Difference between revisions of "Community Medic strategy"

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(bunch of stuff up to Crusader's Crossobw)
(from crusader's crossbow through all mediguns)
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** Healing from the Crusader's Crossbow does not build your ÜberCharge.
 
** Healing from the Crusader's Crossbow does not build your ÜberCharge.
  
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's [[Huntsman]], so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal [[headshot]]s.
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* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal [[headshot]]s, so aim for the enemy's center of mass.
  
 
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
 
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
 
** If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.
 
** If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.
  
* The Crossbow is great for healing teammates whom are dangerous to reach, or whom you cannot reach in time, such as somebody on fire.
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* The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.
  
 
* The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your Medi Gun and continue healing.
 
* The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your Medi Gun and continue healing.
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* The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic [[speed]].
 
* The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic [[speed]].
** The speed boost only applies while you have the Overdose drawn.
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** The speed boost only applies while you have the Overdose active.
  
 
* If you are building an ÜberCharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
 
* If you are building an ÜberCharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
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* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
 
* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
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** It's useful to turn on "Medi Gun continues healing without holding down fire button" in the [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]] so you won't have to hold down the primary fire button while healing someone.
  
 
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.
 
* If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.
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* Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
 
* Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
  
* Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another to 150%.
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* Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.
 
 
* It's useful to turn on "Medi Gun continues healing without holding down fire button" in the [[Multiplayer options#Advanced multiplayer options|Advanced multiplayer options]] so you won't have to hold down the primary fire button while healing someone.
 
  
 
* Focus on all your teammates - often there's a temptation to stick with stronger classes such as [[Heavy|Heavies]] and neglect other teammates. Heal all your teammates actively.
 
* Focus on all your teammates - often there's a temptation to stick with stronger classes such as [[Heavy|Heavies]] and neglect other teammates. Heal all your teammates actively.
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* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
 
* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
  
* Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
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* Heavies, Soldiers and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
 
** Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
 
** Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the Kritz. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
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** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
 
** Although not as effective as Kritzkrieg ÜberCharging a [[Heavy]], [[Soldier]] or [[Demoman]], a Kritzkrieg ÜberCharged [[Pyro]] is very deadly at close ranges, as critical point-blank damage from a Pyro's [[Flamethrower]] can kill most classes near instantly. Also note that critical afterburn is highly damaging, similarly. Consider Kritzing a Pyro when it's important to remove close-range threats.
 
** Although not as effective as Kritzkrieg ÜberCharging a [[Heavy]], [[Soldier]] or [[Demoman]], a Kritzkrieg ÜberCharged [[Pyro]] is very deadly at close ranges, as critical point-blank damage from a Pyro's [[Flamethrower]] can kill most classes near instantly. Also note that critical afterburn is highly damaging, similarly. Consider Kritzing a Pyro when it's important to remove close-range threats.
 
** If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the Sniper can be an effective Kritzkrieg ÜberCharge target - every hit while charged does the same damage as an un-charged headshot.
 
** If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the Sniper can be an effective Kritzkrieg ÜberCharge target - every hit while charged does the same damage as an un-charged headshot.
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* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
 
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
  
* The Quick-Fix lets you move as fast as the person you are healing. With the stock load-out, this only applies to [[Scout]]s when you heal them, so hitch a ride if you're in a hurry to get to the front lines. However, this also applies to the all speed-boosting weapons, such as the Scout's [[Baby Face's Blaster]] and [[Crit-a-Cola]], the Demoman's [[Eyelander]], the Pyro's [[Gas Jockey's Gear]] (although this is by a negligible 3%), and the Medic's [[Overdose]]. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot double jump like a Scout, so some obstacles you will not be able to get over.
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* The Quick-Fix lets you move as fast as the person you are healing. With the stock load-out, this only applies to [[Scout]]s when you heal them. This also applies to all speed-boosting weapons, such as the Scout's [[Baby Face's Blaster]] and [[Crit-a-Cola]], the Demoman's [[Eyelander]], the Pyro's [[Gas Jockey's Gear]], and the Medic's [[Overdose]]. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot double jump like a Scout, so some obstacles you will not be able to get over.
  
* The Ability to use your team members [[Jumping|explosive jump]] can allow you to stay with team mates when they jump to areas that you could not get to with ease, or at higher speed. Your Healing Target should be able to travel much more than normal due to the healing during flight, and in combat, your presence could keep your partner alive longer. Be aware that you can easily can become separated with your Jump partner, especially if the Medic is has little experience with Explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you still take fall damage.
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* The ability to use your teammates' [[Jumping|explosive jump]] can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily can become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take fall damage.
  
 
* A Demoman using the [[Eyelander]] is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he runs faster than you and can be difficult to keep up with, especially if he sticky-jumps, so the [[Quick-Fix]] shines here. Make up for his health loss while he sticky-jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads he will give you a noticeable speed boost, and a large boost at four. This tactic also works with a shield, but is most effective with the [[Stickybomb Launcher]], as you are not boosted when he charges.
 
* A Demoman using the [[Eyelander]] is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he runs faster than you and can be difficult to keep up with, especially if he sticky-jumps, so the [[Quick-Fix]] shines here. Make up for his health loss while he sticky-jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads he will give you a noticeable speed boost, and a large boost at four. This tactic also works with a shield, but is most effective with the [[Stickybomb Launcher]], as you are not boosted when he charges.
  
* Due to their low health and damage, Scouts are usually best left to getting to the front lines faster, instead of pocketing them. A Scout will only increase your speed somewhat, and you cannot double-jump with him, so certain obstacles may pose problems. However, it may be a good idea to heal a Scout when he drinks [[Crit-a-Cola]], as this increases his move speed and damage significantly, and the healing will make up for the [[Mini-Crits]] he takes. Also, a Scout using the [[Baby Face's Blaster]] provides a huge boost of speed. If he is also using the [[Pretty Boy's Pocket Pistol]] he has increased health, but is very vulnerable to fire, which your healing will make up for, so he can be healed for his mobility and pocketed if there are no other mobile classes around. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.
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* Due to their low health and damage, Scouts are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks [[Crit-a-Cola]], as this increases his move speed and damage significantly, and the healing will make up for the [[Mini-Crits]] he takes. Also, a Scout using the [[Baby Face's Blaster]] provides a huge boost of speed. If he is also using the [[Pretty Boy's Pocket Pistol]] he has increased health, but is very vulnerable to fire, which your healing will make up for, so he can be healed for his mobility and pocketed if there are no other mobile classes around. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.
  
* Don't pocket too much with this weapon; as it can not overheal, continually healing one target is useless. Unless your main target is under heavy fire, spread your healing around while you are not moving. If you prefer to pocket a single, less mobile target, consider using a different weapon.
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* Don't pocket too much with this weapon; as it can not overheal, continually healing one target is useless. Unless your main target is under heavy fire, spread your healing around while you are not moving. If you prefer to pocket a single, less mobile target, consider using a different Medi Gun.
  
 
* Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death, especially because it will build back quickly.
 
* Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death, especially because it will build back quickly.
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* The Vaccinator is a craftable secondary for the Medic. It has a 50% faster charge rate than the Medi Gun. The Vaccinator's Special Attack allows the Medic to cycle through damage resist types, which include Bullet Damage, Explosive Damage, and Fire Damage. The Vaccinator's Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target. However, it overheals at a 66% slower rate compared to the Medi Gun.
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* The Vaccinator is a craftable secondary for the Medic. It has a 50% faster charge rate than the Medi Gun. The Vaccinator's Special Attack allows the Medic to cycle through damage resist types, which include Bullet Damage, Explosive Damage, and Fire Damage. The Vaccinator's Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target during the ÜberCharge. However, it overheals at a 66% slower rate compared to the Medi Gun.
  
*The Vaccinator builds Übercharge at a very fast rate. If paired with the Overdose, you can easily build an Übercharge and then use the Overdose's Übercharge-based speed boost to your advantage.
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* The Vaccinator builds Übercharge at a very fast rate. If paired with the Overdose, you can easily build an Übercharge and then use the Overdose's Übercharge-based speed boost to your advantage.
  
* Knowing when to change resistances is crucial. A wrong choice can lead to death. However, while not fighting use bullet resistance because all classes but the Demoman have a bullet weapon in stock loadouts. However if there is a high chance of a Pyro or Demoman ambush you can switch to those while not fighting. During an Übercharge watch your enemies' weapons and switch resistances between the two second intervals.
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* Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance because all classes execept the Demoman have a bullet weapon in their stock loadouts. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.
  
 
===Melee Weapons===
 
===Melee Weapons===

Revision as of 00:02, 20 March 2013

Be heroic and heal today!
I'm going to saw through your bones!
The Medic on "accidental" malpractice

As a Medic, your primary role is to keep your teammates alive using the Medi Gun. The Medic is able to provide invincibility, guarantee critical hits, rapidly heal a patient for a short time, or provide himself and his patient with resistance from a certain damage type by deploying an ÜberCharge, which can often change the tide of a battle.

Quick tips

  • Heal anyone who needs it, but focus on Heavies, Soldiers, Pyros, and Demomen. These classes are the least likely to be killed by a single explosion, Critical hit or other random events. In addition, these are all classes that can use powerful weapons, enabling them to more quickly dispatch enemies attacking you.
  • Regularly overhealing nearby teammates will ensure that your team has the upper hand against the enemy team.
  • Try to stay with your team at all times. You are not suited to survive against any class in direct combat.
  • ÜberCharge is still built when your healing target is at full health or overhealed, but it charges more slowly, and even slower if the heal target is also being healed by a Dispenser, Payload cart, or friendly Medic.
  • Keep movements constant and unpredictable and always be aware of your surroundings. Medics are often a high priority for enemies, especially Spies, Snipers, and Scouts.
  • Don't be afraid to use an Übercharge to save yourself, even if no allies are nearby. It is better to use it too early than to lose it by being killed, and this will allow you to regroup with your team more quickly.
  • If you become separated from your teammates, use voice commands to alert your team to your location.

General strategy

  • You are the only class that can innately passively regenerate health, but do not rely too heavily on this to keep you alive. Ask your teammates to leave Medkits for you if you need them, and be sure to keep them healthy in return.
  • Much more than any other class, being an effective Medic relies on good communication with teammates. You should communicate with your target(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat. A microphone can be immensely valuable to achieving this end, as it can be used to quickly and precisely transmit such information.
  • The Medi Gun beam can heal targets from a considerable distance, allowing you to remain behind cover while healing your patient. If there is no cover readily available, get behind your allies.
  • Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for Spies and ambushes in general.

Combat strategy

  • When in combat, your top priority is to keep as many teammates alive as possible while also maintaining your own life. Always focus on healing teammates that are under attack, on fire, and/or bleeding.
  • If possible, do not compromise a good position in order to heal a player on the other side of a battlefield. Ask for them to come to you or to fall back for a health pack.
    • If you happen to have the Crusader's Crossbow equipped, you could also fire off a shot in his direction to give him a quick boost.
  • Be aware of your surroundings, for your teammates might not be able to keep an eye out while fighting. Communicate with nearby teammates so they won't be caught off guard when enemies flank you.
  • Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called pocketing. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.
    • Besides these circumstances, it is advisable to try to keep all the teammates around you generally healthy. If your primary healing target is fully healed and others need health, try switching targets as necessary. Generally a mostly healthy team is more effective than one overhealed pair.
  • If isolated with an enemy, pepper him with syringes from far range while retreating. If the enemy gets too close, go for a Bonesaw kill.
  • Your Syringe Gun is a decent weapon, but its projectiles are slow and have limited range. Use it for self defense or in desperate situations, and focus on healing.
  • If the battle turns against your favor, begin to retreat while healing your teammates. Tell your team that you are retreating if you have a microphone. It is important for you to survive so that you can build your ÜberCharge for the next attack.

ÜberCharge strategy

  • An ÜberCharge is one of the most powerful forces in the game when used correctly. Take extra caution to stay alive when your meter is nearly full.
  • Using an ÜberCharge slightly early can be a good idea if the enemy has Snipers or Demomen, as a headshot or sticky trap can quickly halt a push.
  • The ÜberCharge meter fills faster by healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers, Demomen, Scouts with the Boston Basher and Pyros with the Detonator or the Scorch Shot) can be a tremendous help when out of combat.
    • During the Setup phase, the meter always fills at the maximum speed, as long as no two Medics are healing the same patient.
  • Although the default Medi Gun's ÜberCharge protects you from damage, you and your target are still affected by knockback. Most classes have weapons or abilities which can separate you from your patient, such as the Pyro's airblast and the Demoman's Stickybomb Launcher. Knockback does not, however, affect a player under the effects of the Quick-Fix's Übercharge.
  • Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when other teammates are nearby and strike as a team.
  • While deploying an Übercharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a short period of time.
    • Note that this drains the ÜberCharge faster than using an ÜberCharge on only one person.
  • If attacking an Engineer nest with an invulnerability ÜberCharge, move in front of your patient to draw Sentry Gun fire away. This will allow them to get closer and deal more damage. Do not jump when doing this; the knockback of the Sentry Gun will send you flying backwards.

Weapon Specific

Primary Weapons

Syringe Gun

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Syringe Gun
Stock
Syringe Gun
Killicon syringe gun.png 40 150 10-12 5-10 5-6 30
  • Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, making it deceptively strong at close ranges.
  • The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.
    • The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
  • Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.

Blutsauger

Weapon Kill Icon Ammo Damage Health
Loaded Carried Point Blank Medium Range Long Range Critical On Hit
Blutsauger
Unlock
Blutsauger
Killicon blutsauger.png 40 150 10-12 5-10 5-6 30 3
  • The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.
  • The Blutsauger's health regeneration makes it a better retreat weapon if you are attacked by enemy players and no teammates are nearby.
  • With the Blutsauger, a Medic can be a little more aggressive then usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.
    • Make sure to communicate with your teammates so they can assist you in killing the enemy.
  • The penalty to health regeneration is significant. It will take longer to recover, so look for health kits to boost your health. Do not rely on the Blutsauger for quick and easy healing.

Crusader's Crossbow

Weapon Kill Icon Ammo Damage/Healing
Loaded Carried Point Blank Medium Range Long Range Critical
Crusader's Crossbow
Craft
Crusader's Crossbow
Killicon crusader's crossbow.png 1 38 38/75 56/112 75/150 113-225
  • The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage to enemies and heals teammates based on the distance the bolt travels.
    • The Crusader's Crossbow cannot overheal teammates.
    • Healing from the Crusader's Crossbow does not build your ÜberCharge.
  • The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal headshots, so aim for the enemy's center of mass.
  • When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
    • If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.
  • The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.
  • The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your Medi Gun and continue healing.
  • Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.
  • Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and in midair.
  • If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat so the arrow hits and heals the target.
  • If aimed well at longer ranges, a Critical full range Crossbow shot is capable of killing any class outright except for an Overhealed Soldier or a Heavy. It can also be used to either kill a Sniper or force him to fall back for health.

Overdose

Weapon Kill Icon Ammo Damage Effect
Loaded Carried Point Blank Medium Range Long Range Critical Speed with 100% ÜberCharge
Overdose
Craft
Overdose
Killicon overdose.png 40 150 9-11 5-9 5-6 27 117.33%
  • The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic speed.
    • The speed boost only applies while you have the Overdose active.
  • If you are building an ÜberCharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
  • If you need to make an urgent kill, you can chase an enemy down with your increased speed.
  • The speed bonus is less effective when using Mediguns that charge more slowly, particularly the stock Medi Gun, and on smaller maps. In these cases, consider using the stock Syringe Gun, unless you are set on avoiding all enemy contact.
  • Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not pursue combat engagement actively, consider utilising the Overdose's speed boost, and instead rely on your teammate's protection.

Secondary Weapons

Medi Gun + reskins

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Medi Gun
Stock
Medi Gun
24 health/sec 72 health/sec Invulnerability 8 seconds 2.5%/sec 40 seconds (80)
Festive Medi Gun
Uncrate
Festive Medi Gun
Item icon Rust Botkiller Medi Gun.png Item icon Blood Botkiller Medi Gun.png Item icon Silver Botkiller Medi Gun.png
Item icon Gold Botkiller Medi Gun.png Item icon Carbonado Botkiller Medi Gun.png Item icon Diamond Botkiller Medi Gun.png

Botkiller Medi Gun

  • The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
  • When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
    • It's useful to turn on "Medi Gun continues healing without holding down fire button" in the Advanced multiplayer options so you won't have to hold down the primary fire button while healing someone.
  • If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.
  • Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
  • Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.
  • Focus on all your teammates - often there's a temptation to stick with stronger classes such as Heavies and neglect other teammates. Heal all your teammates actively.
  • Remember to continually 'top-up' your teammate's health with your Medi Gun's overheal.

Kritzkrieg

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Kritzkrieg
Unlock
Kritzkrieg
24 health/sec 72 health/sec Critical hits 8 seconds 3.125%/sec 32 seconds (64)
  • The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability for the duration of its deployment.
  • The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
  • Although Critical hits count as normal damage against buildings, and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
  • Heavies, Soldiers and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
    • Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
    • Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
    • Although not as effective as Kritzkrieg ÜberCharging a Heavy, Soldier or Demoman, a Kritzkrieg ÜberCharged Pyro is very deadly at close ranges, as critical point-blank damage from a Pyro's Flamethrower can kill most classes near instantly. Also note that critical afterburn is highly damaging, similarly. Consider Kritzing a Pyro when it's important to remove close-range threats.
    • If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the Sniper can be an effective Kritzkrieg ÜberCharge target - every hit while charged does the same damage as an un-charged headshot.
  • The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
Oktoberfest
Weapon Healing Duration Details
Oktoberfest
Oktoberfest
Kritzkrieg 11 health 4 seconds The Medic takes a brief whiff out of the barrel of his weapon.
  • Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
  • In dire situations such as being on fire or bleeding, it's possible that using this taunt can prevent death.

Quick-Fix

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Quick-Fix
Craft
Quick-Fix
33.6 health/sec 100.8 health/sec Megaheal 8 seconds 3.125%/sec (1.5625%/sec) 32 seconds (64)
  • The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement impairing effects, such as Natascha's slowdown and compression blasts. It cannot overheal, however.
  • The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
  • The Quick-Fix lets you move as fast as the person you are healing. With the stock load-out, this only applies to Scouts when you heal them. This also applies to all speed-boosting weapons, such as the Scout's Baby Face's Blaster and Crit-a-Cola, the Demoman's Eyelander, the Pyro's Gas Jockey's Gear, and the Medic's Overdose. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot double jump like a Scout, so some obstacles you will not be able to get over.
  • The ability to use your teammates' explosive jump can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily can become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take fall damage.
  • A Demoman using the Eyelander is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he runs faster than you and can be difficult to keep up with, especially if he sticky-jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky-jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads he will give you a noticeable speed boost, and a large boost at four. This tactic also works with a shield, but is most effective with the Stickybomb Launcher, as you are not boosted when he charges.
  • Due to their low health and damage, Scouts are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks Crit-a-Cola, as this increases his move speed and damage significantly, and the healing will make up for the Mini-Crits he takes. Also, a Scout using the Baby Face's Blaster provides a huge boost of speed. If he is also using the Pretty Boy's Pocket Pistol he has increased health, but is very vulnerable to fire, which your healing will make up for, so he can be healed for his mobility and pocketed if there are no other mobile classes around. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.
  • Don't pocket too much with this weapon; as it can not overheal, continually healing one target is useless. Unless your main target is under heavy fire, spread your healing around while you are not moving. If you prefer to pocket a single, less mobile target, consider using a different Medi Gun.
  • Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death, especially because it will build back quickly.

Vaccinator

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Vaccinator
Craft
Vaccinator
24 health/sec 72 health/sec 75% resistance to a selected damage type 2/4/6/8 seconds 3.75%/sec (1.875%/sec) 26.67 s (53.34 s)
  • The Vaccinator is a craftable secondary for the Medic. It has a 50% faster charge rate than the Medi Gun. The Vaccinator's Special Attack allows the Medic to cycle through damage resist types, which include Bullet Damage, Explosive Damage, and Fire Damage. The Vaccinator's Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target during the ÜberCharge. However, it overheals at a 66% slower rate compared to the Medi Gun.
  • The Vaccinator builds Übercharge at a very fast rate. If paired with the Overdose, you can easily build an Übercharge and then use the Overdose's Übercharge-based speed boost to your advantage.
  • Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance because all classes execept the Demoman have a bullet weapon in their stock loadouts. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.

Melee Weapons

Bonesaw + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Bonesaw
Stock
Bonesaw
Killicon bonesaw.png 0.8 seconds 65 195
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Drop
Conscientious Objector
Killicon conscientious objector.png
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Ham Shank
Drop
Ham Shank
Killicon ham shank.png
  • The Bonesaw has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
  • When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.
  • The Amputator and Solemn Vow both have no downsides and should be used instead of the Bonesaw if you have them.
  • You are vaguely faster than most other classes, and as of such, your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat where possible.

Übersaw + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Übersaw
Unlock
Ubersaw
Killicon ubersaw.png 0.96 seconds 65 195
Festive Ubersaw
Uncrate
Festive Ubersaw
Killicon ubersaw.png 0.96 seconds 65 195
  • The Übersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw but will add 25% to the ÜberCharge meter for each successful hit.
  • The Übersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
    • Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy is really dead.
    • Hitting disguised Spies will not give you ÜberCharge, however the melee damage will still hurt them.
  • The Übersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
  • Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
  • If fighting an enemy and the ÜberCharge meter is almost full, try to use the Übersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.
  • When healing a heal target and an enemy approaches, don't be afraid to quickly stop healing and go in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one attacker simultaneously. However, remember not to chase any enemies who try to flee.
Spinal Tap
Kill Icon Weapon Damage Duration Details
Spinal Tap
Uberslice
Killicon ubersaw.png Übersaw 500 4 seconds The Medic throws his coattails back and enters a combat pose before thrusting his Übersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge.
  • Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
  • This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.
  • Remember that like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
    • Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.
  • This is best used when teaming up with a Heavy with the Holiday Punch as any hits from this weapon that hit an enemy in the back or are critical hits will force the enemy to preform the Schadenfreude taunt, giving you a chance to preform this without interruption. Try to do this on enemies sperated from the rest of their team.

Vita-Saw

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Vita-Saw
Craft
Vita-Saw
Killicon vita-saw.png 0.8 seconds 65 195
  • The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 20% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
  • Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
  • Remember that if you're killed during an ÜberCharge, up to 20% of what charge you had left will still be retained.
  • Avoid using Vita-Saw in game modes that you can't respawn in, like Arena or Sudden Death mode.

Amputator

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical On Taunt
Amputator
Craft
Amputator
Killicon amputator.png 0.8 seconds 65 195 75
  • The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the Medicating Melody taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Medi Gun or Kritzkrieg.
    • As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge.
  • Having no downsides, the Amputator is a complete upgrade to the Bonesaw, so use it if you have it.
  • Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.

Solemn Vow

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Solemn Vow
Craft
Solemn Vow
Killicon solemn vow.png 0.8 seconds 65 195
  • The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters.
  • Having no downsides, the Solemn Vow is a complete upgrade over the Bonesaw, so use it if you have it.
  • The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
  • The Solemn Vow can also be useful when deciding when to fight or flee. If you can tell that only a few needles or a melee strike is all it takes to kill an enemy, it might be better to kill him, rather than let him live long enough to pursue you.
  • This weapon is at its most useful when using a mic to communicate with your team. Otherwise, it may sometimes be better to use an alternative melee weapon so you aren't losing potential bonuses.
  • An alternative to using this weapon is having a friendly Spy relay enemy health.

Item set effects

The Medieval Medic

Main article: Item sets
The Medieval Medic
Backpack The Medieval Medic Bundle.png
Effect

No effect

  • Both of the weapons in this set give you more tools with which to heal your teammates, which can increase your team's survivability significantly.
  • The Medieval Medic's set bonus gives you a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase your survivability.
  • Combine with the Medic's Oktoberfest taunt to increase your health regeneration. Best used behind cover or when near allies to prevent becoming an easy target.

Weapon combinations

See also