Difference between revisions of "Anti-Heavy strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Edibles)
(High Noon>Showdown)
 
(140 intermediate revisions by 55 users not shown)
Line 1: Line 1:
 
[[File:Heavyhumiliation.png|right|180px|How could this happen?]]
 
[[File:Heavyhumiliation.png|right|180px|How could this happen?]]
{{Quotation|'''The Scout'''|Hey lard-fat, those hard arteries don't stop bullets, do they?|sound=Scout_dominationhvy09.wav}}
+
{{Quotation|'''The Soldier'''|This American boot just kicked your ass back to Russia.|sound=Soldier_DominationHeavy06.wav}}
  
The '''[[Heavy]]''' is the sturdiest class, but also the least maneuverable. He has a huge amount of health and heavy firepower, but is poor at speed and maneuvering, requiring the swift observation behind himself and ambushing. Generally, going against a Heavy head-on is suicide: his Miniguns can mow down any class within seconds at close range, and Medics tend to hang around Heavies for protection and kill assists. While not having quite as a diverse loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including the ability to heal, run substantially faster than normal, and even shrug off a majority of ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower.
+
The '''[[Heavy]]''' is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.
  
 
== General ==
 
== General ==
Line 11: Line 11:
 
! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
|
* The Heavy's large size and weapon makes him a great shield for his allies. Taking him out can make your assault far easier.
+
* The Heavy, with his large size and firepower, is often found at the center of any fight.
* The Heavy is often the focus of many pushes. Taking out the Heavy can often defeat an entire push.
+
* He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] [[Health]]
 
|
 
|
* The Heavy can soak up a lot of damage, especially if overhealed. Teams should focus their fire on Heavies in order to take them down quickly.
+
* The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
 +
* The Heavy can use his large size to draw attention away from frailer teammates.
 +
* Certain lunchbox items let the Heavy bring his own healing to a fight, which can be shared with teammates.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
|
 
|
* The Heavy's slow movement speed makes him an easy target for Snipers and Spies. Try to catch him off guard and take him out quickly, before he can spin his gun up and start firing on you. Effects that depend on hits such as [[Jarate]] and [[The Buff Banner]] will be very effective due the Heavy's inability to dodge.
+
* The Heavy's main weakness is his slow movement speed. He has a tough time dodging attacks, chasing enemies, or retreating when damaged.
 +
* Most other classes can decide when to attack him, rather than the other way around.
 +
* The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies.
 +
* If you can't take a Heavy by surprise, take potshots from behind cover or take alternate routes to attack his teammates.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
|
* The Heavy's Minigun is quite a formidable weapon. It will quickly take care of any unaware class in seconds, so remain far away and wait for the Heavy's Minigun to stop spinning to strike.
+
* The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
 +
* The Heavy's guns are inaccurate at long range.
 
|-
 
|-
 
|}
 
|}
  
 
== Weapon-specific ==
 
== Weapon-specific ==
A list of useful tidbits about the Heavy's tools, and how to counter them.
+
{{main|Weapons#Heavy|l1=Heavy weapons}}
  
 
=== Primary weapons ===
 
=== Primary weapons ===
* All of the Heavy's primary weapons all require a moment to spin up before he can start firing. This makes him vulnerable to ambushes.
 
 
* When any of the Heavy's weapons are spun up, the Heavy moves much more slowly. A preoccupied Heavy can easily be taken down.
 
 
* Keep your distance from Heavies with their miniguns spun up, as at close range, a Minigun can mow down you and your nearby teammates within seconds.
 
 
* If a Heavy is careless, he can consume all of his Minigun ammo in under a minute, but this is easily remedied by standing near a Dispenser or by picking up weapons dropped by the dead; your team can counter this by destroying Dispensers, stealing any ammo sources, and taking caution in attacking a Heavy head-on.
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Minigun|100px}}{{icon item|Iron Curtain|100px}}{{icon item|Festive Minigun|100px}}<br />'''[[Minigun]]''' / '''[[Iron Curtain]]''' / '''[[Minigun|Festive Minigun]]'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Minigun}} + '''reskins'''
 
|
 
|
* The Minigun has a shorter spin-up time than most of the Heavy's alternate primary weapons. Be aware of this and retreat if you are facing a Minigun-wielding Heavy at mid-to-close range.
+
* The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
 +
* The Minigun must be spun for one second before firing and takes an additional second to ramp up to full damage and accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly.
 +
* Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions.
 +
* If you absolutely must fight at close range, circle-strafe around the Heavy at point-blank range to become harder to hit.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
|
 
|
* Natascha has a longer spin-up than the Minigun. Hit-and-run tactics are more effective on Heavies using this weapon.
+
* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
* At long distances, this weapon's slow down has little effect, but don't get caught at mid-range or closer, or you'll likely be unable to escape.
+
* Natascha grants 20% damage resistance to the Heavy when he's below 50% health, so be prepared to deal more damage than usual.
* Natascha deals the least amount of damage per second compared to the other Miniguns; if two Heavies started a Minigun duel, the one with Natascha would most likely fall first.
+
* Natascha deals significantly reduced damage. Bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
 +
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
|
 
|
* With the Brass Beast spun up, a Heavy becomes much slower, and thus more vulnerable to weapons fired from afar. Take advantage of this and attack the Heavy outside of his weapon's effective range; a Sniper can easily headshot this Heavy.
+
* Of the Heavy's primary weapons, the Brass Beast is the most damaging, but takes the longest to spin up and reduces his movement speed the most once revved.
* The Brass Beast has an even longer spin-up time than Natascha, so hit-and-run tactics are much more effective here.
+
* Catching him off-guard or chipping away at his health are the best options, as he remains unable to chase you.
* Take caution when venturing into enemy territory; if you are ambushed by Heavies using the Brass Beast, you are even more unlikely to survive.
+
* The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. Have your team focus fire him if he is suppressing an important area.
 +
* The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
|
 
|
* As the Tomislav sports a 40% faster spin-up time, hit-and-run tactics will be much less effective. Attack from afar.
+
* The Tomislav spins up quickly and quietly, making it excellent at ambushing.  
* The Tomislav's firing rate is 20% slower than usual, but this also slows its ammo consumption; it's hardly noticable, but the difference exists. Trying to make a Heavy waste his ammo while using it becomes a slightly less viable strategy.
+
* Listen for a rattling noise when approaching corners, which indicates a Heavy with the Tomislav.
* Because the Tomislav has no spin up noise, it becomes more difficult to tell if a Heavy is lying in wait or is just coming around a corner. Be prepared, and attack in numbers; have a Demoman or Soldier fire his explosives to jostle or even kill a hidden Heavy, or make a Pyro go first to burn and push him away.
+
* The Tomislav fires 20% slower than the Minigun. Forcing the Heavy to fight in the open lowers his effectiveness.
* The Tomislav's attributes encourage the Heavy wielding it to ambush his opponents; try to force him out in the open.
+
* The Tomislav has 20% increased accuracy, increasing the Heavy's effective range. Space yourself a little further away than usual.
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
 +
|
 +
* When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. Grab the Heavy's attention and stay behind cover to force him to either keep his gun revved and waste ammunition, or un-spin the gun, which leaves him vulnerable.
 +
* With proper timing, a Spy can jump over the ring of flames and backstab the Heavy without being set on fire.
 
|-
 
|-
 
|}
 
|}
  
 
=== Secondary weapons ===
 
=== Secondary weapons ===
 +
 +
==== Armaments ====
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
|
 
|
* Heavies will switch to their Shotgun when their primary weapon runs out of ammunition. Try to take them down before they find more.
+
* A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. It is a powerful secondary weapon, but the Heavy runs as slow as usual when using it.
* As with all the other classes that use this, the Shotgun is a point-blank-to-medium range weapon and will be ineffective at long range.  
+
* The Shotgun is a close-to-medium range weapon and ineffective at long range.  
* The Shotgun only has six shots. Keep pressuring a Heavy so that he will be forced to reload, resulting in considerably lowered damage output and giving you the opportunity to move in close and deal damage.
+
* The Shotgun only has six shots. If the Heavy feels pressured enough to switch back to the Minigun, you should easily be able to finish him off.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
|
 
|
* The Family Business has a 40% increased ammo clip compared to the Shotgun (for a total of eight shots), at the cost of doing 15% less damage. This makes the tactic of pressuring a Heavy to exhaust his Shotgun's clip and reload moderately less effective, but will also make combat beyond close-range less dangerous.
+
* The Family Business has an increased shot capacity of 8, fires 15% faster, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
 +
|-
 +
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}}
 +
|
 +
* The Panic Attack deploys quickly, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge.
 +
* Like with the other Shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.
 
|-
 
|-
 
|}
 
|}
  
 
==== Edibles ====
 
==== Edibles ====
* A Heavy is relatively defenseless when consuming a Lunchbox item, especially if none of his teammates are nearby; try to attack a Heavy while he is eating.
+
* A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
 
+
* If a Heavy retreats from a fight, listen for the telltale [[Media:SandwichEat09.wav|eating lines]] and check if he is trying to heal.
* A Heavy makes a distinct "Om nom nom" noise while eating. Use this sound to track him down, and attack.
+
* A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many [[kill taunts|taunt kills]] are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
 
 
* Watch for Heavies retreating from a fight in order to find cover; they are probably low on health and about to use a lunchbox item. At this point, dealing even a small amount of damage might finish them off before they get the chance to eat.
 
** Due to the length of time required for a Heavy to eat a Lunchbox item, it may also be practical to use kill taunts on one instead of conventional attacks.
 
 
 
* A Lunchbox item replaces the Heavy's Shotgun, leaving him with one less weapon to attack you with.
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
Line 100: Line 110:
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandvich}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandvich}} + '''reskins'''
 
|
 
|
* The Sandvich slowly restores 300 HP to a Heavy over the course of the consumption, so he may be able to soak up the damage dealt by your attacks if they aren't strong enough. If you cannot kill him, you can at least harm him enough so that eating the Sandvich was a pointless endeavor.
+
* The Sandvich quickly restores 300 health to the Heavy as he eats it. It is the most potent of his edibles, so he may be able to soak up your attacks if you catch him eating. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.  
* A Heavy can aquire a new Sandvich by picking up a medkit at full health; either take any nearby medkits for yourself, or damage him so that he does not recieve a brand new Sandvich.
+
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].
* A Heavy can throw his Sandvich or Buffalo Steak Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. To prevent a successful pick up, you can either steal the Sandvich (provided you are not at full health), push the enemy away using knockback, or even kill him, since he must be running for the Sandvich to instantly restore his low health. A Heavy can no longer eat his Sandvich that he dropped on the ground. It will instead refill his Sandvich bar.
+
* The Sandvich has a recharge time of 30 seconds. The Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
** A Heavy may also throw his Sandvich to a teammate (often a Medic) who is low on health; if you witness this, try to kill the recipient so that the Heavy's charity would be in vain.
 
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Dalokohs Bar|100px}}{{icon item|Fishcake|100px}}<br />'''[[Dalokohs Bar]]''' / '''[[Fishcake]]'''
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins'''
 
|
 
|
* This item only heals the Heavy by 60 HP, yet takes the same amount of time to consume as the Sandvich. As a result, the Heavy is even more vulnerable when eating the Dalakohs Bar/Fishcake.
+
* The Heavy can eat the Dalokohs Bar every 10 seconds to heal 100 health. Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. Most significantly, it can be thrown more often as a small health kit to dispense more total health.
* The Dalakohs Bar/Fishcake increases a Heavy's maximum Hit Points by 50 for 30 seconds, which, while minimal, can make a differerence between who dies first: you, or him.
+
* The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine a duel if he's fighting alone.
* Unlike the Sandvich, the Dalakohs Bar/Fishcake cannot be dropped. However, the item does not have a cooldown timer. Thus, while it cannot be dropped to quickly recover health during combat (for himself or his teammates), the Heavy can eat it constantly to heal minor injuries and stay healthy.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}
 
|
 
|
* Attack from a distance while retreating, as the Heavy can only use his Fists when under this item's effect. He can deal Mini-Crits, but he will also suffer Mini-Crits from all of your weapons.
+
* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon and increases the damage he takes by 20%. Keep a distance and shoot him down.
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up in order to regain 50% of their health instantly; the counter-measures for a dropped Sandvich also apply here.
+
* The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him while he is traveling, he is helpless against your ranged attacks.
 +
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
 +
|-
 +
|-
 +
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Second Banana}}
 +
|
 +
* The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals by constantly following and attacking him.
 +
* Similarly to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health.
 +
* Expect the Heavy to eat the Second Banana more often. Attack if his mealtimes are too predictable.
 
|-
 
|-
 
|}
 
|}
Line 125: Line 141:
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" | {{icon item|Fists|100px}} {{icon item|Saxxy|100px}} {{icon item|Conscientious Objector|100px}} {{icon item|Apoco-Fists|100px}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists}} + '''reskins'''
<br />'''[[Fists]]''' / '''[[Saxxy]]''' / '''[[Conscientious Objector]]''' / '''[[Apoco-Fists]]'''
 
 
|
 
|
* The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight.
+
* Faster classes can exploit the Heavy's slow speed during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
* However, as the Heavy has the most HP out of any class, it will take more hits to take him down, which may give him enough time to strike you with a random critical hit.
+
* The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}
 
|
 
|
* If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you, your death will just extend the effect.
+
* The K.G.B. grants the Heavy 5 seconds of critical hits when used to strike a killing blow. If you are low on health, refrain from entering melee range to prevent him from getting the Crit boost, taking cover before he switches to his Minigun.
* The Heavy can also apply his K.G.B. Crit bonus to his other weapons when switched. Take him down as fast as possible to prevent this from happening.
+
* If the Heavy has gained the critical hit boost, stay back until it wears off so you don't get killed by a critical punch and reset the buff's duration.
** A Heavy may switch to his Shotgun for the remainder of the bonus, as a Minigun takes too much time to fire.
+
* The Heavy can also apply the Crit boost to his other weapons. React properly if he switches to a gun.
 
|-
 
|-
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}}
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins'''
 
|
 
|
* A Heavy will usually only have these selected whilst running to a contested area on the map; he will then change to his Minigun when he gets closer. Therefore, the Heavy will likely not expect an attack while en route; this is a good time to ambush him.
+
* The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
* Beware that enemy Heavies will try and chase you down with the increased movement speed from these gloves. Try to kill them before they switch to their other weapons.
+
* The G.R.U. take a significant amount of time to holster. Catching the Heavy before he can switch weapons lets you deal significant damage for free.
* A Heavy with the G.R.U. equipped is an easier target than most; not only will his health be slightly below maximum (and continue to decrease by 6 HP every second he has them out), but in order to cause any significant damage, he will have to switch to his Minigun and spin it up - this extra time may be all you need to kill him.
+
* Depending on how long the Heavy wore the G.R.U., you may deal enough damage to burst down his lowered maximum health.  
* A Heavy wearing the G.R.U. will rarely use them in melee combat, due to its reduced damage penalty; you may gain the upper hand if he is forced to fight with them.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}
 
|
 
|
* The Warrior's Spirit inflicts more damage per hit than other melee weapons. Try to retreat from a melee battle with a Heavy wielding them unless you know that you are able to kill him.
+
* A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
* A Heavy with the Warrior's Spirit will have 20 HP less than default. While he still has the highest health in the game, he will be easier to take down - afterburn or bleed effects might finish him off when they ordinarily wouldn't.
+
* The Warrior's Spirit deals 20 more base damage than the Fists. This increased damage lets the Heavy three-hit the Soldier and two-hit the Medic from full health.
 +
* If the Heavy recently obtained a kill using the Warrior's Spirit, keep in mind that he will have recovered some health and won't be an easy kill.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}
 
|
 
|
* Heavies take double melee damage with the Fists of Steel equipped. However, they tend to switch to their primary weapon before you can approach them with your own melee weapon out. Try to ambush them.
+
* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
* If a Heavy with the Fists of Steel is taking any ranged fire from one of your teammates, approach him with your melee weapon to trick him into pulling out his Minigun or Shotgun, allowing your teammate to deal full damage. Otherwise, just hit him with the melee weapon.
+
* The Heavy takes doubled melee damage while the Fists of Steel are active. Flank him with your melee weapon, fake a direct approach to weapon heckle him, or attack with both ranged and melee alongside teammates.
* A Heavy with the Fists of Steel out is hard to shoot down, especially when being healed by a Medic. Use teamwork to kill the Heavy from a distance, if close combat proves impractical for the situation.
+
* A Heavy with the Fists of Steel is healed and overhealed less by the Medic, making him easier to wear down in combat.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}
 
|
 
|
* The Eviction Notice attacks 50% faster than the default [[Fists]], at a rate slightly faster than the [[Scout]]'s default Bat, but deals 60% less damage with each hit, making it slightly weaker than the Scout's Bat, too.
+
* Outside of combat, the Eviction Notice acts as a watered-down version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower.
* To deal with the Eviction Notice, attack while moving back; since the Heavy is slow, and the Eviction Notice makes him do significantly less damage, you would take him out before he takes you out.
+
* In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
|-
+
* The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
|}
+
* Depending on how long the Heavy wore the Eviction Notice, you may deal enough damage to burst down his lowered maximum health.  
 
 
== Item set effects ==
 
{{main|Item sets}}
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Set
 
! class="header" colspan="1" width="800"| Anti-Heavy strategy
 
 
|-
 
|-
! align="center" valign="center" style="padding:0.5em" |
+
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
{{item icon|Brass Beast|100px}}
 
{{item icon|Buffalo Steak Sandvich|100px}}
 
{{item icon|Warrior's Spirit|100px}}
 
<br />[[Item sets#Heavy|The Hibernating Bear]]
 
 
|
 
|
* A Heavy wearing this set is especially vulnerable to ambushes because of his lower health, slow spin-up speed, and even slower movement with the Brass Beast deployed. Hit-and-run tactics may prove to be effective against a Heavy using this set.
+
* The Holiday Punch forces its victims to [[Schadenfreude|laugh in place]] upon being hit in the back or with a Critical hit.
* A Heavy using this set can heal themselves quickly by using alt-fire to throw out their Buffalo Steak Sandvich for themselves to replenish half their health, providing more reason to finish them off sooner.
+
* Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[High Noon|probably suffer a humiliating death]].
** A Heavy may alternatively eat the Buffalo Steak Sandvich and try to deal Mini-Crits on you; if you can, shoot him down before he can get within melee range.
+
* You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid [[Critical Hits|Random Critical Hits]].
* The critical hit resistance this set provides is easily overcome by having you and your team unleash a barrage of attacks on the Heavy.
+
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge.
* Because the weapons in this set do increased damage, it is best to attack the Heavy from long-range.
 
 
|-
 
|-
 
|}
 
|}

Latest revision as of 02:01, 17 March 2024

How could this happen?

The Heavy is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.

General

Attributes Anti-Heavy strategy
Heavy emblem RED.png Role
  • The Heavy, with his large size and firepower, is often found at the center of any fight.
  • He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back.
Leaderboard class medic.png Health
  • The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
  • The Heavy can use his large size to draw attention away from frailer teammates.
  • Certain lunchbox items let the Heavy bring his own healing to a fight, which can be shared with teammates.
Leaderboard class scout.png Speed
  • The Heavy's main weakness is his slow movement speed. He has a tough time dodging attacks, chasing enemies, or retreating when damaged.
  • Most other classes can decide when to attack him, rather than the other way around.
  • The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies.
  • If you can't take a Heavy by surprise, take potshots from behind cover or take alternate routes to attack his teammates.
Leaderboard class soldier.png Power
  • The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
  • The Heavy's guns are inaccurate at long range.

Weapon-specific

Main article: Heavy weapons

Primary weapons

Weapon Anti-Heavy strategy
Minigun
Minigun + reskins
  • The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
  • The Minigun must be spun for one second before firing and takes an additional second to ramp up to full damage and accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly.
  • Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions.
  • If you absolutely must fight at close range, circle-strafe around the Heavy at point-blank range to become harder to hit.
Natascha
Natascha
  • Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
  • Natascha grants 20% damage resistance to the Heavy when he's below 50% health, so be prepared to deal more damage than usual.
  • Natascha deals significantly reduced damage. Bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
  • At long distances, this weapon's slow down has little effect.
Brass Beast
Brass Beast
  • Of the Heavy's primary weapons, the Brass Beast is the most damaging, but takes the longest to spin up and reduces his movement speed the most once revved.
  • Catching him off-guard or chipping away at his health are the best options, as he remains unable to chase you.
  • The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. Have your team focus fire him if he is suppressing an important area.
  • The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy.
Tomislav
Tomislav
  • The Tomislav spins up quickly and quietly, making it excellent at ambushing.
  • Listen for a rattling noise when approaching corners, which indicates a Heavy with the Tomislav.
  • The Tomislav fires 20% slower than the Minigun. Forcing the Heavy to fight in the open lowers his effectiveness.
  • The Tomislav has 20% increased accuracy, increasing the Heavy's effective range. Space yourself a little further away than usual.
Huo-Long Heater
Huo-Long Heater
  • When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. Grab the Heavy's attention and stay behind cover to force him to either keep his gun revved and waste ammunition, or un-spin the gun, which leaves him vulnerable.
  • With proper timing, a Spy can jump over the ring of flames and backstab the Heavy without being set on fire.

Secondary weapons

Armaments

Weapon Anti-Heavy strategy
Shotgun
Shotgun + reskins
  • A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. It is a powerful secondary weapon, but the Heavy runs as slow as usual when using it.
  • The Shotgun is a close-to-medium range weapon and ineffective at long range.
  • The Shotgun only has six shots. If the Heavy feels pressured enough to switch back to the Minigun, you should easily be able to finish him off.
Family Business
Family Business
  • The Family Business has an increased shot capacity of 8, fires 15% faster, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
Panic Attack
Panic Attack
  • The Panic Attack deploys quickly, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge.
  • Like with the other Shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.

Edibles

  • A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
  • If a Heavy retreats from a fight, listen for the telltale eating lines and check if he is trying to heal.
  • A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many taunt kills are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
Weapon Anti-Heavy strategy
Sandvich
Sandvich + reskins
  • The Sandvich quickly restores 300 health to the Heavy as he eats it. It is the most potent of his edibles, so he may be able to soak up your attacks if you catch him eating. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.
  • A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly Medic. Steal the Sandvich yourself or knock his allies away using knock back.
  • The Sandvich has a recharge time of 30 seconds. The Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
Dalokohs Bar
Dalokohs Bar + reskins
  • The Heavy can eat the Dalokohs Bar every 10 seconds to heal 100 health. Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. Most significantly, it can be thrown more often as a small health kit to dispense more total health.
  • The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine a duel if he's fighting alone.
Buffalo Steak Sandvich
Buffalo Steak Sandvich
  • The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon and increases the damage he takes by 20%. Keep a distance and shoot him down.
  • The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him while he is traveling, he is helpless against your ranged attacks.
  • Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
Second Banana
Second Banana
  • The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals by constantly following and attacking him.
  • Similarly to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health.
  • Expect the Heavy to eat the Second Banana more often. Attack if his mealtimes are too predictable.

Melee weapons

Weapon Anti-Heavy strategy
Fists
Fists + reskins
  • Faster classes can exploit the Heavy's slow speed during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
  • The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you.
Killing Gloves of Boxing
Killing Gloves of Boxing
  • The K.G.B. grants the Heavy 5 seconds of critical hits when used to strike a killing blow. If you are low on health, refrain from entering melee range to prevent him from getting the Crit boost, taking cover before he switches to his Minigun.
  • If the Heavy has gained the critical hit boost, stay back until it wears off so you don't get killed by a critical punch and reset the buff's duration.
  • The Heavy can also apply the Crit boost to his other weapons. React properly if he switches to a gun.
Gloves of Running Urgently
Gloves of Running Urgently + reskins
  • The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
  • The G.R.U. take a significant amount of time to holster. Catching the Heavy before he can switch weapons lets you deal significant damage for free.
  • Depending on how long the Heavy wore the G.R.U., you may deal enough damage to burst down his lowered maximum health.
Warrior's Spirit
Warrior's Spirit
  • A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
  • The Warrior's Spirit deals 20 more base damage than the Fists. This increased damage lets the Heavy three-hit the Soldier and two-hit the Medic from full health.
  • If the Heavy recently obtained a kill using the Warrior's Spirit, keep in mind that he will have recovered some health and won't be an easy kill.
Fists of Steel
Fists of Steel
  • The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
  • The Heavy takes doubled melee damage while the Fists of Steel are active. Flank him with your melee weapon, fake a direct approach to weapon heckle him, or attack with both ranged and melee alongside teammates.
  • A Heavy with the Fists of Steel is healed and overhealed less by the Medic, making him easier to wear down in combat.
Eviction Notice
Eviction Notice
  • Outside of combat, the Eviction Notice acts as a watered-down version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower.
  • In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
  • The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
  • Depending on how long the Heavy wore the Eviction Notice, you may deal enough damage to burst down his lowered maximum health.
Holiday Punch
Holiday Punch
  • The Holiday Punch forces its victims to laugh in place upon being hit in the back or with a Critical hit.
  • Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck laughing in place and will probably suffer a humiliating death.
  • You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid Random Critical Hits.
  • This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge.

See also