Medic weapons (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Medic's role in the standard competitive lineup is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a Soldier or Heavy, are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.
Primary Weapon
The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the Medi Gun, it is the Medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.
Syringe Gun
The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic.
Weapon | Damage | Critical Damage | Function Times | Special |
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Syringe Gun |
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Blutsauger
The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, but reduces his passive regeneration.
Weapon | Damage | Critical Damage | Function Times | Special |
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Blutsauger |
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Crusader's Crossbow
The Crusader's Crossbow fires syringes which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. It has reduced ammunition and a slower firing speed.
Weapon | Damage / Healing | Critical Damage | Function Times | Special |
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Crusader's Crossbow |
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Overdose
The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun.
Weapon | Damage | Critical Damage | Function Times | Special |
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Overdose |
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Primary Weapon Usage
The stock Syringe Gun provides good damage if the Medic is being attacked. The Overdose allows the Medic to move faster, at the cost of damage output. The Crusader's Crossbow allows for healing at a distance, but deals little damage at close range. Most Medics will use the Crusader's Crossbow to heal for massive amounts or deal moderate burst damage at range, relying on teammates and melee for close range. The Blutsauger's downside makes the medic extremely vulnerable to chip damage. To benefit from the weapon the Medic must spend a lot of time fighting, which is ill-advised. This makes the Blutsauger impractical.
Secondary Weapon
Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides Übercharge.
All Mediguns will now match the movement speed of a heal target, only if the target has a faster movement speed. This was previously only available while using the Quick-Fix. This gives an advantage for the Medic, as he can now use any type of Medigun, and get to the battle quicker.
Medi Gun
The stock Medi Gun is the best choice to keep your team in the action. It provides overheal to Soldiers and Scouts who want to push ahead and harass the other team. It provides an Übercharge which makes the target invincible.
Weapon | Damage | Critical Damage | Function Times | Special |
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Medi Gun |
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N/A |
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Kritzkrieg
The Kritzkrieg is the main alternative to the Medi Gun. The Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff. It provides the Oktoberfest taunt, healing the Medic for 11 health.
Weapon | Damage | Critical Damage | Function Times | Special |
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Kritzkrieg |
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N/A |
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Quick-Fix
The Quick-Fix is more to be made for mobility and quick healing, rather than overhealing. It heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix can only overheal 50% of normal overheal, but can maintain higher overheal on a player if they already have it.
Weapon | Damage | Critical Damage | Function Times | Special |
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Quick-Fix |
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N/A |
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Vaccinator
The Vaccinator is intended to provide the Medic's patient a resistance to a certain type of damage (bullet, blast, or fire). Of the four Medi Guns, the Vaccinator charges the fastest, charging 50% faster than the stock Medi Gun. However, the charge rate is reduced by 66% on overhealed patients. The Übercharge is stored in four increments, where the Medic and his patient receive heavy resistance to one type of damage for two seconds (or longer, if multiple Übercharges are deployed, to a maximum of eight seconds total). The Vaccinator helps increase the lifespan of the Medic as he is healed 10% of the damage his patient his taking, provided the incoming damage type and resistance match. The Vaccinator heals at a standard rate, but overheals the Medic's patients 66% slower.
Weapon | Damage | Critical Damage | Function Times | Special |
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Vaccinator |
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N/A |
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Medi Gun Usage
In normal play, the stock Medi Gun is used the majority of the time. The Kritzkrieg is mostly used when both Medics die at the same time: its faster charge rate lets the Medic get crits and kill the enemy Medic before he gets ÜberCharge. This is a risky maneuver, however, as failure to kill the enemy Medic will give the enemy a huge ÜberCharge advantage. The Kritzkrieg is used far more frequently in King of the Hill, where the Medi Gun's ability to break through choke points is not as useful.
The Quick-Fix has an unusual status. After the buff on July 10, 2013, it is considered to be the best option for the initial midfight, but is deemed too weak to break through a last point defense. In addition, it was allowed in ESEA but banned in ETF2L, which lead to significant gameplay differences between leagues.
Melee Weapon
Medics tend not to fight with their melee weapons, resorting to their Syringe Gun if cornered. However, some melee weapons will have an effect on the Medic as a whole.
Bonesaw
The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.
Weapon | Damage | Critical Damage | Function Times | Special |
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Bonesaw |
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Übersaw
The Übersaw provides an additional 25% Übercharge on every successful enemy hit. It fires slower than the stock Bonesaw.
Weapon | Damage | Critical Damage | Function Times | Special |
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Übersaw |
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Vita-Saw
The Vita-Saw preserves 19% of the Übercharge from a previous life and grant it onto the Medic when he respawns. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The Vita-Saw reduces the Medic's health by 10, to 140. This weapon is banned in all competitive leagues.
Weapon | Damage | Critical Damage | Function Times | Special |
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Vita-Saw |
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Amputator
The Amputator deals less damage than the default Bonesaw, but provides the Medicating Melody taunt and greater health regeneration when it is the active weapon.
Weapon | Damage | Critical Damage | Function Times | Special |
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Amputator |
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Solemn Vow
The Solemn Vow has a 10% slower swing speed, but it allows the Medic to see the health of all enemy players.
Weapon | Damage | Critical Damage | Function Times | Special |
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Solemn Vow |
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Melee Weapon Usage
The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the Medic dies, but is banned in all leagues. The Amputator's taunt is sometimes useful to heal a large quantity of injured players, although it will not grant overheal or Übercharge. The taunt leaves the Medic extremely vulnerable and should only be done far from the enemy. The Solemn Vow should sometimes be used instead of the Bonesaw, since it provides identical damage to the stock Bonesaw, but has an added effect. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. Also, the 10% swing speed penalty isn't really noticeable.
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