ÜberCharge

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An ÜberCharged Heavy
I AM BULLETPROOF!
The Heavy on how the ÜberCharge works.

ÜberCharge (German for "supercharge" or "overcharge") is an ability of the Medic class. When applied, it grants invulnerability or guaranteed critical hits for a brief period of time, depending on the used healing gun. The ÜberCharge is built up by focusing the Medic's healing beam onto a teammate (or a disguised Spy).

A bar on the HUD, where the ammo icon usually appears, shows how much ÜberCharge is available. Once the bar is 100% full and begins flashing, the Medic has the ability to activate the ÜberCharge, either granting the Medic and his target invincibility for 8 seconds (with the Medi Gun) or guaranteeing Critical hits from the heal target for 8 seconds (with the Kritzkrieg). With a Medi Gun ÜberCharge activated, the two players will glow their respective team colors. With a Kritzkrieg ÜberCharge activated, both players will appear normal but their weapons will glow and crackle with electricity of their team color for the duration. When looking at a friendly Medic, a colored box shows up on the HUD displaying the username of the Medic, whether or not he is wielding the Kritzkrieg, along with the percent of his ÜberCharge.

It should also be noted that a player can receive an ÜberCharge from a Medic wielding a Medi Gun and another Medic with a Kritzkrieg at the same time, giving the player the effects of both ÜberCharges and allowing them to cut a devastating swathe through the enemy.

A skilled Spy can trick an enemy Medic into ÜberCharging them while they are disguised, wasting the charge and allowing him to wreak havoc on the enemy team for its duration. When this happens, to the team the Spy is on, he'll appear ÜberCharged in his team's color with the enemy Medic trailing behind in their own color. To the team of the Medic, it'll be the same as their own team color.

Switching weapons from the Medi Gun to another will stop the ÜberCharge but continue to drain the ÜberCharge meter.

Charging the ÜberCharge

The Medi Gun's ÜberCharge

The ÜberCharge meter fills at two different rates, depending on the health of the Medic's heal target.

  • The Medi Gun meter fills at 2.50% / second when the Medic...
    • Heals a player with less than 150% health (full Overheal).
    • Heals a teammate during Setup time (even when fully overhealed).
      • This was added in a December 2007 patch to replace the strategy of one player constantly self-damaging during setup to keep the Medic healing damage and filling the meter at this rate.
  • The Medi Gun meter fills at 1.25% / second when the Medic heals a player who is already 150% health, outside of Setup time.
    • This was designed to encourage Medics to heal more than one target.
  • The Kritzkrieg meter charges at +25% the rate of the Medi Gun.
  • With the faster charge rate, it takes a total of 40 seconds to fully charge the Medi Gun ÜberCharge meter. When charging at the slow rate, this takes 80 seconds.
    • With the Kritzkrieg, filling the ÜberCharge meter takes 30 seconds (25% faster) at the faster rate. When charging at the slow rate, this takes 60 seconds.
  • Healing enemy Spies (disguised as one of your teammates) also charges the ÜberCharge meter.
  • Also, a Medic who wields the Übersaw charges his ÜberCharge by 25% with each successful hit on an enemy (excluding enemy disguised Spies). This includes enemy Scouts under the influence of Bonk! Atomic Punch
    • He can also gain a 100% charge by using his Übersaw to successfully taunt kill an enemy.

Using the ÜberCharge

The Kritzkrieg's ÜberCharge

Note that while players are immune to damage with a regular ÜberCharge, they are still affected by knockback from weapons such as the Sentry Gun and the Pyro's compression blast. This can be useful for nullifying an ÜberCharge, because if the Medic is separated from his teammate, the teammate's ÜberCharge will be deactivated.

After a Medic deploys his ÜberCharge onto his target, if he releases his focus on the target, the target will remain ÜberCharged for one second while the Medic heals another target. A Medic can use this to keep multiple patients ÜberCharged at once. However, each player ÜberCharged in addition to the current heal target will cause the ÜberCharge to dissipate at an additional 50% of the base speed [1].

Medi Gun ÜberCharged players cannot capture control points or hold intelligence or flags (but can still defend control points from capture). ÜberCharging while healing an intelligence (flag) holder only ÜberCharges the Medic.These same rules apply to the Scout's Bonk! Atomic Punch. Kritzkrieg ÜberCharged players CAN take intelligence and capture points.

Related Achievements

Leaderboard class scout.png Scout

Batting the Doctor
Batting the Doctor
Kill a Medic that is ready to deploy an ÜberCharge.


The Big Hurt
The Big Hurt
Stun 2 Medics that are ready to deploy an ÜberCharge.
Doctoring the Ball
Doctoring the Ball
Kill 3 enemies while under the effects of a Medic's ÜberCharge.

Leaderboard class soldier.png Soldier

S*M*A*S*H
S*M*A*S*H
Assist a Medic in exploding 5 enemies with a single ÜberCharge.

Leaderboard class pyro.png Pyro

Burn Ward
Burn Ward
Ignite 3 Medics that are ready to deploy an ÜberCharge.
Pyrotechnics
Pyrotechnics
Kill 3 enemies in a single ÜberCharge.

Leaderboard class demoman.png Demoman

Tam O'Shatter
Tam O'Shatter
Destroy 5 enemy Engineer buildings during a single ÜberCharge from a Medic.

Leaderboard class heavy.png Heavy

Photostroika
Photostroika
Provide an enemy with a freezecam shot of you taunting while invulnerable.


Supreme Soviet
Supreme Soviet
Get ÜberCharged 50 times.
Soviet Block
Soviet Block
While invulnerable and on defense, block an invulnerable enemy Heavy's movement.

Leaderboard class medic.png Medic

Autoclave
Autoclave
Assist in burning 5 enemies with a single ÜberCharge on a Pyro.


Blast Assist
Blast Assist
Assist in exploding 5 enemies with a single ÜberCharge on a Soldier.


Double Blind Trial
Double Blind Trial
Deploy an ÜberCharge within 8 seconds of a nearby enemy Medic deploying his.


Group Health
Group Health
Work with 2 other Medics to deploy 3 simultaneous ÜberCharges.


Medical Breakthrough
Medical Breakthrough
Assist in destroying 5 enemy Engineer buildings with a single ÜberCharge on a Demoman.


[[File:Template:Dictionary/achievements/medic/preventative medicine-icon|64px|center|alt=Template:Dictionary/achievements/medic/preventative medicine-title]] Template:Dictionary/achievements/medic/preventative medicine-title
Template:Dictionary/achievements/medic/preventative medicine-desc


Surgical Prep
Surgical Prep
Have an ÜberCharge ready before the Setup phase ends.


Triage
Triage
Deploy an ÜberCharge on a teammate less than a second before they're hit by a critical explosive.
You'll Feel a Little Prick
You'll Feel a Little Prick
Assist in killing 3 enemies with a single ÜberCharge on a Scout.


Blunt Trauma
Blunt Trauma
Assist in punching 2 enemies with a single ÜberCharge on a Heavy.


Family Practice
Family Practice
ÜberCharge 5 of your Steam Community Friends.


House Call
House Call
Join a game that one of your friends is in and then deploy an ÜberCharge on him.


Placebo Effect
Placebo Effect
Kill 2 enemies in a single life, while having your ÜberCharge ready, but undeployed.


Second Opinion
Second Opinion
ÜberCharge 2 teammates at once.


Trauma Queen
Trauma Queen
Deploy 3 ÜberCharges in less than 5 minutes, and assist in 5 kills during that time.

Leaderboard class sniper.png Sniper

Parting Shot
Parting Shot
Headshot an enemy player the moment his invulnerability wears off.
Überectomy
Überectomy
Kill a Medic that is ready to deploy an ÜberCharge.

Leaderboard class spy.png Spy

Dr. Nooooo
Dr. Nooooo
Backstab a Medic that is ready to deploy an ÜberCharge.

Update history

October 25, 2007 Patch

  • Fixed an exploit that allowed disconnected medics to continue Übercharging their target until they timed out.

November 7, 2007 Patch

  • Fixed Medic's Über-charge stats tracking.

December 20, 2007 Patch

  • Fixed exploit where the Medi Gun ÜberCharge wouldn't drain if you switched weapons.

April 1, 2008 Patch

  • Each extra player ÜberCharged drains the ÜberCharge an additional 50% faster.

May 5, 2008 Patch

  • Fixed unlimited ÜberCharge exploit.

May 7, 2008 Patch

  • Fixed another unlimited ÜberCharge exploit.

May 21, 2008 Patch

  • Fixed rapid weapon switching allowing Medics to prevent deployed ÜberCharges from draining.

August 13, 2009 Patch

  • Übercharged players can not be stunned.

January 10, 2011 Patch

  • Fixed the Kritzkrieg charge deployed sound getting stuck on.

May 5, 2011 Patch

  • Fixed removing the burning/jarated conditions on players who are being ÜberCharged by a Medic using the Kritzkrieg
  • Added Mad Milk to the conditions that are cleared when players are made invulnerable by a Medic with an ÜberCharge

Trivia

  • Most environmental hazards ignore invulnerable players, and will kill them regardless. However, an ÜberCharge can save the Medic and his healing target(s) from drowning.
  • ÜberCharges extinguish Fire on both the Medic and his target.
  • While having an ÜberCharge active, the Medic may switch to another weapon such as the Übersaw and use it against enemies to counter the ÜberCharge drain. However, the Medic is vulnerable while he is not holding the Medi Gun.
  • ÜberCharged players can be killed by telefrags.
  • The textures for ÜberCharged players, like the gibs, are for the old models from early versions of Team Fortress 2. If you look closely, you can see that the ÜberCharge textures for the classes are misaligned in some places (such as the goggles crossing the Engineer's nose).
  • When you hit an ÜberCharged player with a critical hit, they will take no damage. However, the critical hit sound will still play and the letters that indicate a critical hit will appear above the enemy.
  • ÜberCharged players are not immune to Jarate or Mad Milk.

See also