the only class that can passively regenerate health. Therefore, Medics that are left alone long enough will eventually return to full health by themselves.
 
** A Medic carrying the [[Syringe Gun]] will regenerate 3 HP/sec. After five seconds without damage, the regeneration rate increases to 6 HP/sec, but will drop back to 3 HP/sec upon taking damage again. A Medic that is carrying the [[Blutsauger]] will heal 2 less health per second (base 1 HP/sec, up to 4 HP/sec). Opting for the stock Syringe Gun grants the Medic marginally faster health regeneration, especially when going unharmed for a period, and increases survivability if set on [[fire]].
 
** Since Medics cannot heal themselves directly (Save for the [[Oktoberfest]] taunt), they should have first priority for health pickups. Ask teammates not to pick up health packs, and heal them in return. This is also better for building up the ÜberCharge meter.
 
 
 
* Much more than any other class, being an effective Medic relies on good communication with teammates. A Medic should communicate with his or her patient(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat. A simple message to teammates can make all the difference between a successful push/defense and death. If possible, use a microphone to communicate such information to teammates.
 
** In the same vein, Medics should inform their teammates when they have an ÜberCharge ready. A good teammate will say when he or she is ready for the charge; otherwise, the Medic must use judgment according to the situation.
 
 
 
* The [[Medi Gun]] beam can heal targets so long as the Medic has a direct line of sight to the patient. This allows a Medic to heal patients from behind cover, protecting the Medic from enemy fire.
 
 
 
* Once the Medi Gun is locked onto its target, the Medic can face any direction without interrupting healing. This leaves players free to watch for [[Spy|Spies]] or ambushes in general, as Medics make for high-priority targets.
 
 
 
* Remember to always keep moving and scan the surrounding area, especially the rear guard. This can significantly reduce the chances of being killed by enemy Snipers or Spies in particular.
 
 
 
* Enemy [[Spy|Spies]] in [[disguise]] can also call for a Medic. Attempting to walk through the patient is an effective means for a Medic to [[Spy-check]]. Teammates that cannot be walked through are Spies.
 
** Also note the "damage meter" of a teammate compared to their health. If a "teammate" is at above half health when you are looking at them, but their current Medic call is in the red zone then the person calling Medic is a Spy.
 
 
 
* There are two game options that are useful to Medics. The first, "Medi Gun continues healing without holding down fire button," allows Medics to continuously heal without holding their primary fire button. The second, "Injured teammates automatically call out," automatically highlights teammates under a certain amount of health and denotes them with an audio indicator as well. These options are accessed by selecting the "Advanced Options" from the main menu.
 
** The health level at which the "Injured teammates automatically call out" feature activates can also be set in the Advanced Options, under the "Auto-call health percentage" slider, which is set to 60% health by default. Set the slider to whatever value you think is appropriate.
 
 
 
===Combat strategy===
 
* As above, Medic players should remember to be constantly moving and keep an eye on their surroundings in order to make it harder for enemies to kill them. Medics are high-priority targets in the game, so players should do everything in their power to protect themselves and their patients.
 
** However, due to Medics being high-priority targets, this can be used to the team's advantage by acting as bait. Most players cannot resist chasing or attacking a lone Medic, so players can get the attention of an enemy and lure him or her into an ambush. While most players will not follow Medics around blind corners where they know a large number of defenses can be, it is still possible to lead them into a [[Sentry Gun]] if the Sentry Gun was recently set up. A more reliable way to accomplish this is to lead enemy players into your [[Medic buddy]].
 
 
 
* A common mistake that some Medics make is healing only one person while ignoring other teammates. On the battlefront, many people become wounded and in need of a Medic so they can return to battle as quickly as possible. Healing multiple people also benefits the Medic, as players will receive [[kill assist|assist]] credits for teammates' kills, and healing damaged teammates will build [[ÜberCharge]] faster.
 
  
* When in combat, a Medic's top priority is to keep as many teammates alive as possible. Always focus on healing teammates that are under the most fire. Also be sure to keep an eye out for teammates in the red, and keep them alive.
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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.
  
* Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called '''pocketing'''. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges. Keep in mind that certain classes are better for pocketing than others. Refer to the [[Medic buddy]] page for more details.
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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.
  
* In desperate circumstances, fighting back may be the best option for a Medic. Using the Syringe Gun or [[Bonesaw]] correctly can kill the attacker or inflict enough damage to force the enemy to retreat, while preserving the Medic's precious ÜberCharge. In the case of the Übersaw, it may allow the players to build their ÜberCharge meters faster, albeit at higher risk.
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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.
  
* For players expecting to have to fight back against enemies, the Blutsauger is a better choice, as it allows players to regain health at a very fast rate while defending themselves. This can forestall or even prevent death in otherwise hopeless situations.
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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.
  
*If you need a good ranged or focused attack, use the [[Crusader's Crossbow]]. This weapon can be useful in attacking over a long distance, and it will do more damage per hit than the Syringe Gun. This weapon is also useful if you have a Sniper that is kindly standing still, friend or foe. Do note that, despite this weapons long range capability, if you are going to be in more closed areas then the Syringe Gun would do more damage, as the crossbow is harder to hit strafing or moving enemies with.
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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.
  
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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.
  
===General ÜberCharge strategy===
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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.
  
* A Medic's top priority is to build and deploy [[ÜberCharge]]s. An ÜberCharge can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
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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.
  
* The ÜberCharge meter fills faster if the Medic is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s and [[Demoman|Demomen]]) can be a tremendous help when out of combat. (Note that during the [[Setup]] phase, charge rate is maximized regardless of the patient's health, as long as no two Medics are healing the same patient.)
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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.
  
* Activating the ÜberCharge at the right time can change the tide of battle. Always try to deploy the ÜberCharge as late as possible, such as after being engaged by the enemy instead of before. This can lengthen an offensive/defensive push, but waiting too long often results in death. Similarly, deploying an ÜberCharge early will waste precious charge time and end the push earlier than necessary.
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* Only try to fight in self-defense as Medic is usually at a disadvantage in one-on-one combat.
  
* Both the Medic and the patient are unable to capture [[Control Points]], carry the [[Intelligence]] or push the [[Payload]] cart while ÜberCharged. However, they will both receive [[point]]s for being on the capture point or Payload cart while ÜberCharged as a fellow teammate captures it, and may protect teammates from enemies while the point is being capped or the cart is being pushed.
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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:
  
* [[Knockback]] is often used to counter ÜberCharges, separating Medics from their healing targets or pushing them towards environmental hazards. Enemy Pyros, Soldiers, Demomen, and Sentry Guns will use knockback to their advantage until the ÜberCharge ends. A Medic and the ÜberCharged teammate should target these enemies first.
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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.
  
* An ÜberCharged [[Pyro]] is incredibly dangerous, especially against Sentry Guns and in tight quarters. Even 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 or Demoman. However, beware that the Pyro has to get very close to targets in order to do damage, and that the enemy team will likely try to keep the ÜberCharged pair away using knockback.
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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.
  
* A common problem for an ÜberCharged teammate trying to destroy enemy Sentry Guns is the Sentry Gun's knockback, as the knockback can force the players out of range to destroy it. To deal with this, the Medic can draw the Sentry Gun's fire and knockback to themselves. This allows the patient to get close enough to destroy it. The Medic should avoid jumping while doing this as the knockback on airborne targets is significantly more forceful and can break the precious connection between you and your patient.
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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.
  
* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, the Medic should activate it when many other teammates are nearby and strike as a team. The ÜberCharged pair may frighten and distract the enemies, drawing fire away from the teammates and effectively making it easier for them to attack.
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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.
  
* While under the effects of an ÜberCharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period. Note that this drains the ÜberCharge faster than an ÜberCharge on only one person.
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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.
  
* Should the Medic feel that while healing a teammate, neither will survive, the Medic can abandon the teammate. This will allow the collected ÜberCharge to be retained for later use, that would otherwise have been lost. Additionally, keep in mind that the Medic may be their teams only source of healing, and that the [[Respawn|respawn time]] the Medic is out of the game can cost dearly
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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.
  
* See the [[ÜberCharge strategy]] page for more information.
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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.
  
 
== Weapon Specific ==
 
== Weapon Specific ==
===Primary Weapons===
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=== Primary Weapons ===
====[[Syringe Gun]]====
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==== [[Syringe Gun]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
Line 86: Line 82:
 
! class="header" width="50%" colspan=4 | Damage
 
! class="header" width="50%" colspan=4 | Damage
 
|-
 
|-
! class="header" | Loaded
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! class="header" width="8%"| Loaded
! class="header" | Carried
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! class="header" width="8%"| Carried
! class="header" | Point Blank
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! class="header" width="13%"| Point Blank
! class="header" | Medium Range
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! class="header" width="13%"| Medium Range
! class="header" | Long Range
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! class="header" width="13%"| Long Range
! class="header" | Critical
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! class="header" width="13%"| Critical
 
|-
 
|-
 
! {{Table icon|Syringe Gun|Stock}}
 
! {{Table icon|Syringe Gun|Stock}}
| align="center" | {{Icon killicon|weapon=Syringe Gun}}
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| {{Icon killicon|weapon=Syringe Gun}}
 
| 40
 
| 40
 
| 150
 
| 150
Line 101: Line 97:
 
| 5-6
 
| 5-6
 
| 30
 
| 30
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|-
 
|}
 
|}
  
* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies.
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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.
  
* The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder for the player. Players must lead their targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, a Medic can do a good deal of damage.
+
* Lead your shots when fighting moving targets, as the Syringe Gun's syringes arc over distance and take time to travel.
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
+
** 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.
  
* Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than a Medic running backwards. This allows Medics to spray their pursuers with needles while keeping their opponents at a respectable distance.
+
* 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.
  
* Due to the arcing nature of the needles, players can fire over obstacles, allowing Medics to hit targets that are not in their direct view.
+
* 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.
** The Syringe Gun can prove effective against unattended Sentry Guns. A Medic can safely attack the Sentry Gun by using the needles' arc.
 
  
* The Syringe Gun has a better passive heal than the Blutsauger, so dedicated healing Medics are better off wielding the Syringe Gun. The increased passive heal also dramatically reduces the effect of [[fire|afterburn]].
+
==== [[Blutsauger]] + [[reskins]] ====
 
 
* The Syringe Gun is ideal for Medics who can rely on their teammates, as the greater health regeneration bonus will allow the Medic to focus on healing instead of shooting.
 
 
 
==== [[Blutsauger]] ====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="17%" colspan=2 | Ammo
! class="header" width="50%" colspan=4 | Damage
+
! class="header" width="40%" colspan=4 | Damage
 +
! class="header" width="10%" colspan=4 | Effect
 
|-
 
|-
! class="header" | Loaded
+
! class="header" width="8%"| Loaded
! class="header" | Carried
+
! class="header" width="8%"| Carried
! class="header" | Point Blank
+
! class="header" width="10%"| Point Blank
! class="header" | Medium Range
+
! class="header" width="10%"| Medium Range
! class="header" | Long Range
+
! class="header" width="10%"| Long Range
! class="header" | Critical
+
! class="header" width="10%"| Critical
 +
! class="header" width="10%"| Health On Hit
 
|-
 
|-
 
! {{Table icon|Blutsauger|Unlock}}
 
! {{Table icon|Blutsauger|Unlock}}
| align="center" | {{Icon killicon|weapon=Blutsauger}}
+
| {{Icon killicon|weapon=Blutsauger}}
 
| 40
 
| 40
 
| 150
 
| 150
Line 139: Line 133:
 
| 5-6
 
| 5-6
 
| 30
 
| 30
 +
| 3
 +
|-
 
|}
 
|}
* The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration. This allows for a more offensive Medic, as the bulk of their self-healing will come from attacking enemies.
 
  
* The Blutsauger's health regeneration makes it much better retreat weapon if attacked by enemy players and no teammates are nearby. Players that expect to encounter situations where they must fend for themselves (such as immediately after their [[Medic buddy|buddy]] has been killed) should consider using the Blutsauger.
+
* 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.
  
* The Blutsauger cannot overheal the Medic using it, only restore the user to full health. So keep in mind that the Blutsauger is more of a survival weapon than a self-buff weapon.
+
* 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.
  
* If caught behind enemy lines without a buddy, a Medic can use the Blutsauger while retreating in order to regenerate just enough health to get away safely.
+
* 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.
  
* Due to the lower health regeneration ability of the Blutsauger, Medics on [[fire]] must rely on the Blutsauger to restore health in the event that no other nearby healing sources are available. Keep this in mind if the enemy team has a large number of [[Pyro]]s.
+
* 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.
  
====[[Crusader's Crossbow]]====
+
==== [[Overdose]] ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="17%" colspan=2 | Ammo
! class="header" width="50%" colspan=4 | Damage
+
! 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
 
|-
 
|-
! class="header" | Loaded
+
! {{Table icon|Overdose|Craft}}
! class="header" | Carried
+
| {{Icon killicon|weapon=Overdose}}
! class="header" | Point Blank
+
| 40
! class="header" | Medium Range
+
| 150
! class="header" | Long Range
+
| 9-11
! class="header" | Critical
+
| 5-9
 +
| 5-6
 +
| 27
 +
| 117.33%
 
|-
 
|-
! {{Table icon|Crusader's Crossbow|Craft}}
 
| align="center" | {{Icon killicon|weapon=Crusader's Crossbow}}
 
| 1
 
| 12
 
| 38
 
| 56
 
| 75
 
| 113-168-225
 
 
|}
 
|}
  
* The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
+
* 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.
** Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled. As such, firing indiscriminately into a crowd of enemies and teammates can help no matter who you hit.
 
** The Crusader's Crossbow cannot overheal teammates. If a player is already at full health, use the [[Medi Gun]] you have equipped instead.
 
 
 
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's [[Huntsman]], so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal [[headshot]]s.
 
 
 
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
 
 
 
* If a teammate needs healing but it is dangerous to reach him, taking out the Crossbow might be a good idea.
 
  
* Due to its low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it is usually better to take out your melee weapon or try to retreat behind a teammate as the Crusader's Crossbow deals less damage the closer the enemy is.
+
* 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.
  
* Unlike the Huntsman, the crossbow can be fired underwater and mid-air, allowing for nasty underwater and aerial surprises.
+
* 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.
  
* If need be, you can fit a long range fire support role with this weapon. While it cannot deal headshot crits, the damage over range effect can stack up fine from a good vantage point, and you can not only deal damage but heal teammates from far away.
+
* 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.
** This weapon is also useful for taking out Snipers if aimed right, as they will generally be further away. One of the better ways to approach this is after a few teammates killed by a Sniper and you don't see any teammates actively seeking them out. Take a few seconds to pull out your crossbow and make sure you can aim without getting killed. Due to the lower health of Snipers, you can generally take them out in two shots. If the Sniper is dedicated to aiming at your group, then you can take them out when they come out of hiding.
 
** Also, if you are skilled enough with this weapon, then despite no headshots you could take over the roll of a Sniper and act as a full time offense. While it's not recommended that you do this, as you are still the one active healer of the group, sharpshooting from the back may do more for you team than healing them at the front. This might also allow you to spot a Spy you might have missed otherwise standing near the crowd.
 
  
==== [[Overdose]] ====
+
==== [[Crusader's Crossbow]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="16%" rowspan=2 | Kill Icon
 
! class="header" width="17%" colspan=2 | Ammo
 
! class="header" width="17%" colspan=2 | Ammo
! class="header" width="50%" colspan=4 | Damage
+
! 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
 
|-
 
|-
! class="header" | Loaded
+
! {{Table icon|Crusader's Crossbow|Craft}}
! class="header" | Carried
+
| {{Icon killicon|weapon=Crusader's Crossbow}}
! class="header" | Point Blank
+
| 1
! class="header" | Medium Range
+
| 38
! class="header" | Long Range
+
| 38/75
! class="header" | Critical
+
| 56/112
 +
| 75/150
 +
| 113-225
 
|-
 
|-
! {{Table icon|Overdose|Craft}}
 
| align="center" | {{Icon killicon|weapon=Overdose}}
 
| 40
 
| 150
 
| 9-11
 
| 5-9
 
| 5-6
 
| 27
 
 
|}
 
|}
  
* The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic [[speed]].
+
* 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.  
** Note: The speed boost only applies while you have the Overdose drawn.  It will not work if you are using your [[Medi Gun]] or Melee weapon.
+
 
 +
* 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 are building an Übercharge but your [[Medic buddy]] gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
+
* 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.
  
* If you use the [[Vita-Saw]] with the Overdose, you can use the slight speed boost from 20% Übercharge to get back to the front line and your team faster.
+
* 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.
  
* The Overdose is more of an escape tool than a weapon due to its lowered damage. So don't build your Über meter and go in needles blazing.  You will have a hard time getting kills and run a higher risk of losing your Übercharge.
+
* 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.
  
* Alternatively, if you need to make an urgent kill (i.e. a nearby enemy is carrying the intelligence), you can chase him down with your increased speed. He may not expect to be attacked by a Medic.
+
* Unlike the [[Huntsman]], the Crusader's Crossbow can be fired underwater and in midair.
  
===Secondary Weapons===
+
* 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.
====[[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="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
Line 234: Line 240:
 
! class="header" width="25%" colspan=4 | ÜberCharge
 
! class="header" width="25%" colspan=4 | ÜberCharge
 
|-
 
|-
! class="header" | Normal Healing Rate
+
! class="header" width="13%"| Normal Healing Rate
! class="header" | Maximum Healing Rate
+
! class="header" width="13%"| Maximum Healing Rate
! class="header" | ÜberCharge
+
! class="header" width="6%"| ÜberCharge
! class="header" | ÜberCharge Time
+
! class="header" width="6%"| ÜberCharge Time
! class="header" | Charge Speed
+
! class="header" width="6%"| Charge Speed
! class="header" | Maximum Charge Time
+
! class="header" width="6%"| Maximum Charge Time
 
|-
 
|-
 
! {{Table icon|Medi Gun|Stock}}
 
! {{Table icon|Medi Gun|Stock}}
Line 246: Line 252:
 
| Invulnerability
 
| Invulnerability
 
| 8 seconds
 
| 8 seconds
| 2.5%/sec  
+
| 2.5%/sec
| 40 seconds
+
| 40 seconds ({{tooltip|80|Target at 142.5% health or higher}})
 +
|-
 
|}
 
|}
  
* One of the most important aspects of playing the Medic is understanding what [[Overheal]]ing is, and how it works.
+
* 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.
** If a Medic heals a teammate already at 100% health, it will raise them to 150% health (''overhealed'').  The time it takes depends on the class, as well as how much time has passed since the patient has taken damage; those with the highest starting health take the longest to overheal, and a teammate that has not taken damage in a while will be healed faster.
 
** The overheal will decay completely in exactly 20 seconds for all classes as long as the overhealed target takes no damage. For example, a [[Heavy]] has more overheal health to lose than a [[Scout]] does, but since both decay back to normal health in 20 seconds, the Heavy loses more overheal 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, the Medic should try to keep multiple teammates on the front line overhealed instead of only a single teammate.
 
** Overhealing players fills the ÜberCharge meter at the same rate as healing injured players does, so overhealing teammates should be a priority. However, keeping a player constantly overhealed will reduce the charging rate in half.
 
 
 
* 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. This allows Medics to quickly heal players that have been out of battle for a long period of time up to full health very quickly.
 
 
 
* When healing a patient, the Medi Gun will stay "locked-on" to the patient until the primary fire key is released (provided that the "Medi Gun continues healing without holding down fire button" option has not been enabled) or the target moves out of range.
 
 
 
* A healing Medic should never stop moving. The Medic is a prime target for enemy [[Spy|Spies]] and [[Sniper]]s. Constantly jumping, ducking, and [[strafing]] can greatly increase life expectancy.
 
 
 
* Since Medics do not have to face their patients in order to heal them, players should be constantly watching every direction, especially behind their teammates. Spotting a Spy or a hidden enemy and alerting teammates can save their lives.
 
 
 
* The Medi Gun will continue to heal its target so long as that player is within a certain distance and has a direct line of sight, so always try to heal teammates from behind cover. Using this tactic can keep the enemy from lining up a shot while still healing. However, enemies can see the beam and use it to find the Medic.
 
  
* If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter (if carrying the Medi Gun and not the Kritzkrieg). Medics that survive can escape and continue to heal teammates and rebuild their ÜberCharge meters, rather than dying and being forced to respawn.
+
* 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.
  
* Medics should heal each other whenever possible. This way both Medics can stay alive longer and retain any charge in their respective ÜberCharge meters.
+
* 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.
  
* A Medic should heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than to overhealing another to 150%.
+
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full, unused ÜberCharge meter.
  
* The ÜberCharge builds faster by healing anyone under 150% of their max health. If no one can self-damage themselves to keep this fast rate going, keeping group of people to up to 150% will essentially build it just as fast as a Soldier or Demoman hurting themselves.
+
* 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]]====
+
==== [[Kritzkrieg]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
Line 281: Line 273:
 
! class="header" width="25%" colspan=4 | ÜberCharge
 
! class="header" width="25%" colspan=4 | ÜberCharge
 
|-
 
|-
! class="header" | Normal Healing Rate
+
! class="header" width="13%"| Normal Healing Rate
! class="header" | Maximum Healing Rate
+
! class="header" width="13%"| Maximum Healing Rate
! class="header" | ÜberCharge
+
! class="header" width="6%"| ÜberCharge
! class="header" | ÜberCharge Time
+
! class="header" width="6%"| ÜberCharge Time
! class="header" | Charge Speed
+
! class="header" width="6%"| Charge Speed
! class="header" | Maximum Charge Time
+
! class="header" width="6%"| Maximum Charge Time
 
|-
 
|-
 
! {{Table icon|Kritzkrieg|Unlock}}
 
! {{Table icon|Kritzkrieg|Unlock}}
Line 293: Line 285:
 
| Critical hits
 
| Critical hits
 
| 8 seconds
 
| 8 seconds
| 3.125%/sec  
+
| 3.125%/sec
| 32 seconds
+
| 32 seconds ({{tooltip|64|Target at 142.5% health or higher}})
 +
|-
 
|}
 
|}
  
* The Kritzkrieg is an unlockable healing gun for the Medic. Its Übercharge charges 25% faster than the Medi Gun's, and provides guaranteed [[Critical hit]]s to the Medic's patient instead of invulnerability for the duration of its deployment.
+
* 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.
  
* The effectiveness of the Kritzkrieg relies a lot on the skill level of the patient; a buddy who knows how to use a Kritzkrieg Übercharge effectively can deal significantly more damage to the enemy. The ÜberCharge only provides a benefit to the patient so the Medic cannot benefit from it, and because it doesn't have any invulnerability like the [[Medi Gun]], the patient can die if he or she isn't careful enough.
+
* 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's ÜberCharge is useless against a [[Medi Gun]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
+
* 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.
  
* Although Crits count as normal damage against [[buildings]] and so won't help against the Sentry Gun itself, a Kritzkrieg charge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun, as well as any other players near it. Once the Engineer is dead, the Sentry Gun can be quickly disposed of.
+
* 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.
  
* Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
+
* 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.
** Soldiers and Demomen are very similar; however, they have slightly different uses. Soldiers excel in using direct fire to take out compact groups of enemies, such as on a Capture Point or around the Payload cart. If deploying a Kritzkrieg a Soldier, be sure they have a normal Rocket Launcher and not the Direct Hit, Black Box, or Liberty Launcher, as the main portion of the damage will come from the splash damage, and the ammo capacity is vital. 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.
 
** Demos will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more damage than a rocket, the splash radius is smaller compared to that of the Rocket Launcher. Another thing to remember is that stickies placed before being Kritzed will ''not'' deal Critical hits if detonated during the charge, unless they were random Crits. In general, the Demo is better for taking out Sentry Gun nests, as the explosives' arcs allows the Demoman to fire from around corners, denying the Engineer the ability to counter. The same issue with reload times as the Soldier also applies.
 
** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the Kritz. Also, as Critical hits don't have damage fall-off over distance, the Heavy can be very lethal even at long ranges. A Heavy using [[Natascha]] has the added bonus of slowing down any nearby targets that are hit, making them easier to kill.
 
* If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz target - every hit while charged does the same damage as a headshot.
 
  
* The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
+
* 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.
  
* The Kritzkrieg's taunt, [[Oktoberfest]], restores 11 HP upon use. While this amount is small, it can prevent death in desperate situations.
+
* 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.
  
* Remember that a Medic deploying a Kritzkrieg ÜberCharge is still vulnerable to damage, and thus can still be killed. Try to use a Kritzkrieg ÜberCharge before taking damage, so that the charge recipient will be able to kill whatever threats are present before they can retaliate. Beware Spies and Snipers; a good headshot will stop the charge.
+
* 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.
 
* The quicker charging rate also means it will be ready more often, which makes the Kritzkrieg more flexible for countering enemy pushes. This makes it very useful when defending on Attack/Defend maps such as [[Dustbowl]], especially on the final point. With plenty of cover fire from teammates, a well used Kritzkrieg charge on a Heavy can wipe out the enemy team's front line, allowing teammates to push them back.
 
  
=====[[Oktoberfest]]=====
+
===== [[Oktoberfest]] =====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
! class="header" width="17%" |  
+
! class="header" width="17%" |
 
! class="header" width="10%" | Weapon
 
! class="header" width="10%" | Weapon
 
! class="header" width="10%" | Healing
 
! class="header" width="10%" | Healing
Line 328: Line 325:
 
|- style="height: 110px;"
 
|- style="height: 110px;"
 
| {{Table icon|Oktoberfest}}
 
| {{Table icon|Oktoberfest}}
| [[Kritzkrieg]]  
+
| [[Kritzkrieg]]
 
| 11 health
 
| 11 health
 
| 4 seconds
 
| 4 seconds
 
| The Medic takes a brief whiff out of the barrel of his weapon.
 
| The Medic takes a brief whiff out of the barrel of his weapon.
 +
|-
 
|}
 
|}
  
* Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it is usually far better to simply seek out a better source of healing.
+
* 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 is possible that using this taunt can prevent death. However, it still should not be regarded as a reliable way to regain health.
 
  
* If the "Medi Gun continues healing without holding down fire button" option has been enabled, players can use the Oktoberfest taunt while healing a teammate simultaneously.
+
* In dire situations, such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death.
  
====[[Quick-Fix]]====
+
==== [[Quick-Fix]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="17%" rowspan=2 | Weapon
 
! class="header" width="25%" colspan=2 | Healing
 
! class="header" width="25%" colspan=2 | Healing
 
! class="header" width="25%" colspan=4 | ÜberCharge
 
! class="header" width="25%" colspan=4 | ÜberCharge
 
 
|-
 
|-
! class="header" | Normal Healing Rate
+
! class="header" width="13%"| Normal Healing Rate
! class="header" | Maximum Healing Rate
+
! class="header" width="13%"| Maximum Healing Rate
! class="header" | ÜberCharge
+
! class="header" width="6%"| ÜberCharge
! class="header" | ÜberCharge Time
+
! class="header" width="6%"| ÜberCharge Time
! class="header" | Charge Speed
+
! class="header" width="6%"| Charge Speed
! class="header" | Maximum Charge Time
+
! class="header" width="6%"| Maximum Charge Time
 
|-
 
|-
 
! {{Table icon|Quick-Fix|Craft}}
 
! {{Table icon|Quick-Fix|Craft}}
Line 359: Line 354:
 
| Megaheal
 
| Megaheal
 
| 8 seconds
 
| 8 seconds
| 3.125%/sec (1.5625%/sec)
+
| 2.778%/sec (1.389%/sec)
| 32 seconds (64 seconds)
+
| 36 seconds ({{tooltip|72|Target at 142.5% health or higher}})
 +
|-
 
|}
 
|}
  
* The Quick-Fix is a craftable secondary for the [[Medic]]. It has a 40% faster heal rate and a 25% faster charge rate. It cannot overheal, however.  The Quick-Fix can also let you move as fast as any heal target faster than you.  Its Übercharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects such as from [[Natascha]].
+
* 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]].
  
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
+
* 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 Quick-Fix lets you move as fast as [[Scout]]s when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
+
* 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.
  
* With the faster charge rate, the [[Übersaw]]'s ability to fill up your Über meter faster is negligible.  The [[Solemn Vow]] and [[Amputator]] are better recommended weapons to take with the Quick-Fix.
+
** 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.  
  
* Try not to deploy your Megaheal if you and your [[Medic buddy|buddy]] are alone and against one or two enemies.  The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire.
+
* 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.
  
* Always keep in mind that you are never invincible with the Quick-Fix; whilst you may be impossible to separate from your patient (due to knock-back prevention) and very hard to kill, remember that a well structured opposition or a single Spy can easily render your push moot.
+
* 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.
  
===Melee Weapons===
+
==== [[Vaccinator]] ====
====[[Bonesaw]]/[[Saxxy]]====
+
{| 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="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="40% colspan=2 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
Line 387: Line 432:
 
|-
 
|-
 
! {{Table icon|Bonesaw|Stock}}
 
! {{Table icon|Bonesaw|Stock}}
| align="center" | {{Icon killicon|weapon=Bonesaw}}
+
| {{Icon killicon|weapon=Bonesaw}}
| 0.8 seconds
+
| rowspan="12" |0.8 seconds
| 65
+
| rowspan="12" |65
| 195
+
| rowspan="12" |195
 +
|-
 +
! {{Table icon|Frying Pan|Promotional}}
 +
| {{Icon killicon|weapon=Frying Pan}}
 
|-
 
|-
 
! {{Table icon|Saxxy|Promotional}}
 
! {{Table icon|Saxxy|Promotional}}
| align="center" | {{Icon killicon|weapon=Saxxy}}
+
| {{Icon killicon|weapon=Saxxy}}
| 0.8 seconds
+
|-
| 65
+
! {{Table icon|Conscientious Objector|Drop}}
| 195
+
| {{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 has more front-loaded 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. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
+
* 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.
  
* The Medic's higher-than-standard speed often makes this weapon more likely to score kills than other melee weapons, but should still only be used as a last resort. Remember that the Medic's job is to stay alive and support their team, not to directly kill the enemy.
+
* 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.
  
* 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 Medics whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.
+
* Your other melee weapons provide additional helpful effects that the stock Bonesaw just cannot match. Use another weapon if you can.
  
====[[Übersaw]]====
+
==== [[Ubersaw]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="40% colspan=2 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
Line 416: Line 491:
 
|-
 
|-
 
! {{Table icon|Übersaw|Unlock}}
 
! {{Table icon|Übersaw|Unlock}}
| align="center" | {{Icon killicon|weapon=Übersaw}}
+
| {{Icon killicon|weapon=Übersaw}}
 
| 0.96 seconds
 
| 0.96 seconds
 
| 65
 
| 65
 
| 195
 
| 195
 +
|-
 
|}
 
|}
* The Übersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit.
 
  
* The Übersaw 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.
+
* 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.
** If the ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. Be sure to keep an eye out for this to see if the Spy really was killed.
 
  
* The Übersaw will still add to the ÜberCharge meter if the player hits a Scout under the effects of [[Bonk! Atomic Punch]]. Since most Scouts tend to use Bonk! in range of teammates' Sentry Guns, it's another safe way to build ÜberCharge.
+
* 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.  
  
* Rather than using the Übersaw 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.
  
* If fighting an enemy and the ÜberCharge meter is relatively filled, try to use the Übersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg is not being used
+
* 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.
  
* By using the Übersaw and Medi Gun in conjunction with another Medic with the same combination, players can use the Double Medic strategy. One Medic will fill his or her ÜberCharge meter with the Übersaw by hitting enemies with melee attacks, while the second Medic deploys an ÜberCharge on the first Medic. Once the second Medic's ÜberCharge is depleted, the first Medic switches to the Medi Gun and deploys his or her ÜberCharge on the second Medic, who then takes out the Übersaw to build his or her ÜberCharge meter. This is known as a [[Chain Über]], requiring skill to master, but it can be very effective if used correctly.
+
* The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of [[Bonk! Atomic Punch]].
  
* When healing a patient and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee.
+
* 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.
  
=====[[Spinal Tap]]=====
+
* 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.  
{| 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|Spinal Tap}}
 
| align="center" | {{Icon killicon|weapon=Übersaw}}
 
| [[Übersaw]]
 
| 500
 
| 4 seconds
 
| The Medic throws his coattails back and enters a combat pose before thrusting his Übersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge
 
 
 
|}
 
  
* Due to the length of the taunt, it (like all other taunts) is not recommended unless used against distracted foes. If a Medic happens to encounter a Heavy firing the Minigun from behind, it is possible to take the Heavy out with this taunt. It can also be fun to use during humiliation, but it's not the best taunt to use during this period.
+
* 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.
  
* The taunt adds 100% to the ÜberCharge meter upon killing an enemy. Try to use the taunt wisely, and judge whether the risk is worth the reward. Remember, executing the taunt successfully fully charges the ÜberCharge meter, regardless of the victim's health.
+
==== [[Vita-Saw]] ====
 
 
* This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player but it will still give 100% ÜberCharge.
 
 
 
* Remember that, like the [[Skewer]] taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of the Medic during the retraction part of the animation.
 
** Similarly, stunning an enemy doesn't necessary guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy (especially noticeable on Scouts) may move the target outside of the kill zone before the retraction animation.
 
 
 
====[[Vita-Saw]]====
 
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="40% colspan=2 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
Line 474: Line 527:
 
|-
 
|-
 
! {{Table icon|Vita-Saw|Craft}}
 
! {{Table icon|Vita-Saw|Craft}}
| align="center" | {{Icon killicon|weapon=Vita-Saw}}
+
| {{Icon killicon|weapon=Vita-Saw}}
 
| 0.8 seconds
 
| 0.8 seconds
 
| 65
 
| 65
Line 480: Line 533:
 
|}
 
|}
  
* The Vita-Saw is a craftable melee weapon for the Medic. It allows players to retain up to 20% of their ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
+
* 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.
 
 
* A good tactic with this weapon is to play more offensively (both via direct attacks against the enemy and supporting classes like Scouts or Pyros) when the charge hasn't reached 20%. However, try to focus on healing teammates rather than attacking.
 
  
* Due to the health penalty, players can be killed more easily by lighter classes such as Scouts and Pyros. So try to flee earlier when being attacked.
+
* 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.
** Conversely, the health penalty is less noticeable when being attacked by heavier classes like Soldiers and Demomen, as such classes are able to kill lone Medics with 150 HP just as easily.
+
** This will also allow you to move 12% faster with the [[Overdose]], allowing you to reach your team more quickly after respawning.
  
* Due to being able to retain up to 20% of the ÜberCharge meter, it is possible to deploy ÜberCharges faster upon respawning. This will allow players to put more pressure on the enemy team, and also to have an ÜberCharge ready much faster should the enemy make a push.
+
* Remember that if you're killed during an ÜberCharge, up to 60% of what charge you had left will still be retained.
** Using the Kritzkrieg or Quick-Fix in combination with the Vita-Saw will allow players to build up ÜberCharges even faster. Remember that if killed during an ÜberCharge, charge will still be retained, so the Vita-Saw is useful as a safety.
+
** 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.
** Using the Medi Gun in combination with the Vita-Saw can help to build a defensive ÜberCharge faster as well, in case the Medic is killed as the enemy team pushes and teammates need to retake the area. The time reduction when building charge will allow the team to bounce back faster in these situations.
 
  
* The Vita-Saw has the same attack rate as the Bonesaw. However, the 10 HP penalty may prove to be the deciding factor in a close melee fight, so think whether the current situation could lead to a melee conflict.
+
* 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]]====
+
==== [[Amputator]] + reskins ====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="40% colspan=2 | Damage
+
! class="header" width="27%" colspan=2 | Damage
 +
! class="header" width="13%" colspan=2 | Healing
 
|-
 
|-
! class="header" width="20%" | Point Blank
+
! class="header" width="13%" | Point Blank
! class="header" width="20%" | Critical
+
! class="header" width="13%" | Critical
 +
! class="header" width="13%" | On Taunt
 
|-
 
|-
 
! {{Table icon|Amputator|Craft}}
 
! {{Table icon|Amputator|Craft}}
| align="center" | {{Icon killicon|weapon=Amputator}}
+
| {{Icon killicon|weapon=Amputator}}
 
| 0.8 seconds
 
| 0.8 seconds
| 65
+
| 52
| 195
+
| 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.
 +
|-
 
|}
 
|}
  
* The Amputator allows players to use the [[Medicating Melody]]. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Medi Gun or Kritzkrieg. However, as with all other taunts, the player cannot move and is completely vulnerable for the duration of the taunt.
+
* 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.
** As with the Crusader's Crossbow, it is not possible to overheal players using this weapon. It will also not build any ÜberCharge.
+
** 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.
  
* Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not it is better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.
+
* 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.
** If possible, try to use the taunt while backed up against a wall, so that Spies cannot get easy backstabs.
 
  
* Remember that, as it cannot overheal players, the Medicating Melody should only be used when several teammates are injured or are under attack at the same time. This makes it an excellent tool to use in defensive situations in order to keep them in the fight for longer.
+
* 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.
  
* While not common, an all melee mode (such as sudden death conditions) means that you can still heal with this weapon. This makes it very useful in an all melee match, and very powerful in a match that restricts healing.
+
* 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.
  
* Note that, while it leaves you very open, the Medicating Melody might be good for helping healing entire crowds of your teammates in certain conditions. The fact that you heal all teammates in your general area, and for roughly the amount as your Medi Gun, it may be preferable to spam Medicating Melody rather than use your Medi Gun in a situation where keeping all your teammates healed would be a better aid rather than building Ubercharge by working one patient at a time..
+
* 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]] ====
 
==== [[Solemn Vow]] ====
Line 527: Line 607:
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Kill Icon
 
! class="header" width="20%" rowspan=2 | Attack Interval
 
! class="header" width="20%" rowspan=2 | Attack Interval
! class="header" width="40% colspan=2 | Damage
+
! class="header" width="40%" colspan=2 | Damage
 
|-
 
|-
 
! class="header" width="20%" | Point Blank
 
! class="header" width="20%" | Point Blank
Line 533: Line 613:
 
|-
 
|-
 
! {{Table icon|Solemn Vow|Craft}}
 
! {{Table icon|Solemn Vow|Craft}}
| align="center" | {{Icon killicon|weapon=Solemn Vow}}
+
| {{Icon killicon|weapon=Solemn Vow}}
| 0.8 seconds
+
| 0.88 seconds
 
| 65
 
| 65
 
| 195
 
| 195
 
|}
 
|}
  
* The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters (similar to the Spy).
+
* 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.
  
* Having no downsides, it is a complete upgrade over the [[Bonesaw]], so use it if you have it.
+
* 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.
  
* The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
+
* 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.
  
* Unless you're using a mic to communicate with your team, consider using an alternative melee weapon so you aren't losing potential bonuses (such as the Amputator's taunt heal); while it always has personal uses when fighting a single enemy, the Solemn Vow's only advantage over the Bonesaw is wasted if you don't disclose your knowledge while healing.
+
== [[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.
 +
|}
  
* Some servers have mods that allow everybody to see anyone else's health and name, regardless of team or class. If this is the case, then take a different weapon into battle, as you're already given this attribute anyway.
+
* 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.
  
==Item Sets==
+
* 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.
===[[Item sets#Medic|The Medieval Medic]]===
 
{{Set|The Medieval Medic}}
 
  
* Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the [[Berliner's Bucket Helm]] in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
+
* 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.
  
* Both of the weapons in this set give players more tools with which to heal their teammates, which can increase the team's survivability significantly. However, neither of the weapons assists the Medic in building up ÜberCharge, so a Kritzkrieg may be better for building up an ÜberCharge.
+
* 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.
  
* This item set gives players a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase the Medic's survivability, though it is not significant enough to allow players to commit to more dangerous maneuvers and survive.
+
* 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 Combinations==
+
== Weapon combinations ==
 
{| class="wikitable grid collapsible collapsed" width="65%"
 
{| class="wikitable grid collapsible collapsed" width="65%"
 
|-
 
|-
Line 567: 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=Medi Gun|icon-size=100x100px}}  
+
'''[[Syringe Gun]]''' or '''[[Crusader's Crossbow]]'''
 +
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
 
'''[[Medi Gun]]'''
 
'''[[Medi Gun]]'''
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}
'''[[Übersaw]]'''
+
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br />
 +
'''[[Bonesaw]]''' or '''[[Ubersaw]]'''
 
|
 
|
  
This combination is a good loadout for general situations. The Medic should focus on keeping teammates healed and in combat, rather than taking the fight directly to the enemy. The Medi Gun gives the team access to regular [[ÜberCharge]]s, which can be used in most situations. As the Medic is not focusing on fighting, the Syringe Gun gives players better passive regeneration capabilities, allowing them to weather attacks from enemies better. The Übersaw can be used to build ÜberCharge off of unaware slow classes or Spies.
+
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}}  
+
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
 
'''[[Overdose]]'''
 
'''[[Overdose]]'''
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
 
'''[[Medi Gun]]'''
 
'''[[Medi Gun]]'''
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}
'''[[Vita-Saw]]'''
+
{{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 20% charge after death makes up for the Medi Gun's relatively slower charge-up time compared to the Kritzkrieg. While the Vita-Saw reduces the Medic's maximum health by 10 HP, the Overdose's better health regeneration capabilities can offset this somewhat. However, the Medic cannot build ÜberCharge by attacking enemies with melee attacks, so try to avoid combat whenever possible, but should the need arise the Vita-Saw does not share the Übersaw's drawback of a slower attack rate. The Overdose makes sure that you'll be able to move faster when having full ÜberCharge, allowing you to move faster to heal your team. Using the Overdose to fight enemies close-up is not a good idea, so try using your Vita-Saw to kill them without dying.
+
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=Solemn Vow|icon-size=40x40px}} ''or'' {{Icon weapon|weapon=Übersaw|icon-size=40x40px}}
+
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}
'''[[Solemn Vow]]''' or '''[[Übersaw]]'''
+
{{Icon weapon|weapon=Übersaw|icon-size=40x40px}}<br />
 +
'''[[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 much faster; in pitched battles this can fill up the ÜberCharge meter in no time at all, and its taunt can also self-heal to compensate the slow rate of Blutsauger's self-regeneration. The Blutsauger provides benefits for engaging in combat and is thus more useful to this type of Medic. Because the Kritzkrieg charges so fast, the Solemn Vow's relatively faster swing speed makes it more viable for direct combat when compared to Übersaw, as well as identifying weakened enemies to finish off. However, players who wish to focus even more on offensive combat can use the Übersaw to build up ÜberCharge faster.
+
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.
  
 
|-
 
|-
! 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=Medi Gun|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}
'''[[Medi Gun]]'''
+
'''[[Vaccinator]]'''
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}
'''[[Übersaw]]'''
+
'''[[Ubersaw]]'''
 
|
 
|
  
This setup is primarily designed with personal survival and direct combat in mind. The Blutsauger, when aimed well, offers much higher survivability in a direct confrontation, and a self-ÜberCharge can be used not only to push, but also as a shield by switching quickly between the Medi Gun and the Übersaw while attacking. The use of Übersaw can help build up ÜberCharges, and if used skillfully (as seen in [[#Solo Medic Strategy|Solo Medic Strategy]] below) allows players to extend their ÜberCharge durations significantly.
+
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.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Syringe Gun|icon-size=100x100px}}
 
'''[[Syringe Gun]]'''
 
'''[[Syringe Gun]]'''
! 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=Vita-Saw|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Vita-Saw|icon-size=100x100px}}
 
'''[[Vita-Saw]]'''
 
'''[[Vita-Saw]]'''
 
|
 
|
  
This setup is ideal for greatly enhancing the firepower of the 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 without forcing them to engage an enemy for either. 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 20%) will still be retained, allowing enterprising Medics to quickly build the next ÜberCharge faster as well.
+
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.
 +
 
 +
|-
 +
! 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=Solemn Vow|icon-size=100x100px}}
 +
'''[[Solemn Vow]]'''
 +
|'''The Clinical Trial'''
 +
 
 +
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.
 +
 
 +
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.
  
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
 
'''[[Crusader's Crossbow]]'''
 
'''[[Crusader's Crossbow]]'''
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}  
+
! 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'''
 +
 
 +
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.
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
 +
'''[[Overdose]]'''
 +
! align="center" | {{Icon weapon|weapon=Medi Gun|icon-size=100x100px}}
 
'''[[Medi Gun]]'''
 
'''[[Medi Gun]]'''
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Übersaw|icon-size=100x100px}}
'''[[Amputator]]'''
+
'''[[Ubersaw]]'''
 
|
 
|
  
This is the [[Medieval Medic]] setup, which provides a 4-7 HP/second regeneration rate. In normal mode, this setup is geared toward healing with minimal provision for confrontation. The Crusader's Crossbow, though having a further range and higher accuracy, is not a good weapon for personal defense due to its slow firing rate. Instead, use its healing function to heal teammates that are far away, or who need to heal a large amount of health quickly. Should there be a large group of allies that need to be healed, the Amputator's Medicating Melody can keep all of them topped up as long as they stay close by and have a clear line of sight. Note that for both of these weapons the Medic does not build up ÜberCharge. In Medieval Mode, this setup is good for frontal assault, as it is one of only the two class that have ranged weaponry (the other being the Sniper with the Huntsman), and unlike the bow, the Crusader's Crossbow can be fired while underwater. Shooting arrows at a point that is being captured can either heal allies or hurt enemies, while the Amputator has a faster swing rate compare to Übersaw.
+
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.
 +
|-
 +
! 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]]'''
 +
|
  
 +
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.
 
|-
 
|-
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Overdose|icon-size=100x100px}}
 
'''[[Overdose]]'''
 
'''[[Overdose]]'''
! align="center" | {{Icon weapon|weapon=Quick-Fix|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}
'''[[Quick-Fix]]'''
+
'''[[Vaccinator]]'''
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}}  
+
! align="center" | {{Icon weapon|weapon=Bonesaw|icon-size=40x40px}}
 +
{{Icon weapon|weapon=Solemn Vow|icon-size=40x40px}}<br />
 +
'''[[Bonesaw]]''' or '''[[Solemn Vow]]'''
 +
|
 +
 
 +
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.
 +
|-
 +
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
 +
'''[[Crusader's Crossbow]]'''
 +
! align="center" | {{Icon weapon|weapon=Vaccinator|icon-size=100x100px}}
 +
'''[[Vaccinator]]'''
 +
! align="center" | {{Icon weapon|weapon=Solemn Vow|icon-size=100x100px}}
 
'''[[Solemn Vow]]'''
 
'''[[Solemn Vow]]'''
 
|
 
|
 
+
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.
This is the [[Clinical Trial]] setup, good for a Medic who wishes to heal people quickly and effectively. The Overdose, is not a good weapon for personal defense due to it doing less damage. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix, is useful for healing more than one person at a time due to it's speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your Medic buddy for easy kills.
+
|-
 +
! colspan=4 style="background:#dee8ed; font-size:90%; text-align:center;" | <small>Unless marked with a †, all weapons can be substituted with [[reskins]].</small>
 
|}
 
|}
  
==Class Combat Strategies==
+
==Class Cooperation Strategies==
{{See also|Medic match-ups}}
 
 
 
Unlike other classes, the Medic is not strong in combat. However, properly played, it is possible to put up significantly more resistance against attackers than they would otherwise expect.
 
 
 
==={{class link|Scout}}===
 
* While Scouts are extremely fast, they are also extremely fragile. Use the Syringe Gun's rapid-fire capabilities to land hits on attacking Scouts.
 
** One useful tactic is to retreat around corners while firing the Syringe Gun. By using the projectiles' delayed flight time, it is possible to discourage Scouts from pursuing around corners.
 
** The Blutsauger is especially effective against Scouts, as it can easily negate any damage that they can cause. A Scout using [[Mad Milk]] can negate this health recovery advantage, however the Scout loses the ability to attack the Medic at long range using the [[Pistol]].
 
 
 
* Scouts tend to try to eliminate Medics by flanking them from behind. Always keep an eye on alternate paths that Scouts may use to attempt this, and use teammates as shields to avoid being damaged by the Scout.
 
** Strafing randomly to avoid damage is the best way to counter Scouts. Be especially aware of Scouts using the [[Force-A-Nature]], as it can kill Medics at full health with two shots if delivered at point-blank range.
 
** Similarly, a Scout using [[Crit-a-Cola]] can use surprise to kill players before they can counterattack. As above, the best defense is to detect the Scout first and attack while retreating to prevent the Scout from doing too much damage.
 
 
 
* In general, Scouts are among the safest targets to attack with a melee weapon, due to their low HP. An injured Scout can take at most two hits to kill.
 
** If a Scout is attempting to use [[Bonk! Atomic Punch]], attack them with the Übersaw. Although it will not cause any damage, it will still build 25% ÜberCharge for each "Miss!" on the Scout.
 
 
 
==={{class link|Soldier}}===
 
* Avoid being caught at close range against Soldiers since the [[Rocket Launcher]] can juggle players easily and the Medic will struggle to counter this since they have a much lower damage output; allowing a Soldier to get close enough can result in a quick death. Try to stay away from Soldiers and dodge their rockets at range.
 
** If possible, use the Crusader's Crossbow to fight Soldiers at long range. Although the crossbow bolts can be dodged, Soldiers will have trouble landing rockets at long range.
 
 
 
* Only ever try to fight Soldiers if they have expended all their weapons and have to resort to their melee. However, even then, be wary of Soldiers carrying the [[Equalizer]], which can still kill Medics in two hits at low-enough health.
 
** This can be turned against Soldiers, however. Soldiers normally only equip the Equalizer at low health, and using their Rocket Launchers at close range inflicts self-damage, so keeping away while firing at an Equalizer-equipped Soldier with the Syringe Gun can often result in a kill.
 
 
 
==={{class link|Pyro}}===
 
* The best way to deal with Pyros is to deny them the ability to get close enough to deal damage with their [[Flamethrower]]. Stay outside of the Flamethrower's range while firing the Syringe Gun.
 
** However, Pyros have the ability to use their [[compression blast]] to trap Medics against walls and corners, leaving them easy for a follow-up attack, especially with the [[Axtinguisher]]. Avoid being caught in tight quarters against Pyros, as they can use almost any object or surface to pin their targets.
 
** Similar to Scouts, retreating around corners while firing the Syringe Gun can discourage them from pursuing. This is more effective against Pyros though, as they do not have the Scout's speed and thus cannot pursue as easily. Simply being able to get around a corner is often enough to break contact.
 
 
 
* The Blutsauger is useful for negating some of the damage that [[fire|afterburn]] can cause. As with fighting Scouts, it can give an edge in survivability.
 
 
 
* Never try to use melee weapons against Pyros as they have a much higher damage output than almost any other class at close range and have enough health to survive multiple melee hits.
 
 
 
==={{class link|Demoman}}===
 
* Dealing with Demomen mainly comes down to avoiding their explosives. As the Demoman does not have any hitscan or direct-fire weapons, the Syringe Gun can often deal with them relatively easily at close range.
 
** Be very wary of Demomen who attempt to land contact grenades with the [[Grenade Launcher]]. Grenades can do a significant amount of damage and juggle their targets, making them easy to follow up.
 
** Demomen will also often use their [[Stickybomb Launcher]] to lay bombs in front of them while retreating in order to prevent enemies from pursuing. These can be easy to avoid depending on the amount of stickies laid, though it can also be countered simply by getting within melee range of the Demoman.
 
 
 
* As the Medic has no hitscan weapons, they cannot easily deal with sticky traps. Always notify teammates of any sticky traps, as they can often deal with the trap quickly.
 
** It is possible to use melee attacks to destroy stickies, however this requires the Medic to stand right next to the trap. Only attempt this if the Demoman is sufficiently distracted, and only against single stickies.
 
 
 
* Demomen using the [[Chargin' Targe]] are capable of killing Medics in a single attack from long range. Always deny such Demomen a direct line of charge by using obstacles or corners to block their path, and never try to engage them at melee range.
 
 
 
==={{class link|Heavy}}===
 
* As with Soldiers, avoid being caught at close range against Heavies, as they can quickly kill any enemies close by with the [[Minigun]]. Always listen for the sound of a spun-up Minigun and steer clear whenever possible. The best way to deal with a Heavy is to have teammates do it while the Medic heals them.
 
 
 
* Whenever possible, try to arc syringes over obstacles to deny Heavies a direct line of sight. While the syringes do not deal a large amount of damage and only really arc over long ranges, the Minigun is a hitscan weapon and cannot damage anything that the Heavy does not have a clear line of sight to.
 
 
 
* Using a melee weapon against a Heavy is generally not advised unless the Heavy is distracted or can be flanked. In particular, the Übersaw can fully charge the ÜberCharge meter from attacking a Heavy.
 
** Using the Spinal Tap kill taunt is also a useful option, as it kills the Heavy in one hit and gives no warning. However, this is still best done against lone Heavies as other enemies can interrupt the taunt.
 
 
 
==={{class link|Engineer}}===
 
* By themselves, Engineers are easy to deal with, even for a Medic. The challenge lies in defeating their buildings. This can be solved by using an ÜberCharge from the Medi Gun.
 
** As with Heavies, Engineers tend to stay relatively stationary much of the time, so using the Syringe Gun to arc projectiles over obstacles can be useful in dealing damage to the Engineer's buildings, even if only to distract the Engineer.
 
 
 
* An Engineer with the [[Gunslinger]] may try to deploy Combat Mini-Sentry Guns to give themselves an edge in firepower. When fighting such an Engineer, it is usually best to avoid the Combat Mini-Sentry Gun and try to kill the Engineer first, or use the Syringe Gun or Crusader's Crossbow to destroy it from outside of its range.
 
 
 
==={{class link|Medic}}===
 
* Fighting another Medic will usually depend on what primary weapon is being used by both players. A Medic using the Blutsauger will usually have an advantage over one using any of the other two weapons, as the self-healing can be combined with the Medic's passive health regeneration for greater effect.
 
 
 
* Sometimes Medic duels will come down to melee weapons, as Medics using the Übersaw will often see it as a chance to build additional ÜberCharge. Depending on the terrain and health, as well as the weapons being wielded by both, it is sometimes better to simply continue using the primary weapon.
 
 
 
==={{class link|Sniper}}===
 
* Snipers will always try to target Medics whenever possible. Always keep jumping and strafing randomly whenever out in the open to deny them such a chance.
 
** The Crusader's Crossbow can give the Medic some form of parity against Snipers, however, as it deals more damage the greater the range is. Two crossbow bolts are often enough to kill any Sniper from full health.
 
 
 
* Fighting Snipers at close range is often very easy, as they have few weapons that can deal with enemies at close range. However, it is still recommended to use the Syringe Gun instead of a melee weapon to attack, as Snipers will often throw [[Jarate]] and attempt to charge with a melee weapon.
 
** In particular, the [[Huntsman]] is capable of scoring headshots easily at close range. Against the Huntsman, stay at range and try to dodge the arrows and close in to attack between reloads.
 
** The Übersaw's Spinal Tap taunt can kill unaware Snipers in a single blow. However, the Medic's voice cue may alert the Sniper and provide him with enough time to dodge the attack.
 
 
 
==={{class link|Spy}}===
 
* Spies are among the Medic's greatest threats. Always keep scanning around, and be especially wary of seemingly friendly players approaching from behind.
 
** The Spy, like the Scout, is a relatively safe target for Übersaw attacks. Upon identifying a Spy, always try to switch to melee and attack.
 
 
 
* Remember that Spies using the [[Dead Ringer]] will not give any ÜberCharge from a hit by the Übersaw upon feigning death. This is a useful way to check of the Spy is still alive. Try to track down any nearby ammo pickups, as Spies using the Dead Ringer will often go straight for these.
 
  
==Cooperative Class Strategies==
 
{{See Also|Medic buddy}}
 
 
==={{class link|Scout}}===
 
==={{class link|Scout}}===
* While Medics cannot keep up with Scouts to support them (with the exception of the Quick-Fix), Scouts make excellent escorts for Medics, as they can use their speed to patrol forward and warn the Medic of danger, or distract and fight off any enemies that try to attack the Medic.
+
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.
** As with other classes, Medics can act as decoys for Scouts to create ambush opportunities. Most players will never pass up the chance to attack an enemy Medic, and will often ignore everything else to do so.
 
** While Scouts can best protect Medics by actively attacking any enemies that approach, they can also use [[Bonk! Atomic Punch]] to body-block enemies attempting to get close in tight quarters.
 
 
 
* Scouts can benefit more from healing by a Medic than most other classes. As the Scout has relatively little health, a Medic can buff up even critically injured Scouts in only a few seconds, allowing the Scout to quickly recover and continue to attack the enemy.
 
  
* Scouts can use [[Mad Milk]] to douse friendly Medics who are on fire.
+
* 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 {{botignore|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.
  
 
==={{class link|Soldier}}===
 
==={{class link|Soldier}}===
* Soldiers, with their considerable firepower, make excellent Medic bodyguards. The Rocket Launcher's splash can be used to push away an enemies attempting to attack the Medic, and their high damage output gives them a fair chance of killing lone enemies pursing a Medic.
+
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.
* While Soldiers often have speed issues due to rocket jumps inflicting self-damage, Medics can negate this disadvantage by healing any self-damage caused. This gives the Soldier even more maneuverability than normal.
+
* By using the Quick-Fix, a Medic can mirror the Soldier's [[Jumping#Soldier jumps|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.
* Always be sure to keep Soldiers with backpack buff items overhealed, and pocket them if they have an active banner. As backpack buff items affect all nearby teammates, keeping the Soldier alive gives the rest of the team an advantage as well.
+
* 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.
** In particular, always be sure to stay inside of the active radius of the [[Battalion's Backup]] whenever possible. While the [[Buff Banner]] and [[Concheror]] benefit only attacking teammates, all non-attacking classes can benefit from the damage resistance buff.
+
** 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 {{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.
 +
** 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 {{botignore|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 {{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.
 +
* 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.
  
 
==={{class link|Pyro}}===
 
==={{class link|Pyro}}===
* Pyros, with their speed and support capabilities, are among the best Medic bodyguards in the game. The [[compression blast]] can be used to deflect away explosives, put out burning teammates, and push away enemies trying to attack the Medic.
+
As usual, the Pyro is pretty much the best bodyguard in the game, between reasonable health, efficient spychecking, and airblast.
** Pyros further benefit Medics by being able to [[Spy-check]] very effectively. This can allow the Medic to focus more on keeping teammates healed and less on worrying about enemy Spies.
+
* 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 {{botignore|flamethrowers}} for bodyguarding Pyros. The [[Backburner]] also is not very useful, unless ammo packs are plentiful.
* While the Syringe Gun does not have significant range, it is also more effective at keeping enemies at bay than the Shotgun. As such, it can help to offset the Pyro's range weaknesses.
+
* 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.
** The Crusader's Crossbow can further increase the Medic's ability to strike at targets outside of the Pyro's range. It can also be used to cover Pyros at long range by keeping them healed whenever they are outside of the Medi Gun's healing range.
+
* 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 {{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.
* If a Pyro is using the [[Back Scratcher]], try to heal them with the Amputator's taunt or Crusader's Crossbow instead, as using the Medi Gun will heal them very slowly.
+
** 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.
** Conversely, this can be used to quickly build an ÜberCharge. As the ÜberCharge charge rate is not affected, healing a heavily injured Pyro equipped with the Back Scratcher can quickly fill up the ÜberCharge meter if no injured teammates are nearby.
+
** 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.
 +
* 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.
 +
* 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.
  
 
==={{class link|Demoman}}===
 
==={{class link|Demoman}}===
* As with Soldiers, Demomen can benefit from a Medic's ability to heal away any self-inflicted damage from explosive jumping, giving them more mobility.
+
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.
** Medics are especially helpful when destroying Sentry Guns, as they can keep Demomen healed long enough to finish the job. When forced to deal with Sentry Guns, pocketing a Demoman temporarily will usually allow the team to continue pushing forward.
+
* 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.
* The Demoman can use the [[Stickybomb Launcher]] to create barriers between enemy players and friendly Medics. Placing a few quick stickybombs will usually prevent an enemy player from pursuing.
+
* With the Quick-Fix, a Medic can mirror a Demoman's explosive jumps or a Demoknight's charges.
** However, be careful when the Demoman is using the [[Scottish Resistance]], as enemies can sometimes simply bypass the bombs before they have time to arm.
+
* 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.
  
 
==={{class link|Heavy}}===
 
==={{class link|Heavy}}===
* With the most HP and firepower of all the classes in TF2, the Heavy makes an excellent partner for the Medic. Medics can pocket heal Heavy players, allowing them to mow through the enemy with ease.
+
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.
** However, be aware of the Heavy's two greatest weaknesses, Snipers and Spies. Always Spy-check constantly to prevent Spies from closing in, and avoid moving into open areas with Heavy partners.
+
* 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.
** Using the Crusader's Crossbow to counter-snipe Snipers can help to keep them suppressed, making areas much safer for the Heavy to traverse.
+
* 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.
* Heavies should serve as shields for Medics, standing between the Medic and the enemy and preventing them from attacking the Medic. While Medics and Heavies are both high on target priority lists, the Medic is an easier target to eliminate, and thus will often be targeted over a Heavy given the chance.
+
** A [[Tomislav]] Heavy with good aim and the effects of a Kritzkrieg ÜberCharge can pose a threat to Snipers from unreasonably far away.
** In dire circumstances, a Heavy can equip the [[Fists of Steel]] and physically block all incoming fire from players trying to attack the Medic.
+
** The Kritzkrieg used with the Brass Beast is the most damaging option in the game, even shredding other overhealed Heavies.
 
+
* 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.
* Heavies can help Medics to survive by dropping lunchbox items for the Medic to replenish health. As Medics regenerate health at a slow pace, this is the only way for Medics to quickly regain health besides using the Blutsauger or being retreating to find a health source.
+
** 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 {{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.
 +
** 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.
  
 
==={{class link|Engineer}}===
 
==={{class link|Engineer}}===
* Because they have [[Dispenser]]s to replenish their own health, Engineers will rarely require assistance from Medics. However, when repairing or setting up their [[Sentry Gun]]s, they will often be exposed to fire, so a Medic can assist them by keeping them healed in such situations.
+
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.
* As Medics cannot replenish their own health quickly using the Medi Gun, using friendly Dispensers can help to keep Medics alive, and as such to continue healing other teammates.
+
* 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.
** Conversely, as teammates will often retreat to a Dispenser to replenish health, Medics can station themselves nearby and heal nearby players to get them back into the fight faster.
+
* 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.
* If an Engineer with the [[Wrangler]] is attempting to [[haul]] a Sentry Gun to a firing position where it can attack enemies, keeping the Engineer overhealed can greatly increase the chances of successfully redeploying the Sentry Gun. The Syringe Gun can provide some measure of self-defense, however it's best to focus on keeping the Engineer alive as the Sentry Gun can easily overwhelm any nearby attackers once deployed.
+
* 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.
  
 
==={{class link|Medic}}===
 
==={{class link|Medic}}===
* The best way for Medics to work together is to keep each other healed up in order to reduce the chances of either being killed by the enemy. Remember that the Medic's priority is to build ÜberCharges, so healing allied Medics will both keep them alive and help to build up the ÜberCharge faster.
+
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.
* Medics using the Medi Gun and Übersaw can use the [[Chain Über]] strategy to attack the enemy. However, remember that this will leave the rest of the team without healing or an ÜberCharge for a period of time, so it is best attempted only if there are at least three or four Medics on the team.
+
* 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.
  
 
==={{class link|Sniper}}===
 
==={{class link|Sniper}}===
* Snipers can work to kill enemy Snipers, thus helping to keep the Medic alive. At range, Snipers can also quickly eliminate any targets attempting to attack friendly Medics.
+
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.
* By temporarily pocketing Snipers, Medics can help them to counter-snipe against an enemy Sniper. By increasing the Snipers chances of surviving the duel, Medics can help to eliminate enemy Snipers, making open areas safer for all teammates to traverse.
+
* 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.
* By using [[Jarate]], Snipers can douse friendly Medics who have been ignited by enemy Pyros. This can help to keep the Medic alive if there are no sources of healing nearby.
+
* 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.
  
 
==={{class link|Spy}}===
 
==={{class link|Spy}}===
* As Spies will often work far away from teammates, Medics do not often have opportunities to work with them. In general, simply try to keep them overhealed whenever away from the enemy.
+
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 using the [[Cloak and Dagger]] can patrol ahead of Medics and warn them of incoming danger.
+
** 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.
** Conversely, by acting as a decoy, Medics can distract enemies for a Spy to decloak and backstab them.
+
** 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.  
==Advanced Strategies==
+
* 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.  
===Battle Medic Strategy===
+
* 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.  
A Battle Medic is a Medic who actively attacks enemies while focusing less on healing one's team. The term "Battle Medic" often carries a negative connotation, as it is common belief that a Medic's primary focus should be on healing teammates. Despite this belief, Battle Medics can be just as helpful to a team. This strategy works a lot like playing the Scout; using the Medic's speed to catch enemies off guard, dealing significant damage, then retreating before they can retaliate. There are a couple of tactics to keep in mind when playing as a Battle Medic:
+
* 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.
 
 
* The Medic is the second-fastest class excluding [[Pyros]] using [[The Gas Jockey's Gear]], which can be used as an additional advantage. Run in with a melee weapon, get in one hit and then switch to a primary weapon and retreat while spraying needles at the enemy. Most enemies will not be able to keep up, and if using the [[Blutsauger]] players will be able to negate some of the damage taken depending on aim.
 
 
 
* Work with teammates. Players should still be healing their teammates when not in the middle of combat. A good strategy is to follow teammates, keeping them [[overheal]]ed, breaking away upon reaching the front lines and using them as a distraction, attacking any enemies they engage (or vice versa if the enemy focuses their attention on the Medic). Lone enemies won't be able to take on an overhealed player and a Medic at the same time, and will go down very quickly. Also, enemies will often focus on teammates more than on the attacking Medic.
 
 
 
* The [[Übersaw]] is a good weapon to keep if it is available. Players do not need to kill enemies with it to add 25% to their ÜberCharge meters, so giving enemies a quick poke and retreating will be enough. Also using the strategy above, it is possible to get up to two hits on targets without them noticing.
 
 
 
<br>
 
::::::::::::::::::::::::::::'''A Medic Executing the Solo Medic Strategy'''
 
{{youtube tn|vj4QjQnJo14}}
 
<br>
 
 
 
===Solo Medic Strategy===
 
 
 
Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team. This strategy requires one Medic, with the [[Übersaw]] and normal [[Medi Gun]] equipped.
 
 
 
The Medic simply deploys an [[ÜberCharge]] without focusing on a patient, and while the ÜberCharge is still active, switches to the Übersaw (becoming vulnerable) to attack enemies. In-between hits, the Medic switches back to the Medi Gun, becoming invulnerable while not attacking. Since every Übersaw hit adds 25% to the ÜberCharge meter, it simply increases the duration of the active ÜberCharge, thus making the Medic invulnerable for a longer time.
 
 
 
This strategy is much more difficult to pull off than the Double Medic strategy, since the Medic is not invulnerable the whole time. Even while actively wielding the Übersaw, the ÜberCharge meter still drains at the same rate as when invulnerable. The key is to learn how to switch between the Medi Gun and Übersaw quickly to take minimal damage, and get the maximum number of hits on enemies to keep the ÜberCharge meter from reaching 0%. For instance, use this strategy against Soldiers: Switch to the Medi Gun when they shoot their rockets and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic due to their ability to fire continuously without the need to reload. Also, you may want to equip the [[Syringe Gun]] for the increased passive heal while invulnerable. Generally it is a better idea to ÜberCharge someone else, or return to your teammates as soon as possible.
 
<br>
 
<br>
 
 
 
===Double Medic Strategy===
 
 
 
{{Main|Chain Über}}
 
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 an [[Übersaw]] and a [[Medi Gun]]. This tactic will not work however if either has a different melee weapon, such as the [[Bonesaw]], or a different Medi Gun, such as the [[Kritzkrieg]]. ''(For strategy procedure see [[Chain Über|main article]])''
 
 
 
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 his or her beam on the attacking Medic, it will leave the second Medic vulnerable and the strategy may fail. 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 Gun fire, explosives or on rarer occurrences [[compression blast|reflected]] by a Pyro. 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 Gun fire, or a Pyro's compression blast. The one that's not deploying an ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to build one up.
 
 
 
==See also==
 
*[[ÜberCharge]]
 
*[[ÜberCharge strategy]]
 
*[[Team strategy]]
 
*[[Medic buddy]]
 
  
 +
== See also ==
 +
* [[ÜberCharge]]
 +
* [[ÜberCharge strategy]]
 +
* [[Team strategy]]
 +
* [[Medic buddy]]
  
 
{{CommunityStrategyNav}}
 
{{CommunityStrategyNav}}
 
{{Medic Nav}}
 
{{Medic Nav}}
 
  
 
[[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
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Crossing Guard
Killicon crossing guard.png
Prinny Machete
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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