Difference between revisions of "Medic weapons (competitive)"

From Team Fortress Wiki
Jump to: navigation, search
m (Auto: EnforceCapitalization(Syringe Gun), EnforceCapitalization(Vita-Saw), EnforceCapitalization(Scout), EnforceCapitalization(Medic), EnforceCapitalization(Scouts), EnforceCapitalization(Spies), WordFilter([Üüu]ber(?!säge)(?!sage)(?! Entertainmen)
m
Line 1: Line 1:
 
{{competitive}}
 
{{competitive}}
{{update}}
 
  
 
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.
Line 9: Line 8:
 
=== Syringe Gun===
 
=== 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 its ability to offer damage output and self defense for the Medic.
 
 
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. It has no affect on the Medic's passive regeneration, leaving it at 3-6 per second, based on time since damage taken.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 33: Line 30:
 
* '''Reload:''' 1.6
 
* '''Reload:''' 1.6
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* If equipped, Medic passive regen will be 3-6 health/second.
+
* Provides standard passive regeneration.
* Regenerates 27-48 health during a single-target Übercharge.
+
** 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>
 
<br>
  
 
=== Blutsauger ===
 
=== Blutsauger ===
[[File:RedBlutsauger.png|100px|right]]
 
  
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, at the cost of his passive health rate, being brought down to 1-4 health per second, depending on how much time has passed since he was last hit.
+
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="wikitable grid"
Line 63: Line 61:
 
* '''Reload:''' 1.6  
 
* '''Reload:''' 1.6  
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Gives shooter +3 health on hit.
+
* Gives the Medic +3 health on hit.
 
** Hits on disguised Spies don't give health.
 
** Hits on disguised Spies don't give health.
* Regenerates 12-32 health during a single-target Über.  
+
* 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>
 
<br>
Line 71: Line 72:
 
===Crusader's Crossbow===
 
===Crusader's Crossbow===
  
[[File:Backpack Crusader's Crossbow.png| 100px|right]]
+
The Crusader's Crossbow does not fire syringes, but instead fires arrows 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.
 
 
The Crusader's Crossbow does not fire syringes, but instead fires arrows 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. The reduced ammo tends to be a minimal issue, as the speed of reload is very slow. This weapon can be used to spycheck, as enemy Spies will not be healed on hit.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 84: Line 83:
 
! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>[[Image:Backpack Crusader's Crossbow.png|140x78px]]
 
! style="background-color:#FFF4CC;" | [[Crusader's Crossbow]] <br>[[Image:Backpack Crusader's Crossbow.png|140x78px]]
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Point-Blank:''' 38 / 75
+
* '''Point-Blank:''' 38
* '''512 units:''' 56 / 112
+
* '''512 units:''' 56
* '''Over 1024 units:''' 75 / 150
+
* '''Over 1024 units:''' 75
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* '''Point-Blank:''' {{tooltip|113|Critical}} / {{tooltip|51|Mini-crit}}
+
* '''Point-Blank Critical:''' 113
* '''512 units:''' {{tooltip|168|Critical}} / {{tooltip|77|Mini-crit}}
+
* '''512 units Critical:''' 168
* '''Over 1024 units:''' {{tooltip|225|Critical}} / {{tooltip|101|Mini-crit}}
+
* '''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;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''Attack:''' 2.3
 
* '''Attack:''' 2.3
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* Fires arrows that deal damage or healing based on distance.
 
* Fires arrows that deal damage or healing based on distance.
* -75% Crossbow ammo
+
** Heals for twice damage dealt.
 +
* -75% maximum ammo.
 +
* Provides standard passive regeneration.
 
|}
 
|}
 
<br>
 
<br>
Line 101: Line 105:
 
===Overdose===
 
===Overdose===
  
[[File:Backpack Overdose.png| 150px|right]]
+
The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun.
 
 
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 reduces the Medic's one major source of damage. This primary will not change the Medic's passive regeneration.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 125: Line 127:
 
* '''Reload:''' 1.6
 
* '''Reload:''' 1.6
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
* -10% damage penalty
+
* 10% damage penalty.
* Speed increases by 1% for every 10% of Übercharge that is gained
+
* Speed increases by 1% for every 10% of current Übercharge.
* Will regen 27-48 health during a single-target Über.  
+
* Provides standard passive regeneration.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Primary Weapon Usage===
 
===Primary Weapon Usage===
The choice all depends on how competent the Medic is at avoiding the enemies' firing lines. Skilled Medics that can avoid fire, and utilize hiding spots effectively will have no need for standard passive regeneration, 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 stick with the Syringe Gun at first so any mistakes during matches can be minimized with the extra health regeneration offered.
+
 
 +
The stock Syringe Gun provides good damage if the Medic is being attacked. The Blutslauger allows the Medic to survive close encounters more easily, but will cause him to regenerate health more slowly. 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. Most Medics will use the stock Syringe Gun for consistant damage. A confident Medic can use the Blutslauger, but must be wary of taking too much damage.
  
 
==Secondary Weapon==
 
==Secondary Weapon==
Although the Mediguns take up the Medic's second slot, they are considered as his most important weapons because these are the main reason he is valued in competitive teams and also his most used weapon during matches.
+
 
 +
Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides [[Übercharge (competative)|Übercharge]].
  
 
=== Medi Gun ===
 
=== Medi Gun ===
  
[[File:RED_Medigun.png|100px|right]]
+
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.
 
 
The stock Medi Gun is the best choice to keep your team in the action. It can provide overheal to soldiers and Scouts who want to push ahead and harass the other team. It provides an eight second Übercharge, which halves in duration for each additional teammate affected.
 
 
 
<br>
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 166: Line 166:
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''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.
 
** 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 health/sec if target took damage in the last 10 seconds.
+
* Provides standard healing.
* Heals at 72 health/sec if target took damage over 15 seconds ago.
+
** Heals at 24 health per second per second if the target was not damaged in the last 10.
** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly. <!-- Does the medi gun have a reduced rate when healing a player who dealt *himself* damage?-->
+
** Heals at 24-72 health per second if the target was not damaged in the last 10-15, scaling.
 +
** Heals at 72 health per second if the target was not damaged in the last 15.
 
|}
 
|}
 
<br>
 
<br>
Line 175: Line 177:
 
=== Kritzkrieg ===
 
=== Kritzkrieg ===
  
[[File:RED_Kritzkrieg.png|100px|right]]
+
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.
 
 
The Kritzkrieg is the main alternative to the Medi Gun. Although the two share identical healing and overhealing charactaristics, the Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff for any players ubercharged. Although it can be shared between team members, similar to the standard charge, since this does not have lasting effects, it will only help one teammate at a time. Ubercharge duration halves identically to the stock Medi Gun. The Kritzkrieg's [[Octoberfest|taunt]] heals him for 11 health, allowing him to survive near death, or better counteract [[fire|afterburn]].
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 200: Line 200:
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''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.
 
** 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.
** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.
 
* On [[Oktoberfest|taunt]], the Medic heals himself for 11 health.
 
 
|}
 
|}
 
<br>
 
<br>
Line 210: Line 209:
 
=== Quick-Fix ===
 
=== Quick-Fix ===
  
[[File:Backpack Quick-Fix.png|150px|right]]
+
The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the Medic to run at the speed of a Scout, provided that Scout is the healing target. The Quick-Fix cannot overheal players, but can maintain overheal on a player if they already have it.
 
 
The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the Medic to run at the speed of a Scout, provided that Scout is the healing target. The Quick-Fix cannot overheal players, but can maintain overheal on a player if they already have it.
 
 
 
<br>
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 237: Line 232:
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''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.
 
** 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.
** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.
+
** Heals at 34-101 health per second if the target was not damaged in the last 10-15, scaling.
 +
** Heals at 101 health per second if the target was not damaged in the last 15.
 
|}
 
|}
 
<br>
 
<br>
Line 252: Line 249:
  
 
=== 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 there are some melee weapons which are strictly better than this weapon.
Line 279: Line 274:
 
=== 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.
 
 
The Übersaw provides an additional 25% Übercharge on every successful enemy hit. Although it has a slower firing rate, it can save a Medic's life if he has a large Übercharge percentage; by hitting a few enemies, activating an Übercharge, and running, the Medic may thus save himself. If a player is hit by an enemy Medic's Übersaw, he should inform his team so that they are aware of the enemy team's Übercharge percentage.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 299: Line 292:
 
* '''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 [[Spinal Tap]], which can fill a Medic's Übercharge meter if it hits an enemy.
 
* Taunting performs the [[Spinal Tap]], which can fill a Medic's Übercharge meter if it hits an enemy.
 
|}
 
|}
Line 306: Line 299:
  
 
=== Vita-Saw ===
 
=== Vita-Saw ===
[[File:RED_Überneedle.png|100px|right]]
 
  
 
: '''Note''': The Vita-Saw is banned in most leagues for acquisition time.
 
: '''Note''': The Vita-Saw is banned in most leagues for acquisition time.
  
The Vita-Saw is another alternative to the Bonesaw. This weapon will preserve up to 20% of the Übercharge from a previous life and grant it onto the Medic when he [[respawns]]. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The Vita-Saw costs the Medic 10 maximum health.
+
The Vita-Saw preserves 20% of the Übercharge from a previous life and grant it onto the Medic when he [[respawns]]. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The Vita-Saw reduces the Medic's health by 10.
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 329: Line 321:
 
| style="background-color:#FFF4CC;" |
 
| style="background-color:#FFF4CC;" |
 
* While equipped, preserves ÜberCharge on death (caps at 20%).
 
* While equipped, preserves ÜberCharge on death (caps at 20%).
* Reduces max health by 10hp while equipped
+
* Reduces maximum health by 10, to 140.
 +
** Maximum overheal reduced to 210 from 225.
 
|}
 
|}
 
<br>
 
<br>
Line 335: Line 328:
 
===Amputator===
 
===Amputator===
  
[[File:Backpack Amputator.png|100px|right]]
+
The Amputator functions identically to the default Bonesaw, but provides the [[Medicating Melody]] taunt.
 
 
The Amputator functions identically to the default Bonesaw, with the added functionality on [[Medicating Melody|taunt]], which will heals all nearby allies. The taunt will not heal disguised Spies, will not overheal, and will not add to the Übercharge meter.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 355: Line 346:
 
* '''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.
 
|}
 
|}
 
<br>
 
<br>
Line 361: Line 352:
 
===Solemn Vow===
 
===Solemn Vow===
  
[[File:Backpack Solemn Vow.png|100px|right]]
+
The Solemn Vow functions identically to the Bonesaw, except that it allows the Medic to see the health of all enemy players.
 
 
The Solemn Vow functions identically to the Bonesaw, except that it allows the Medic to see the health of all enemy players. A Medic with this weapon may remove the necessity of a situational Spy.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
Line 381: Line 370:
 
* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Allows the player to see enemy health.
+
* Allows the Medic to see enemy health.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===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. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both are strictly better than it. 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. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal.
+
 
 +
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 many leagues. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both provide identical damage to the stock Bonesaw, but have 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. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal or Übercharge.
  
 
== See also ==
 
== See also ==
 
* [[Medic (competitive)]]
 
* [[Medic (competitive)]]
 
  
 
{{Class competitive Nav}}
 
{{Class competitive Nav}}
 
[[Category:Competitive]]
 
[[Category:Competitive]]

Revision as of 17:36, 7 April 2012

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.

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
RED Syringe Gun.png
  • 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.


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
RedBlutsauger.png
  • 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.


Crusader's Crossbow

The Crusader's Crossbow does not fire syringes, but instead fires arrows 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
Backpack Crusader's Crossbow.png
  • 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: 2.3
  • Fires arrows that deal damage or healing based on distance.
    • Heals for twice damage dealt.
  • -75% maximum ammo.
  • Provides standard passive regeneration.


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
Backpack Overdose.png
  • 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
  • 10% damage penalty.
  • Speed increases by 1% for every 10% of current Übercharge.
  • Provides standard passive regeneration.


Primary Weapon Usage

The stock Syringe Gun provides good damage if the Medic is being attacked. The Blutslauger allows the Medic to survive close encounters more easily, but will cause him to regenerate health more slowly. 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. Most Medics will use the stock Syringe Gun for consistant damage. A confident Medic can use the Blutslauger, but must be wary of taking too much damage.

Secondary Weapon

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

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.

Weapon Damage Critical Damage Function Times Special
Medi Gun
RED Medigun.png
  • 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 per second if the target was not damaged in the last 10.
    • Heals at 24-72 health per second if the target was not damaged in the last 10-15, scaling.
    • Heals at 72 health per second if the target was not damaged in the last 15.


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
RED Kritzkrieg.png
  • 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.


Quick-Fix

The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the Medic to run at the speed of a Scout, provided that Scout is the healing target. The Quick-Fix cannot overheal players, but can maintain overheal on a player if they already have it.

Weapon Damage Critical Damage Function Times Special
Quick-Fix
Backpack Quick-Fix.png
  • Min Heal: 34 per second
  • Max Heal: 101 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 increased healing.
    • Heals at 34 health per second per second if the target was not damaged in the last 10.
    • Heals at 34-101 health per second if the target was not damaged in the last 10-15, scaling.
    • Heals at 101 health per second if the target was not damaged in the last 15.


Medigun Usage

In competitive play, the Quick-Fix is rarely used. The other two vary in usage, as although the stock Medi Gun beats the Kritzkrieg in a one-on-one fight, provided the Medics don't die, the Kritzkrieg's increased recharge rate will help it slowly pull ahead in the frequency of one teams' ÜberCharges. If both Medics die, there is a significant advantage to switching to the Kritzkrieg, as that team's Medic will have built up an Übercharge faster.


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 IMG.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


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
RED Ubersaw.png
  • 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 Spinal Tap, which can fill a Medic's Übercharge meter if it hits an enemy.


Vita-Saw

Note: The Vita-Saw is banned in most leagues for acquisition time.

The Vita-Saw preserves 20% of the Übercharge from a previous life and grant it onto the Medic when he respawns. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The Vita-Saw reduces the Medic's health by 10.

Weapon Damage Critical Damage Function Times Special
Vita-Saw
RED Überneedle.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • While equipped, preserves ÜberCharge on death (caps at 20%).
  • Reduces maximum health by 10, to 140.
    • Maximum overheal reduced to 210 from 225.


Amputator

The Amputator functions identically to the default Bonesaw, but provides the Medicating Melody taunt.

Weapon Damage Critical Damage Function Times Special
Amputator
Backpack Amputator.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Provides the Medicating Melody taunt.


Solemn Vow

The Solemn Vow functions identically to the Bonesaw, except that it allows the Medic to see the health of all enemy players.

Weapon Damage Critical Damage Function Times Special
Solemn Vow
Backpack Solemn Vow.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Allows the Medic to see enemy health.


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 many leagues. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both provide identical damage to the stock Bonesaw, but have 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. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal or Übercharge.

See also