Combo (competitive)
The community competitive scene changes frequently. Some or all info may be outdated.
The Combo is a term used to refer to a medic and his medic buddy. This term is usually used in the context of competitive gameplay, to describe the Pocket Soldier or Heavy and the Medic he guards.
Overview
Medics are very weak, but they are also incredibly important to the success of any team. They provide healing, keep combat classes fighting, and generally tip the scales in their team's favor. One of the biggest reasons to keep a medic alive is the dreaded ÜberCharge. Regardless of whether the Medic is using the standard Medigun or the Kritzkrieg, an ÜberCharge is easily one of the biggest game-changing forces in Team Fortress 2. The competitive game revolves around the ÜberCharge, it can dictate when a team can push and if they can defend a control point, Medic picks are the most important pick and they can be game changing and round winning.This is because Medics lose any progress they have made on building their Über if they die, so it is essential to protect the Medic from harm at all times. For this reason, a designated Pocket player will play close to their Medic, and the Medic will do his best to keep his guardian alive. This Pocket-Medic pair is referred to as the Combo.
Strategy
This article will discuss the Combo's role in Competitive Team Fortress 2, based on the standard competitive format. The Combo's role involves both the Pocket player and the medic.
Pocket player
Pocket players in competitive Team Fortress 2 are usually Soldiers, but using Heavies as pocket players is not unheard of. The Pocket player's main duty is to defend the team's Medic from harm at all costs. Pockets should always check for enemies who may be attempting to flank them and attack their Medics, and prioritize those who are the biggest threat. Although the Pocket is an important player, a Medic is almost always more valuable than another combat class, so Pockets should be ready to die for their Medics if necessary. Soldiers have the advantage of being able to use their rocket launcher to juggle enemies and knock them away from their medics. Pocket players should remember that, because they are usually buffed to 300 HP - 450 HP if the pocket is a Heavy - they can spearhead most pushes into enemy territory. Pockets should be careful, however, to not ignore their Medics even in the middle of a push, as the loss of the Medic will usually cripple the push in turn.
Medics
Due to his lack of combat abilities, the Medic of a Combo must make the most of his Pocket player. Good communication with this player is essential; Medics shouldn't hesitate to call out a faraway Scout when they see one. In addition, Medics should try to let their Pocket take all the damage meant for them. Pocket players should be buffed to 300 health as Soldiers or 450 health as Heavies, so Medics should be ready to use their Pocket players as meat shields against incoming rockets and grenades. Also, a reliable Pocket player will always be willing to sacrifice his own life in order to save his Medic's. A good skill for Medics to learn is the ability to determine when the fight is lost and the death of a Pocket is inevitable. If this is ever the case, Medics should leave their Pocket when necessary and find another teammate capable of offering protection from the enemy team as soon as possible, preferably a team's roaming soldier.
Although a pocket can absorb a lot of the damage that comes the Medics way, it is still necessary for the Medic to be competent at dodging. The Medic is a movement based, thinking class. The Medic is almost an observer who is detached from the combat, he should be constantly looking around and keeping track of the ÜberCharges, both his and the enemy Medics. This is especially important when your team has managed to kill the enemy medic, this is because the enemy team will try and make a beeline for your Medic, whether it's a jumping Soldier, or a sneaky Scout who has jumped out from a clever hiding spot.