Difference between revisions of "Soldier (competitive)"

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[[Category:Classes (competitive)]]
 
 
{{Competitive|generic=Soldier}}
 
{{Competitive|generic=Soldier}}
{{update}}
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[[Image:Soldier.png|350px|right]]
 
[[Image:Soldier.png|350px|right]]
The '''Soldier''' (sometimes referred to as "'''Solly'''" or "'''Sollie'''") is the default [[Standard competitive lineup#Pocket|pocket]] and [[Standard competitive lineup#Roaming|roaming]] class of the [[standard competitive lineup]], valued for his versatility and synergy with [[medic (competitive)|Medics]].
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The '''Soldier''' (sometimes referred to as "'''Solly'''" or "'''Sollie'''") is the default [[Standard competitive lineup#Pocket|pocket]] and [[Standard competitive lineup#Roaming|roaming]] class of the [[standard competitive lineup]], valued for his versatility, synergy with [[medic (competitive)|Medics]], mobility and ambushing abilities.
 
 
 
 
  
 
== Information ==
 
== Information ==
 
=== Health ===
 
=== Health ===
{| class="wikitable grid"
+
{{Class health pack and overheal table|overheal|soldier=yes}}
! class="header" | Max Health
 
! class="header" | Overheal Max
 
! class="header" | Pill Bottle
 
! class="header" | First Aid Tin
 
|-
 
| style="background-color:#fffae7;" | <center>'''200''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''300''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+41''' hit points</center>
 
| style="background-color:#fffae7;" | <center>'''+100''' hit points</center>
 
|}
 
 
 
 
=== Speed ===
 
=== Speed ===
{| class="wikitable grid"
+
{{class speed table|Soldier}}
! class="header" | Movement State
 
! class="header" | Running
 
! class="header" | Backpedaling
 
! class="header" | Swimming
 
! class="header" | Crouching
 
|-
 
! style="background-color:#FFF4CC;" | Normal
 
| style="background-color:#FFF4CC;" | '''80%''' (240 u/s)
 
| style="background-color:#FFF4CC;" | '''72%''' (216 u/s)
 
| style="background-color:#FFF4CC;" | '''64%''' (192 u/s)
 
| style="background-color:#FFF4CC;" | '''26.67%''' (80 u/s)
 
|-
 
! style="background-color:#fffae7;" | [[Soldier weapons (competitive)|Equalizer]] at 121-160&nbsp;hp
 
| style="background-color:#fffae7;" | '''88%''' (264 u/s)
 
| style="background-color:#fffae7;" | '''79.2%''' (237.6 u/s)
 
| style="background-color:#fffae7;" | '''70.4%''' (211.2 u/s)
 
| style="background-color:#fffae7;" | '''29.33%''' (88 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | Equalizer at 81-120&nbsp;hp
 
| style="background-color:#FFF4CC;" | '''96%''' (288 u/s)
 
| style="background-color:#FFF4CC;" | '''86.4%''' (259.2 u/s)
 
| style="background-color:#FFF4CC;" | '''76.8%''' (230.4 u/s)
 
| style="background-color:#FFF4CC;" | '''32%''' (96 u/s)
 
|-
 
! style="background-color:#fffae7;" | Equalizer at 41-80&nbsp;hp
 
| style="background-color:#fffae7;" | '''112%''' (336 u/s)
 
| style="background-color:#fffae7;" | '''100.8%''' (302.4 u/s)
 
| style="background-color:#fffae7;" | '''89.6%''' (268.8 u/s)
 
| style="background-color:#fffae7;" | '''37.33%''' (112 u/s)
 
|-
 
! style="background-color:#FFF4CC;" | Equalizer at 1-40&nbsp;hp
 
| style="background-color:#FFF4CC;" | '''128%''' (384 u/s)
 
| style="background-color:#FFF4CC;" | '''115.2%''' (345.6 u/s)
 
| style="background-color:#FFF4CC;" | '''102.4%''' (307.2 u/s)
 
| style="background-color:#FFF4CC;" | '''42.67%''' (128 u/s)
 
|-
 
|}
 
''Speeds written in "u/s" refer to in-game units per second. When running in a certain direction causes slowness, rapidly switching between diagonals usually improves speed.''
 
 
 
 
=== Weapons ===
 
=== Weapons ===
 
{{main|Soldier weapons (competitive)}}
 
{{main|Soldier weapons (competitive)}}
{| class="wikitable grid"
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The Soldier relies on the splash damage and jumping capabilities of his Rocket Launchers to deal damage and navigate around the map quickly.
! class="header" | #
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{{class weapons table soldier primary}}
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | [[Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
|-
 
! style="background-color:#FFF4CC;" rowspan="4" | 1
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Rocket Launcher|Rocket Launcher]] <br>[[Image:Rocket launcher.png|link=Soldier weapons (competitive)#Rocket Launcher|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 56-112 <br>512u: 45-90 <br>1024u+: 23-48 <br>Backlash: 45-89 <br>[[Rocket jump|RJ]] Backlash: 27-49
 
| style="background-color:#FFF4CC;" | Critical: 135-270 <br>Point-Blank Mini-Crit: 75-151 <br>512u+ Mini-Crit: 61-122
 
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Reload Start: 0.8s <br>Reload More: 0.92s
 
| style="background-color:#FFF4CC;" | Effective for [[juggling]] and [[rocketjump]]ing.
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Direct hit|Direct Hit]] <br>[[Image:Directhittransparent.png|link=Soldier weapons (competitive)#Direct hit|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 70-140 <br>512u: 56-112 <br>1024u+: 30-59 <br>Backlash: 45-89 <br>[[Rocket jump|RJ]] Backlash: 27-49
 
| style="background-color:#FFF4CC;" | Critical: 169-338 <br>Point-Blank Mini-Crit: 95-189 <br>512u+ Mini-Crit: 76-152
 
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Reload Start: 0.8s <br>Reload More: 0.92s
 
| style="background-color:#FFF4CC;" | '''Banned or restricted in some leagues.''' <br>Mini-Crits if target is airborne due to explosive force. <br>Splash radius -70%. <br>Rocket speed +80%. <br>Effective for [[juggling]] and [[rocketjump]]ing.
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Black Box|Black Box]] <br>[[Image:Blackbox.png|link=Soldier weapons (competitive)#Black Box|70x39px]]
 
| style="background-color:#FFF4CC;" | Point-Blank: 56-112 <br>512u: 45-90 <br>1024u+: 23-48 <br>Backlash: 45-89 <br>[[Rocket jump|RJ]] Backlash: 27-49
 
| style="background-color:#FFF4CC;" | Critical: 135-270 <br>Point-Blank Mini-Crit: 75-151 <br>512u+ Mini-Crit: 61-122
 
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Reload Start: 0.8s <br>Reload More: 0.92s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Heals user 15 health per hit per rocket. <br>Stores only 3 ammo instead of 4. <br>Effective for [[juggling]] and [[rocketjump]]ing.
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Rocket Jumper|Rocket Jumper]] <br>[[Image:Rocket launcher.png|link=Soldier weapons (competitive)#Rocket Jumper|70x39px]]
 
| style="background-color:#FFF4CC;" | All: 0
 
| style="background-color:#FFF4CC;" | All: 0
 
| style="background-color:#FFF4CC;" | Attack: 0.8s <br>Reload Start: 0.8s <br>Reload More: 0.92s
 
| style="background-color:#FFF4CC;" | '''Banned in most leagues for acquisition time.''' <br>Stores 60 reserve ammo instead of 20. <br>Effective for [[rocketjump]]ing.
 
|-
 
! style="background-color:#fffae7;" rowspan="5" | 2
 
! style="background-color:#fffae7;" | [[Soldier weapons (competitive)#Shotgun|Shotgun]] <br>[[Image:Shotgun IMG.png|link=Soldier weapons (competitive)#Shotgun|70x39px]]
 
| style="background-color:#fffae7;" | Point-Blank: 90 <br>512u: 6/hit, avg 6 hits <br>1024u+: 3/hit
 
| style="background-color:#fffae7;" | Critical: 18/hit (max 180) <br>Point-Blank Mini-Crit: 121 <br>512u+ Mini-Crit: 8/hit
 
| style="background-color:#fffae7;" | Attack: 0.625s <br>Reload Start: 1.0s <br>Reload More: 0.5s
 
| style="background-color:#fffae7;" | Affected by [[Standard competitive format#Weapon Spread|fixed weapon spread]] (1 extra pellet at center).
 
|-
 
! style="background-color:#fffae7;" | [[Soldier weapons (competitive)#Gunboats|Gunboats]] <br>[[Image:Gunboats.png|link=Soldier weapons (competitive)#Gunboats|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | '''Banned or restricted in some leagues.''' <br>Reduces [[rocketjump]] damage by 60%. <br>Reduces all backlash damage that doesn't hit other players.
 
|-
 
! style="background-color:#fffae7;" | [[Soldier weapons (competitive)#Buff banner|Buff Banner]] <br>[[Image:Buff Banner Bugle.png|link=Soldier weapons (competitive)#Buff banner|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Trumpeting: ~3s <br>Buff: 10s
 
| style="background-color:#fffae7;" | '''Banned or restricted in some leagues.''' <br>Grants self and allies within 450u Mini-Crits on use. <br>Gains rage equal to damage dealt (600 needed to fill).
 
|-
 
! style="background-color:#fffae7;" | [[Soldier weapons (competitive)#Battalion's Backup|Battalion's Backup]] <br>[[Image:Battalion's Back-up Bugle.png|link=Soldier weapons (competitive)#Battalion's Backup|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Trumpeting: ~3s <br>Buff: 10s
 
| style="background-color:#fffae7;" | '''Banned or restricted in most leagues for acquisition time.''' <br>Grants self and allies within 450u Crit immunity and 35% damage reduction. <br>Gains rage equal to damage taken (170 needed to fill).
 
|-
 
! style="background-color:#fffae7;" | [[Soldier weapons (competitive)#Concheror Bugle|Concheror]] <br>[[Image:Concheror Bugle.png|link=Soldier_weapons_(competitive)#Concheror|70x39px]]
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | N/A
 
| style="background-color:#fffae7;" | Trumpeting: ~3s <br>Buff: 10s
 
| style="background-color:#fffae7;" | '''Banned or restricted in most leagues for acquisition time.''' <br>While the buff is active, allies within 450 units are healed for 35% of the damage they deal.
 
|-
 
! style="background-color:#FFF4CC;" rowspan="5" | 3
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Shovel|Shovel]] <br>[[Image:Shovel IMG.png|link=Soldier weapons (competitive)#Shovel|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Completely standard melee weapon.
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Frying Pan|Frying Pan]] <br>[[Image:Frying Pan.png|link=Soldier weapons (competitive)#Frying Pan|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Statistically identical to [[Soldier weapons (competitive)#Shovel|Shovel]].
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Equalizer|Equalizer]] <br>[[Image:Equalizer.png|link=Soldier weapons (competitive)#Equalizer|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee (200&nbsp;hp+): 33 <br>Melee (126&nbsp;hp): 63 <br>Melee (86&nbsp;hp): 75 <br>Melee (64&nbsp;hp): 88 <br>Melee (35&nbsp;hp): 100 <br>Melee (1&nbsp;hp): 113
 
| style="background-color:#FFF4CC;" | Mini-Crit (200&nbsp;hp+): 44 <br>Mini-Crit (150&nbsp;hp): 71 <br>Mini-Crit (100&nbsp;hp): 99 <br>Mini-Crit (52&nbsp;hp): 125 <br>Mini-Crit (7&nbsp;hp): 150 <br>Mini-Crit (1&nbsp;hp): 153
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Cannot be healed by [[Medic (competitive)|Medics]] while wielding. <br>Changes speed based on health range [[Soldier (competitive)#Speed|(see above)]]. <br>Changes damage based on exact health, as follows. <br>Base Damage = 32.5 + (0.4063*[lost hp]). <br>Mini-Crit Damage = 43.88 + (0.5484*[lost hp]). <br>Has no method of getting Crits in competitive play.
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Pain train|Pain Train]] <br>[[Image:Paintrain.png|link=Soldier weapons (competitive)#Pain train|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195 <br>Mini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8s
 
| style="background-color:#FFF4CC;" | Gives user double capture speed (like [[Scout (competitive)|Scout]]). <br>Increases taken damage from hitscan by 10%.
 
|-
 
! style="background-color:#FFF4CC;" | [[Soldier weapons (competitive)#Half-Zatoichi|Half-Zatoichi]] <br>[[Image:Half Zatoichi.png|link=Soldier_weapons_(competitive)#Half-Zatoichi|70x39px]]
 
| style="background-color:#FFF4CC;" | Melee: 65
 
| style="background-color:#FFF4CC;" | Critical: 195/{{tooltip|Instant|Instant kill upon landing a blow on an enemy Demoman/Soldier actively wielding the Half-Zatoichi}} <br>МMini-Crit: 88
 
| style="background-color:#FFF4CC;" | Attack: 0.8с
 
| style="background-color:#FFF4CC;" | On kill: restores you to 100% health <br>This weapon is Honorbound and once drawn cannot be sheathed until it kills.
 
|}
 
:''"u" stands for "units of distance." "+" stands for "or more." "s" stands for "seconds." "Reload Start" refers to how long it takes for 1 ammo to be reloaded after beginning to reload, and "Reload More" refers to how long it takes for each additional ammo to reload after the first. Damages and times are approximate and determined by community testing.
 
  
 
== Usage ==
 
== Usage ==
Soldier is a common choice for pocket because he can take a lot of damage and react relatively quickly to defend his Medic ([[Soldier weapons (competitive)#Rocket launcher|Rocket Launcher]] and [[Soldier weapons (competitive)#Shotgun|Shotgun]] can both deal damage faster and more reliably than [[Heavy (competitive)|Heavy]]'s [[Minigun]] or either of [[Demoman (competitive)|Demoman]]'s main [[Demoman weapons (competitive)|weapons]], something that is absolutely crucial when fighting [[Scout (competitive)|Scouts]]). His Rocket Launcher also lets him easily contribute to building [[ÜberCharge]] through self-inflicted damage, and the fact that Rocket Jumps can be quickly used to switch between defensive and offensive tactics makes him a good target for Übers. Because one of roaming's main purposes (other than supporting the flanks and trying to kill the Medic or Demo) is to act as a backup pocket, Soldier makes an ideal candidate for that as well.
+
Soldier is a common choice for pocket because he can take a lot of damage and react relatively quickly to defend his Medic. [[Soldier weapons (competitive)#Rocket launcher|Rocket Launcher]] and [[Soldier weapons (competitive)#Shotgun|Shotgun]] can both deal damage faster and more reliably than [[Heavy (competitive)|Heavy]]'s [[Minigun]] or either of [[Demoman (competitive)|Demoman]]'s main [[Demoman weapons (competitive)|weapons]], something that is absolutely crucial when fighting [[Scout (competitive)|Scouts]]. His Rocket Launcher also lets him easily contribute to building [[ÜberCharge]] through self-inflicted damage, and the fact that Rocket Jumps can be quickly used to switch between defensive and offensive tactics makes him a good target for ÜberCharges.  
  
 
=== Common Tactics ===
 
=== Common Tactics ===
One of the most important things to keep in mind as either a Pocket or a Roaming Soldier is mobility. The Soldier moves at 240 Hammer Units per second, or 80% of the normal speed. To compensate, a Soldier absolutely must have a strong grasp of Rocket Jumping and air strafing to stay in the action. Rocket jumping is also a very good way of securing a height advantage, something that helps players inflict more punishment on their enemies. As a result of their need to damage themselves just to keep up with the rest of the team or to gain an important height advantage, Soldiers will generally receive more attention from [[Medic (competitive)|Medics]] than the rest of the team.
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One of the most important things to keep in mind as either a Pocket or a Roaming Soldier is mobility. The Soldier moves at 240 Hammer Units per second or 80% of the normal speed. To compensate, a Soldier absolutely must have a strong grasp of rocket jumping and air strafing to stay in the action. Rocket jumping is also a very good way of securing a height advantage, something that helps players inflict more punishment on their enemies. As a result of their need to damage themselves just to keep up with the rest of the team or to gain an important height advantage, Pocket Soldiers will generally receive more attention from [[Medic (competitive)|Medics]] than the rest of the team.
Due to their large amount of health, Soldiers can form the core of most pushes, supported by the Medic and [[Demoman (competitive)|Demoman]]. Either Soldier should be ready to seize an opportunity and lead a push.
+
Due to their large amount of health, Soldiers can form the core of most pushes, supported by the [[Medic (competitive)|Medic]] and [[Demoman (competitive)|Demoman]]. Either Soldier should be ready to seize an opportunity and lead a push. It is also good for Soldiers to practice how to [[airshot]]. Airshots can be practiced in [[MGE Mod]], [[tr walkway]], and more.
  
 
=== 5-CP Push Strategies ===
 
=== 5-CP Push Strategies ===
The first thing Soldiers should focus on when playing any 5-CP map is, like the rest of the team, getting to the mid point quickly, via rocket jumping, and entering the battle with plenty of health. This is especially important for Soldiers, because without rocket jumping, Soldiers are slower than any other class in the [[standard competitive lineup]]. Memorizing the fastest and most health-efficient path to the middle point on each 5-CP map is essential for soldiers.
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The first thing Soldiers should focus on when playing any 5-CP map is, like the rest of the team, getting to the midpoint quickly. Roamers typically rocket jump, while the pocket soldier is expected to damage himself to low health and run to the middle point using the [[Escape Plan]]. Typically, the Soldiers will hold back for several seconds in order to get a full overheal before entering the mid-fight. Learning the most efficient rollout is especially important for Soldiers because, without rocket jumping or running with the Escape Plan, Soldiers are slower than any other class in the [[standard competitive lineup]]. Memorizing the fastest and most health-efficient path to the middle point on each 5-CP map is essential for soldiers. Usually, the roamer is expected to jump just far enough in front of the medic that he can still receive heals. This is by no means guaranteed, and as a player, the Soldier needs to learn when and where to make necessary adjustments to his rollout.
Pocket Soldiers should move quickly enough to keep up with their Medics, but not leave them behind.  
 
  
The near-constant stream of health that the Medic gives the Pocket can enable him to enter the battle fully overhealed to 300 HP. Roaming Soldiers have two options at the start of a 5-CP map. They have the option of using the [[Soldier weapons (competitive)|Gunboats]] to reach the midpoint very quickly, sometimes even before the Scouts and Demoman. The Gunboats are mainly for Roaming Soldiers who don't normally defend the Medic so value the added mobility over the histan weapon. They also have the option of taking the Shotgun and managing their health so that they can join the battle quickly, but keep enough health to be a dangerous threat.
+
The near-constant stream of health that the Medic gives to the Soldier can enable him to enter the battle fully overhealed to 300 HP. Roaming Soldiers have two options at the start of a 5-CP map. They have the option of using the [[Soldier weapons (competitive)|Gunboats]] to reach the midpoint very quickly, sometimes even before the Scouts and Demoman. The Gunboats are mainly for Roaming Soldiers who don't normally defend the Medic so value the added mobility over the hitscan weapon. They also have the option of using the [[Concheror]] to remain mobile while gaining health simultaneously.
  
Once at the mid point, the Soldiers should keep the enemy Soldiers and Demoman occupied with spam, and defend against aggressive players who are rushing in, such as a rocket-jumping Soldier or a [[Scout (competitive)|Scout]] attempting to [[pick]] an important player. Pocket Soldiers in particular should keep an eye out for enemy Scouts aiming to kill their [[Medic (competitive)|Medics]], and ward them off.
+
Once at the midpoint, the Pocket Soldiers should keep the enemy Soldiers and Demoman occupied with spam, and defend against aggressive players who are rushing in, such as a rocket-jumping Soldier or a [[Scout (competitive)|Scout]] attempting to [[pick]] an important player. Pocket Soldiers in particular should keep an eye out for enemy Scouts aiming to kill their [[Medic (competitive)|Medics]], and ward them off. Roaming soldiers are a bit more fluid, usually play very aggressively, and attempt to kill an important player such as a Demoman or Medic.
  
Soldiers have several options for attacking at the mid point. If the roaming Soldier decided to use the Gunboats and arrived at the point quickly, he can secure a height advantage early on, putting pressure on the enemy Scouts and Demoman. During the mid fight, Soldiers can also utilize an offensive rocket-jump and attempt to pick the enemy Medic and swing the battle in their team's favor, though this maneuver is rather risky, as such an attack will place the Soldier in the midst of the enemy team. However, this shouldn't put you off, remember that as a Roaming Soldier you are expendable and you are sacrificing your life in order to force the enemy into a bad position and gift your team the upper hand. Even if jumping the enemy combo at the mid fight didn't result in a kill, it can still be useful because it throws the enemy into disarray and can deal a lot of damage. As a result the enemy team will have to play passively as they don't have the health to go aggressive.
+
Soldiers have several options for attacking at the midpoint. A roaming Soldier can use the Gunboats to arrive at the point quickly in order to secure a height advantage early on. During the mid-fight, Soldiers can also utilize an offensive rocket jump and attempt to pick the enemy Medic and swing the battle in their team's favor. However, this maneuver is rather risky, as such an attack will place the Soldier in the midst of the enemy team. This shouldn't put you off; Remember that as a Roaming Soldier, you are expendable, sacrificing your life can force the enemy into a bad position and gift your team the upper hand. Even if jumping the enemy combo at the mid-fight didn't result in a kill, it can still be useful, because it throws the enemy into disarray and can deal a lot of damage. As a result, the enemy team will have to play passively, as they will not have the health to go aggressive.
  
A roaming Soldier on the team that loses the mid fight can choose to stick with the [[combo]], and try to hold a chokepoint, or go with the remaining Scouts of the team. The roaming Soldier can also try to ambush the enemy team and pick their Medic, either by hiding in a oft-overlooked area or aggressively rocket-jumping over the Medic's guardians. This tactic, however, is extremely risky, and will almost always result in the death of the roaming Soldier, whether he succeeds or not.
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A roaming Soldier on the team that loses the mid-fight can choose to stick with the [[Combo_(competitive)|combo]], and try to hold a chokepoint or go with the remaining Scouts of the team. The roaming Soldier can also try to ambush the enemy team and pick their Medic, either by hiding in an often overlooked area or aggressively rocket-jumping over the Medic's teammates. This tactic is extremely risky, and will not always result in the death of the Medic.
  
A team that wins the mid fight can send its Soldiers to the next point and push on against the weakened, fleeing enemy team. Capitalizing on this opportunity can result in the team taking the second point with little resistance, after taking the middle point. Soldiers can either play conservatively and watch out for remaining enemies who may try to attack the Medic, or rush the enemy aggressively, finishing them off before support arrives.
+
Soldiers on the team that wins the mid-fight can move on to the next point while a Scout captures the midpoint, and push on against the fleeing enemy team. The Roaming Soldier will often go through the flank to check for any enemies hiding. Capitalizing on this opportunity can result in the team taking the second point with little resistance. Roamers can either play conservatively and watch out for remaining enemies who may try to attack the Medic or rush the enemy aggressively, finishing them off before support arrives.
  
 
=== Attack-Defend Strategies ===
 
=== Attack-Defend Strategies ===
The Soldier's role on Attack/Defend maps is fairly straightforward. On the attacking team, the Soldier will, as usual, be the core of most pushes, rocket-jumping to [[pick]] key targets, and destroying a [[Sentry Gun]] if the defending team has set one up. The defending Soldiers will attempt to block the enemy advance, blocking captures, and rocket-jumping to perches to make defending easier. Soldiers on the attacking team will need to watch for the enemy team's [[Sentry Gun]], if they have one, as a few well-placed rockets can take it out and allow a team's Scouts to harass the enemy team if the Engineer is absent. Soldiers attacking or defending an elevated control point can rocket-jump to the point and use the height advantage to block enemies attempting to step on the point. Soldiers may need to be proficient in performing [[aerial]]s in order to prevent enemy Soldiers and Demomen from taking away their height advantage.
+
The Soldier's role on Attack/Defend maps is fairly straightforward. On the attacking team, the Soldier will, as usual, be the core of most pushes, rocket-jumping to [[pick]] key targets, and destroying a [[Sentry Gun]] if the defending team has set one up. The defending Soldier will attempt to block the enemy's advance, blocking captures, and rocket-jumping to perches to make defending easier. The Soldier on the attacking team will need to watch for the enemy team's [[Sentry Gun]], if they have one, as a few well-placed rockets can take it out and allow a team's Scout to harass the enemy team if the Engineer is absent. Soldiers attacking or defending an elevated control point can rocket-jump to the point and use the height advantage to block enemies attempting to step on the point. Soldiers may need to be proficient in performing [[aerial]]s in order to prevent the enemy Soldier and Demoman from taking away their height advantage.
 +
 
 +
=== King-of-the-Hill Strategies ===
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King of the Hill is a change of pace for Soldiers, and many have a hard time adapting. Compared to other game modes, there is much less emphasis on the pocket when pushing, and many teams chose to have both soldiers take an aggressive, roaming role, while the Medic mostly heals the Demoman. King of the Hills maps are often an off-class friendly game mode, and it's not uncommon for the pocket to switch to a class such as Heavy. The roamer is often very open to off-classing, and classes like Sniper, Engineer, and Spy can see serious use. When not off-classing, both soldiers are expected to play very aggressively and pressure the enemy Demo-Medic Combo. A successful soldier will often suicide and make very aggressive pushes, even more often than other game types.
  
=== Capture-the-Flag Strategies ===
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=== Weaknesses ===
As in other game-types, Soldiers are a valuable asset for attacking the enemy team's objective, in this case their [[intelligence]]. In particular the high max health of Soldiers allows them to attack the Intelligence room and survive despite its proximity with the enemy's spawn room. While Scouts may be the best choice for taking the intelligence back to the team's own Intelligence room, the team's Soldiers, as usual, should be leading the first push into enemy territory. When defending the intelligence, Soldiers are also a great choice for sitting on the intelligence until it returns to the Intelligence room, due to their ability to withstand enemy spam. Their [[Soldier weapons (competitive)|Rocket Launchers]] allow them to [[juggle]] enemies headed for the intelligence and prevent the intelligence's timer from resetting. Whilst the Soldier is good at getting the intelligence normally they should hand it over to a Scout who can utilise their speed to cap it quickly.
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The [[Soldier]], although very versatile, is also very slow. His rocket jump ability deals damage to himself, and combined with fall damage can tear away his health very quickly. This is especially true for [[Pocket]] Soldiers, who will oftentimes prefer to have a [[Shotgun]] in replacement for the [[Gunboats]]. Another issue with the Soldier is his greatest strength: his versatility. The Soldier is able to do most jobs other classes could not do as well as a [[Soldier]], like [[defending]] and attacking. A Scout, for instance, is a great offense class, however, he lacks the firepower to defend, whereas a Soldier could easily be offensive and still have the firepower to hold a point. However, the Soldier does not have the firepower of a Heavy or a Demoman, nor does he have the speed of a Scout, meaning a Soldier cannot excel at a specific job, unlike other classes.
  
 
== See also ==
 
== See also ==
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[[Category:Classes (competitive)]]

Latest revision as of 21:47, 24 April 2023

This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Soldier.
The community competitive scene changes frequently. Some or all info may be outdated.
Soldier.png

The Soldier (sometimes referred to as "Solly" or "Sollie") is the default pocket and roaming class of the standard competitive lineup, valued for his versatility, synergy with Medics, mobility and ambushing abilities.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class soldier.png Soldier 200 300 251
With the Battalion's Backup equipped 220 330 276

Speed

Condition Normal Backward Crouched Swimming
Leaderboard class soldier.png Soldier
80 %
72 %
27 %
64 %
Charging the Cow Mangler 5000
27 %
27 %
9 %
21 %
Wielding the Escape Plan over 160 Health
80 %
72 %
27 %
64 %
Wielding the Escape Plan between 160 and 121 Health
88 %
79 %
29 %
70 %
Wielding the Escape Plan between 120 and 81 Health
96 %
86 %
32 %
77 %
Wielding the Escape Plan between 80 and 41 Health
112 %
101 %
37 %
90 %
Wielding the Escape Plan below 41 Health
128 %
115 %
43 %
102 %

Weapons

Main article: Soldier weapons (competitive)

The Soldier relies on the splash damage and jumping capabilities of his Rocket Launchers to deal damage and navigate around the map quickly.

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Rocket Launcher
Stock
Rocket Launcher
Killicon rocket launcher.png 4 20 Base: 90

Crit: 270

Original
Promotional / Craft
Original
Killicon original.png Pictogram info.png  Rockets fly straight down the crosshair from the center of the screen.
Direct Hit
Unlock
Direct Hit
Killicon direct hit.png Base: 112

Crit: 338

Pictogram plus.png Has 80% faster rocket speed.

Pictogram plus.png Deals 25% more damage.
Pictogram plus.png Guarantees mini-crit damage on opponents sent airborne by an explosion, grapple hook, or enemy attack.
Pictogram minus.png Has 70% smaller splash damage radius.

Black Box
Craft
Black Box
Killicon black box.png 3 Base: 90

Crit: 270

Pictogram plus.png On hit: restores up to 20 health points.

Pictogram minus.png Has a 25% smaller clip size.

Rocket Jumper
Craft
Rocket Jumper
N/A 4 60 Base: 0

Crit: 0

Pictogram plus.png +200% max primary ammo on wearer.

Pictogram plus.png No self inflicted blast damage taken.
Pictogram minus.png -100% damage penalty.
Pictogram minus.png No random critical hits.
Pictogram minus.png Unable to carry the intelligence and the PASS Time JACK.

Liberty Launcher
Craft
Liberty Launcher
Killicon liberty launcher.png 5 20 Base: 68

Crit: 203

Pictogram plus.png +25% clip size.

Pictogram plus.png Has 40% faster rocket speed.
Pictogram plus.png -25% blast damage from rocket jumps.
Pictogram minus.png -25% damage penalty.

Cow Mangler 5000
Craft
Cow Mangler 5000
Killicon cow mangler 5000.png 4 Base: 90

Charged shot: 122

Crit: 122-151

Afterburn:
8 / sec. × 6 secs.

Pictogram plus.png  Does not use ammo (replaced with an ammo meter).

Pictogram minus.png  No random critical hits.
Pictogram minus.png  Deals only 20% damage to buildings.
Pictogram minus.png  Mini-crits whenever it would normally crit.
Pictogram info.png  Secondary fire is a charged shot that:

Pictogram plus.png Mini-crits players.
Pictogram plus.png Causes enemies to suffer afterburn for 6 seconds.
Pictogram plus.png Disables buildings for 4 seconds.
Pictogram minus.png Empties entire ammo meter.
Pictogram minus.png Cannot be used unless ammo meter is full.
Killicon fire.png
Beggar's Bazooka
Craft
Beggar's Bazooka
Killicon beggar's bazooka.png 3 20 Base: 90

Crit: 270

Pictogram plus.png Hold Fire to load up to three rockets.

Pictogram plus.png Release Fire to unleash the barrage at 223% increased fire rate.
Pictogram minus.png +3 degrees random projectile deviation.
Pictogram minus.png Overloading the chamber will cause a misfire.
Pictogram minus.png Cannot collect ammo from dispensers while active.
Pictogram minus.png -20% less explosion radius.

Air Strike
Craft
Air Strike
Killicon air strike.png 4-8 Base: 76

Crit: 230

Pictogram plus.png -15% damage from rocket jumps.

Pictogram plus.png Increased attack speed while blast jumping.
Pictogram plus.png Clip size increased on kill (up to +4).
Pictogram minus.png -15% damage penalty.
Pictogram minus.png -10% explosion radius.
Pictogram minus.png -20% explosion radius while blast jumping.


Usage

Soldier is a common choice for pocket because he can take a lot of damage and react relatively quickly to defend his Medic. Rocket Launcher and Shotgun can both deal damage faster and more reliably than Heavy's Minigun or either of Demoman's main weapons, something that is absolutely crucial when fighting Scouts. His Rocket Launcher also lets him easily contribute to building ÜberCharge through self-inflicted damage, and the fact that Rocket Jumps can be quickly used to switch between defensive and offensive tactics makes him a good target for ÜberCharges.

Common Tactics

One of the most important things to keep in mind as either a Pocket or a Roaming Soldier is mobility. The Soldier moves at 240 Hammer Units per second or 80% of the normal speed. To compensate, a Soldier absolutely must have a strong grasp of rocket jumping and air strafing to stay in the action. Rocket jumping is also a very good way of securing a height advantage, something that helps players inflict more punishment on their enemies. As a result of their need to damage themselves just to keep up with the rest of the team or to gain an important height advantage, Pocket Soldiers will generally receive more attention from Medics than the rest of the team. Due to their large amount of health, Soldiers can form the core of most pushes, supported by the Medic and Demoman. Either Soldier should be ready to seize an opportunity and lead a push. It is also good for Soldiers to practice how to airshot. Airshots can be practiced in MGE Mod, tr walkway, and more.

5-CP Push Strategies

The first thing Soldiers should focus on when playing any 5-CP map is, like the rest of the team, getting to the midpoint quickly. Roamers typically rocket jump, while the pocket soldier is expected to damage himself to low health and run to the middle point using the Escape Plan. Typically, the Soldiers will hold back for several seconds in order to get a full overheal before entering the mid-fight. Learning the most efficient rollout is especially important for Soldiers because, without rocket jumping or running with the Escape Plan, Soldiers are slower than any other class in the standard competitive lineup. Memorizing the fastest and most health-efficient path to the middle point on each 5-CP map is essential for soldiers. Usually, the roamer is expected to jump just far enough in front of the medic that he can still receive heals. This is by no means guaranteed, and as a player, the Soldier needs to learn when and where to make necessary adjustments to his rollout.

The near-constant stream of health that the Medic gives to the Soldier can enable him to enter the battle fully overhealed to 300 HP. Roaming Soldiers have two options at the start of a 5-CP map. They have the option of using the Gunboats to reach the midpoint very quickly, sometimes even before the Scouts and Demoman. The Gunboats are mainly for Roaming Soldiers who don't normally defend the Medic so value the added mobility over the hitscan weapon. They also have the option of using the Concheror to remain mobile while gaining health simultaneously.

Once at the midpoint, the Pocket Soldiers should keep the enemy Soldiers and Demoman occupied with spam, and defend against aggressive players who are rushing in, such as a rocket-jumping Soldier or a Scout attempting to pick an important player. Pocket Soldiers in particular should keep an eye out for enemy Scouts aiming to kill their Medics, and ward them off. Roaming soldiers are a bit more fluid, usually play very aggressively, and attempt to kill an important player such as a Demoman or Medic.

Soldiers have several options for attacking at the midpoint. A roaming Soldier can use the Gunboats to arrive at the point quickly in order to secure a height advantage early on. During the mid-fight, Soldiers can also utilize an offensive rocket jump and attempt to pick the enemy Medic and swing the battle in their team's favor. However, this maneuver is rather risky, as such an attack will place the Soldier in the midst of the enemy team. This shouldn't put you off; Remember that as a Roaming Soldier, you are expendable, sacrificing your life can force the enemy into a bad position and gift your team the upper hand. Even if jumping the enemy combo at the mid-fight didn't result in a kill, it can still be useful, because it throws the enemy into disarray and can deal a lot of damage. As a result, the enemy team will have to play passively, as they will not have the health to go aggressive.

A roaming Soldier on the team that loses the mid-fight can choose to stick with the combo, and try to hold a chokepoint or go with the remaining Scouts of the team. The roaming Soldier can also try to ambush the enemy team and pick their Medic, either by hiding in an often overlooked area or aggressively rocket-jumping over the Medic's teammates. This tactic is extremely risky, and will not always result in the death of the Medic.

Soldiers on the team that wins the mid-fight can move on to the next point while a Scout captures the midpoint, and push on against the fleeing enemy team. The Roaming Soldier will often go through the flank to check for any enemies hiding. Capitalizing on this opportunity can result in the team taking the second point with little resistance. Roamers can either play conservatively and watch out for remaining enemies who may try to attack the Medic or rush the enemy aggressively, finishing them off before support arrives.

Attack-Defend Strategies

The Soldier's role on Attack/Defend maps is fairly straightforward. On the attacking team, the Soldier will, as usual, be the core of most pushes, rocket-jumping to pick key targets, and destroying a Sentry Gun if the defending team has set one up. The defending Soldier will attempt to block the enemy's advance, blocking captures, and rocket-jumping to perches to make defending easier. The Soldier on the attacking team will need to watch for the enemy team's Sentry Gun, if they have one, as a few well-placed rockets can take it out and allow a team's Scout to harass the enemy team if the Engineer is absent. Soldiers attacking or defending an elevated control point can rocket-jump to the point and use the height advantage to block enemies attempting to step on the point. Soldiers may need to be proficient in performing aerials in order to prevent the enemy Soldier and Demoman from taking away their height advantage.

King-of-the-Hill Strategies

King of the Hill is a change of pace for Soldiers, and many have a hard time adapting. Compared to other game modes, there is much less emphasis on the pocket when pushing, and many teams chose to have both soldiers take an aggressive, roaming role, while the Medic mostly heals the Demoman. King of the Hills maps are often an off-class friendly game mode, and it's not uncommon for the pocket to switch to a class such as Heavy. The roamer is often very open to off-classing, and classes like Sniper, Engineer, and Spy can see serious use. When not off-classing, both soldiers are expected to play very aggressively and pressure the enemy Demo-Medic Combo. A successful soldier will often suicide and make very aggressive pushes, even more often than other game types.

Weaknesses

The Soldier, although very versatile, is also very slow. His rocket jump ability deals damage to himself, and combined with fall damage can tear away his health very quickly. This is especially true for Pocket Soldiers, who will oftentimes prefer to have a Shotgun in replacement for the Gunboats. Another issue with the Soldier is his greatest strength: his versatility. The Soldier is able to do most jobs other classes could not do as well as a Soldier, like defending and attacking. A Scout, for instance, is a great offense class, however, he lacks the firepower to defend, whereas a Soldier could easily be offensive and still have the firepower to hold a point. However, the Soldier does not have the firepower of a Heavy or a Demoman, nor does he have the speed of a Scout, meaning a Soldier cannot excel at a specific job, unlike other classes.

See also