Difference between revisions of "Community Medic strategy"

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(Melee Weapons)
(Class Combat Strategies)
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==={{class link|Scout}}===
 
==={{class link|Scout}}===
* Scouts will target you, as you are the primary source of healing and have not too much health.
+
* Scouts will target you, as you are the primary source of healing and do have not too much health.
* Due to their speed, obtaining a melee hit on a Scout will be very tricky. Your Syringe Gun can deal great damage if the Scout is running predictably. Try to keep him in your sights and hit him with needles.
+
* Due to their speed, obtaining a melee hit on a Scout will be very tricky. Your Syringe Gun can deal great damage if the Scout is running predictably. Try to keep him in your sight and hit him with needles.
  
 
==={{class link|Soldier}}===
 
==={{class link|Soldier}}===
* Soldiers will target you if you are a part of the [[pocket pair]].
+
* A Soldier has two major damage sources: Rockets at long range, and a Shotgun at close. Be wary of combating this individual, as the sheer quantity of ammo he has is enough for him to keep laying fire on you.
* A Soldier has two major damage sources: Rockets at long range, and a Shotgun at close. Be wary of combatting this individual, as the sheer quantity of ammo he has is enough for him to keep laying fire on you.
 
 
* Your Syringe Gun can deal some good damage, but if he rocket jumps, you will find yourself unprotected. Melee, likewise, is a bad option, as the Soldier's Shotgun can deal extreme damage at close range.
 
* Your Syringe Gun can deal some good damage, but if he rocket jumps, you will find yourself unprotected. Melee, likewise, is a bad option, as the Soldier's Shotgun can deal extreme damage at close range.
  
 
==={{class link|Pyro}}===
 
==={{class link|Pyro}}===
 
* Pyros are less likely to target you directly. They tend to rush in with a bout of fire.
 
* Pyros are less likely to target you directly. They tend to rush in with a bout of fire.
* Be wary of Pyros if you deploy an ubercharge, as you may be airblasted backwards and separated from your target. Talk with your target to have him kill Pyros to prevent them separating you.
+
* Be wary of Pyros if you deploy an ÜberCharge, as you may be airblasted backwards and separated from your target. Talk with your target to have him kill Pyros to prevent them separating you.
 
* In a one on one fight, you should pull out your Syringe Gun. Since the Pyro specializes in close-range damage, you should avoid the use of your melee weapon. If you are set on fire, the Pyro will likely pull out a Shotgun. This can deal significant damage, but provided you keep your distance, you should be fine.
 
* In a one on one fight, you should pull out your Syringe Gun. Since the Pyro specializes in close-range damage, you should avoid the use of your melee weapon. If you are set on fire, the Pyro will likely pull out a Shotgun. This can deal significant damage, but provided you keep your distance, you should be fine.
* The fire on you will not be a problem, as you have significant health regeneration. Focus primarily on extinguishing low-health teammates, then extinguish the ones that are at higher health.
+
* Afterburn on you may not be a problem, as you have significant health regeneration. Focus primarily on extinguishing low-health teammates, then extinguish the ones that are at higher health.
  
 
==={{class link|Demoman}}===
 
==={{class link|Demoman}}===
 
* Due to their defensive nature, the only glimpse of a Demoman that you will likely see is a sticky trap. Keep a wary eye, and be sure to notify teammates if you spot one. These can be taken down with your Syringe Gun.
 
* Due to their defensive nature, the only glimpse of a Demoman that you will likely see is a sticky trap. Keep a wary eye, and be sure to notify teammates if you spot one. These can be taken down with your Syringe Gun.
* In a one on one fight, you have the upper hand. Since the Demoman's projectiles are not hitscan, and move much slower than your syringes, you can quite easily keep your distance and lay down fire. If he starts putting down stickies to cover the area, target them with the syringes to take them out. As you run faster than him, melee is also a viable option. Be wary of grenades, however.
+
* In a one on one fight, you have the upper hand. Since the Demoman's projectiles are not hitscan and move much slower than your syringes, you can quite easily keep your distance and lay down fire. If he starts putting down stickies to cover the area, target them with the syringes to take them out. As you run faster than him, melee is also a viable option. Be wary of grenades, however.
  
 
==={{class link|Heavy}}===
 
==={{class link|Heavy}}===
* Heavies will target you if you are a part of the [[pocket pair]].
+
* In a one on one fight, you will likely lose. Heavies have a large quantity of health and do a significant amount of damage from their Minigun. If the Heavy is out of Minigun ammo, use your Syringe Gun to attack him, as his Shotgun will not deal significant long-range damage, and he cannot catch you.
* In a one on one fight, you will likely lose. Heavies have a large quantity of health, and a significant amount of damage from their Minigun. If the heavy is out of Minigun ammo, use your Syringe Gun to attack him, as his Shotgun will not deal significant long-range damage, and he cannot catch you.
 
  
 
==={{class link|Engineer}}===
 
==={{class link|Engineer}}===
* You will rarely meet an Engineer when not accompanied by a pocket. In this case, allow the pocket to pop in and out, and deal solid damage to the Sentry Gun while you hang back and watch for other threats.
+
* You will rarely meet an Engineer when not accompanied by your [[Medic buddy|buddy]]. In this case, allow your teammate to pop in and out of the Sentry Gun's sight and deal solid damage while you hang back and watch for other threats.
* If you find yourself in a one on one fight with an Engineer, be careful. Their Shotgun deals strong damage in close range, and their Pistol has practically infinite ammo. They will resort to melee as a close range damager if they have run out of Shotgun ammo. Try to use your Syringe Gun and dodge.
+
* If you find yourself in a one-on-one fight with an Engineer, be careful. Their Shotgun deals strong damage in close range, and their Pistol has practically infinite ammo. They will resort to melee as a close range damager if they have run out of Shotgun ammo. Try to use your Syringe Gun and dodge.
  
 
==={{class link|Medic}}===
 
==={{class link|Medic}}===
* You will likely only meet a Medic if you both are a part of the [[pocket pair]].
+
* You will likely only meet a Medic if you both are healing someone.
* In a one on one fight, you have the same weapons. Since the Syringe Gun is not of perfect accuracy, melee is suggested as the primary form of combat. If the enemy runs, try to tag him with some more syringes as you chase him down.
+
* In a one-on-one fight, you have the same weapons. Since the Syringe Gun is not of perfect accuracy, melee is suggested as the primary form of combat. If the enemy runs, try to tag him with syringes.
  
 
==={{class link|Sniper}}===
 
==={{class link|Sniper}}===
* Snipers will target you, as you are the main source of healing for the team, and have little health. You will likely only see them from afar.
+
* Snipers will target you, as you are the main source of healing for the team and have little health. You will likely only see them from afar, or not see them at all.
 
* If you spot a Sniper at range, alert your team. You have no means of taking him out, as your Syringe Gun has too much gravitational falloff. Get a friendly Sniper or Spy to try to kill him. Meanwhile, go around and attack from a different angle, or hold a defensive position.
 
* If you spot a Sniper at range, alert your team. You have no means of taking him out, as your Syringe Gun has too much gravitational falloff. Get a friendly Sniper or Spy to try to kill him. Meanwhile, go around and attack from a different angle, or hold a defensive position.
* In a one on one fight, be wary of the Sniper's SMG. It deals considerable damage, but only has four complete clips. Count these, and when he runs out run up and melee him. Be wary of no-scopes with the Sniper Rifle, and of quick-scoped headshots.
+
* In a one on one fight, be wary of the Sniper's SMG. It deals considerable damage, but only has four complete clips. Count these, and when he runs out run up and melee him. Be wary of no-scopes with the Sniper Rifle and of quick-scoped headshots.
  
 
==={{class link|Spy}}===
 
==={{class link|Spy}}===
* Spies will target you or your pocket, as you are the strongest force in the game.
+
* Spies will target you or your pocket, as you two are the strongest force.
* Be wary of Spies in general. Spies can look like anyone, so unless your teammate is on fire and nearly dead, first hit him with a Bonesaw before healing them.
+
* Be wary of Spies in general. Spies can look like anyone, so unless your teammate is severely damaged, first Spy-check before healing him.
* Watch out for your pocket. He will likely be oblivious to Spies, and it is your job to warn him if there is one nearby. In the worst case, pop your ubercharge to defend a backstab.
+
* Watch out for your pocket. He will likely be oblivious to Spies, and it is your job to warn him if there is one nearby. In the worst case, pop your ÜberCharge to defend a backstab.
* In a one on one fight, a Spy will pull out his Revolver which deals significant damage. Trade fire with your Syringe Gun until he runs out of ammo. Be wary when trying to melee a Spy, as they may resort to a flickstab, which will kill you immediately. A Spy's knife deals little damage otherwise.
+
* In a one-on-one fight, a Spy may pull out his Revolver, which deals significant damage. Trade fire with your Syringe Gun until he runs out of ammo. Be wary when trying to melee a Spy, as they may resort to swinging their knife while circle strafing, which can land a backstab. A Spy's knife deals little damage otherwise.
  
 
==Item Sets==
 
==Item Sets==

Revision as of 10:30, 28 February 2012

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 your teammates alive using the Medi Gun. The Medic is able to provide invulnerability via by deploying an ÜberCharge. This ability is often invaluable to the team both offensively and defensively, and can turn the tide of battle.

Quick tips

  • Try to be healing someone at all times. You are not suited to survive against any class in direct combat.
  • Keep movements constant and unpredictable and always be aware of your surroundings. Smart enemies will target Medics over their heal targets.
  • It is preferable to use an ÜberCharge prematurely, even if no friendly player is in the area, instead of dying and losing it. This will give you a better chance to regroup with and heal the team rather than respawning.

General strategy

  • You are the only class that can passively regenerate health.
  • Much more than any other class, being an effective Medic relies on good communication with teammates. You should communicate with his or her heal target(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat.
  • The Medi Gun beam can heal targets so long as you have a direct line of sight to your heal target. This allows you to heal targets from behind cover.
  • 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 or ambushes in general, as Medics make for high-priority targets.
  • Watch the Medic call bubble and the health of the caller. If the call is red while the person is in good health, the caller is a Spy. A good ambush when you find a Spy is to walk up with the your Medi Gun out but once you get close quickly switch to your melee weapon and start attacking him. If you pull out your weapon too early then the Spy might figure out that you have noted him and run away.

Combat strategy

  • When in combat, your top priority is to keep as many teammates alive as possible, while doing the same for yourself. Always focus on healing teammates that are under the most fire.
  • 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.
  • Asides from the above circumstances, it is advisable to try to keep all the teammates around you generally healthy. If your primary healing target is fully healed or overhealed and others are needing of health, try switching targets as the need changes. 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 dodging incoming projectiles. Then, when close enough, go in for a Bonesaw kill.

General ÜberCharge strategy

  • Your top priority is to build and deploy ÜberCharges. An ÜberCharge can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
  • The ÜberCharge meter fills faster if you're healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers and Demomen) can be a tremendous help when out of combat. (Note that during the Setup phase, charge rate is maximized regardless of the heal target's health, as long as no two Medics are healing the same heal target.)
  • Knockback is often used to counter ÜberCharges, separating you from your healing target or pushing you towards environmental hazards.
  • 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 many other teammates are nearby and strike as a team.
  • While under the effects of an ÜberCharge, it's 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 very short period.
    • Note that this drains the ÜberCharge faster than an ÜberCharge on only one person.

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, which can add up to a surprising amount of damage on enemies.
  • 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.
  • The Blutsauger's health regeneration makes it a much better retreat weapon if attacked by enemy players and no teammates are nearby. If you expect to have to fend for yourself, consider using the Blutsauger.
  • An accurate Medic can stand to gain a "maximum" of 30 HP per second, from this weapon (not counting reload times). When added to the health from regeneration, and if all Syringes hit, a Medic can recover 31 to 34 HP in one second. However this rate was determined by the Medic and his target not moving. In reality, You can get a gain more than 30 HP per sec when closing in to the target or gain less when moving away.

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 based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
    • Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled.
    • The Crusader's Crossbow cannot overheal teammates.
  • 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 headshots and takes longer to reload.
  • 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 a teammate needs healing but it's dangerous to reach him, using the Crossbow might be a good idea.
  • 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.

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 drawn.
  • 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.
  • Due to a bug, unlike the other syringe guns, the Overdose is silent to everyone but you. You can use this to your advantage if you want to sneak up on a low-HP enemy.

Secondary Weapons

Medi Gun/Festive Medi Gun

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
Festive Medi Gun
Uncrate
Festive 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.
  • 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 to 150%.
  • 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.

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
  • 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 three best classes to deploy a Kritz 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 Kritz. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
  • If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz 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 seconds)
  • 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 by 300% and negates movement impairing effects, such as Natascha's slowdown. 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 Scouts when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
  • 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.
  • Always keep in mind that you are never invincible with the Quick-Fix; whilst you may be impossible to separate from your heal target (due to knock-back prevention) and be very hard to kill, remember that a well structured opposition, a single Spy, or a carefully placed headshot can easily render your push moot.
  • The strategy of deploying a vanilla ÜberCharge as your patient approaches death does not work with the Quick-Fix. If you are planning to make a push using Megaheal, activate it as soon as your teammate comes under heavy fire, and before his health dips low - Otherwise, even the Quick-Fix's healing rate will not be enough to save him.
  • If your patient thinks the Megaheal will be enough to break through a solid defense line and rushes towards it, it may be better to let them go than follow them to your death and waste your ÜberCharge. Make sure to make a co-ordinated push rather than a reckless charge with this Medi Gun - But note that if you really are faced with strong defenses, you may be better off using the stock Medi Gun.

Melee Weapons

Bonesaw/Saxxy/Conscientious Objector

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
  • 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.

Übersaw

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Übersaw
Unlock
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.
  • 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 Kritzkrieg or Quick-Fix is not 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 the target outside of the kill zone before the retraction animation.

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 the health penalty, you can be killed more easily by lighter classes such as Scouts and Pyros.
  • 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.
    • Using the Kritzkrieg or Quick-Fix in combination with the Vita-Saw will allow you to build up ÜberCharges even faster.
  • Remember that if you're killed during a Kritzkrieg ÜberCharge or Quick-Fix Megaheal, up to 20% of what charge you had left will still be retained.

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.
  • Unless you're using a mic to communicate with your team, consider using an alternative melee weapon so you aren't losing potential bonuses.

Class Combat Strategies

  • As a Medic, it is a good idea to have a mic to communicate to the team. You are a prime class to be defended, and you should have a sharp eye for any attackers.

Leaderboard class scout.png Scout

  • Scouts will target you, as you are the primary source of healing and do have not too much health.
  • Due to their speed, obtaining a melee hit on a Scout will be very tricky. Your Syringe Gun can deal great damage if the Scout is running predictably. Try to keep him in your sight and hit him with needles.

Leaderboard class soldier.png Soldier

  • A Soldier has two major damage sources: Rockets at long range, and a Shotgun at close. Be wary of combating this individual, as the sheer quantity of ammo he has is enough for him to keep laying fire on you.
  • Your Syringe Gun can deal some good damage, but if he rocket jumps, you will find yourself unprotected. Melee, likewise, is a bad option, as the Soldier's Shotgun can deal extreme damage at close range.

Leaderboard class pyro.png Pyro

  • Pyros are less likely to target you directly. They tend to rush in with a bout of fire.
  • Be wary of Pyros if you deploy an ÜberCharge, as you may be airblasted backwards and separated from your target. Talk with your target to have him kill Pyros to prevent them separating you.
  • In a one on one fight, you should pull out your Syringe Gun. Since the Pyro specializes in close-range damage, you should avoid the use of your melee weapon. If you are set on fire, the Pyro will likely pull out a Shotgun. This can deal significant damage, but provided you keep your distance, you should be fine.
  • Afterburn on you may not be a problem, as you have significant health regeneration. Focus primarily on extinguishing low-health teammates, then extinguish the ones that are at higher health.

Leaderboard class demoman.png Demoman

  • Due to their defensive nature, the only glimpse of a Demoman that you will likely see is a sticky trap. Keep a wary eye, and be sure to notify teammates if you spot one. These can be taken down with your Syringe Gun.
  • In a one on one fight, you have the upper hand. Since the Demoman's projectiles are not hitscan and move much slower than your syringes, you can quite easily keep your distance and lay down fire. If he starts putting down stickies to cover the area, target them with the syringes to take them out. As you run faster than him, melee is also a viable option. Be wary of grenades, however.

Leaderboard class heavy.png Heavy

  • In a one on one fight, you will likely lose. Heavies have a large quantity of health and do a significant amount of damage from their Minigun. If the Heavy is out of Minigun ammo, use your Syringe Gun to attack him, as his Shotgun will not deal significant long-range damage, and he cannot catch you.

Leaderboard class engineer.png Engineer

  • You will rarely meet an Engineer when not accompanied by your buddy. In this case, allow your teammate to pop in and out of the Sentry Gun's sight and deal solid damage while you hang back and watch for other threats.
  • If you find yourself in a one-on-one fight with an Engineer, be careful. Their Shotgun deals strong damage in close range, and their Pistol has practically infinite ammo. They will resort to melee as a close range damager if they have run out of Shotgun ammo. Try to use your Syringe Gun and dodge.

Leaderboard class medic.png Medic

  • You will likely only meet a Medic if you both are healing someone.
  • In a one-on-one fight, you have the same weapons. Since the Syringe Gun is not of perfect accuracy, melee is suggested as the primary form of combat. If the enemy runs, try to tag him with syringes.

Leaderboard class sniper.png Sniper

  • Snipers will target you, as you are the main source of healing for the team and have little health. You will likely only see them from afar, or not see them at all.
  • If you spot a Sniper at range, alert your team. You have no means of taking him out, as your Syringe Gun has too much gravitational falloff. Get a friendly Sniper or Spy to try to kill him. Meanwhile, go around and attack from a different angle, or hold a defensive position.
  • In a one on one fight, be wary of the Sniper's SMG. It deals considerable damage, but only has four complete clips. Count these, and when he runs out run up and melee him. Be wary of no-scopes with the Sniper Rifle and of quick-scoped headshots.

Leaderboard class spy.png Spy

  • Spies will target you or your pocket, as you two are the strongest force.
  • Be wary of Spies in general. Spies can look like anyone, so unless your teammate is severely damaged, first Spy-check before healing him.
  • Watch out for your pocket. He will likely be oblivious to Spies, and it is your job to warn him if there is one nearby. In the worst case, pop your ÜberCharge to defend a backstab.
  • In a one-on-one fight, a Spy may pull out his Revolver, which deals significant damage. Trade fire with your Syringe Gun until he runs out of ammo. Be wary when trying to melee a Spy, as they may resort to swinging their knife while circle strafing, which can land a backstab. A Spy's knife deals little damage otherwise.

Item Sets

The Medieval Medic

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

No effect

  • Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the Berliner's Bucket Helm in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
  • 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.

The Clinical Trial

Main article: Item sets
Clinical Trial
Item icon Meet The Medic! Bundle.png
Effect

No effect

  • The three weapons of this set allow you to heal your teammates more quickly and more effectively:
    • The Overdose allows you to reach your teammates faster to heal them.
    • The Quick-Fix allows you to heal people a lot faster than the other two Mediguns, and its "Megaheal" effect is great for healing large groups of teammates or sustain large pushes.
    • The Solemn Vow allows you to see enemy health and inform your team about their status.

Weapon combinations

See also