Difference between revisions of "Anti-Heavy strategy"

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{{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 ranged damage. Surprise and distance are often the best ways to overcome a Heavy's massive amount of firepower.
+
The '''[[Heavy]]''' is the sturdiest but least maneuverable class. He easily soaks up damage and still pose a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, supported by a Medic. Because his direct combat capabilities are so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or ranged weapons. Additionally, less diverse loadout options limit his unpredictability; any of his weapons that provide utility usually come with heavy drawbacks in combat.
  
 
== General ==
 
== General ==
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! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Heavy_badge_RED.png|40px]] [[Classes|Role]]
 
|
 
|
* The Heavy's large size and weapon makes him a great shield for his allies. Taking him out can make your assault far easier.
+
* The Heavy's large size and firepower often places him at the center of any fight.
* The Heavy is often at the center of many pushes. Taking out the Heavy can often defeat an entire push.
+
* He is a natural shield for his allies; taking him out can often cause the enemy team to hesitate.
 
|-
 
|-
 
! 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]]
 
|
 
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* The Heavy can soak up a lot of damage, especially if overhealed. Teams should focus their fire on Heavies in order to take them down quickly.
+
* The Heavy has the largest health pool of all nine classes and can soak up tons of damage. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] [[Speed]]
 
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* 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.
+
* The Heavy's slow movement speed limits his ability to pursue or avoid you. If you can't take him by surprise, take potshots from behind cover to get free hits in.
 +
* Combined with his large body, the Heavy is an easy target for Snipers and Spies.
 
|-
 
|-
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
! align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] [[Weapons|Power]]
 
|
 
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* The Heavy's Minigun is quite a formidable weapon. It will quickly take care of any unaware class in seconds, so remain far away and wait for the Heavy's Minigun to stop spinning to strike.
+
* The Heavy possesses the most powerful weapons in the game. This usually means that fighting him head-on without backup is a bad idea.
 
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=== Primary 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.
 
 
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
! class="header" colspan="1" width="200"| Weapon
 
! class="header" colspan="1" width="200"| Weapon
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! align="center" valign="center" style="padding:0.5em" | {{icon item|Minigun|100px}}<br />'''[[Minigun]] + reskins'''
 
! align="center" valign="center" style="padding:0.5em" | {{icon item|Minigun|100px}}<br />'''[[Minigun]] + reskins'''
 
|
 
|
* The Minigun has a shorter spin-up time than most of the Heavy's alternate primary weapons. Be aware of this and retreat if you are facing a Minigun-wielding Heavy at mid-to-close range.
+
* The Minigun rapidly fires rounds that deal immense damage, but is inaccurate over distances. Use cover and don't charge directly at him.
 +
* The Heavy must spin-up his Minigun for a moment before be can begin firing. This makes him vulnerable to ambushes and coordinated attacks from different directions.
 +
* When firing the Minigun, the Heavy's movement speed slows to a crawl, making him a very easy target.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
|
 
|
* The Natascha has a longer spin-up than the Minigun. Hit-and-run tactics are more effective on Heavies using this weapon.
+
* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
* At long distances, this weapon's [[Slowdown|slow down]] has little effect. At mid-range or closer, you'll likely be unable to escape.
+
* A Heavy with Natascha deals significantly less damage than if using other primary weapons, meaning that other bulky classes like the Soldier can take him head-on with proper positioning.
* 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.
+
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
|
 
|
 
* The Brass Beast deals insane damage, making it near impossible to face directly.
 
* 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.
+
* 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.
* Because it encourages the Heavy to linger in locations longer, the Brass Beast will typically be found in defensive situations.
+
* The Brass Beast encourages the Heavy to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|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.
+
* 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. Be prepared as you move into enemy territory.
 
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.
 
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.
 
|-
 
|-
 
| 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}}
 
|
 
|
 +
* If a Heavy revs the Huo-Long Heater, it consumes ammo to deploy a ring of flames. Stealing or causing him to waste ammunition forces him to not rev his weapon in conservation. 
 
* 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]].
 
* 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.
 
 
|-
 
|-
 
|}
 
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* 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.
 
* 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 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.
+
* The Shotgun only has six shots. If the Heavy runs out of shots, keep the pressure up to deter him from switching to his Minigun.
 
|-
 
|-
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
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==== Edibles ====
 
==== Edibles ====
 
* 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.
+
* If a Heavy retreats from a fight, check if he's trying to eat. The distinct "nomming" sound makes 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.
+
* A Heavy is defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him.
* 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"
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| 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'''  
 
|
 
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* 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.
+
* The Sandvich slowly restores the Heavy to full health as he eats it, 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. Alternatively, use a [[kill taunt]] that is faster than the eating animation.
* 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 acquire a new Sandvich by picking up a medkit while at full health; take any nearby medkits for yourself or damage him so that he does not receive a 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]].
+
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].
 +
*
 
|-
 
|-
 
! 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'''
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|
 
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* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon. Keep a distance if possible.
 
* 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.
+
* Additionally, it increases the damage the Heavy takes. If he uses its speed boost 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.
 
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up. Try to deny his allies this healing.
 
|-
 
|-
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|
 
|
 
* 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. Quickly decide whether to take him down or take cover.
+
* The Heavy can also apply the Crit boost to his other weapons when switched. Quickly decide whether to take him down or temporarily retreat.
**A Heavy may switch to his Shotgun for the remainder of the bonus, as a Minigun takes too much time to fire.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Gloves of Running Urgently|100px}}
 
| align="center" valign="center" style="padding:0.5em" | {{icon item|Gloves of Running Urgently|100px}}
 
<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 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 will usually only have the G.R.U. out while running to a battlefield and switch weapons once he arrives. 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.
+
* While the Heavy has the G.R.U. active, 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.
 
* 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.
 
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|-
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* 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.
 
* 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.
+
* You cannot be forced into an animation while jumping. If you're fighting a Heavy with the Holiday Punch, jump whenever he punches.
 
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Revision as of 06:36, 24 September 2014

How could this happen?

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

General

Attributes Anti-Heavy strategy
Heavy emblem RED.png Role
  • The Heavy's large size and firepower often places him at the center of any fight.
  • He is a natural shield for his allies; taking him out can often cause the enemy team to hesitate.
Leaderboard class medic.png Health
  • The Heavy has the largest health pool of all nine classes and can soak up tons of damage. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
Leaderboard class scout.png Speed
  • The Heavy's slow movement speed limits his ability to pursue or avoid you. If you can't take him by surprise, take potshots from behind cover to get free hits in.
  • Combined with his large body, the Heavy is an easy target for Snipers and Spies.
Leaderboard class soldier.png Power
  • The Heavy possesses the most powerful weapons in the game. This usually means that fighting him head-on without backup is a bad idea.

Weapon-specific

Main article: Heavy weapons

Primary weapons

Weapon Anti-Heavy strategy
Minigun
Minigun + reskins
  • The Minigun rapidly fires rounds that deal immense damage, but is inaccurate over distances. Use cover and don't charge directly at him.
  • The Heavy must spin-up his Minigun for a moment before be can begin firing. This makes him vulnerable to ambushes and coordinated attacks from different directions.
  • When firing the Minigun, the Heavy's movement speed slows to a crawl, making him a very easy target.
Natascha
Natascha
  • Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
  • A Heavy with Natascha deals significantly less damage than if using other primary weapons, meaning that other bulky classes like the Soldier can take him head-on with proper positioning.
  • At long distances, this weapon's slow down has little effect.
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.
  • The Brass Beast encourages the Heavy to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields.
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. Be prepared as you move into 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
  • If a Heavy revs the Huo-Long Heater, it consumes ammo to deploy a ring of flames. Stealing or causing him to waste ammunition forces him to not rev his weapon in conservation.
  • 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.

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. If the Heavy runs out of shots, keep the pressure up to deter him from switching to his Minigun.
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, check if he's trying to eat. The distinct "nomming" sound makes him easy to track down.
  • A Heavy is defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him.
Weapon Anti-Heavy strategy
Sandvich
Sandvich + reskins
  • The Sandvich slowly restores the Heavy to full health as he eats it, 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. Alternatively, use a kill taunt that is faster than the eating animation.
  • A Heavy can acquire a new Sandvich by picking up a medkit while at full health; take any nearby medkits for yourself or damage him so that he does not receive a brand new Sandvich.
  • A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly Medic. Steal the Sandvich yourself or knock his allies away using knock back.
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 its speed boost 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 the Crit boost to his other weapons when switched. Quickly decide whether to take him down or temporarily retreat.
Gloves of Running Urgently


Gloves of Running Urgently + reskins

  • A Heavy will usually only have the G.R.U. out while running to a battlefield and switch weapons once he arrives. While they are active, he takes increased damage. He might not expect enemies along the way, so you can ambush him en route.
  • While the Heavy has the G.R.U. active, 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, jump whenever he punches.

See also