Difference between revisions of "ÜberCharge strategy"

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*Delay using the ÜberCharge until the last possible moment, try to wait until your Buddy or yourself have received damage before activating the charge.  The longer you wait, the better, but don't die.
+
* Delay using the ÜberCharge until the last possible moment, try to wait until one or both of the pocket have received damage before activating the charge.  The longer you wait, the better, but be sure to deploy it before being killed.
  
*When ÜberCharged, focus more on clearing enemies than trying to achieve the objective, as you can't capture points or flags while the Charge is still active.  
+
* When ÜberCharged, focus more on clearing enemies and destroying buildings than on trying to achieve an objective, as you cannot capture Control Points, push the Payload car, or take the Intelligence while the ÜberCharge is active.  
  
*[[Knock back]] is your greatest opponent, so let the [[Medic]] go first and draw Sentry Gun fire. Both the Heavy and the Pyro are more effective close up against Sentry Guns.
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* [[Knock back]] from explosives and compression blast is your greatest opponent, so whenever possible have the [[Medic]] go first and draw fire. Both the Heavy and the Pyro are more effective close up against Sentry Guns.
 +
** Be especially aware of Pyros, as they can easily use their [[compression blast]] to delay you or, worse, pin you into a corner and render the ÜberCharge useless. Against Pyros, always remember to kill them first to prevent this from happening.
  
*Follow the ÜberCharged pair using them as a moving shield. If you follow them onto a control point, you will start capturing it.
+
* If you are not the Medic's patient, follow the ÜberCharged pair using them as a moving shield. Remember that while they are invulnerable, the Medic's patient is still only one person, so be sure to add your own firepower to theirs.
  
*ÜberCharged pairs attract a lot of fire even while charged, as people want to take them down as soon as the charge dissipates. Use this distraction to move onto control points or take out enemies as they look elsewhere.
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* ÜberCharged pairs attract a lot of fire even while charged, as the enemy will want to take them down as soon as the charge is depleted. Use this distraction to move onto Control Points or take out enemies as they look elsewhere.
  
*If, in response to your ÜberCharge, the opposition activate their own, try to ignore them. Invariably, they've  activated in response to your own, so concentrate on removing Sentry Guns, not ÜberCharged enemies.
+
* If, in response to your ÜberCharge, an enemy Medic activate his own, try to ignore them. Focus instead on attacking what you can destroy, not what you can't.
  
*You can use your [[Medi Gun]] to ÜberCharge multiple players at one time by rapidly switching between healing-targets. However, your ÜberCharge meter will drain much more quickly if you switch healing-targets to more than one individual while ÜberCharging due to the [[April 1, 2008 Patch]].
+
* You can use your [[Medi Gun]] to ÜberCharge multiple players at once by rapidly switching between healing targets. However, your ÜberCharge meter will drain much more quickly if you switch healing-targets to more than one individual while ÜberCharging due to the [[April 1, 2008 Patch]].
  
*Watch out for instant death spots, like pits around the capture point in [[Koth Nucleus]] and capture point E in [[Steel]], since invulnerability doesn't protect against them. Also, do note that you can die via [[Telefrag]].
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* Watch out for instant death traps, like the bottomless pits around the Capture Point in [[Nucleus]] and point E in [[Steel]], since invulnerability doesn't protect against them.
 +
** Similarly, be sure to destroy [[Teleporter Exit]]s before stepping onto them. Even while ÜberCharged, it is possible to be [[telefrag]]ged.
  
*For a Medic on your own with an Über, you can activate the ÜberCharge to avoid damage, then quickly switch to the [[Übersaw]] and hit someone to extend the charge further before switching back to the Medi Gun. This may be repeated until victorious, safe or dead.
+
* For a Medic on your own with an Über, you can activate the ÜberCharge to avoid damage, then quickly switch to the [[Übersaw]] and hit someone to add to your ÜberCharge meter, then switch back to the Medi Gun to avoid damage. This is called the [[Community_Medic_Strategy#Advanced_Strategy|Solo Medic Strategy]].
 
 
*As a Medic, watch out for enemy Pyros when using the ÜberCharge as they can easily airblast you into a corner and make your ÜberCharge totally useless for your teammate. Against Pyros, always remember to use your mic to warn the player you are ÜberCharging that you cannot move.
 
  
 
=== Defense Against ÜberCharge ===
 
=== Defense Against ÜberCharge ===
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* The best defense against an ÜberCharge is another ÜberCharge. At least one defending Medic should build an ÜberCharge and save it for when attackers come in with one of theirs. An ÜberCharged pair should body-block another ÜberCharged pair (stand in their way) to waste their ÜberCharge time, then finish them off afterward.
+
* The best defense against an ÜberCharge is another ÜberCharge. At least one defending Medic should build an ÜberCharge and save it for when attackers come in with one of theirs. An ÜberCharged pair should try to body-block the opposing ÜberCharged pair (physically stand in their way and prevent them from moving forward) to waste their ÜberCharge time, then finish them off afterward.
  
* There are a few ways to combat an ÜberCharged pair because, although you cannot hurt them, they can still be [[knock back|knocked back]] by Sentry Guns, rockets, and either of the Demoman's weapons. Just target the Medic to launch him away from his team-mate, and once he has been blasted far enough away, the ÜberCharge will be interrupted on the team-mate.
+
* Although you cannot hurt them, ÜberCharged pairs can still be [[knock back|knocked back]] by Sentry Guns, rockets, either of the Demoman's weapons, or compression blast. Just target the Medic to launch him away from his teammate, and once he has been blasted far enough away, his link with is patient will be broken, rendering him vulnerable to attack.
  
* Demomen are good counters to an ÜberCharge. As soon as you see or hear the pair coming, lay a string of [[Sticky bomb]]s on the ground and wait until the first half of an ÜberCharged pair steps on it, then detonate, sending him flying into the air. Another strategy is to detonate just before the second half crosses it, hoping to send them flying in opposite directions. A third strategy is to try to blast them into a corner where they will be disoriented and waste their Übertime regrouping. A fourth strategy is to knock them off bridges or ledges if one is along their path. Note that sticky bombs on walls and ceilings do not affect an ÜberCharged pair, they must be on the ground and in close proximity of each other—and you need at least two for a noticeable effect, and the enemies must be right on top of them. Different classes have different weight - an ÜberCharged Heavy may take 5 or more stickies to successfully blast away, so it's better to try and blow the lightweight Medic away if possible.
+
* Demomen are good counters to an ÜberCharge. As soon as you see or hear the pair coming, lay a string of [[Sticky bomb]]s on the ground and wait until the first half of an ÜberCharged pair steps on it, then detonate, sending him flying into the air.
 +
** You can also detonate just before the second half crosses it, hoping to send them flying in opposite directions. This is useful for both eliminating the threat of the ÜberCharge as well as killing an enemy.
 +
** Remember to use obstacles and terrain to your advantage. Try to blow one or both of the pair into corners, or off ledges.
 +
** Note that sticky bombs on walls and ceilings do not affect an ÜberCharged pair, they must be on the ground and in close proximity of each other, and you need at least two for a noticeable effect. Different classes have different weights - an ÜberCharged Heavy may take 5 or more stickies to successfully blast away, so it's better to try and blow the lightweight Medic away if possible.
  
 
* Soldiers can bounce an ÜberCharged pair around by firing rockets into their feet. Try to push them into corners or off ledges. If you can, try to bounce the Medic so that he cannot follow his patient, leaving the patient vulnerable to attack.
 
* Soldiers can bounce an ÜberCharged pair around by firing rockets into their feet. Try to push them into corners or off ledges. If you can, try to bounce the Medic so that he cannot follow his patient, leaving the patient vulnerable to attack.
  
* A very good device for dealing with ÜberCharges is the Pyro's [[Flamethrower]]. The Flamethrower has an alt-fire ability that produces a blast of compressed air that knocks back enemies and can deflect projectiles. This ability can be used in several ways against an Über. First, the Pyro can pop in and out of cover in front of the Übered opponent and constantly knock him back, thus slowing or even completely halting his advance, wasting many precious seconds of Übertime. This tactic should only be used against regular ûbercharges; a charge from a Kritzkrieg is extremely dangerous to face, since a single hit by a rocket or a few hits from a Minigun will end the Pyro's life very quickly (if you manage to reflect a critical rocket back at a Kritzkrieged Soldier however, it will likely blow away him, his Medic or even both!). Another way of using the air blast is to flank the Übered pair. In this scenario, the Pyro targets the Medic himself, and blasts him away from his buddy; if he goes far enough, his connection to his mate will actually be severed, ending the Überrush prematurely. This is similar to the [[juggling]] effect used by Soldiers and Demomen, but better since it is more reliable and predictable. Alternatively, if the Übered opponent is a Soldier or Demoman, the Pyro can simply stand way back in front of them and deflect as many projectiles as he can to minimize the damage caused by the assault. Another good method of defending a Sentry Gun as a Pyro is to use the compression blast to knock one or both opponents into the air and have the knockback from the Sentry Gun push them far away. This normally works best if the Sentry Gun is already level 3, since it has a stronger knockback. Note that these tactics only work when using the regular flamethrower; if you have the [[Backburner]] equipped you lose the compression blast ability. However, your Flamethrower will not be completely useless in this case; Pyros can run up behind the pair and stay just behind them while keeping flames in their faces, hoping to confuse them and spoil their aim while not getting hit too badly. This can work if they are not focused on you. If the Medic is using a Kritzkrieg, try to run up behind him when he's not looking, and quickly kill him, since a Medic using a Kritcharge is not invulnerable, and end the charge completely.
+
* A very good way to deal with ÜberCharges is to use the Pyro's [[compression blast]]. Using the compression blast's knockback, it is possible to delay an ÜberCharge for a significant amount of time.
 +
** If possible, try to physically separate the Medic from his patient. Most of the time a Medic's patient will push on ahead and not realize that he is without ÜberCharge until it is too late.
 +
** Against a Soldier or Demoman, the Pyro can simply deflect the explosives to minimize the amount of damage caused by the assault.
  
* The most common target for an ÜberCharged pair is a Sentry Gun. The Engineer has two choices: hide behind his gun and frantically whack it with his Wrench hoping to repair it faster than it gets destroyed, or flee and be ready to rebuild as soon as possible. If the ÜberCharged pair includes a Heavy, and they are not too close or the ÜberCharge is almost done, the Engineer can probably survive if he stays protected behind his gun and has a Dispenser behind him to keep healing him and supply him with metal. If they get close, however, it is better to flee. If the ÜberCharged pair includes a Pyro and he gets close, the Engineer will certainly die, and the gun a few seconds later if the Pyro has enough ÜberCharge time left. Consider fleeing if they get close. If ÜberCharged pair includes a Demoman, the Engineer should stay if the Demoman is firing regular grenades. He may die but he will probably keep his gun alive long enough to survive the ÜberCharge. However if the Demoman gets three sticky bombs under the Sentry Gun, the situation is more difficult but not hopeless. Using the [[Wrangler]] it is possible to save a Sentry Gun from some Übercharges and it is particularly useful against Über Demomen planting stickies since it allows the Sentry to survive more damage and it can also be used to shoot the stickies.  It may also be possible to shoot away the stickies in time with the Shotgun, if the Demoman is firing them slowly enough or is very inaccurate, but generally after the second bomb lands, the Engineer should flee from the Sentry Gun and either Wrangle or retreat to rebuild.  See [[Engineer strategy#Medics|Engineer Strategy]] for more information.
+
* The most common target for an ÜberCharged pair is a Sentry Gun. The Engineer has two choices: hide behind his gun and frantically whack it with his Wrench hoping to repair it faster than it gets damaged, or flee and be ready to rebuild as soon as possible.
 +
** If the ÜberCharged pair includes a Heavy, and they are not too close or the ÜberCharge is almost done, the Engineer can probably survive if he stays protected behind his gun and has a Dispenser behind him to keep healing him and supply him with metal. If they get close, however, it is better to flee.
 +
** If the ÜberCharged pair includes a Pyro and he gets close, the Engineer will certainly die, and the gun a few seconds later if the Pyro has enough ÜberCharge time left. Consider fleeing if they get close.
 +
** If ÜberCharged pair includes a Demoman, the Engineer should stay if the Demoman is firing regular grenades. He may die but he will probably keep his gun alive long enough to survive the ÜberCharge. However if the Demoman gets three sticky bombs under the Sentry Gun, the situation is more difficult but not hopeless.
 +
** Using the [[Wrangler]], it is possible to save a Sentry Gun from some Übercharges and it is particularly useful against Über Demomen planting stickies since it allows the Sentry to survive more damage and it can also be used to shoot the stickies.  It may also be possible to shoot away the stickies in time with the Shotgun, if the Demoman is firing them slowly enough or is very inaccurate, but generally after the second bomb lands, the Engineer should flee from the Sentry Gun and either Wrangle or retreat to rebuild.  See [[Engineer strategy#Medics|Engineer Strategy]] for more information.
  
* You can also try to slow an ÜberCharged pair down by body-blocking them (standing in their way). Chances are you will die quickly, but your sacrifice could cost them one or two seconds of precious Über time, especially if they are not focused on you. If you keep moving, and/or if you manage to block the Medic and separate him from his buddy, you may even survive. [[Scout]]s armed with the bullet-dodging effects of [[Bonk! Atomic Punch]] are especially effective at this, and can waste up to 6 seconds of an enemy's precious ÜberCharge.
+
* You can also try to slow an ÜberCharged pair down by body-blocking them (physically standing in their way and preventing them from progressing). Chances are that you will die quickly, but your sacrifice could cost them one or two seconds of precious Über time, especially if they are not focused on you. If you keep moving, and/or if you manage to block the Medic and separate him from his buddy, you may even survive. [[Scout]]s armed with the bullet-dodging effects of [[Bonk! Atomic Punch]] are especially effective at this, and can waste up to 6 seconds of an enemy's precious ÜberCharge.
  
 
* Although the opportunity rarely presents itself, it is possible to [[Telefrag]] those under the effects of an ÜberCharge. If both the Medic and his target are standing on the exit at once, both will indeed by killed by the telefrag. When this occurs, it is usually due to sheer dumb luck.
 
* Although the opportunity rarely presents itself, it is possible to [[Telefrag]] those under the effects of an ÜberCharge. If both the Medic and his target are standing on the exit at once, both will indeed by killed by the telefrag. When this occurs, it is usually due to sheer dumb luck.
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* During setup time, help a Demoman lay an 8 critical sticky bomb carpet near the enemy spawn. The blast radius should be enough to kill most of the opposition.
+
* A Soldier is often a good target for a Kritzkrieg ÜberCharge, due to the Rocket Launcher's significant damage and splash radius. A properly timed attack can wipe out a crowd of enemies before they realize what happened.
  
* Kritzkrieg a Soldier to lay suppressive fire into choke points.
+
* During setup time, try to help a Demoman deploy Critical sticky bombs near the enemy spawn. The blast radius should be enough to kill most of the opposition. If possible, try to find one carrying the [[Scottish Resistance]], so that the Demoman can separately detonate his bombs.
  
* When defending a point, waiting until the enemy ÜberCharge runs out and activating Kritzkrieg can help clear the point and wipe out the whole enemy assault in seconds.
+
* If fighting on wide-open and outdoors map, a Heavy can make a good target for a Kritzkrieg ÜberCharge. Remember that the Minigun is a hitscan weapon and that Critical hits do not suffer from damage falloff; a Heavy is extremely dangerous even at long ranges.
  
* The Kritzkrieg isn't generally a great Medic item to use if you tend to rush up ahead with everyone else.  Thanks to the quick charge rate, you don't always need to be up with the big guys. Use this to get a charge up, then take a Heavy, Soldier, or Demoman buddy to the front lines and unleash hell on them.  If combined with an ÜberCharge from the Medi Gun, you can get even more done than with Kritzkrieg alone.
+
* When defending a point, waiting until the enemy ÜberCharge runs out before activating your Kritzkrieg. This can help your team to recover from the enemy attack quickly, and wipe out an enemy assault under the right circumstances.
  
* Watch your back!  You will be a prime target when you are using a charge, and you will not have the standard invincibility to shrug it off, and classes such as [[Spy|Spies]] can easily stop the charge abruptly with a backstab.
+
* Watch your back!  You will be a prime target when you have deployed your ÜberCharge, as you will not have the invulnerability that the Medi Gun provides. [[Spy|Spies]] can easily stop the charge abruptly with a backstab.
  
 
* On an individual case-by-case basis, the Kritzkrieg's charge generally isn't as useful as the regular ÜberCharge. However, the Übermeter increases faster by 25%, making it more likely for you to get a full charge before dying as compared to the standard [[Medi Gun]]. This also means that at the beginning of symmetrical maps, you will have the Kritz charge ready before the enemy Medic has the standard charge, and you can kill him before he activates it.
 
* On an individual case-by-case basis, the Kritzkrieg's charge generally isn't as useful as the regular ÜberCharge. However, the Übermeter increases faster by 25%, making it more likely for you to get a full charge before dying as compared to the standard [[Medi Gun]]. This also means that at the beginning of symmetrical maps, you will have the Kritz charge ready before the enemy Medic has the standard charge, and you can kill him before he activates it.
  
* The sudden and powerful damage spike from most critboosted weapons can allow you to kill a fully charged enemy Medic who has a regular ÜberCharge before he has a chance to react.  
+
* Due to the Kritzkrieg's faster charge time, it is possible to use it to kill enemy Medics who are using the standard Medi Gun before they can fully build up an ÜberCharge.
  
* Remember that Crits don't affect buildings so you might want to use the Medi Gun instead of the Kritzkrieg when fighting against a team with a lot of Engineers and Sentry Guns.
+
* Remember that Crits don't affect buildings, so you might want to use the Medi Gun instead of the Kritzkrieg when fighting against a team with a lot of Engineers and Sentry Guns.
  
 
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{{anchor|Chain Uber}}

Revision as of 03:37, 9 December 2010

This page lists common strategies for using the Medic's ÜberCharge effectively.

Background

Main article: ÜberCharge

The ÜberCharge is an ability of the Medic that enables himself and his healing target to become fully invulnerable to damage. ÜberCharge is built up by healing teammates and has the ability to turn the tide of the battle when used offensively, and lock down the enemy team when used defensively. There are two variations of ÜberCharge; the standard Medi Gun gives the standard invulnerability (or invuln), and the Kritzkrieg unlock for the Medic gives the Kritzkrieg ÜberCharge (or Kritz for short), enabling his patient to deal guaranteed Critical hits for the duration of the charge.

Strategy

Using the ÜberCharge

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  • Delay using the ÜberCharge until the last possible moment, try to wait until one or both of the pocket have received damage before activating the charge. The longer you wait, the better, but be sure to deploy it before being killed.
  • When ÜberCharged, focus more on clearing enemies and destroying buildings than on trying to achieve an objective, as you cannot capture Control Points, push the Payload car, or take the Intelligence while the ÜberCharge is active.
  • Knock back from explosives and compression blast is your greatest opponent, so whenever possible have the Medic go first and draw fire. Both the Heavy and the Pyro are more effective close up against Sentry Guns.
    • Be especially aware of Pyros, as they can easily use their compression blast to delay you or, worse, pin you into a corner and render the ÜberCharge useless. Against Pyros, always remember to kill them first to prevent this from happening.
  • If you are not the Medic's patient, follow the ÜberCharged pair using them as a moving shield. Remember that while they are invulnerable, the Medic's patient is still only one person, so be sure to add your own firepower to theirs.
  • ÜberCharged pairs attract a lot of fire even while charged, as the enemy will want to take them down as soon as the charge is depleted. Use this distraction to move onto Control Points or take out enemies as they look elsewhere.
  • If, in response to your ÜberCharge, an enemy Medic activate his own, try to ignore them. Focus instead on attacking what you can destroy, not what you can't.
  • You can use your Medi Gun to ÜberCharge multiple players at once by rapidly switching between healing targets. However, your ÜberCharge meter will drain much more quickly if you switch healing-targets to more than one individual while ÜberCharging due to the April 1, 2008 Patch.
  • Watch out for instant death traps, like the bottomless pits around the Capture Point in Nucleus and point E in Steel, since invulnerability doesn't protect against them.
  • For a Medic on your own with an Über, you can activate the ÜberCharge to avoid damage, then quickly switch to the Übersaw and hit someone to add to your ÜberCharge meter, then switch back to the Medi Gun to avoid damage. This is called the Solo Medic Strategy.

Defense Against ÜberCharge

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  • The best defense against an ÜberCharge is another ÜberCharge. At least one defending Medic should build an ÜberCharge and save it for when attackers come in with one of theirs. An ÜberCharged pair should try to body-block the opposing ÜberCharged pair (physically stand in their way and prevent them from moving forward) to waste their ÜberCharge time, then finish them off afterward.
  • Although you cannot hurt them, ÜberCharged pairs can still be knocked back by Sentry Guns, rockets, either of the Demoman's weapons, or compression blast. Just target the Medic to launch him away from his teammate, and once he has been blasted far enough away, his link with is patient will be broken, rendering him vulnerable to attack.
  • Demomen are good counters to an ÜberCharge. As soon as you see or hear the pair coming, lay a string of Sticky bombs on the ground and wait until the first half of an ÜberCharged pair steps on it, then detonate, sending him flying into the air.
    • You can also detonate just before the second half crosses it, hoping to send them flying in opposite directions. This is useful for both eliminating the threat of the ÜberCharge as well as killing an enemy.
    • Remember to use obstacles and terrain to your advantage. Try to blow one or both of the pair into corners, or off ledges.
    • Note that sticky bombs on walls and ceilings do not affect an ÜberCharged pair, they must be on the ground and in close proximity of each other, and you need at least two for a noticeable effect. Different classes have different weights - an ÜberCharged Heavy may take 5 or more stickies to successfully blast away, so it's better to try and blow the lightweight Medic away if possible.
  • Soldiers can bounce an ÜberCharged pair around by firing rockets into their feet. Try to push them into corners or off ledges. If you can, try to bounce the Medic so that he cannot follow his patient, leaving the patient vulnerable to attack.
  • A very good way to deal with ÜberCharges is to use the Pyro's compression blast. Using the compression blast's knockback, it is possible to delay an ÜberCharge for a significant amount of time.
    • If possible, try to physically separate the Medic from his patient. Most of the time a Medic's patient will push on ahead and not realize that he is without ÜberCharge until it is too late.
    • Against a Soldier or Demoman, the Pyro can simply deflect the explosives to minimize the amount of damage caused by the assault.
  • The most common target for an ÜberCharged pair is a Sentry Gun. The Engineer has two choices: hide behind his gun and frantically whack it with his Wrench hoping to repair it faster than it gets damaged, or flee and be ready to rebuild as soon as possible.
    • If the ÜberCharged pair includes a Heavy, and they are not too close or the ÜberCharge is almost done, the Engineer can probably survive if he stays protected behind his gun and has a Dispenser behind him to keep healing him and supply him with metal. If they get close, however, it is better to flee.
    • If the ÜberCharged pair includes a Pyro and he gets close, the Engineer will certainly die, and the gun a few seconds later if the Pyro has enough ÜberCharge time left. Consider fleeing if they get close.
    • If ÜberCharged pair includes a Demoman, the Engineer should stay if the Demoman is firing regular grenades. He may die but he will probably keep his gun alive long enough to survive the ÜberCharge. However if the Demoman gets three sticky bombs under the Sentry Gun, the situation is more difficult but not hopeless.
    • Using the Wrangler, it is possible to save a Sentry Gun from some Übercharges and it is particularly useful against Über Demomen planting stickies since it allows the Sentry to survive more damage and it can also be used to shoot the stickies. It may also be possible to shoot away the stickies in time with the Shotgun, if the Demoman is firing them slowly enough or is very inaccurate, but generally after the second bomb lands, the Engineer should flee from the Sentry Gun and either Wrangle or retreat to rebuild. See Engineer Strategy for more information.
  • You can also try to slow an ÜberCharged pair down by body-blocking them (physically standing in their way and preventing them from progressing). Chances are that you will die quickly, but your sacrifice could cost them one or two seconds of precious Über time, especially if they are not focused on you. If you keep moving, and/or if you manage to block the Medic and separate him from his buddy, you may even survive. Scouts armed with the bullet-dodging effects of Bonk! Atomic Punch are especially effective at this, and can waste up to 6 seconds of an enemy's precious ÜberCharge.
  • Although the opportunity rarely presents itself, it is possible to Telefrag those under the effects of an ÜberCharge. If both the Medic and his target are standing on the exit at once, both will indeed by killed by the telefrag. When this occurs, it is usually due to sheer dumb luck.

Kritzkrieg

See also: Kritzkrieg
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  • A Soldier is often a good target for a Kritzkrieg ÜberCharge, due to the Rocket Launcher's significant damage and splash radius. A properly timed attack can wipe out a crowd of enemies before they realize what happened.
  • During setup time, try to help a Demoman deploy Critical sticky bombs near the enemy spawn. The blast radius should be enough to kill most of the opposition. If possible, try to find one carrying the Scottish Resistance, so that the Demoman can separately detonate his bombs.
  • If fighting on wide-open and outdoors map, a Heavy can make a good target for a Kritzkrieg ÜberCharge. Remember that the Minigun is a hitscan weapon and that Critical hits do not suffer from damage falloff; a Heavy is extremely dangerous even at long ranges.
  • When defending a point, waiting until the enemy ÜberCharge runs out before activating your Kritzkrieg. This can help your team to recover from the enemy attack quickly, and wipe out an enemy assault under the right circumstances.
  • Watch your back! You will be a prime target when you have deployed your ÜberCharge, as you will not have the invulnerability that the Medi Gun provides. Spies can easily stop the charge abruptly with a backstab.
  • On an individual case-by-case basis, the Kritzkrieg's charge generally isn't as useful as the regular ÜberCharge. However, the Übermeter increases faster by 25%, making it more likely for you to get a full charge before dying as compared to the standard Medi Gun. This also means that at the beginning of symmetrical maps, you will have the Kritz charge ready before the enemy Medic has the standard charge, and you can kill him before he activates it.
  • Due to the Kritzkrieg's faster charge time, it is possible to use it to kill enemy Medics who are using the standard Medi Gun before they can fully build up an ÜberCharge.
  • Remember that Crits don't affect buildings, so you might want to use the Medi Gun instead of the Kritzkrieg when fighting against a team with a lot of Engineers and Sentry Guns.

Chain ÜberCharge

Chain ÜberCharge is a tag team technique that allows two Medic players, equipped with the Übersaw and Medi Gun, to maintain a constant state of invulnerability.

To be successfully performed, one player must have built an ÜberCharge up prior to the start of the technique. The first player must then deploy their charge on the second, who in turn must use their Übersaw to attack enemy players and subsequently fill their own Übercharge meter. Once it is ready, the second player must then quickly deploy the ÜberCharge to the first Medic, who in turn must repeat the same action once they have built the charge with their Übersaw. If fluidly executed, both Medics can remain invulnerable for extended periods of time whilst killing a multitude of enemies.

The technique requires considerable communication between the two Medics. Both should be aware of the status of both ÜberCharges in order to continue the chaining uninterrupted, as well as when to break off the chain strategically.

Chain ÜberCharges can be an effective strategy for clearing a certain area of enemies, pushing through a strong defense or heading off an incoming attack. It is less effective, however, against buildings or for completing certain objectives such as capturing a point. The chain can be easily broken by Pyros utilizing the Compression Blast ability to separate the Medics, or with Scouts luring the chain into chasing them and wasting time. The attacking Medic, though, is not limited to using his Syringe Gun or Blutsauger to fend such classes off. Slower classes are a priority for the chain, as the Medics can easily reach and attack them.

Should the chain be broken, both Medics should escape the area and regroup later with another ÜberCharge ready.

Demonstration


Medics using the Chain Über tactic on Badwater Basin.

See also