Difference between revisions of "Anti-Heavy strategy"

From Team Fortress Wiki
Jump to: navigation, search
(Undo edit by TheJ00 (Talk) (1693420) Festive Gloves of Running Urgently)
Line 2: Line 2:
 
{{Quotation|'''The Soldier'''|This American boot just kicked your ass back to Russia.|sound=Soldier_DominationHeavy06.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 large amount of health and firepower but moves very slowly, requiring him to keep aware of his surroundings. Generally, going against a Heavy head-on is suicide; his Minigun can mow down any class within seconds at close range and he is usually supported by a Medic. While not having quite as diverse a loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including gaining the ability to heal, running substantially faster than normal, and even shrugging 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 class, but also the least maneuverable. He has a large amount of health and firepower but moves very slowly, requiring him to keep aware of his surroundings. Generally, going against a Heavy head-on is suicide; his Minigun can mow down any class within seconds at close range and he is usually supported by a Medic. While not having quite as diverse a loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including gaining the ability to heal, running substantially faster than normal, and even shrugging off ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower.
  
 
== General ==
 
== General ==
Line 12: Line 12:
 
|
 
|
 
* 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's large size and weapon makes him a great shield for his allies. Taking him out can make your assault far easier.
* The Heavy is often the focus of many pushes. Taking out the Heavy can often defeat an entire push.
+
* The Heavy is often at the center of many pushes. Taking out the Heavy can often defeat an entire push.
 
|-
 
|-
 
! 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]]
Line 34: Line 34:
 
* All of the Heavy's primary weapons require a moment to spin up before he can start firing. This makes him vulnerable to ambushes.
 
* All of the Heavy's primary weapons 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.
 
* 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.
+
* Keep your distance from a Heavy with his Minigun revved, as it 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 ammo boxes and 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.
+
* If a Heavy is careless, he can consume all of his Minigun ammo in under a minute; your team can counter this by destroying Dispensers, stealing any ammo pickups, and tricking him into wasting ammunition.
 
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
Line 49: Line 48:
 
|
 
|
 
* The Natascha has a longer spin-up than the Minigun. Hit-and-run tactics are more effective on Heavies using this weapon.
 
* The Natascha has a longer spin-up than the Minigun. Hit-and-run tactics are more effective on Heavies using this weapon.
* At long distances, this weapon's [[Slowdown|slow down]] has little effect, but don't get caught at mid-range or closer, or you'll likely be unable to escape.
+
* At long distances, this weapon's [[Slowdown|slow down]] has little effect. At mid-range or closer, you'll likely be unable to escape.
* As long as they aren't caught off guard, Heavies not using Natascha will have the advantage against those that do, as it deals the least amount of damage compared to other miniguns.
+
* A Heavy with Natascha lacks firepower when compared to his other primary weapons, meaning that the more bulky classes can take him head-on with proper positioning.
 
|-
 
|-
 
| 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 extremely slow, making it impossible for him to avoid oncoming fire. Take advantage of this by attacking the Heavy outside of this weapon's effective range; a Sniper can easily headshot a Heavy who has deployed his Brass Beast.
+
* The Brass Beast deals insane damage, making it near impossible to face directly.
* The Brass Beast has an even longer spin-up time than Natascha, so hit-and-run tactics are much more effective against a Heavy using one.
+
* The Brass Beast takes even longer to spin-up than Natascha and brings the Heavy's speed to a crawl, making it impossible for him to avoid oncoming fire. Hit-and-run tactics are also much more effective.
* Be even more cautious when venturing into enemy territory; if you are ambushed by one or more Heavies using the Brass Beast, it is unlikely that you'll survive.
+
* Because it encourages the Heavy to linger in locations longer, the Brass Beast will typically be found in defensive situations.
 
|-
 
|-
 
| 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 10% faster spin-up time, hit-and-run tactics will be much less effective. Attack from afar.
+
* The Tomislav spins up quickly and silently, making it excel at ambushing. It becomes more difficult to tell if a Heavy is lying in wait or is just coming around a corner, so be prepared with teammates if in enemy territory.
* The Tomislav's firing rate is 20% slower than usual, but this also slows its ammo consumption; it's hardly noticeable, but the difference exists. Trying to make a Heavy waste his ammo while using it becomes a slightly less viable strategy.
+
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.
* 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's attributes encourage the Heavy wielding it to ambush his opponents; try to force him out in the open.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
Line 81: Line 78:
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}}
 
|
 
|
* 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. Take him down before he can prepare his other weapon.
* 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 point-blank-to-medium range weapon and will be 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. Keep pressuring the 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.
 
|-
 
|-
 
|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 33% 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 a 33% increased ammo clip compared to the Shotgun (for a total of eight shots), at the cost of doing 15% less damage. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
 
|-
 
|-
 
|}
 
|}
  
 
==== Edibles ====
 
==== Edibles ====
* A Heavy is relatively defenseless when consuming a Lunchbox item, especially if none of his teammates are nearby; try to kill a Heavy while he is eating.
 
** A Heavy makes a distinct noise while eating. Use this sound to track him down.
 
* 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.
 
* A Lunchbox item replaces the Heavy's Shotgun, leaving him with one less weapon to attack you with.
 
+
* If a Heavy retreats from a fight to find cover, he is probably low on health and is trying to eat. He makes a distinct sound when eating, making him easy to track down.
 +
* A Heavy is relatively defenseless when consuming a Lunchbox item, especially if none of his teammates are nearby; kill him while he is eating.
 +
* Due to how a Lunchbox item gradually restores health over a modest amount of time, it may also be practical to use kill taunts on the Heavy instead of conventional attacks.
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
Line 105: Line 100:
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Sandvich|100px}}<br />'''{{item link|Sandvich}} + reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Sandvich|100px}}<br />'''{{item link|Sandvich}} + reskins'''  
 
|
 
|
* The Sandvich slowly restores a Heavy to full health over the course of its 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 slowly restores the Heavy to full health over the course of its consumption, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.
* A Heavy can acquire 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 receive a brand new Sandvich.
+
* A Heavy can acquire a new Sandvich by picking up a medkit while at full health; either take any nearby medkits for yourself, or damage him so that he does not receive a brand new Sandvich.
* 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), or push the enemy away using knockback. A Heavy cannot instantly recover health from a Sandvich that he dropped on the ground. It will instead refill his Food bar, allowing him to eat another 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]] who is low on health. Steal the Sandvich yourself or knock his allies away using [[knock back]].
** 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}}<br />'''[[Dalokohs Bar]] + reskins'''
 
! align="center" valign="center" style="padding:0.5em" | {{icon item|Dalokohs Bar|100px}}<br />'''[[Dalokohs Bar]] + reskins'''
 
|
 
|
* This item only heals the Heavy by 100 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 Dalokohs Bar/Fishcake.
+
* The Dalokohs Bar only heals the Heavy for 100 HP but does not have a cooldown timer. He can eat it constantly to heal minor injuries and stay healthy.
* The Dalokohs Bar/Fishcake increases a Heavy's maximum Health by 50 for 30 seconds, which, while minimal, can make a difference between who dies first: you, or him.
+
* The Dalokohs Bar increases a Heavy's maximum Health by 50 for 30 seconds, which can determine the winner of a duel.
* Unlike the Sandvich, the Dalokohs 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 his teammates), the Heavy can eat it constantly to heal minor injuries and stay healthy.
+
* Unlike the Sandvich, the Heavy cannot drop the Dalokohs Bar for his allies.
 
|-
 
|-
 
| 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 melee weapon when under this item's effect. He can deal Mini-Crits, but he will suffer 25% more damage from all of your attacks.
+
* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon. Keep a distance if possible.
* 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. Like the Sandvich, it cannot be eaten by the Heavy who dropped it; it will refill his Food bar instead.
+
* Additionally, it increases the damage the Heavy takes. If he uses it to reach the front lines and you catch him off guard, it's an easy kill.
 +
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up. Try to deny his allies this healing.
 
|-
 
|-
 
|}
 
|}
Line 131: Line 126:
 
<br />'''[[Fists]] + reskins'''
 
<br />'''[[Fists]] + reskins'''
 
|
 
|
*The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight; strafe around him, or back up as you attack.
+
* The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight; strafe around him or back up as you attack.
**However, the Heavy is the class with the highest health; it will take more hits to take him down, which may give the Heavy more chances 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 in turn.
 
|-
 
|-
 
| 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 reset the effect's duration.
+
* 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 reset the effect's duration.
*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.
+
* The Heavy can also apply his K.G.B. Crit bonus to his other weapons when switched. Quickly decide whether to take him down or take cover.
 
**A Heavy may switch to his Shotgun for the remainder of the bonus, as a Minigun takes too much time to fire.
 
**A Heavy may switch to his Shotgun for the remainder of the bonus, as a Minigun takes too much time to fire.
 
|-
 
|-
Line 143: Line 138:
 
<br />'''[[Gloves of Running Urgently]] + reskins'''
 
<br />'''[[Gloves of Running Urgently]] + reskins'''
 
|
 
|
*A Heavy will usually only have the G.R.U. out whilst running to a contested area on the map and switch weapons once he nears it. Therefore, the Heavy will likely not expect an attack while en route; this is a good time to ambush him.
+
* A Heavy will usually only have the G.R.U. out whilst running to a contested area and switch weapons once he nears it. While they are active, he takes increased damage. He might not expect enemies along the way, so you can ambush him en route.
*A Heavy can use his G.R.U. as a means of pursuit. If you cannot escape one, turn around and try to kill the Heavy before he switches to another weapon.
+
* If you catch the Heavy while he still has the G.R.U. active, he is an easier target; he will be marked for death and has to waste time switching to another weapon.
*A Heavy with the G.R.U. equipped is an easier target than most; not only will he be marked for death while they are actively equipped (and for three more seconds once he switches 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.
+
* A Heavy could use the G.R.U. as a means of pursuit. If you cannot escape him, turn around and fight before he switches to another weapon.
* A Heavy wearing the G.R.U. will rarely use them in melee combat, as he also suffers a 25% damage penalty from using 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 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 with the Warrior's Spirit inflicts heavy damage, so don't engage him in melee combat.
*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 slightly easier to take down - afterburn or bleed effects might finish him off when they ordinarily wouldn't.
+
* A Heavy with the Warrior's Spirit will have 20 HP less than default. He will be slightly easier to take down - afterburn or bleed effects might finish him off when they ordinarily wouldn't.
 
|-
 
|-
 
| 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}}
 
|
 
|
*A Heavy suffers doubled melee damage while actively equipped with the Fists of Steel. However, many tend to switch to their primary weapon before you can approach them with your own melee weapon out. If you insist on melee combat, ambush them, but be careful as they can quickly take you out with a crit or with support from teammates.  
+
* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit safer. It increases the time it takes for him to switch weapons, so catching him by surprise is always a good option.
*If a teammate is trying to kill a Heavy with the Fists of Steel out from afar, you can help by approaching the Heavy with your own melee weapon in order to trick him into pulling out another weapon, allowing your teammate to deal full damage.
+
* The Heavy suffers doubled melee damage while the Fists of Steel are active, but he'll typically switch to his Minigun before you can reach him with your melee weapon. You can either fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates.
**You can also choose to ambush the Heavy if he is too preoccupied with your teammate.
 
*A Heavy with the Fists of Steel out is hard to shoot down, especially when being healed by a Medic. Use teamwork to overpower the Heavy from a distance, if close combat proves impractical for the situation.
 
 
|-
 
|-
 
| 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, making it slightly weaker than the Scout's Bat, too.
+
* Treat the Eviction Notice weapon as if dealing with the default Fists; it attacks 50% faster but deals 60% less damage, making it inflict less damage than the Fists overall.
*Attack a Heavy with the Eviction Notice out while moving backwards; since the Heavy is slow, and the Eviction Notice makes him deal significantly less damage, you are more likely to kill him first.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
 
|
 
|
*Try not to engage in melee combat with a Heavy using the Holiday Punch; if he manages to hit your back, or he scores a critical hit, you will laugh in place, giving him and his teammates more than enough time to kill you. If you must fight up close, attack the Heavy while strafing or backing up.
+
* Try not to engage in melee combat with a Heavy using the Holiday Punch; if he manages to hit your back, you will be stuck laughing in place.
*If you jump, the critical hit's laughing will not do any damage OR make you laugh. If you're fighting an enemy with a Holiday Punch, constantly jump.
+
* You cannot be forced into an animation while jumping. If you're fighting a Heavy with the Holiday Punch, constantly jump.
 
|-
 
|-
 
|}
 
|}

Revision as of 03:48, 25 June 2014

How could this happen?

The Heavy is the sturdiest class, but also the least maneuverable. He has a large amount of health and firepower but moves very slowly, requiring him to keep aware of his surroundings. Generally, going against a Heavy head-on is suicide; his Minigun can mow down any class within seconds at close range and he is usually supported by a Medic. While not having quite as diverse a loadout as other classes, the Heavy can nevertheless change his gameplay in several different ways, including gaining the ability to heal, running substantially faster than normal, and even shrugging off ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower.

General

Attributes Anti-Heavy strategy
Heavy emblem RED.png 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 is often at the center of many pushes. Taking out the Heavy can often defeat an entire push.
Leaderboard class medic.png 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.
Leaderboard class scout.png 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 to the Heavy's inability to dodge.
Leaderboard class soldier.png 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.

Weapon-specific

Main article: Heavy weapons

Primary weapons

  • All of the Heavy's primary weapons 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 a Heavy with his Minigun revved, as it 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; your team can counter this by destroying Dispensers, stealing any ammo pickups, and tricking him into wasting ammunition.
Weapon Anti-Heavy strategy
Minigun
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.
Natascha
Natascha
  • The Natascha has a longer spin-up than the Minigun. Hit-and-run tactics are more effective on Heavies using this weapon.
  • At long distances, this weapon's slow down has little effect. At mid-range or closer, you'll likely be unable to escape.
  • A Heavy with Natascha lacks firepower when compared to his other primary weapons, meaning that the more bulky classes can take him head-on with proper positioning.
Brass Beast
Brass Beast
  • The Brass Beast deals insane damage, making it near impossible to face directly.
  • The Brass Beast takes even longer to spin-up than Natascha and brings the Heavy's speed to a crawl, making it impossible for him to avoid oncoming fire. Hit-and-run tactics are also much more effective.
  • Because it encourages the Heavy to linger in locations longer, the Brass Beast will typically be found in defensive situations.
Tomislav
Tomislav
  • The Tomislav spins up quickly and silently, making it excel at ambushing. It becomes more difficult to tell if a Heavy is lying in wait or is just coming around a corner, so be prepared with teammates if in enemy territory.
  • Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.
Huo-Long Heater
Huo-Long Heater
  • Spies can jump over the ring of flames let out by the Huo-Long Heater, making it possible for them backstab the Heavy without being set on fire or losing their Spy-cicle.
  • Making a Heavy waste ammo by causing him to miss and stealing or destroying nearby sources becomes extremely effective due to the increased consumption of the Huo-Long Heater.

Secondary weapons

Armaments

Weapon Anti-Heavy strategy
Shotgun
Shotgun
  • A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. Take him down before he can prepare his other weapon.
  • The Shotgun is a point-blank-to-medium range weapon and will be ineffective at long range.
  • The Shotgun only has six shots. Keep pressuring the 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.
Family Business
Family Business
  • The Family Business has a 33% increased ammo clip compared to the Shotgun (for a total of eight shots), at the cost of doing 15% less damage. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.

Edibles

  • A Lunchbox item replaces the Heavy's Shotgun, leaving him with one less weapon to attack you with.
  • If a Heavy retreats from a fight to find cover, he is probably low on health and is trying to eat. He makes a distinct sound when eating, making him easy to track down.
  • A Heavy is relatively defenseless when consuming a Lunchbox item, especially if none of his teammates are nearby; kill him while he is eating.
  • Due to how a Lunchbox item gradually restores health over a modest amount of time, it may also be practical to use kill taunts on the Heavy instead of conventional attacks.
Weapon Anti-Heavy strategy
Sandvich
Sandvich + reskins
  • The Sandvich slowly restores the Heavy to full health over the course of its consumption, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.
  • A Heavy can acquire a new Sandvich by picking up a medkit while at full health; either take any nearby medkits for yourself, or damage him so that he does not receive 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 who is low on health. Steal the Sandvich yourself or knock his allies away using knock back.
Dalokohs Bar
Dalokohs Bar + reskins
  • The Dalokohs Bar only heals the Heavy for 100 HP but does not have a cooldown timer. He can eat it constantly to heal minor injuries and stay healthy.
  • The Dalokohs Bar increases a Heavy's maximum Health by 50 for 30 seconds, which can determine the winner of a duel.
  • Unlike the Sandvich, the Heavy cannot drop the Dalokohs Bar for his allies.
Buffalo Steak Sandvich
Buffalo Steak Sandvich
  • The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon. Keep a distance if possible.
  • Additionally, it increases the damage the Heavy takes. If he uses it to reach the front lines and you catch him off guard, it's an easy kill.
  • Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up. Try to deny his allies this healing.

Melee weapons

Weapon Anti-Heavy strategy
Fists


Fists + reskins

  • The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight; strafe around him or back up as you attack.
  • 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 in turn.
Killing Gloves of Boxing
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 reset the effect's duration.
  • The Heavy can also apply his K.G.B. Crit bonus to his other weapons when switched. Quickly decide whether to take him down or take cover.
    • A Heavy may switch to his Shotgun for the remainder of the bonus, as a Minigun takes too much time to fire.
Gloves of Running Urgently


Gloves of Running Urgently + reskins

  • A Heavy will usually only have the G.R.U. out whilst running to a contested area and switch weapons once he nears it. While they are active, he takes increased damage. He might not expect enemies along the way, so you can ambush him en route.
  • If you catch the Heavy while he still has the G.R.U. active, he is an easier target; he will be marked for death and has to waste time switching to another weapon.
  • A Heavy could use the G.R.U. as a means of pursuit. If you cannot escape him, turn around and fight before he switches to another weapon.
Warrior's Spirit
Warrior's Spirit
  • A Heavy with the Warrior's Spirit inflicts heavy damage, so don't engage him in melee combat.
  • A Heavy with the Warrior's Spirit will have 20 HP less than default. He will be slightly easier to take down - afterburn or bleed effects might finish him off when they ordinarily wouldn't.
Fists of Steel
Fists of Steel
  • The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit safer. It increases the time it takes for him to switch weapons, so catching him by surprise is always a good option.
  • The Heavy suffers doubled melee damage while the Fists of Steel are active, but he'll typically switch to his Minigun before you can reach him with your melee weapon. You can either fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates.
Eviction Notice
Eviction Notice
  • Treat the Eviction Notice weapon as if dealing with the default Fists; it attacks 50% faster but deals 60% less damage, making it inflict less damage than the Fists overall.
Holiday Punch
Holiday Punch
  • Try not to engage in melee combat with a Heavy using the Holiday Punch; if he manages to hit your back, you will be stuck laughing in place.
  • You cannot be forced into an animation while jumping. If you're fighting a Heavy with the Holiday Punch, constantly jump.

See also