Heavy weapons (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
Primary Weapons
All of the Heavy's Miniguns suffer from damage falloff at long range. For each ammo consumed, four shots are fired.
Minigun
The stock Minigun deals immense close range damage, but little at long range. The Iron Curtain has the same stats as the Minigun. The Huo-Long Heater has the same stats as the Minigun, except that it surrounds the Heavy in a ring of fire while deployed. The fire deals normal flamethrower damage and afterburn. It costs an extra 6 ammo per second while spun up.
Weapon | Damage | Critical Damage | Function Times | Special |
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Minigun |
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Natascha
The Natascha has an increased spin-up time, but slows down any target which is hit with its bullets. It also deals reduced damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Natascha |
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The Brass Beast
The Brass Beast deals increased damage at a cost of mobility. It has an increased spin-up time, and a decreased move speed while spun up.
Weapon | Damage | Critical Damage | Function Times | Special |
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Brass Beast |
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Tomislav
The Tomislav has a decreased spin-up time, and makes no noise while spun-up. It fires slower than the stock Minigun, but deals the same damage per bullet.
Weapon | Damage | Critical Damage | Function Times | Special |
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Tomislav |
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Primary Weapon Usage
The stock Minigun deals consistant damage at short and medium range. The Brass Beast is best used on defense, when the Heavy can sit still and mow down. The Natascha deals best with flanking Scouts, as reduced damage will still kill them. The Tomislav allows the heavy to quickly push forward and spin up to deal damage. However, as the stock Minigun is the only available Minigun in most leagues, it is commonly used.
Secondary Weapons
The Heavy may either select a Shotgun as his secondary, for increased damage, or a lunchbox item to deal with more specialized situations.
Shotgun
The stock Shotgun deals consistant short and medium range damage, and requires no spin-up time, making it ideal to finish off an enemy if you aren't spun-up.
Weapon | Damage | Critical Damage | Function Times | Special |
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Shotgun |
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The Sandvich
The Sandvich is a Heavy secondary which, as opposed to dealing damage, provides healing to the team and to himself. Upon primary fire, the Heavy consumes the Sandvich himself, allowing him to heal for 300 health. However, he is rendered immobile during consumption. On alt-fire, the Sandvich is thrown, allowing another teammate to be healed for half their health by it. If a Heavy is killed with his Sandvich active, it will drop to be able to heal enemies.
Weapon | Damage | Critical Damage | Function Times | Special |
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Sandvich |
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N/A |
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The Dalokohs Bar
The Dalokohs Bar is another lunchbox item, which provides slow but steady healing for the Heavy. It can be eaten many times in a row, and provides the heavy with 60 points of health, and increasing his maximum health by 50 for 30 seconds. It drops on death akin to the Sandvich.
The Fishcake has the same stats as the Dalokohs Bar.
Weapon | Damage | Critical Damage | Function Times | Special |
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Dalokohs Bar |
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N/A |
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Buffalo Steak Sandvich
When eaten, the Buffalo Steak Sandvich increases the Heavy's speed, grants him Mini-crits, but limits him to his melee weapon only, and ensures that he takes Mini-Crits from other players too. It can be thrown and drops on death akin to the Sandvich.
Weapon | Damage | Critical Damage | Function Times | Special |
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Buffalo Steak Sandvich |
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N/A |
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The Family Business
The Family Business is a Shotgun with an increased clip, but reduced damage.
Weapon | Damage | Critical Damage | Function Times | Special |
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Family Business |
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Secondary Weapon Usage
The stock Shotgun deals strong damage, and is a quick substitute for the Minigun at close range. The lunchbox items have varying use, with the Sandvich healing all players, the Dolokohs Bar being useful for faster healing and buffed health, the Buffalo Steak Sandvich having use for strong melee damage, and the Family Business using an increased clip size for overall more damage, but more spread out. Heavies tend to use the Sandvich for its massive healing capability, but with a confident Medic, the Shotgun can be put to greater use.
Melee Weapons
The Heavy rarely uses his melee weapons, but some of them can have an effect on his gameplay. The Heavy's stock Fists, Apoco-Fists, and Holiday Punch perform the Showdown taunt, which can take out an unsuspecting enemy at range.
Fists
The stock Fists are rarely useful, as they provide no special effects for the Heavy. They can be used if the Heavy is low on ammo, but the stock Shotgun deals more consistant damage.
The Apoco-Fists have the same stats as the stock Fists, except that they gib on a kill with a critical punch. The Holiday Punch has the same stats as the stock Fists, except that critical hits deal no damage, and make the opponent laugh. Any punch within a 180º backstab radius will crit.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fists |
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Killing Gloves of Boxing
The Killing Gloves of Boxing, commonly abbreviated K.G.B., grant the Heavy a five second critical buff. This is best used with the Shotgun or the K.G.B. themselves, as spin-up time may waste this buff. They have a slower firing rate, but deal identical damage to the stock Fists.
Weapon | Damage | Critical Damage | Function Times | Special |
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Killing Gloves of Boxing |
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Gloves of Running Urgently
Commonly abbreviated GRU, allow the heavy to run at the speed of most other classes. The GRU deal reduced damage, and cause the heavy to take mini-crit damage for 3 seconds after switching away from the GRU.
Weapon | Damage | Critical Damage | Function Times | Special |
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Gloves of Running Urgently |
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Warrior's Spirit
The Warrior's Spirit allows the Heavy to deal increased damage at the cost of reduced maximum health and reduced maximum overheal.
Weapon | Damage | Critical Damage | Function Times | Special |
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Warrior's Spirit |
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Fists of Steel
The Fists of Steel makes the Heavy take 40% ranged damage reduction while active, but double damage from all melee weapons. It also increases his weapon switch time by 20%.
Weapon | Damage | Critical Damage | Function Times | Special |
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Fists of Steel |
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Eviction Notice
The Eviction Notice hits faster, but deals less damage per hit and overall.
Weapon | Damage | Critical Damage | Function Times | Special |
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Eviction Notice |
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Melee Weapon Usage
Heavies tend not to use their fists in combat. They can use some of them for the Showdown taunt, which is good as a quick damage shot, but has extreme recovery. The GRU is used when not banned, since it can increase the speed of the heavy greatly. The K.G.B. can pair well with the Tomislav, when available, or the Shotgun. The Warrior's Spirit lowers the health of the Heavy, so he needs to take advantage of their increased damage, else he will not take a health drop in vain. The Eviction Notice can quickly deal damage, allowing a Heavy to taunt back and forth with other melee fighters. The Fists of Steel can help tank critical explosions, but make the heavy very weak to any melee attack. The Holiday Punch is more of a gimmick weapon, as it loses the power of a critical hit, although enemies can still be finished off by teammates or other means of damage. Heavys tend to use the stock fists, or the GRU when available. The K.G.B. has situational use, as crits can be highly useful.
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