Healing is an ability primarily possessed by the Medic class while using his Medi Gun, Kritzkrieg, Quick-Fix, or Vaccinator. By training his healing beam on an ally (or a disguised enemy Spy), the Medic can actively restore the player's health. In addition to restoring health, healing also enables the Medic to fill up his ÜberCharge bar. The Medic cannot heal buildings, which must be repaired using an Engineer's melee weapon, such as the Wrench.
Healing and ÜberCharge rates
A Medic's healing rate is linearly based upon how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 24 health per second. From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 health per second. This mechanic, often referred to as "crit healing" or "out-of-combat healing", is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.[1]
This graph shows how Medic's healing rate changes for different mediguns based on how long it has been since his target last took damage.
ÜberCharge building rate is halved if the target is at 142.5% health or above. If more than one Medic is healing the target, charge building speed is divided by a factor of the number of Medics healing that target.[2] Dispensers and Payload Carts also reduce the charge rate when healing the same target.
For exact timings, see Ubercharge Rates.
Overheal
An overheal (commonly referred to as a "buff") indicates a player's health is up to 150% above their maximum HP (half of the player's normal health added on). Medics can overheal players with any secondary healing tool except for the Quick-Fix, which can only overheal up to 125%. Overheal is granted at the same rates as regular health. The player's health cross on the HUD will glow more brightly as they are more overhealed. A particle effect consisting of small team-colored health symbols will surround an overhealed player. The Hatless Update increased the size of the overheal symbols.
A Heavy wielding the Fists of Steel has 40% less maximum overheal, while a Sniper wearing the Razorback can't be overhealed.
A full overheal will fade away in exactly 15 seconds for all classes, provided that the player does not take additional damage. While the Heavy's health can be boosted to 450, it will return to its base of 300 in the same time as the Scout, whose health can be boosted from 125 to 185. The overheal decay rate is proportional to maximum health, so unlockable weapons which affect maximum health (such as the Conniver's Kunai and Gunslinger) also affect the rate at which overheal decays. Despite reducing maximum overheal, the Fists of Steel do not affect the overheal decay rate. A Heavy under the effects of the Dalokohs Bar will have 16.67% higher maximum health but a 33.3% slower overheal decay rate compared to a regular Heavy, dropping from a full buff of 450 health to 350 health in 15 seconds.
During setup time, or while approaching an objective, a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the speed at which the ÜberCharge bar rises (ÜberCharge rate is not affected during setup time).
Overheal will be retained if a player is being healed by a Quick-Fix.
Max overheal is rounded down to the nearest multiple of 5, i.e., 175 → 262.5 would be changed to 260.
Scout
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125
|
185
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158
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With the Sandman equipped
|
110
|
165
|
139
|
Soldier
|
200
|
300
|
251
|
With the Battalion's Backup equipped
|
220
|
330
|
276
|
Pyro
|
175
|
260
|
220
|
Demoman
|
175
|
260
|
220
|
With weapon slot boots equipped
|
200
|
300
|
251
|
With a head-taking melee weapon equipped with 0 heads
|
150
|
225
|
189
|
With a head-taking melee weapon equipped with 1 head
|
165
|
245
|
208
|
With a head-taking melee weapon equipped with 2 heads
|
180
|
270
|
226
|
With a head-taking melee weapon equipped with 3 heads
|
195
|
290
|
245
|
With a head-taking melee weapon with 4 or more heads
|
210
|
315
|
264
|
With weapon slot boots and a head-taking melee weapon equipped with 0 heads
|
175
|
260
|
220
|
With weapon slot boots and a head-taking melee weapon equipped with 1 head
|
190
|
285
|
239
|
With weapon slot boots and a head-taking melee weapon equipped with 2 heads
|
205
|
305
|
258
|
With weapon slot boots and a head-taking melee weapon equipped with 3 heads
|
220
|
330
|
276
|
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads
|
235
|
350
|
295
|
Heavy
|
300
|
450
|
376
|
Under the effects of the Dalokohs Bar or Fishcake
|
350
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500†
|
426
|
With the Fists of Steel equipped
|
300
|
390
|
346
|
With the Fists of Steel equipped and while under the effects of the Dalokohs Bar or Fishcake
|
350
|
440
|
396
|
Engineer
|
125
|
185
|
158
|
With the Gunslinger equipped
|
150
|
225
|
189
|
Medic
|
150
|
225
|
189
|
With the Vita-Saw equipped
|
140
|
210
|
176
|
Sniper
|
125
|
185
|
158
|
Spy
|
125
|
185
|
158
|
With the Big Earner equipped
|
100
|
150
|
126
|
With Conniver's Kunai equipped
|
70
|
105
|
89
|
Maximum overheal from Conniver's Kunai backstabs
|
N/A
|
210
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N/A
|
†Theoretical value. Overheal does not exceed 150% of the classes' maximum health.
Related achievements
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Master of Disguise Trick an opposing Medic into healing you.
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Team Doctor Accumulate 25000 heal points as a Medic.
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I'm Bat Man Survive 500 damage in one life.
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War Crime and Punishment In a single life, kill 3 enemies who have damaged a Medic that is healing you.
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Class Struggle Work with a friendly Medic to kill an enemy Heavy & Medic pair.
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Factory Worker Kill 20 enemies while being recharged by a dispenser.
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Redistribution of Health Heal 1000 damage with med-kits in a single life.
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(Not So) Lonely Are the Brave Keep a Heavy healed with your dispenser while he gains five kills.
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Doc, Stock, and Barrel Repair a sentry gun under fire while being healed by a Medic.
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Drugstore Cowboy Have dispensers you created dispense a combined amount of 100,000 health over your career.
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Doc Holiday Have a dispenser heal three teammates at the same time.
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Bedside Manner Be healing a teammate as he achieves an achievement of his own.
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Infernal Medicine Extinguish 100 burning teammates.
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Intern Accumulate 7000 heal points in a single life.
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Quadruple Bypass Heal a teammate who's taking fire from 4 enemies at once.
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Chief of Staff Accumulate 1 million total heal points.
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Hypocritical Oath Kill an enemy Spy that you have been healing.
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Specialist Accumulate 10000 heal points in a single life.
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Play Doctor In a team with no Medics, be the first person to switch to Medic after a teammate calls for 'Medic!', and then heal 500 health.
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Rain on Their Parade Jarate an enemy and the Medic healing him.
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FYI I am a Spy Backstab a Medic who has healed you in the last 5 seconds.
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Insurance Fraud Kill an enemy while you're being healed by an enemy Medic.
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May I Cut In? Backstab an enemy and the Medic healing him within 10 seconds of each other.
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Bugs
- Overheal health can sometimes reach 1-2 more health than the normal limit due to the rounding of health.
Gallery
"Medic!" bubble (health at or above 100%)
"Medic!" bubble, when hurt (health below 100%). The bubble becomes redder as the player takes more damage.
"Medic!" bubble, player bleeding (health at or above 100%)
"Medic!" bubble, when bleeding and hurt (health below 100%). The bubble becomes redder as the player takes more damage.
"Medic!" bubble when on fire (health at or above 100%)
"Medic!" bubble, when on fire and hurt (health below 100%). The bubble becomes redder as the player takes more damage.
See also
External links
References
Medic |
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