Basic Heavy strategy

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Let us fight; man versus tiny baby man.
The Heavy
Heavytaunt1.PNG

The Heavy is the largest, toughest, but slowest class in the game. Although his Minigun takes some time to rev up, it possesses some of the greatest damage output in the game, especially at close range. The Heavy can continue to keep his weapon revved in anticipation for future encounters. His great health pool and firepower makes him a very good Medic buddy. However, his large size and slow speed makes him a juicy target, especially for enemy Snipers or Spies, and his general loudness makes him subpar at ambushing. A good Heavy will coordinate with his team to tackle mission objectives together. His usefulness as a shock trooper while on offense or defense should not be underestimated by either side.

Primary weapons

Minigun + reskins

Minigun Iron Curtain

Think of the Minigun as a rapid-fire Shotgun; it is extremely powerful, but less effective over distances. Although the Minigun possesses a lot of firepower, it has a moderate wind-up time and firing it brings your speed to a crawl. Thus, you'll either want to have it as your active weapon at all times or simply use a different weapon when moving between areas. You can rev it while in midair, allowing you to catch enemies by surprise as you jump around corners.

Natascha

Natascha

Natascha will slow enemies, forcing them to stop and face you in combat. Additionally, the effects of slowdown will interrupt any nearby enemy's approach, retreat, taunts, and the consumption of lunchbox items. The reduced damage dealt means you will be at a significant disadvantage when facing an enemy Heavy with the normal Minigun or Brass Beast.

Brass Beast

Brass Beast

While the Brass Beast is the strongest weapon in the game in terms of damage per second, you are virtually immobile while using it. The long spin-up time makes it unsuitable for ambushing or constantly moving around. If you haven't already revved it up, you are very vulnerable to even frontal attacks. Use it alongside the Shotgun in defensive situations where you will move around less.

Tomislav

Tomislav

The Tomislav's faster rev time allows you to deal more initial damage, compensating for the overall reduction in firepower. Additionally, the silent spin-up makes it an excellent choice for ambushing enemies. Against most enemies, perhaps excluding an enemy Heavy, you should be able to quickly deal enough damage before the Tomislav's firepower disadvantage becomes significant. Pair it with the Gloves of Running Urgently to gain a relatively high degree of mobility.

Huo-Long Heater

Huo-Long Heater

The Huo-Long Heater deals the same amount of damage as the Minigun. When you have it revved up, it creates a surrounding ring of fire that ignites nearby enemies. However, deploying the fire ring continuously consumes ammunition, so you'll need to carefully choose when to rev it if expecting combat. Because you already deal much damage at close range, the fire ring is best used to reveal and deter enemy Spies that want to backstab you. The fire ring doesn't deal much damage; if you hear a Spy being ignited, you will need to react quickly to take him out, if he has the spycicle he won't be able to stab you. If a solid ammo source is available this weapon is technically a straight upgrade to the minigun.

Secondary weapons

Shotgun

Shotgun

Although the Shotgun is a secondary weapon and weaker than the Minigun, it can still deal plenty of damage. Use it when moving between areas, when slowing down to fire your Minigun would be inefficient.

Sandvich + reskins

Sandvich Robo-Sandvich

The Sandvich lets you replace a source of mobile firepower, the Shotgun, with the ability to heal yourself. Use the Sandvich to patch yourself up in between fights. Make sure to begin your meal somewhere peaceful, as you are helpless during its long consumption time. Use alternate fire to throw the Sandvich on the ground to heal allies, particularly any Medic you may work with.

Dalokohs Bar + reskins

Dalokohs Bar Fishcake

The Dalokohs Bar cannot heal you as quickly as the Sandvich and cannot be dropped for allies. However, because it has no 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 either a Dispenser or medkits.

Buffalo Steak Sandvich

Buffalo Steak Sandvich

The Buffalo Steak Sandvich is best used to move around the battlefield quickly. Avoid engaging enemies while under its effects, as you will take increased damage and be restricted to melee weapons only. Consider using it alongside the Fists of Steel to mitigate the increased damage you take from ranged attacks. Like the Sandvich, it can be thrown onto the ground to heal injured teammates.

Family Business

Family Business

The increased magazine size of the Family Business is balanced by its reduced damage, allowing it to be used for the same purposes as the Shotgun.`

Melee weapons

Fists + reskins

Fists Saxxy Conscientious Objector Apoco-Fists Frying Pan Freedom Staff Bat_Outta_Hell Memory Maker Ham Shank

If an enemy takes you by surprise at close range, it may still be worth it to just spin up your Minigun instead of switching to your Fists; you are slow and will probably be unable to get within melee range of your foe. Still, your large health pool does give you an advantage in a melee fight against one opponent.

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 switching to the Shotgun or simply continue swinging. Unless you're using the Tomislav, switching to your primary weapon will waste a significant portion of the boost.

Gloves of Running Urgently

Gloves of Running Urgently

Because you rarely engage in melee combat, you can use the Gloves of Running Urgently solely for its speed boost. This speed boost is useful for reaching the front lines or positioning yourself for an ambush, but not for retreating; taking the Gloves out will mark you for death, causing all damage taken to be mini-crits. For dangerous combat situations, switch back to your primary weapon early to allow the debuff to time out.

Fists of Steel

Fists of Steel

The Fists of Steel make you very difficult to kill with ranged weaponry and are particularly useful when you need to cross through open areas or retreat from a firefight. If an enemy tries to melee you, you can simply switch to one of your powerful ranged weapons and shred them.

Warrior's Spirit

Warrior's Spirit

If you are being healed by a Medic, the health penalty from the Warrior's Spirit is negligible. The slight damage increase does aid in killing enemies faster to an extent, but it is advised to choose a different weapon as melee combat is rare as a Heavy and 20 health can save your life.

Eviction Notice

Eviction Notice

The increased attack speed of the Eviction Notice does partially make up for the reduced damage. As it fires two times the punches it can crit more often, which can make up for the lower damage stat. Even though a crit with the Eviction Notice is weak, they come frequently.

Holiday Punch

Holiday Punch

Like when using the default Fists, the Holiday Punch is inefficient in standard combat due to your slow movespeed. If you do, however, catch a foe off-guard and force him to laugh, you can finish him off with almost any method of your choosing, including the Showdown taunt kill.