Basic Medieval Mode strategy

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Revision as of 16:20, 14 November 2017 by Graysocks (talk | contribs) (GRU doesnt make you take minicrit damage anymore. it reduces your max health instead. It also doesn't have decreased melee damage any more. This probably needs better advice.)
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Medieval mode is a game mode added in the Australian Christmas update. Currently, it is only used by default on the map DeGroot Keep. As only certain weapons are allowed, class balance (and therefore class strategies) are drastically altered from normal gameplay.

Contents

Leaderboard class scout.png Scout

The Scout remains the fastest class in this mode. However, without the close range bursts of his Scattergun, different strategies are needed to play effectively.

Secondary weapons

Since you aren't allowed to use the Pistol and the Winger, always equip a lunchbox item or a throwable.

Bonk! Atomic Punch + reskins

Bonk! Atomic Punch Festive Bonk! Atomic Punch

Because you no longer need Bonk! for most of its conventional purposes, this weapon becomes less necessary. Use it to bypass enemy lines or as a distraction or retreat tool.

Crit-a-Cola

Crit-a-Cola

Many of the strategies for using Crit-a-Cola in normal gameplay remain effective in Medieval mode. Use it to give yourself a boost before an ambush. Remember that without a ranged weapon, you won't be as powerful an ambushing force, so take extra precautions to avoid damage. The additional speed also helps in getting in and out of range fast.

Flying Guillotine

Flying Guillotine

This throwable weapon will inflict both decent direct damage and additional bleed damage against enemies - because of this, it becomes an excellent weapon for an offensive, ranged playing style. The long-range mini-crits make for a great hit and run tactic as well. Pair it with the Sandman to stun enemies and slow them down and then deal devastating critical hits against them.

Mad Milk

Mad Milk Mutated Milk

Use Mad Milk in an area with many people so you and your team can maintain healing in a push. Also use it for Spy checking, as Pyros no longer have a Flamethrower and Snipers no longer have Jarate, making a Scout the best at tracking Spies in this situation.

Melee weapons

Bat + reskins

Bat Saxxy Conscientious Objector Frying Pan Festive Bat Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

You deal the least amount of melee damage per hit on the team, but you can swing rapidly. Use your speed to your advantage and land hits on enemies while outmaneuvering them to avoid damage.

Sandman

Sandman

The Sandman gives the Scout a ranged weapon at the cost of 15 health. Use it to stun other classes before moving in for the kill, or simply let your nearby teammates do it while you collect the ball to set up another stun.

Holy Mackerel + reskins

Holy Mackerel Unarmed Combat

These weapons function identically to the stock Bat except that they announce each hit in the kill feed. Since a hit that triggers a Spy's feign death will appear as a hit, not a kill, use this to track down Spies using the Dead Ringer.

Candy Cane

Candy Cane

Since there is only the Ullapool Caber dealing explosive damage in Medieval mode, this weapon is almost a direct upgrade. It will drop a second health pack in addition to the pack that is always dropped upon kills in Medieval mode. Use this to keep your momentum in a prolonged fight. Just make sure not to miss a pack or keep it lying on the ground, lest the enemy may use it for themselves.

Boston Basher + reskins

Boston Basher Three-Rune Blade

Since this weapon requires you to be precise with your attacks, it eliminates the tactic of swinging wildly. Use this weapon only when you're sure it will hit. Keep in mind that the bleed effect can be deadly against Spies, effectively rendering their Cloak useless, so make a habit of hitting your teammates and try to keep an eye out for any bleeding.

Sun-on-a-Stick

Sun-on-a-Stick

With few ways to ignite enemies in Medieval mode, this weapon can be difficult to use effectively. Consider using a different, more reliable weapon, unless you have a Pyro using the Sharpened Volcano Fragment or your Snipers are shooting flaming arrows frequently.

Fan O'War

Fan O'War

The Fan O'War allows teammates to finish off a marked opponent, but leaves you next to defenseless. Use hit-and-run tactics if you want to use this weapon, and stay out of fights otherwise.

Atomizer

Atomizer

The Atomizer's triple jump allows you to get to a couple places you couldn't normally, as showcased in this video,.

Wrap Assassin

Wrap Assassin

The Wrap Assassin is similar to the Sandman but does not stun and deals little melee damage. The bleed effect is also somewhat ineffective due to the large amount of health packs in Medieval mode. This makes the weapon very hard to use effectively. The splash damage can be useful on crowded points though.

Leaderboard class soldier.png Soldier

The Soldier, without his powerful Rocket Launcher, becomes much less mobile and more of a support class in Medieval mode. Use your banners to provide assistance to the team in the absence of ÜberCharges.

Secondary weapons

The Gunboats, Shotgun, Reserve Shooter, and Righteous Bison aren't allowed.

Mantreads

Item icon Mantreads.png

The Mantreads are next to useless in Medieval Mode, as melee weapons cause very little knockback. Also, their ability to cause high fall damage is almost redundant as well, since the only way that fall damage can occur is by falling or jumping from the castle's battlements. Consider choosing another weapon instead.

Buff Banner

Item icon Buff Banner.png

If you can stay alive long enough and deal enough damage to fully charge it, use the Buff Banner to help your team push to the final point. The mini-crits provided can help you overpower the other team. You can also use it to nullify the effects of an enemy Soldier's Battalion's Backup, though the odds of these two banners being deployed at the same time on opposing teams in Medieval Mode are rather slim.

Battalion's Backup

Item icon Battalion's Backup.png

If you manage to deal enough damage to build up a charge, you can use it to defend against a push, especially against the final point. As with the Buff Banner, the Battalion's Backup can be used to negate an enemy's Buff Banner. Even without a charge the extra 20 health can assist in outlasting opponents.

Concheror

Item icon Concheror.png

Once you deal enough damage to fully charge the Concheror, assuming you survive long enough, it can be useful for supporting your team in a rush as in melee combat they take and deal more damage than when using ranged weapons, so the health steal mechanic is arguably more useful than in regular gameplay, especially when capturing the final point. The speed boost is marginally helpful as it assists in dodging enemy attacks, but it is not a huge help. Since this secondary requires 120 less damage dealt to fully charge and passively heals the user, out of the 3 secondaries that require rage to activate, it is the most likely that you will be able to activate it before dying.

B.A.S.E. Jumper

Item icon B.A.S.E. Jumper.png

Without a means of rocket jumping this weapon's uses are more limited. It can be used from high ground, such as castle battlements, to cover more distance and manoeuvre around opponents.

Melee weapons

Shovel + reskins

Item icon Shovel.png Item icon Frying Pan.png Item icon Saxxy.png Conscientious Objector Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

The Shovel is a strong melee weapon that deals consistent damage. However, since Medieval mode makes many of the Soldier's weapons direct upgrades, you may want to use another weapon instead.

Equalizer

Item icon Equalizer.png

The Equalizer starts out weaker than the basic Shovel, but becomes more powerful as you take damage. This can be used to kill enemies easily when you are weak.

Pain Train

Item icon Pain Train.png

Since there are almost no bullets in Medieval mode, the Pain Train is generally a direct upgrade to the Shovel. Use it to help capture the points on offense, and switch to another weapon when on defense, as it provides no defensive benefit.

Be aware of Demomen with shields, as charge damage counts as bullet damage.

Half-Zatoichi

Half-Zatoichi

Since you are generally bound to your melee weapon anyway, the Half-Zatoichi is much easier to use and can also be seen as a direct upgrade to the Shovel. It has longer range than typical Melee weapons but lacks the ability to random crit. The healing it provides can allow you to continue fighting for long periods of time, which can be useful in building up the Battalion's Backup. Remember, however, that enemy Soldiers or Demomen also wielding the Half-Zatoichi can kill you in one hit and vice versa; keep this in mind: cover up your weakness and simultaneously use it to your advantage to plan your attacks wisely.

Disciplinary Action

Disciplinary Action

The Disciplinary Action allows you to speed up slower classes like Heavies, Demomen, and other Soldiers, but makes you weaker, making the Soldier even more support based. Avoid the front lines of combat if you intend to use this weapon and use the increased melee range to your advantage if forced into combat.

Market Gardener

Market Gardener

Since there is no way to rocket jump in Medieval mode, this weapon is a direct downgrade from the Shovel. Disregard this weapon entirely.

Escape Plan

Escape Plan

The Escape Plan will increase your speed as you take damage. Use this to your advantage while ambushing, escaping from strong enemies and providing quick support to your team.

Leaderboard class pyro.png Pyro

Since the Pyro loses its Flamethrower, is given no secondary weapons, and has many situational melee weapons, the Pyro is a very difficult class to use in Medieval mode.

Melee weapons

Fire Axe + reskins

Item icon Fire Axe.png Item icon Saxxy.png Conscientious Objector Frying Pan Lollichop Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

Without the close range Flamethrower, the Fire Axe gains more utility. Use it if you lack the Back Scratcher or Sharpened Volcano Fragment.

Axtinguisher + reskins

Item icon Axtinguisher.png Item icon Postal Pummeler.png

Since you have no way to start fires, the Axtinguisher is a very difficult weapon to use. Unless you pair up with a Pyro using the Sharpened Volcano Fragement, you'll be very ineffective.

Homewrecker + reskins

Item icon Homewrecker.png Item icon Maul.png

Since Engineers cannot build buildings and Spies do not have Sappers in Medieval mode, the Homewrecker becomes a straight downgrade to the Fire Axe. Disregard this weapon entirely.

Powerjack

Item icon Powerjack.png

The increased speed you get for having the Powerjack out can be helpful for general movement or escaping from a fight. Also, kills with the Powerjack will give you a boost in health, which can be useful in prolonged fights. However, since you take 20% more damage, you'll find yourself dying much more quickly. If you use this weapon, attack enemies who are unaware of your presence, and if they discover you before you kill them, retreat.

Back Scratcher

Item icon Back Scratcher.png

As everyone drops a health pack on death in Medieval mode, this can be a very effective weapon and can be regarded as a direct upgrade to the Fire Axe. Even the small health packs can heal you a great deal, plus the weapon deals more damage. Medic-based healing is severely lessened, so use the health packs more than your Medics.

Sharpened Volcano Fragment

Item icon Sharpened Volcano Fragment.png

With the exception of lit Huntsman arrows from Snipers, this is the only way to set enemies on fire. The afterburn will make up for the lack of initial damage, so it is an upgrade to the Fire Axe. Pair up with Scouts equipped with the Sun-on-a-Stick or other Pyros with the Axtinguisher or Postal Pummeler to make a deadly combination. This also gives you a method of Spy checking.

Third Degree

Item icon Third Degree.png

Mediguns are not allowed in Medieval Mode, but the weapon does transfer damage to Medics taunting with the Amputator. The weapon also has no downsides, so use it if you have nothing else.

Neon Annihilator

Item icon Neon Annihilator.png

There are currently no areas of standing water in Medieval Mode maps, making the Neon Annihilator a very difficult weapon to use. Unless you pair up with a Scout using Mad Milk, you'll be very ineffective.

Leaderboard class demoman.png Demoman

As the Demoman has many weapons suited for melee-only combat, he is a force to be reckoned with in Medieval mode.

Primary weapons

The Grenade Launcher, Loose Cannon,and the Loch-n-Load are not allowed.

Ali Baba's Wee Booties + reskins

Ali Baba's Wee Booties Bootlegger

These will give you some, though small, turning control with your charges, give a speed boost and put your health on par with the Soldier (or will balance it out to normal if you use the Eyelander).

B.A.S.E. Jumper

Item icon B.A.S.E. Jumper.png

Without explosive projectiles this weapon is more difficult to use than in normal gameplay but can pair with a shield or the Ullapool Caber to fly over the battle field.

Secondary weapons

The Stickybomb Launcher, Scottish Resistance, and Sticky Jumper are not allowed.

Chargin' Targe

Chargin' Targe

This weapon loses its usual advantages of increased fire and explosive damage resistance when compared to the Splendid Screen, because such damage only occurs rarely in Medieval mode. It is useful only against other Demomen using the Ullapool Caber, Pyros using the Sharpened Volcano Fragment, and Snipers using the Huntsman and firing ignited arrows. However, it still has the ability to charge to obtain critical damage and to bash enemies, so equip it if you don't have a Splendid Screen or Tide Turner.

Splendid Screen

Splendid Screen

Since there are few ways to deal fire or explosive damage in Medieval Mode, the halved resistances are negligible. The Screen can deal charge impact damage at any range, dealing 70% more damage than the Targe, and also will allow critical hits at any charge distance. Use this in most situations instead of a Chargin' Targe.

Tide Turner

Item icon Tide Turner.png

Like the Spledid screen, the reduced resistances are of little consequence so use over the Chargin' Targe. This shield offers less raw damage in exchange for the ability to regain charge time and to turn while charging making it good for hunting down multiple spaced out targets. Be careful when charging as damage taken reduces charge time and can only gain Mini-Crits a opposed to full crits.

Melee weapons

Bottle + reskins

Bottle Frying Pan Scottish Handshake Saxxy Conscientious Objector Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

Each weapon is capable of killing most classes in three hits, unmodified. With a successful charge, this can be reduced to a bash and an immediate hit, for critical damage. However, since some of the Demoman's weapons become direct upgrades in Medieval Mode, you're better off using one of those instead.

Eyelander + reskins

Eyelander Horseless Headless Horsemann's Headtaker Nessie's Nine Iron

The Eyelander and its equivalents have a longer melee range and the ability to gain speed and health with each kill, with the downsides of spawning with 25 less health and being unable to score random critical hits. After you get four kills with one of these weapons in one life, you will have 210 health at max (235 with the Ali Baba's Wee Booties). This extra health is useful when fighting several enemies. Additionally, you will gain 15 health with every kill if you are not at maximum health. These weapons should be used with one of the shields to be able to score critical hits.

Pain Train

Pain Train

Since there is no bullet damage except for charges in Medieval Mode, The Pain Train becomes a direct upgrade from the Bottle. Use your doubled capture rate with your ability to charge (using either of the shields) to beat even Scouts to the point.

Scotsman's Skullcutter

Scotsman's Skullcutter

The Scotsman's Skullcutter has a longer melee range and deals 20% more damage, at the expense of 15% slower movement speed. It is especially useful with the Targe or the Screen as the speed of the charge will make up for the base speed drop and a critical hit will one-hit any class except a Heavy, which will require two hits. Also, unlike other Demoman's enlarged melee range weapons it is capable of dealing random critical hits.

Claidheamh Mòr

Claidheamh Mòr

The Claidheamh Mòr has a longer melee range and on kill recharges charge metre by 25% and heals 25 health. The downsides are that it cannot produce random critical hits and that the user takes 15% more damage. This weapon is obviously best used with a shield to make use of the charge regain. The shields will also allow you to get critical hits. Without a shield, this weapon while not a direct downgrade is risky to use, so use it only with a shield.

Ullapool Caber

Ullapool Caber

On hitting an enemy or a solid part of a map (wall, rock, ground, etc), the Ullapool Caber will explode, dealing damage to all the enemies (as well as you) in the surrounding area. This weapon is best used when charging into a large crowd. It can one-hit kill all classes if it crits. This weapon is especially good for clearing the final point on DeGroot Keep. The Ullapool does pitiful damage once it has exploded, so return to a supply locker, if you have the chance, to replenish it. Pair it with the Chargin' Targe or the Splendid Screen to negate some of the explosive damage or for a quick getaway.

Half-Zatoichi

Half-Zatoichi

Since the Demoman has no other weapons to switch to and the fact that you are bound to your melee anyway, the Half-Zatoichi can be seen as a direct upgrade to the Bottle. Coupling it with a shield can allow you to pull off quick kills to restore your health and continue fighting for a long time. However, remember that enemy Soldiers or Demomen also wielding the Half-Zatoichi can still kill you in one hit and vice versa.

Persian Persuader

Persian Persuader

The Persian Persuader cuts the recharge time for either shield in half and allows you to pick up dropped weapons for charge recharge instead of refilled ammo. The downside is no random critical hits. Using it with a shield can help combat this, since your more frequent charges allow you to use the crits that the shields offer more often.

Leaderboard class heavy.png Heavy

Due to the loss of the Minigun and slow movement speed, it can be difficult to use the Heavy effectively in Medieval mode. However, his large health pool, especially when combined with the use of his lunchbox items, means that he can be involved in prolonged fights.

Secondary Weapons

The Shotgun and the Family Business aren't allowed.

Sandvich + reskins

SandvichRobo-SandvichFestive Sandvich

The Sandvich is useful for patching yourself up in between fights. However, you are helpless during its long consumption time. A thrown Sandvich can also be used to help keep teammates healthy.

Dalokohs Bar + reskins

Dalokohs Bar Fishcake

The Dalokohs Bar cannot heal you as quickly as the Sandvich and when dropped for allies only produces a small health kit. However, because it has less cooldown, you can eat it at any time to heal minor wounds and continuously keep your increased maximum health. The Dalokohs Bar can be beneficial if your team lacks a Medic but does have a constant source of healing from dropped medkits.

Buffalo Steak Sandvich

Buffalo Steak Sandvich

The Buffalo Steak Sandvich can be useful in Medieval mode since it increases the Heavy's speed and deals out Mini-Crits; the usual disadvantage of being locked into melee mode is obviously not a concern. However, try to feint and dodge enemy attacks as their attacks will deal extra damage to you. It can still be thrown onto the ground to heal injured teammates.

Melee Weapons

Fists + reskins

Fists Saxxy Conscientious Objector Apoco-Fists Frying Pan Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

Although Fists are a good melee weapon to use, Medieval mode causes other Heavy melee weapons to generally be upgrades. Switching to those may give you a stronger edge in combat.

Killing Gloves of Boxing

Killing Gloves of Boxing

Take out the Killing Gloves of Boxing when you have the enemy in a corner and can easily land your punches. Once you've obtained the critical hit boost, make the best use of it by finding a chain of people to attack. Crits deal out 195 damage so you can one hit kill most other classes.

Gloves of Running Urgently

Gloves of Running Urgently

The increased speed is helpful, but your maximum health drains while the weapon is active. It is probably better to use other weapons.

Fists of Steel

Fists of Steel

The Fists of Steel are not a good weapon due to the fact that most fights in Medieval mode are melee-based and the increased melee vulnerability will mean that you tend to die faster than you otherwise would. Unless, Snipers or Medics are giving you trouble with ranged weaponry, disregard this weapon.

Warrior's Spirit

Warrior's Spirit

The damage increase does aid in killing enemies faster. Since there are frequent sources of healing from the dropped medkits on top of the small heal on kill bonus, the increased damage penalty can be negliged.

Eviction Notice

Eviction Notice

While the Eviction Notice deals as much damage as the Scout's Bat, it attacks faster, meaning that it can be used well with the Buffalo Steak Sandvich. The mini-crits, and extra movement speed can help in taking down opponents with faster punches.

Holiday Punch

Holiday Punch

Random critical hits are more common in Medieval mode, activating this weapon's ability more often. Get behind the enemy team to disable them with laugh-inducing hits. Just remember that critical hits with this weapon deal no damage.

Leaderboard class engineer.png Engineer

The Engineer loses his main ability in Medieval mode - the ability to make buildings. Additionally, he has no non-melee equipment that functions in Medieval mode. This, combined with his relatively low health and average speed, gives him little to offer anyone save those seeking to challenge themselves.

Melee Weapons

Wrench + reskins

Wrench Golden Wrench Saxxy Festive Wrench Botkiller Wrench Gold Botkiller Wrench Necro Smasher

The Wrench can deal out a strong and consistent amount of damage. However, you have less health than other attacking classes while dealing the same damage. Consider using a different weapon.

Gunslinger

Gunslinger

The additional health the Gunslinger grants makes you a viable attacking force and the automatic crit you receive after hitting an enemy 3 times can be very useful in prolonged fights. Also you don't need to punch only one enemy in order to get a critical hit, so it can be considered good weapon for fighting groups of enemies.

Southern Hospitality

Southern Hospitality

The bleed effect of the Southern Hospitality can be useful in a one-on-one fight and help to track down Cloaked Spies. Try to avoid Pyros wielding the Sharpened Volcano Fragment and flaming Huntsman arrows, as this weapon has a 20% fire damage vulnerability. However, since there are no other ways for fire damage to be dealt, the fire vulnerability is almost negligible, and can be seen almost as a straight upgrade to the Wrench.

Jag

Jag

The Jag has a faster swing speed but lower damage to compensate. A critical can still kill all low health classes in one hit so is suited for a hit and run approach.

Eureka Effect

Eureka Effect

In Medieval mode, this weapon is a straight upgrade. Return to spawn when you are low on health to dodge long respawn times and keep the fight going.

Leaderboard class medic.png Medic

The Medic, despite his lack of a Medi Gun, can still be an effective combatant and healer in Medieval mode.

Primary Weapons

The Syringe Gun, Blutsauger, and Overdose are not allowed.

Crusader's Crossbow

Crusader's Crossbow

The Crossbow is one of the Medic's only two options in terms of healing, and is also the only primary available. Use it if you have it. It can inflict up to 75 damage with a normal hit and can heal friendly players for up to 150 health.

Melee Weapons

Bonesaw + reskins

Bonesaw Saxxy Conscientious Objector Frying Pan Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

Each weapon is able to kill most classes in three or four hits. If you are using one of these weapons with the Crossbow, use the Crossbow instead, as it can both heal teammates and hurt enemies. Use the melee if you are forced into a close-combat situation, however, as it will do more damage than the Crossbow can at short range.

Ubersaw

Übersaw

The Ubersaw is fairly ineffective compared to the Bonesaw in Medieval mode because you are unable to use your ÜberCharge and the weapon swings slower. Unless you plan to use the taunt kill, disregard this weapon.

Vita-Saw

Vita-Saw

The Vita-Saw is a direct downgrade from the Bonesaw in Medieval mode, because you are unable to build up an ÜberCharge and you spawn with 10 less health. Unlike the Ubersaw, however, you cannot taunt kill. Thus, disregard this weapon entirely.

Amputator

Amputator

The Amputator is no longer a direct upgrade from the Bonesaw but still preferable. It deals less damage, but health recovers quicker when it is equipped and when you taunt it will heal all nearby teammates, at the cost of leaving you vulnerable for just over four seconds. Use this, instead of the Crusader's Crossbow to heal many teammates at once.

Solemn Vow

Solemn Vow

The Solemn Vow allows you to enter combat more intelligently, as you can gauge how much health enemy players have at the cost of a slower swing rate. Using this with the Crossbow enables you to select targets which have less health to go for, for a more likely kill.

Leaderboard class sniper.png Sniper

Since the Sniper retains one of his Primary Weapons, which happens to be a ranged weapon, he can still be considered a good class to play in Medieval Mode.

Primary Weapons

The Sniper Rifle, Sydney Sleeper, Bazaar Bargain, Machina, Hitman's Heatmaker, and AWPer Hand are not allowed.

Huntsman + variants

Huntsman Fortified Compound

As the only primary weapon the Sniper has, equip it if you have it. It is capable of dealing lethal force with a single shot, if aimed accurately. Additionally, use the various torches located throughout the map to light your arrows on fire to ignite enemies on hit.

Secondary Weapons

The Submachine Gun, Cleaners Carbine and Jarate are not allowed.

Razorback

Razorback

The Razorback is technically a direct upgrade, but is only useful if the enemy team has a lot of Spies. Use the Razorback if the enemy team has Spies running around or if you don't have Darwin's Danger Shield.

Darwin's Danger Shield

Darwin's Danger Shield

Darwin's Danger Shield provides 25 extra health, which is very useful in close quarters combat. Bullet and Explosion weapons are a non-issue so the other stats don't affect gameplay. Use this if Spies are not a problem.

Cozy Camper

Cozy Camper

The health regeneration is a bonus in this mode as there are few sources of healing when not able to pick up dropped health packs. The Cozy Camper will allow you to steady your aim while bleeding and/or on fire. Be prepared to retreat to cover and heal if using this as the heal rate increases if left undamaged.

Melee Weapons

Kukri + reskins

Kukri Saxxy Conscientious Objector Frying Pan Freedom Staff Bat Outta Hell Ham Shank Necro Smasher Crossing Guard

The Kukri is your run-of-the-mill stock weapon that deals moderate damage and has a moderate fire rate. It is also preferable over the other 3 Sniper melee weapons because of the disadvantages present by the non-Stock weapons.

Tribalman's Shiv

Tribalman's Shiv

The Tribalman's Shiv initially does 50% less damage, however, it causes enemies to bleed for 6 seconds. After the bleed effect, the weapon finishes at around 80 damage. However, this leaves the target time to heal himself. Use this where there are few medkits nearby. The Shiv can be used for Spy checking, as Cloaked Spies are noticeable if they are bleeding.

Bushwacka

Bushwacka

Due to this weapon dealing crits when it would normally mini-crit, it is more useful than the Kukri in several situations, such as someone being marked for death. However, without a way to create mini-crits yourself, it's not as useful as it would be with Jarate. The 20% damage venerability makes it a poor choice for joining the fray making it a weapon that relies on team strategy.

Shahanshah

Shahanshah

The Shahanshah increases your damage by 25% when you are lower than 50% of your max health, but decreases it by 25% when you have more than 50% of your health. If you are planning on melee fighting only, do not use this weapon. The damage increase for low health isn't usually worth less damage at high health.

Leaderboard class spy.png Spy

While a main job of the Spy - sapping and destroying buildings, is not available in Medieval mode, the Spy still retains his abilities to backstab, Cloak, and disguise. However, loss of the Revolver means that damage output can be very low if you are finding that your backstabs aren't landing.

Melee Weapons

Knife + reskins

Item icon Knife.png Item icon Saxxy.png Item icon Black Rose.png Item icon Sharp Dresser.png Item icon Festive Knife.png Item icon Botkiller Knife.png Item icon Gold Botkiller Knife.png

The Knife deals pitiful damage in one-to-one combat. It is highly advised that you stay away from fighting unless necessary and stick to backstabbing enemies only.

Your Eternal Reward + reskins

Item icon Your Eternal Reward.pngItem icon Wanga Prick.png

Since you now have lost one of your only tools in Medieval mode, you'll have to rely more on Cloak to hide. Once you have a disguise, feel free to move around freely, but still be careful not to blow your disguise with a stray attack. Remember to Cloak if you need to move around faster or escape.

Conniver's Kunai

Item icon Conniver's Kunai.png

The Conniver's Kunai's health reduction makes you very weak. Unless you are under the effects of its overheal, one melee swing from most classes can kill you. Play aggressively and try to land continuous backstabs to maintain your health and eliminate any negative status effects such as afterburn or bleeding. Using the Dead Ringer in conjunction with the Conniver's Kunai will allow you to quickly navigate behind enemy lines without dying quickly.

Big Earner

Item icon Big Earner.png

The Big Earner's health reduction does not make you as weak as the Conniver's Kunai, but the 25 health penalty can be a breaker in one-to-one combat. Play aggressively and get multiple kills to rapidly charge your Cloak for an escape, aided by the on death speed boost.

Spy-cicle

Item icon Spy-cicle.png

In Medieval mode, this weapon recharges instantly, granting immunity to being ignited. Use this if the enemy has many Sharpened Volcano Fragment-using Pyros or Huntsman Snipers, as it'll negate the afterburn aspect of the weapons. It can be regarded as a direct upgrade to the Knife.

PDA 1

Disguise Kit

Item icon Disguise Kit.png

Many of the basic strategies for the Disguise Kit hold true in Medieval Mode. Try to act like what that class would be doing. However, pay attention to what weapon your disguise is holding. If your disguise is holding a weapon that cannot be used in Medieval Mode, that gives the enemy team an obvious sign that you are a Spy. Press your "Use Last Disguise" key to change your weapon to melee.

PDA 2

Invisibility Watch + reskins

Item icon Invisibility Watch.png Item icon Enthusiast's Timepiece.png Item icon Quackenbirdt.png

As Medieval Mode maps are generally small, you won't need to cover a very large distance, which is where the Invisibility Watch excels. However, with few places to refill your Cloak, you'll find it hard to recharge yourself. Equip another watch to give yourself more versatility. However if you consider equipping Big Earner Cloak recharge can get somewhat easier.

Cloak and Dagger

Item icon Cloak and Dagger.png

Since Medieval maps have few, if any, places to refill ammo (except for fallen weapons), this is a good weapon to use for Medieval mode. Sneak behind groups of people and then land backstabbing sprees.

Dead Ringer

Item icon Dead Ringer.png

Since there are few places to refill your Cloak, it will be difficult to get anywhere far with the Dead Ringer. Use it with the weapons that reduce your health to survive in places of intense fighting.

See also