Difference between revisions of "Medic weapons (competitive)"

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{{competitive}}
 
{{competitive}}
{{update}}
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{{hatnote|Some Medic weapons may be banned in your league. For a list of banned weapons, please see the [[Competitive item restrictions#List of restricted items|Weapon Ban List]].}}
 
 
 
The [[Medic (competitive)|Medic's]] role in the [[standard competitive lineup]] is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a [[Soldier (competitive)|Soldier]] or [[Heavy (competitive)|Heavy]], are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.
 
The [[Medic (competitive)|Medic's]] role in the [[standard competitive lineup]] is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a [[Soldier (competitive)|Soldier]] or [[Heavy (competitive)|Heavy]], are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.
  
 
==Primary Weapon==
 
==Primary Weapon==
Although the Mediguns take up the Medic's second slot, they are considered his "primary weapons" because these are the main reason he is valued in competitive teams and also his most used weapon during matches.
+
The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the Medi Gun, it is the Medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.
 +
 
 +
===Syringe Gun===
 +
 
 +
The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic.
  
=== Medigun ===
+
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Syringe Gun]] <br>{{Item icon|Syringe Gun}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 12
 +
* '''512 units:''' 10
 +
* '''Over 1024 units:''' 5
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 30
 +
* '''Point-Blank Mini-Crit:''' 16
 +
* '''Over 512 unit Mini-Crit:''' 14
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.1s
 +
* '''Reload:''' 1.6
 +
| style="background-color:#FFF4CC;" |
 +
* Provides standard passive regeneration.
 +
** The Medic regenerates 3 health per second if not damaged in the last 10.
 +
** The Medic regenerates 3-6 health per second if not damaged in the last 10-15, scaling.
 +
** The Medic regenerates 6 health per second if not damaged in the last 15.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Syringe Gun in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Syringe Gun]] <br>{{Item icon|Syringe Gun}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
  
[[File:RED_Medigun.png|100px|right]]
+
===Blutsauger===
  
The standard Medigun is arguably the most useful weapon in the lineup with its ability to keep players fighting on the front line without the need to retreat for health kits. The Übercharge the Medigun grants is extremely effective for pushes and defenses as it makes the Medic and his patient invulnerable for eight seconds. Medics can Über more than one person although his charge will not last as long as keeping it on one person would.
+
The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, but reduces his passive regeneration.
  
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Blutsauger]] <br>{{Item icon|Blutsauger}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 12
 +
* '''512 units:''' 10
 +
* '''Over 1024 units:''' 5
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 30
 +
* '''Point-Blank Mini-Crit:''' 16
 +
* '''Over 512 unit Mini-Crit:''' 14
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.1s
 +
* '''Reload:''' 1.6
 +
| style="background-color:#FFF4CC;" |
 +
* Gives the Medic +3 health on hit.
 +
** Hits on disguised Spies don't give health.
 +
* Provides reduced passive regeneration.
 +
** The Medic regenerates 1 health per second if not damaged in the last 10.
 +
** The Medic regenerates 1-4 health per second if not damaged in the last 10-15, scaling.
 +
** The Medic regenerates 4 health per second if not damaged in the last 15.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Blutsauger in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Blutsauger]] <br>{{Item icon|Blutsauger}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 
<br>
 
<br>
 +
 +
===Crusader's Crossbow===
 +
 +
The Crusader's Crossbow fires syringes which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. It has reduced ammunition and a slower firing speed.
 +
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage / Healing
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>{{Item icon|Crusader's Crossbow}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 38
 +
* '''512 units:''' 56
 +
* '''Over 1024 units:''' 75
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank Critical:''' 113
 +
* '''512 units Critical:''' 168
 +
* '''Over 1024 units Critical:''' 225
 +
* '''Point-Blank Mini-Crit:''' 51
 +
* '''512 units Mini-Crit:''' 77
 +
* '''Over 1024 units Mini-Crit:''' 101
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 1.4
 +
| style="background-color:#FFF4CC;" |
 +
* Fires arrows that deal damage or healing based on distance.
 +
** Heals for twice damage dealt.
 +
* -75% maximum ammo.
 +
* Provides standard passive regeneration.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Crusader's Crossbow in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>{{Item icon|Crusader's Crossbow}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 +
===Overdose===
 +
 +
The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Medigun]] <br>[[Image:RED_Medigun.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Overdose]] <br>{{Item icon|Overdose}}
 +
| style="background-color:#FFF4CC;" |
 +
* '''Point-Blank:''' 11
 +
* '''512 units:''' 9
 +
* '''Over 1024 units:''' 5
 +
| style="background-color:#FFF4CC;" |
 +
* '''Critical:''' 27
 +
* '''Point-Blank Mini-Crit:''' 14
 +
* '''Over 512 unit Mini-Crit:''' 12
 +
| style="background-color:#FFF4CC;" |
 +
* '''Attack:''' 0.1s
 +
* '''Reload:''' 1.6
 +
| style="background-color:#FFF4CC;" |
 +
* 15% damage penalty.
 +
* Speed increases by 2% for every 10% of current Übercharge.
 +
* Provides standard passive regeneration.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Overdose in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Overdose]] <br>{{Item icon|Overdose}}
 +
| style="background-color:#5EFB6E;" | Allowed
 +
|}
 +
<br>
 +
 
 +
===Primary Weapon Usage===
 +
 
 +
The stock Syringe Gun provides good damage if the Medic is being attacked. The Overdose allows the Medic to move faster, at the cost of damage output. The Crusader's Crossbow allows for healing at a distance, but deals little damage at close range. Most Medics will use the Crusader's Crossbow to heal for massive amounts or deal moderate burst damage at range, relying on teammates and melee for close range. The Blutsauger's downside makes the medic extremely vulnerable to chip damage. To benefit from the weapon the Medic must spend a lot of time fighting, which is ill-advised. This makes the Blutsauger impractical.
 +
 
 +
==Secondary Weapon==
 +
 
 +
Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides [[ÜberCharge|ÜberCharge]].
 +
 
 +
All Mediguns will now match the movement speed of a heal target, only if the target has a faster movement speed. This was previously only available while using the Quick-Fix. This gives an advantage for the Medic, as he can now use any type of Medigun, and get to the battle quicker.
 +
 
 +
===Medi Gun===
 +
 
 +
The stock Medi Gun is the best choice to keep your team in the action. It provides overheal to Soldiers and Scouts who want to push ahead and harass the other team. It provides an Übercharge which makes the target invincible, with the exception of environmental damage and telefrags.
 +
 
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | Damage
 +
! class="header" | [[Critical hits|Critical]] Damage
 +
! class="header" | Function Times
 +
! class="header" | Special
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Medi Gun]] <br>{{Item icon|Medi Gun}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Min Heal:''' 24 per second
 
* '''Min Heal:''' 24 per second
Line 35: Line 203:
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''ÜberCharge Duration:''' 8 seconds  
** Duration decreased by 50% of base speed for every target Übered in addition to the current patient. E.g, two target "multi-Über" will last for four seconds.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
 +
* '''UberCharge Decay Time:''' 1 second
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Heals at 24/sec if target took damage in the last 10 sec.
+
* Provides standard healing.
*Heals at 72/sec if target took damage over 15 sec ago.
+
** Heals at 24 health per second if the target was damaged in the last 10 seconds.
*Between 10 sec and 15 sec wait, heal rate scales linearly.
+
** Heals at 24-72 health per second if the target was not damaged in the last 10-15 seconds, scaling.
*Heals at max rate at the start of round.  
+
** Heals at 72 health per second if the target was not damaged in the last 15 seconds.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Medi Gun in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Medi Gun]] <br>{{Item icon|Medi Gun}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
=== Kritzkrieg ===
+
===Kritzkrieg===
 
 
[[File:RED_Kritzkrieg.png|100px|right]]
 
  
The Kritzkrieg is the alternative to the Medigun. Although the two share identical healing rates, the Kritzkrieg's advantage comes from the fact it will fill its Übercharge meter 25% faster than its counterpart. Übercharges used with the Kritzkrieg grant 100% chance of getting a critical hit for the patient for the next 8 seconds. Although it can be shared between team members, similar to the standard charge, this should only be done if the original patient has jumped beyond the healing range and the Medic is forced to switch to another patient. The reason for this is that Kritz don't immediately take effect when switching to a patient and so staying with one patient, or a bare minimum amount of patients, will prolong the use of a Kritzkrieg charge. Also, if a Medic is isolated and hurt, he can retreat and taunt to heal himself 11 health at a time, which can make a difference if the Medic is near death and can't resupply or find a health pack.
+
The Kritzkrieg is the main alternative to the Medi Gun. The Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff. It provides the [[Oktoberfest]] taunt, healing the Medic for 11 health.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | Critical Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Kritzkrieg]] <br>[[Image:RED_Kritzkrieg.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Kritzkrieg]] <br>{{Item icon|Kritzkrieg}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Min Heal:''' 24 per second
 
* '''Min Heal:''' 24 per second
Line 70: Line 246:
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''ÜberCharge Duration:''' 8 seconds  
** Duration decreased by 50% of base speed for every target Übered in addition to the current patient. E.g, two target "multi-Über" will last for four seconds.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
 +
* '''UberCharge Decay Time:''' 0 seconds
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Heals at 24/sec if target took damage in the last 10 sec.
+
* Provides standard healing.
*Heals at 72/sec if target took damage over 15 sec ago.
+
* Provides the [[Oktoberfest]] taunt.
*Between 10 sec and 15 sec wait, heal rate scales linearly.
+
|}
*Heals at max rate at the start of round.  
+
<br>
 +
Below is a table displaying the availability of the Kritzkrieg in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Kritzkrieg]] <br>{{Item icon|Kritzkrieg}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
=== Quick-Fix ===
+
===Quick-Fix===
 
 
[[File:Backpack Quick-Fix.png|150px|right]]
 
 
 
The Quick-Fix heals much quicker than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The Übercharge itself triples healing speed and grants immunity to speed-impairing effects. The Quick-Fix also makes the user move at the speed of the player being healed, useful for healing speedy classes such as the Scout. However, all these things come with a setback: the Quick-Fix cannot overheal.
 
  
<br>
+
The Quick-Fix is more to be made for mobility and quick healing, rather than overhealing. It heals targets much faster than the other Mediguns, and generates Übercharge 10% faster than the standard Medigun. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix can only overheal 50% of normal overheal, but can maintain higher overheal on a player if they already have it.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | Critical Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Quick-Fix]] <br>[[Image:Backpack Quick-Fix.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Quick-Fix]] <br>{{Item icon|Quick-Fix}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Min Heal:''' 34 per second
 
* '''Min Heal:''' 34 per second
Line 101: Line 281:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''ÜberCharge Fill'''
 
* '''ÜberCharge Fill'''
** '''Max Rate:''' 3.1% per second (32 seconds)
+
** '''Max Rate:''' 2.75% per second (36.4 seconds)
 
*** Will charge at max rate if patient is below 142.5% health.
 
*** Will charge at max rate if patient is below 142.5% health.
 
*** Charge fixed at maximum rate during map setup time.
 
*** Charge fixed at maximum rate during map setup time.
** '''Min Rate:''' 1.6% per second (64 seconds)
+
** '''Min Rate:''' 1.375% per second (72.7 seconds)
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''ÜberCharge Duration:''' 8 seconds  
** Duration decreased by 50% of base speed for every target Übered in addition to the current patient. E.g, two target "multi-Über" will last for four seconds.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
 +
* '''UberCharge Decay Time:''' 0 seconds
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Heals at 34/sec if target took damage in the last 10 sec.
+
* Provides increased healing.
*Heals at 101/sec if target took damage over 15 sec ago.
+
** Heals at 34 health per second per second if the target was not damaged in the last 10 seconds.
*Between 10 sec and 15 sec wait, heal rate scales linearly.
+
** Heals at 34-101 health per second if the target was not damaged in the last 10-15 seconds, scaling.
*Heals at max rate at the start of round.  
+
** Heals at 101 health per second if the target was not damaged in the last 15 seconds.
 +
* Can run as fast as the target if he runs faster than the Medic's normal speed.
 +
* Can follow explosive jumps.
 +
* Max Overheal is 125% of a targets health (instead of 150% provided by other Medi Guns).
 +
** Due to Overheal limitation, always builds ÜberCharge at maximum rate (unless target is also being healed by a Dispenser).
 
|}
 
|}
 
<br>
 
<br>
 
+
Below is a table displaying the availability of the Quick-Fix in the Global 6v6 Whitelist.
===Primary Weapon Usage===
+
{| class="wikitable grid"  
All three guns have their advantages and are all used depending on the situation teams face. Medics will generally prefer the Medigun over the Kritzkrieg and the Quick-Fix simply because of the protection of eight seconds of invulnerability offered as opposed to the critical hits and increased speed. The Kritzkrieg, however, does offer an intriguing alternative particularly if teams wish to play aggressive during mid-fights on [[5CP]] maps, and the Quick-Fix is useful for streaking past enemy strongholds, or for healing a Heavy if he is using the Brass Beast. Medics may also choose the Kritzkrieg or the Quick-Fix simply because they haven't had the chance of charging for a normal Über during the previous rounds. A Medic may also choose to use the Kritzkreig instead of the Medigun when both of the Medics go down. This is a way of turning a disadvantage into an advantage. Because the Kritzkrieg charges faster the team with it can push into the enemy team quicker. This needs to be done quickly or else the other team will have an Ubercharge that can hard counter the Kritzkrieg.
 
 
 
==Secondary Weapon==
 
The Syringe Guns take up the Medic's primary weapon slot, although in comparison to Medigun usage, they are the least used weapons in the Medic's disposal - the guns should only be used in desperate needs of self defense. The weapons available to the Medic may have an effect on his ability to regenerate health.
 
 
 
=== Syringe Gun===
 
 
 
[[File:RED_Syringe_Gun.png| 100px|right]]
 
 
 
The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of it's ability to offer damage output and self defense for the Medic. However, unlike it's unlockable counterpart, the weapon does not effect the Medic's health regeneration ability, keeping it at 3-6 health per second, depending on time since last hit.
 
 
 
{| class="wikitable grid"
 
 
! class="header" | Weapon
 
! class="header" | Weapon
! class="header" | Damage
+
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
! class="header" | [[Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
 
|-
 
|-
! style="background-color:#fffae7;" | [[Syringe Gun]] <br>[[Image:RED_Syringe_Gun.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Quick-Fix]] <br>{{Item icon|Quick-Fix}}
| style="background-color:#fffae7;" |
+
| style="background-color:#F75D59;" | Banned
* '''Point-Blank: 12'''
 
* '''512 units:''' 10
 
* '''Over 1024 units:''' 5
 
| style="background-color:#fffae7;" |  
 
* '''Critical:''' 30
 
* '''Point-Blank Mini-Crit:''' 16
 
* '''Over 512 unit Mini-Crit:''' 14
 
| style="background-color:#fffae7;" |  
 
* '''Attack:''' 0.1s
 
* '''Reload:''' 1.6
 
| style="background-color:#fffae7;" |
 
*If equipped, Medic passive regen will be 3-6 health/second.
 
**Regen scales based on time since damaged in last 10s.
 
*Will regen 27-48 health during a single-target Über.
 
 
|}
 
|}
 
<br>
 
<br>
  
=== Blutsauger ===
+
===Vaccinator===
[[File:RedBlutsauger.png|100px|right]]
+
The Vaccinator is intended to provide the Medic's patient a resistance to a certain type of damage (bullet, blast, or fire). Of the four Medi Guns, the Vaccinator charges the fastest, charging 50% faster than the stock Medi Gun. However, the charge rate is reduced by 66% on overhealed patients. The Übercharge is stored in four increments, where the Medic and his patient receive heavy resistance to one type of damage for two seconds (or longer, if multiple Übercharges are deployed, to a maximum of eight seconds total). The Vaccinator helps increase the lifespan of the Medic as he is healed 10% of the damage his patient his taking, provided the incoming damage type and resistance match. The Vaccinator heals at a standard rate, but overheals the Medic's patients 66% slower.
 
 
The Blutsauger is the alternative to the Syringe Gun, offering itself as a somewhat more effective means for Medics to defend themselves. It adds three health every time a needle hits an enemy, at the sacrifice of their health regeneration rate, now being capped at 1-4 health per second once again depending on how much time has passed since last hit the Medic has taken.
 
 
 
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | Critical Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#fffae7;" | [[Blutsauger]] <br>[[Image:RedBlutsauger.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Vaccinator]] <br>{{Item icon|Vaccinator}}
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Point-Blank:''' 12
+
* '''Min Heal:''' 24 per second
* '''512 units:''' 10
+
* '''Max Heal:''' 72 per second
* '''Over 1024 units:''' 5
+
| style="background-color:#FFF4CC;" | N/A
| style="background-color:#fffae7;" |  
+
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 30
+
* '''ÜberCharge Fill'''
* '''Point-Blank Mini-Crit:''' 16
+
** '''Max Rate:''' 3.75% per second (26.7 seconds)
* '''Over 512 unit Mini-Crit:''' 14
+
*** Will charge at max rate if patient is below 100% health.
| style="background-color:#fffae7;" |
+
*** Charge fixed at maximum rate during map setup time.
* '''Attack:''' 0.1s
+
** '''Min Rate:''' 1.25% per second (80 seconds)
* '''Reload:''' 1.6
+
*** Will charge at min rate only if patient is at 100% health or above.
| style="background-color:#fffae7;" |  
+
* '''ÜberCharge Duration:''' 2.5 seconds, up to 4 uses at 100%
* Gives shooter +3 health on hit.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
** Non-lethal hits on disguised Spies don't give health.
+
* '''UberCharge Decay Time:''' 1 second
* If equipped, Medic passive regen will be 1-4 health/second.
+
| style="background-color:#FFF4CC;" |  
** Regen scales based on time since damaged in last 10s.
+
* Provides standard healing.
* Will regen 12-32 health during a single-target Über.  
+
* Provides resistance to selected damage type for both patient and healer.
 +
** 10% while healing.
 +
** 75% while ÜberCharge.
 +
** The  ÜberCharge fully negates the extra damage from Critical hits and [[Critical hits#Mini-crits|Mini-crits]].
 +
** 10% of matched income damage will come as healed.
 +
* 66% slower overheal rate
 +
* 66% decreased ÜberCharge rate while healing an overhealed patient.
 
|}
 
|}
 
<br>
 
<br>
 
+
Below is a table displaying the availability of the Vaccinator in the Global 6v6 Whitelist.
===Crusader's Crossbow===
+
{| class="wikitable grid"  
 
 
[[File:Backpack Crusader's Crossbow.png| 100px|right]]
 
 
 
The Crusader's Crossbow, unlike the other secondary weapons, does not fire syringes, but arrows, that deal damage based on distance, making it perfect in case a Sniper appears to take out your healing buddy. It also heals allies upon firing at them, a good tactic for Spychecking. However, the reload time is appallingly slow, and the ammo hold is incredibly small, making this not for offensive Medics.
 
 
 
{| class="wikitable grid"
 
 
! class="header" | Weapon
 
! class="header" | Weapon
! class="header" | Damage
+
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
! class="header" | [[Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
 
|-
 
|-
! style="background-color:#fffae7;" | [[Crusader's Crossbow]] <br>[[Image:Backpack Crusader's Crossbow.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Vaccinator]] <br>{{Item icon|Vaccinator}}
| style="background-color:#fffae7;" |
+
| style="background-color:#F75D59;" | Banned
* '''Point-Blank: 38
 
* '''512 units:''' 56
 
* '''Over 1024 units:''' 75
 
* '''Healing Amount''' {{tooltip|75|Point Blank}} - {{tooltip|112|512 units}} - {{tooltip|150|Over 1024 units}}
 
| style="background-color:#fffae7;" |
 
* '''Critical:''' 113 - 168 - 225
 
* '''Minicrit''' 51 - 77 - 101
 
| style="background-color:#fffae7;" |
 
* '''Attack:''' 2.3
 
| style="background-color:#fffae7;" |
 
*Fires arrows that deal damage based on distance and heals allies upon hit
 
*-75% Crossbow ammo
 
 
|}
 
|}
 
<br>
 
<br>
  
===Overdose===
+
===Medi Gun Usage===
 +
In normal play, the stock Medi Gun is used the majority of the time. The Kritzkrieg is mostly used when both Medics die at the same time: its faster charge rate lets the Medic get crits and kill the enemy Medic before he gets ÜberCharge. This is a risky maneuver, however, as failure to kill the enemy Medic will give the enemy a huge ÜberCharge advantage. The Kritzkrieg is used far more frequently in King of the Hill, where the Medi Gun's ability to break through choke points is not as useful.
  
[[File:Backpack Overdose.png| 150px|right]]
+
The Quick-Fix has an unusual status. After the buff on [[July_10,_2013_Patch|July 10, 2013]], it is considered to be the best option for the initial midfight, but is deemed too weak to break through a last point defense. In addition, it was allowed in [[ESEA]] but banned in [[ETF2L]], which lead to significant gameplay differences between leagues.
  
The Overdose is useful for Medics who have allies who need him all around the map, as it gives the player a slight speed increase for every 10% of Übercharge, making maneuvering and escaping a breeze. However, its damage penalty makes it a last resort for actual combat.
+
==Melee Weapon==
 
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | [[Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Special
 
|-
 
! style="background-color:#fffae7;" | [[Overdose]] <br>[[Image:Backpack Overdose.png|140x78px]]
 
| style="background-color:#fffae7;" |
 
* '''Point-Blank:''' 11
 
* '''512 units:''' 9
 
* '''Over 1024 units:''' 5
 
| style="background-color:#fffae7;" |
 
* '''Critical:''' 27
 
* '''Point-Blank Mini-Crit:''' 14
 
* '''Over 512 unit Mini-Crit:''' 12
 
| style="background-color:#fffae7;" |
 
* '''Attack:''' 0.1s
 
* '''Reload:''' 1.6
 
| style="background-color:#fffae7;" |
 
*If equipped, Medic passive regen will be 3-6 health/second.
 
**Regen scales based on time since damaged in last 10s.
 
*Will regen 27-48 health during a single-target Über.
 
*-10% damage penalty
 
*Speed goes up by 1% for every 10% of Übercharge that is gained
 
|}
 
<br>
 
 
 
===Secondary Weapon Usage===
 
The choice all depends on how competent the Medic is at avoiding the enemies' firing line. Skilled Medics that can avoid spam and can utilize hiding spots effectively will have no need for the extra healing rate offered by the Syringe Gun and will instead opt for the extra offensive power of the Blutsauger. It is generally suggest that players of a low skill level and those new to competitive games should stick with the Syringe Gun at first so any mistakes during matches can be minimized with the extra health regeneration offered.
 
  
==Melee Weapon==
+
Medics tend not to fight with their melee weapons, resorting to their Syringe Gun if cornered. However, some melee weapons will have an effect on the Medic as a whole.
Medics involved in melee combat are a rare sight and should only be resorted to it very desperate circumstances. Like the secondaries, however, some replacements do offer extra bonuses, either when the weapon is active or passively, that may affect a Medic's decision on what item to use.
 
  
 
=== Bonesaw ===
 
=== Bonesaw ===
  
[[File:Bonesaw_IMG.png|100px|right]]
+
The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.
 
 
The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but because most weapons are far more effective than it, the Bonesaw is only good as a novelty or a last resort.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Bonesaw]] <br>[[File:Bonesaw_IMG.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Bonesaw]] <br>{{Item icon|Bonesaw}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
Line 280: Line 385:
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* Completely standard melee weapon.
 
* Completely standard melee weapon.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Bonesaw in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Bonesaw]] <br>{{Item icon|Bonesaw}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 285: Line 399:
 
=== Übersaw ===
 
=== Übersaw ===
  
[[File:RED_Ubersaw.png|100px|right]]
+
The Übersaw provides an additional 25% Übercharge on every successful enemy hit. It fires slower than the stock Bonesaw.
 
 
Although it has a slower attack interval than the Bonesaw, the Übersaw is a very useful weapon for Medics as every successful hit on an enemy, excluding non-fatal hits on disguised Spies, adds 25% onto the Medic's ÜberCharge. This attribute is very useful for Medics wanting to grab a bit of extra charge from an unsuspecting enemy. Although very situational, if a Medic is trapped behind enemy lines with 75%+ charge he can try and escape with a quick Übersaw hit on an enemy and attempt to escape by deploying an Übercharge.
 
 
 
If a friendly player has been hit by the Medic's Übersaw they should inform their team how many times they were hit so the rest of the team have knowledge that the enemy may have an Über advantage over them.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Übersaw]] <br>[[File:RED_Ubersaw.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Übersaw]] <br>{{Item icon|Übersaw}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
Line 307: Line 417:
 
* '''Attack:''' 0.96s
 
* '''Attack:''' 0.96s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Gives attacker +25% ÜberCharge fill on hit.
+
* Gives the Medic +25% ÜberCharge on hit.
** Non-lethal hits on disguised Spies don't give Charge.  
+
** Non-lethal hits on disguised Spies don't add ÜberCharge.
 +
* Taunting performs the [[Uberslice]], which can fill a Medic's Übercharge meter if it hits an enemy.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Übersaw in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Übersaw]] <br>{{Item icon|Übersaw}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
  
 
=== Vita-Saw ===
 
=== Vita-Saw ===
[[File:RED_Überneedle.png|100px|right]]
 
 
: '''Note''': The Vita-Saw is banned in most leagues for acquisition time.
 
  
The Vita-Saw is a second alternative to the Bonesaw. Like the Übersaw it's effect related to the Übercharge meter. In this case, this weapon will preserve up to 20% of the Übercharge from a previous life and grant it onto the Medic when he spawns. For example, if a Medic dies with 35% of his charge he will respawn with 20% whilst if he dies with 15% he will respawn with 15% Über. However, when equipped the Vita-Saw will remove 10 health.
+
The Vita-Saw harvests the organs of people you hit, adding 15%  to the retained Übercharge when the Medic [[respawns]], to a maximum of 60%. The Vita-Saw reduces the Medic's health by 10, to 140.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Vita-Saw]] <br>[[Image:RED_Überneedle.png|70x39px]]
+
! style="background-color:#FFF4CC;" | [[Vita-Saw]] <br>{{Item icon|Vita-Saw}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
Line 335: Line 452:
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* While equipped, preserves ÜberCharge on death (caps at 20%).
+
* Collect the organs of people you hit
* Reduces max health by 10hp while equipped
+
* Reduces maximum health by 10, to 140.
 +
** Maximum overheal reduced to 210 from 225.
 +
** A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Vita-Saw in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Vita-Saw]] <br>{{Item icon|Vita-Saw}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 342: Line 470:
 
===Amputator===
 
===Amputator===
  
[[File:Backpack Amputator.png|100px|right]]
+
The Amputator deals less damage than the default Bonesaw, but provides the [[Medicating Melody]] taunt and greater health regeneration when it is the active weapon.  
 
 
The Amputator functions exactly as the default Bonesaw, except that upon taunting, it produces a Medicating Melody, which heals all nearby allies, perfect for a group of comrades wishing the Medic's service.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Amputator]] <br>[[File:Backpack Amputator.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Amputator]] <br>{{Item icon|Amputator}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Melee:''' 65
+
* '''Melee:''' 52
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Critical:''' 195
+
* '''Critical:''' 156
* '''Minicrit:''' 88
+
* '''Minicrit:''' 71
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Upon taunt, it produces a Medicating Melody which heals all nearby allies
+
* Provides the Medicating Melody taunt.
 +
* Provides health regeneration for the Medic when active, in addition to that provided by the syringe gun.
 +
** The Medic regenerates 1 health per second if not damaged in the last 10.
 +
** The Medic regenerates 1-3 health per second if not damaged in the last 10-15, scaling.
 +
** The Medic regenerates 3 health per second if not damaged in the last 15.
 +
* -20% damage penalty.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Amputator in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Amputator]] <br>{{Item icon|Amputator}}
 +
| style="background-color:#5EFB6E;" | Allowed
 
|}
 
|}
 
<br>
 
<br>
Line 368: Line 508:
 
===Solemn Vow===
 
===Solemn Vow===
  
[[File:Backpack Solemn Vow.png|100px|right]]
+
The Solemn Vow has a 10% slower swing speed, but it allows the Medic to see the health and Ubercharge of all enemy players.
 
 
The Solemn Vow, like the Amputator, functions exactly as the Bonesaw, except that it allows the player to see the health of enemies, which proves useful for seeing if an enemy has low health, and should be finished off.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
 
! class="header" | Weapon
 
! class="header" | Weapon
 
! class="header" | Damage
 
! class="header" | Damage
! class="header" | [[Critical]] Damage
+
! class="header" | [[Critical hits|Critical]] Damage
 
! class="header" | Function Times
 
! class="header" | Function Times
 
! class="header" | Special
 
! class="header" | Special
 
|-
 
|-
! style="background-color:#FFF4CC;" | [[Solemn Vow]] <br>[[File:Backpack Solemn Vow.png|140x78px]]
+
! style="background-color:#FFF4CC;" | [[Solemn Vow]] <br>{{Item icon|Solemn Vow}}
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Melee:''' 65
 
* '''Melee:''' 65
Line 386: Line 524:
 
* '''Minicrit:''' 88
 
* '''Minicrit:''' 88
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Attack:''' 0.8s
+
* '''Attack:''' 0.88s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Allows the player to see enemy health
+
* Allows the Medic to see enemy health and Ubercharge.
 +
|}
 +
<br>
 +
Below is a table displaying the availability of the Solemn Vow in the Global 6v6 Whitelist.
 +
{| class="wikitable grid"
 +
! class="header" | Weapon
 +
! class="header" | [http://comp.tf/wiki/6v6_Global_Whitelist Global 6v6 Whitelist]
 +
|-
 +
! style="background-color:#FFF4CC;" | [[Solemn Vow]] <br>{{Item icon|Solemn Vow}}
 +
| style="background-color:#F75D59;" | Banned
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
Arguably, the Übersaw is commonly used melee weapon for the Medic. The ability to charge up Über whilst damaging the enemy with a negligible negative effect, slower attack speed, makes the weapon a much more attractive option than the other two. The Vita-Saw, like the Blutsauger, should only be used by Medics who feel confident in their ability to stay out of trouble and avoid getting damaged. Medics that also feel they die too often during matches may wish to equip this as it will slightly negate Übers lost when teams are unsuccessful in defending their Medics. The Vita-Saw is banned in the majority of leagues because the ability to keep up to 20% of your Ubercharge is game changing.
 
 
==See Also==
 
* [[Medic (competitive)]]
 
  
 +
The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the Medic dies, but is banned in all leagues. The Amputator's taunt is sometimes useful to heal a large quantity of injured players, although it will not grant overheal. The taunt leaves the Medic extremely vulnerable and should only be done far from the enemy. The Solemn Vow should sometimes be used instead of the Bonesaw, since it provides nearly identical damage to the stock Bonesaw, but has an added effect. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. Also, the 10% swing speed penalty isn't really noticeable.
  
 
{{Class competitive Nav}}
 
{{Class competitive Nav}}
[[Category:Competitive]]
 

Latest revision as of 03:02, 17 March 2024

This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.
Some Medic weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Medic's role in the standard competitive lineup is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a Soldier or Heavy, are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.

Primary Weapon

The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the Medi Gun, it is the Medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.

Syringe Gun

The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic.

Weapon Damage Critical Damage Function Times Special
Syringe Gun
Syringe Gun
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • Provides standard passive regeneration.
    • The Medic regenerates 3 health per second if not damaged in the last 10.
    • The Medic regenerates 3-6 health per second if not damaged in the last 10-15, scaling.
    • The Medic regenerates 6 health per second if not damaged in the last 15.


Below is a table displaying the availability of the Syringe Gun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Syringe Gun
Syringe Gun
Allowed


Blutsauger

The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, but reduces his passive regeneration.

Weapon Damage Critical Damage Function Times Special
Blutsauger
Blutsauger
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • Gives the Medic +3 health on hit.
    • Hits on disguised Spies don't give health.
  • Provides reduced passive regeneration.
    • The Medic regenerates 1 health per second if not damaged in the last 10.
    • The Medic regenerates 1-4 health per second if not damaged in the last 10-15, scaling.
    • The Medic regenerates 4 health per second if not damaged in the last 15.


Below is a table displaying the availability of the Blutsauger in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Blutsauger
Blutsauger
Allowed


Crusader's Crossbow

The Crusader's Crossbow fires syringes which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. It has reduced ammunition and a slower firing speed.

Weapon Damage / Healing Critical Damage Function Times Special
Crusader's Crossbow
Crusader's Crossbow
  • Point-Blank: 38
  • 512 units: 56
  • Over 1024 units: 75
  • Point-Blank Critical: 113
  • 512 units Critical: 168
  • Over 1024 units Critical: 225
  • Point-Blank Mini-Crit: 51
  • 512 units Mini-Crit: 77
  • Over 1024 units Mini-Crit: 101
  • Attack: 1.4
  • Fires arrows that deal damage or healing based on distance.
    • Heals for twice damage dealt.
  • -75% maximum ammo.
  • Provides standard passive regeneration.


Below is a table displaying the availability of the Crusader's Crossbow in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Crusader's Crossbow
Crusader's Crossbow
Allowed


Overdose

The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun.

Weapon Damage Critical Damage Function Times Special
Overdose
Overdose
  • Point-Blank: 11
  • 512 units: 9
  • Over 1024 units: 5
  • Critical: 27
  • Point-Blank Mini-Crit: 14
  • Over 512 unit Mini-Crit: 12
  • Attack: 0.1s
  • Reload: 1.6
  • 15% damage penalty.
  • Speed increases by 2% for every 10% of current Übercharge.
  • Provides standard passive regeneration.


Below is a table displaying the availability of the Overdose in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Overdose
Overdose
Allowed


Primary Weapon Usage

The stock Syringe Gun provides good damage if the Medic is being attacked. The Overdose allows the Medic to move faster, at the cost of damage output. The Crusader's Crossbow allows for healing at a distance, but deals little damage at close range. Most Medics will use the Crusader's Crossbow to heal for massive amounts or deal moderate burst damage at range, relying on teammates and melee for close range. The Blutsauger's downside makes the medic extremely vulnerable to chip damage. To benefit from the weapon the Medic must spend a lot of time fighting, which is ill-advised. This makes the Blutsauger impractical.

Secondary Weapon

Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides ÜberCharge.

All Mediguns will now match the movement speed of a heal target, only if the target has a faster movement speed. This was previously only available while using the Quick-Fix. This gives an advantage for the Medic, as he can now use any type of Medigun, and get to the battle quicker.

Medi Gun

The stock Medi Gun is the best choice to keep your team in the action. It provides overheal to Soldiers and Scouts who want to push ahead and harass the other team. It provides an Übercharge which makes the target invincible, with the exception of environmental damage and telefrags.

Weapon Damage Critical Damage Function Times Special
Medi Gun
Medi Gun
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 2.5% per second (40 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.25% per second (80 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 1 second
  • Provides standard healing.
    • Heals at 24 health per second if the target was damaged in the last 10 seconds.
    • Heals at 24-72 health per second if the target was not damaged in the last 10-15 seconds, scaling.
    • Heals at 72 health per second if the target was not damaged in the last 15 seconds.


Below is a table displaying the availability of the Medi Gun in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Medi Gun
Medi Gun
Allowed


Kritzkrieg

The Kritzkrieg is the main alternative to the Medi Gun. The Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff. It provides the Oktoberfest taunt, healing the Medic for 11 health.

Weapon Damage Critical Damage Function Times Special
Kritzkrieg
Kritzkrieg
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 0 seconds
  • Provides standard healing.
  • Provides the Oktoberfest taunt.


Below is a table displaying the availability of the Kritzkrieg in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Kritzkrieg
Kritzkrieg
Allowed


Quick-Fix

The Quick-Fix is more to be made for mobility and quick healing, rather than overhealing. It heals targets much faster than the other Mediguns, and generates Übercharge 10% faster than the standard Medigun. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix can only overheal 50% of normal overheal, but can maintain higher overheal on a player if they already have it.

Weapon Damage Critical Damage Function Times Special
Quick-Fix
Quick-Fix
  • Min Heal: 34 per second
  • Max Heal: 101 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 2.75% per second (36.4 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.375% per second (72.7 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 0 seconds
  • Provides increased healing.
    • Heals at 34 health per second per second if the target was not damaged in the last 10 seconds.
    • Heals at 34-101 health per second if the target was not damaged in the last 10-15 seconds, scaling.
    • Heals at 101 health per second if the target was not damaged in the last 15 seconds.
  • Can run as fast as the target if he runs faster than the Medic's normal speed.
  • Can follow explosive jumps.
  • Max Overheal is 125% of a targets health (instead of 150% provided by other Medi Guns).
    • Due to Overheal limitation, always builds ÜberCharge at maximum rate (unless target is also being healed by a Dispenser).


Below is a table displaying the availability of the Quick-Fix in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Quick-Fix
Quick-Fix
Banned


Vaccinator

The Vaccinator is intended to provide the Medic's patient a resistance to a certain type of damage (bullet, blast, or fire). Of the four Medi Guns, the Vaccinator charges the fastest, charging 50% faster than the stock Medi Gun. However, the charge rate is reduced by 66% on overhealed patients. The Übercharge is stored in four increments, where the Medic and his patient receive heavy resistance to one type of damage for two seconds (or longer, if multiple Übercharges are deployed, to a maximum of eight seconds total). The Vaccinator helps increase the lifespan of the Medic as he is healed 10% of the damage his patient his taking, provided the incoming damage type and resistance match. The Vaccinator heals at a standard rate, but overheals the Medic's patients 66% slower.

Weapon Damage Critical Damage Function Times Special
Vaccinator
Vaccinator
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.75% per second (26.7 seconds)
      • Will charge at max rate if patient is below 100% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.25% per second (80 seconds)
      • Will charge at min rate only if patient is at 100% health or above.
  • ÜberCharge Duration: 2.5 seconds, up to 4 uses at 100%
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 1 second
  • Provides standard healing.
  • Provides resistance to selected damage type for both patient and healer.
    • 10% while healing.
    • 75% while ÜberCharge.
    • The ÜberCharge fully negates the extra damage from Critical hits and Mini-crits.
    • 10% of matched income damage will come as healed.
  • 66% slower overheal rate
  • 66% decreased ÜberCharge rate while healing an overhealed patient.


Below is a table displaying the availability of the Vaccinator in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Vaccinator
Vaccinator
Banned


Medi Gun Usage

In normal play, the stock Medi Gun is used the majority of the time. The Kritzkrieg is mostly used when both Medics die at the same time: its faster charge rate lets the Medic get crits and kill the enemy Medic before he gets ÜberCharge. This is a risky maneuver, however, as failure to kill the enemy Medic will give the enemy a huge ÜberCharge advantage. The Kritzkrieg is used far more frequently in King of the Hill, where the Medi Gun's ability to break through choke points is not as useful.

The Quick-Fix has an unusual status. After the buff on July 10, 2013, it is considered to be the best option for the initial midfight, but is deemed too weak to break through a last point defense. In addition, it was allowed in ESEA but banned in ETF2L, which lead to significant gameplay differences between leagues.

Melee Weapon

Medics tend not to fight with their melee weapons, resorting to their Syringe Gun if cornered. However, some melee weapons will have an effect on the Medic as a whole.

Bonesaw

The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.

Weapon Damage Critical Damage Function Times Special
Bonesaw
Bonesaw
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Below is a table displaying the availability of the Bonesaw in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Bonesaw
Bonesaw
Allowed


Übersaw

The Übersaw provides an additional 25% Übercharge on every successful enemy hit. It fires slower than the stock Bonesaw.

Weapon Damage Critical Damage Function Times Special
Übersaw
Übersaw
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.96s
  • Gives the Medic +25% ÜberCharge on hit.
    • Non-lethal hits on disguised Spies don't add ÜberCharge.
  • Taunting performs the Uberslice, which can fill a Medic's Übercharge meter if it hits an enemy.


Below is a table displaying the availability of the Übersaw in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Übersaw
Übersaw
Allowed


Vita-Saw

The Vita-Saw harvests the organs of people you hit, adding 15% to the retained Übercharge when the Medic respawns, to a maximum of 60%. The Vita-Saw reduces the Medic's health by 10, to 140.

Weapon Damage Critical Damage Function Times Special
Vita-Saw
Vita-Saw
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Collect the organs of people you hit
  • Reduces maximum health by 10, to 140.
    • Maximum overheal reduced to 210 from 225.
    • A percentage of your ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.


Below is a table displaying the availability of the Vita-Saw in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Vita-Saw
Vita-Saw
Allowed


Amputator

The Amputator deals less damage than the default Bonesaw, but provides the Medicating Melody taunt and greater health regeneration when it is the active weapon.

Weapon Damage Critical Damage Function Times Special
Amputator
Amputator
  • Melee: 52
  • Critical: 156
  • Minicrit: 71
  • Attack: 0.8s
  • Provides the Medicating Melody taunt.
  • Provides health regeneration for the Medic when active, in addition to that provided by the syringe gun.
    • The Medic regenerates 1 health per second if not damaged in the last 10.
    • The Medic regenerates 1-3 health per second if not damaged in the last 10-15, scaling.
    • The Medic regenerates 3 health per second if not damaged in the last 15.
  • -20% damage penalty.


Below is a table displaying the availability of the Amputator in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Amputator
Amputator
Allowed


Solemn Vow

The Solemn Vow has a 10% slower swing speed, but it allows the Medic to see the health and Ubercharge of all enemy players.

Weapon Damage Critical Damage Function Times Special
Solemn Vow
Solemn Vow
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.88s
  • Allows the Medic to see enemy health and Ubercharge.


Below is a table displaying the availability of the Solemn Vow in the Global 6v6 Whitelist.

Weapon Global 6v6 Whitelist
Solemn Vow
Solemn Vow
Banned


Melee Weapon Usage

The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the Medic dies, but is banned in all leagues. The Amputator's taunt is sometimes useful to heal a large quantity of injured players, although it will not grant overheal. The taunt leaves the Medic extremely vulnerable and should only be done far from the enemy. The Solemn Vow should sometimes be used instead of the Bonesaw, since it provides nearly identical damage to the stock Bonesaw, but has an added effect. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. Also, the 10% swing speed penalty isn't really noticeable.