Difference between revisions of "Community Medic strategy"

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[[File:Medictaunt2.PNG|300px|right|Another successful procedure!]]
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{{Quotation|'''The Medic''' on "accidental" malpractice|I'm going to saw through your bones!|sound=Medic_taunts05.wav}}
  
[[File:Medictaunt2.PNG|300px|right|Another Successful Procedure]]
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As a [[Medic]], your primary role is to your teammates alive using the [[Medi Gun]]. The Medic is able to provide invulnerability via by deploying an [[ÜberCharge]]. This ability is often invaluable to the team both offensively and [[defense|defensively]], and can turn the tide of battle.
 
 
{{Quotation|'''The Medic'''|I'm going to saw through your bones!|sound=Medic_taunts05.wav}}
 
 
 
This article is about '''Community Medic strategy'''.
 
 
 
As a [[Medic]], the player's primary role is to keep his or her teammates alive using a Medi Gun. The Medic is also able to provide unique effect boosts over a short duration by deploying an [[ÜberCharge]]. The type of ÜberCharge effect depends on the type of Medi Gun used. The default [[Medi Gun]] grants invincibility, the [[Kritzkrieg]] grants guaranteed [[critical hits]], and the [[Quick-Fix]] grants accelerated healing and immunity to movement effects (knockback, stun or slowdown). These abilities are often invaluable to the team both offensively and [[defense|defensively]], and can turn the tide of battle.
 
  
 
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==Quick tips==
 
==Quick tips==
* Heal anyone who needs it, but focus on [[Heavies]], [[Soldiers]], and [[Demomen]]. These classes are the least likely to be killed by a single explosion, [[Critical hit]] or other random events, and are the main attack forces of the team.
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* Heal anyone who needs it, but focus on [[Heavies]], [[Soldiers]], and [[Demomen]]. These classes are the least likely to be killed by a single explosion, [[Critical hit]] or other random events.
  
* Try to be healing someone at all times. The Medic is not suited to survive against any class in direct combat.
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* Try to be healing someone at all times. You are not suited to survive against any class in direct combat.
  
* [[ÜberCharge]] is still built when a patient is at full health or [[healing#Overheal|overhealed]], but it charges [[healing#Healing and ÜberCharge rates|slower]]. Therefore, switch patients regularly.
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* [[ÜberCharge]] is still built when your healing target is at full health or [[healing#Overheal|overhealed]], but it charges [[healing#Healing and ÜberCharge rates|slower]].
  
* Keep movements constant and unpredictable and always be aware of your surroundings. Smart enemies will target Medics over their patients.
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* Keep movements constant and unpredictable and always be aware of your surroundings. Smart enemies will target Medics over their heal targets.
  
* The Heavy's large frame can be used as a shield to absorb incoming damage. The Medic can then heal his patient from damage taken. Still take note of any possible splash damage, which could knock you away from your healing target or even kill you.
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* It is preferable to use an Übercharge prematurely, even if no friendly player is in the area, instead of dying and losing it. This will give you a better chance to regroup with and heal the team rather than respawning.
 
 
* It is preferable to be invincible with an ÜberCharge prematurely, even if no friendly player is in the area, instead of dying and losing it. This will give the Medic a better chance to regroup with and heal the team rather than respawning.
 
  
 
==General strategy==
 
==General strategy==
* The Medic is the only class that can passively regenerate health. Medics that are left alone long enough will eventually return to full health by themselves.
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* You are the only class that can passively regenerate health.
** A Medic carrying the [[Syringe Gun]] will regenerate 3 HP/sec. After five seconds without damage, the regeneration rate increases to 6 HP/sec, but will drop back to 3 HP/sec upon taking damage again. A Medic that is carrying the [[Blutsauger]] will heal 2 less health per second (base 1 HP/sec, up to 4 HP/sec). Carrying the [[Crusader's Crossbow]] and [[Amputator]] will make the Medieval Medic polycount set, which increases health regeneration rate by 1 HP per second (base 4 HP/sec, up to 7HP/sec). Opting for the stock Syringe Gun grants the Medic marginally faster health regeneration, especially when going unharmed for a period, and increases survivability when under the effects of [[fire]] and [[bleeding]]. Using the Medieval Medic set will greatly enhance your survivability (it will actually negate the Degreaser's afterburn), but will diminish your self-defense abilities should you lose your patient, since the Crusader's Crossbow is not suitable for direct combat.
 
*** Since Medics cannot heal themselves directly (Save for the [[Oktoberfest]] taunt from the Kritzkrieg), they should have first priority for health pickups. Ask teammates to not pick up health packs, and heal them in return. This is also better for building up the ÜberCharge meter.
 
  
* Being an effective Medic demands good communication more than using other classes. A Medic should communicate with his or her patient(s) about upcoming dangers and enemy Spies, as they better prepare themselves to deal with the threat. A simple message to teammates can make all the difference between a successful push/defense and death. If possible, use a microphone to communicate such information to teammates.
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* Much more than any other class, being an effective Medic relies on good communication with teammates. You should communicate with his or her heal target(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat.
** In the same vein, Medics should inform their teammates when they have an ÜberCharge ready. A good teammate will say when he or she is ready for the charge; otherwise, the Medic must use judgment according to the situation. Of course, this means that the opposite team can be notified as well.
 
  
* The healing beam from any healing gun can heal targets so long as the Medic has a direct line of sight to the patient. This allows a Medic to heal patients from behind cover, protecting the Medic from enemy fire. Once the Medi Gun is locked onto its target, the Medic can face any direction without interrupting healing. This leaves players free to watch for [[Spy|Spies]] or ambushes in general, as Medics make for high-priority targets.
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* The [[Medi Gun]] beam can heal targets so long as you have a direct line of sight to your heal target. This allows you to heal targets from behind cover.
  
* Remember to always keep moving and scan the surrounding area, especially the rear guard. This can significantly reduce the chances of being killed by enemy Snipers or Spies, which are natural predators of the Medic.
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* Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for [[Spy|Spies]] or ambushes in general, as Medics make for high-priority targets.
 
 
* Enemy [[Spy|Spies]] in [[disguise]] can also call for a Medic. Attempting to walk through the patient is an effective means for a Medic to [[Spy-check]]. Teammates that cannot be walked through are Spies, and should be dealt with as soon as they are discovered.
 
** Also note the "damage meter" of a teammate compared to their health. If a "teammate" is at above half health when you are looking at them, but their current Medic call is in the red zone then the person calling Medic is a Spy.
 
 
 
* There are two game options that are useful to Medics. The first, "Medi Gun continues healing without holding down fire button," allows Medics to continuously heal without holding their primary fire button. The second, "Injured teammates automatically call out," automatically highlights teammates under a certain amount of health and denotes them with an audio indicator as well. These options are accessed by selecting the "Advanced Options" from the main menu.
 
** The health level at which the "Injured teammates automatically call out" feature activates can also be set in the Advanced Options, under the "Auto-call health percentage" slider, which is set to 60% health by default. Set the slider to whatever value you think is appropriate.
 
  
 
===Combat strategy===
 
===Combat strategy===
* As above, Medic players should remember to be constantly moving and keep an eye on their surroundings in order to make it harder for enemies to kill them. Medics are high-priority targets in the game, so players should do everything in their power to protect themselves and their patients.
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* When in combat, your top priority is to keep as many teammates alive as possible, while doing the same for yourself. Always focus on healing teammates that are under the most fire.
** However, due to Medics being high-priority targets, this can be used to the team's advantage by acting as bait. Most players cannot resist chasing or attacking a lone Medic, so players can get the attention of an enemy and lure him or her into an ambush. While most players will not follow Medics around blind corners where they know a large number of defenses can be, it's still possible to lead them into a [[Sentry Gun]] if the Sentry Gun was recently set up. A more reliable way to accomplish this is to lead enemy players into your [[Medic buddy]].
 
 
 
* A common mistake that some Medics make is healing only one person while ignoring other teammates. There is a reason why the game is called "Team Fortress"; victory depends on teamwork. On the battlefront, many people become wounded and in need of a Medic so they can return to battle as quickly as possible. Healing multiple people also benefits the Medic, as players will receive [[kill assist|assist]] credits for teammates' kills, and healing damaged teammates will build [[ÜberCharge]] faster.
 
 
 
* When in combat, a Medic's top priority is to keep as many teammates alive as possible, while doing the same for himself. Always focus on healing teammates that are under the most fire. Also be sure to keep an eye out for teammates in the red, and keep them alive.
 
  
* Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called '''pocketing'''. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges. Keep in mind that certain classes are better for pocketing than others. Refer to the [[Medic buddy]] page for more details.
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* Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called '''pocketing'''. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.
 
 
* In desperate circumstances, fighting back may be the best option for a Medic. Using the Syringe Gun or [[Bonesaw]] correctly can kill the attacker or inflict enough damage to force the enemy to retreat, while preserving the Medic's precious ÜberCharge. In the case of the Übersaw, it may allow the players to build their ÜberCharge meters faster, albeit at higher risk.
 
 
 
* For players expecting to have to fight back against enemies, the Blutsauger is a better choice, as it allows players to regain health at a very fast rate while defending themselves. This can forestall or even prevent death in otherwise hopeless situations.
 
 
 
*If you need a good ranged or focused attack, use the [[Crusader's Crossbow]]. This weapon can be useful in attacking over a long distance, and it will do more damage per hit than the Syringe Gun. This weapon is also useful if you have a Sniper that is kindly standing still, friend or foe. Do note that, despite this weapon's long range capability, if you are going to be in more closed areas then the Syringe Gun would do more damage, as the crossbow is harder to hit strafing or moving enemies with.
 
  
 
===General ÜberCharge strategy===
 
===General ÜberCharge strategy===
* A Medic's top priority is to build and strategically deploy [[ÜberCharge]]s. An ÜberCharge can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
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* Your top priority is to build and deploy [[ÜberCharge]]s. An ÜberCharge can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
 
 
* The ÜberCharge meter fills faster if the Medic is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s and [[Demoman|Demomen]]) can be a tremendous help when out of combat. (Note that during the [[Setup]] phase, charge rate is maximized regardless of the patient's health, as long as no two Medics are healing the same patient.)
 
 
 
* Activating the ÜberCharge at the right time can change the tide of battle. Always try to deploy the ÜberCharge as late as possible, such as after being engaged by the enemy instead of before. This can lengthen an offensive/defensive push, but waiting too long often results in death. Similarly, deploying an ÜberCharge early will waste precious charge time and end the push earlier than necessary.
 
 
 
* Both the Medic and the patient are unable to capture [[Control Points]], carry the [[Intelligence]] or push the [[Payload]] cart while ÜberCharged. However, they will both receive [[point]]s for being on the capture point or Payload cart while ÜberCharged as a fellow teammate captures it, and may protect teammates from enemies while the point is being capped or the cart is being pushed.
 
 
 
* [[Knockback]] is often used to counter ÜberCharges, separating Medics from their healing targets or pushing them towards environmental hazards. Enemy Pyros, Soldiers, Demomen, and Sentry Guns will use knockback to their advantage until the ÜberCharge ends. A Medic and the ÜberCharged teammate should target these enemies first. If the Medic is launched far back enough, to the point where he/she is not healing his/her [[Medic buddy]], the best option is to run back to cover and continue to build up ÜberCharge for the next push. If the Medic can go back to his/her heal target, it's best that both the Medic and the [[Medic buddy]] make a run back for cover, since the Medic would have to catch up to his/her heal target, much of the Übercharge by this point would already be depleted. Continuing to push could risk both the Medic and his/her heal target to be killed.
 
 
 
* An ÜberCharged [[Pyro]] is incredibly dangerous, especially against Sentry Guns and in tight quarters. Even with only 8 seconds of invulnerability, a Pyro can do an astounding amount of damage, as the Pyro is much faster than the Heavy and doesn't have to pause to reload like the Soldier or Demoman. However, beware that the Pyro has to get very close to targets in order to do damage, and that the enemy team will likely try to keep the ÜberCharged pair away using knockback.
 
 
 
* A common problem for an ÜberCharged teammate trying to destroy enemy Sentry Guns is the Sentry Gun's knockback, as the knockback can force the players out of range to destroy it. To deal with this, the Medic can draw the Sentry Gun's fire and knockback to themselves. This allows the patient to get close enough to destroy it. The Medic should avoid jumping while doing this as the knockback on airborne targets is significantly more forceful and can break the precious connection between you and your patient.
 
  
* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, the Medic should activate it when many other teammates are nearby and strike as a team. The ÜberCharged pair may frighten and distract the enemies, drawing fire away from the teammates and effectively making it easier for them to attack.
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* The ÜberCharge meter fills faster if you're is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves ([[Soldier]]s and [[Demoman|Demomen]]) can be a tremendous help when out of combat. (Note that during the [[Setup]] phase, charge rate is maximized regardless of the heal target's health, as long as no two Medics are healing the same heal target.)
  
* While under the effects of an ÜberCharge, it's possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period. Note that this drains the ÜberCharge faster than an ÜberCharge on only one person.
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* [[Knockback]] is often used to counter ÜberCharges, separating you from your healing target or pushing you towards environmental hazards.
  
* Should the Medic feel that while healing a teammate, neither will survive, the Medic can abandon the teammate. This will allow the collected ÜberCharge to be retained for later use, that would otherwise have been lost. Additionally, keep in mind that the Medic may be their teams only source of healing, and that the [[Respawn|respawn time]] the Medic is out of the game can cost dearly.
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* Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when many other teammates are nearby and strike as a team.k.
  
* See the [[ÜberCharge strategy]] page for more information.
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* While under the effects of an ÜberCharge, it's possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period.
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** Note that this drains the ÜberCharge faster than an ÜberCharge on only one person.
  
 
== Weapon Specific ==
 
== Weapon Specific ==
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* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies.
 
* Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies.
  
* The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder for the player. Players must lead their targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, a Medic can do a good deal of damage.
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* The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.
 
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
 
** The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
  
* Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than a Medic running backwards. This allows Medics to spray their pursuers with needles while keeping their opponents at a respectable distance.
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* Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.
 
 
* Due to the arcing nature of the needles, players can fire over obstacles, allowing Medics to hit targets that are not in their direct view.
 
** The Syringe Gun can prove effective against unattended Sentry Guns. A Medic can safely attack the Sentry Gun by using the needles' arc.
 
 
 
* The Syringe Gun has a better passive heal than the Blutsauger, so dedicated healing Medics are better off wielding the Syringe Gun. The increased passive heal also dramatically reduces the effect of [[fire|afterburn]].
 
 
 
* The Syringe Gun is ideal for Medics who can rely on their teammates, as the greater health regeneration bonus will allow the Medic to focus on healing instead of shooting.
 
  
 
==== [[Blutsauger]] ====
 
==== [[Blutsauger]] ====
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* The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration. This allows for a more offensive Medic, as the bulk of their self-healing will come from attacking enemies.
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* The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration.
  
* The Blutsauger's health regeneration makes it much better retreat weapon if attacked by enemy players and no teammates are nearby. Players that expect to encounter situations where they must fend for themselves (such as immediately after their [[Medic buddy|buddy]] has been killed) should consider using the Blutsauger.
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* The Blutsauger's health regeneration makes it much better retreat weapon if attacked by enemy players and no teammates are nearby. If you expect to have to fend for yourself, consider using the Blutsauger.
 
 
* The Blutsauger cannot overheal the Medic using it, only restore the user to full health. So keep in mind that the Blutsauger is more of a survival weapon than a self-buff weapon.
 
 
 
* If caught behind enemy lines without a buddy, a Medic can use the Blutsauger while retreating in order to regenerate just enough health to get away safely.
 
 
 
* Due to the lower health regeneration ability of the Blutsauger, Medics on [[fire]] must rely on the Blutsauger to restore health in the event that no other nearby healing sources are available. Keep this in mind if the enemy team has a large number of [[Pyro]]s.
 
  
 
====[[Crusader's Crossbow]]====
 
====[[Crusader's Crossbow]]====
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* The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
 
* The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
** Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled. As such, firing indiscriminately into a crowd of enemies and teammates can help no matter who you hit.
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** Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled.
*** The Crusader's Crossbow cannot overheal teammates. If a player is already at full health, use the [[Medi Gun]] you have equipped instead.
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** The Crusader's Crossbow cannot overheal teammates.
  
 
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's [[Huntsman]], so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal [[headshot]]s.
 
* The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's [[Huntsman]], so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal [[headshot]]s.
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* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
 
* When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
  
* If a teammate needs healing but it's dangerous to reach him, taking out the Crossbow might be a good idea.
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* If a teammate needs healing but it's dangerous to reach him, using the Crossbow might be a good idea.
  
* Due to its low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate as the Crusader's Crossbow deals less damage the closer the enemy is.
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* Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.
  
* Unlike the Huntsman, the crossbow can be fired underwater and midair, allowing for nasty underwater and aerial surprises.
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* Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and midair.
  
* If need be, you can fit a long range fire support role with this weapon. While it cannot deal headshot crits, the damage over range effect can stack up fine from a good vantage point, and you can not only deal damage but heal teammates from far away.
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* If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away.
** This weapon is also useful for taking out Snipers if aimed right, as they will generally be further away. One of the better ways to approach this is after a few teammates killed by a Sniper and you don't see any teammates actively seeking them out. Take a few seconds to pull out your crossbow and make sure you can aim without getting killed. Due to the lower health of Snipers, you can generally take them out in two shots. If the Sniper is dedicated to aiming at your group, then you can take them out when they come out of hiding.
 
*** Also, if you are skilled enough with this weapon, then despite no headshots you could take over the role of a Sniper and act as a full time offense. While it's not recommended that you do this, as you are still the one active healer of the group, sharpshooting from the back may do more for you team than healing them at the front. This might also allow you to spot a Spy you might have missed otherwise standing near the crowd.
 
  
 
==== [[Overdose]] ====
 
==== [[Overdose]] ====
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* The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic [[speed]].
 
* The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic [[speed]].
** Note: The speed boost only applies while you have the Overdose drawn. It will not work if you are using your [[Medi Gun]] or Melee weapon.
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** The speed boost only applies while you have the Overdose drawn.
 
 
* If you are building an Übercharge but your [[Medic buddy]] gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
 
 
 
* If you use the [[Vita-Saw]] with the Overdose, you can use the slight speed boost from 20% Übercharge to get back to the front line and your team faster.
 
  
* The Overdose is more of an escape tool than a weapon due to its lowered damage. So don't build your Über meter and go in needles blazing. You will have a hard time getting kills and run a higher risk of losing your Übercharge.
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* If you are building an Übercharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
  
* Alternatively, if you need to make an urgent kill (i.e. a nearby enemy is carrying the intelligence), you can chase him down with your increased speed. He may not expect to be attacked by a Medic.
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* If you need to make an urgent kill, you can chase an enemy down with your increased speed.
  
 
===Secondary Weapons===
 
===Secondary Weapons===
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* '''One of the most important aspects of playing the Medic is understanding what [[Overheal]]ing is, and how it works.'''
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* The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
* If a Medic heals a teammate already at 100% health, it will raise them to 150% health (''overhealed''). The time it takes depends on the class, as well as how much time has passed since the patient has taken damage; those with the highest starting health take the longest to overheal, and a teammate that has not taken damage in a while will be healed faster.
 
  
*The overheal will decay completely in exactly 20 seconds for all classes as long as the overhealed target takes no damage. For example, a [[Heavy]] has more overheal health to lose than a [[Scout]] does, but since both decay back to normal health in 20 seconds, the Heavy loses more overheal health per second.
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* When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
  
* The HUD indicates overheal by a pulsing border around the health indicator of the heal target (both on the heal target's HUD and the Medic's heal target display). The border will diminish as the overheal decays.
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* If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter.
  
* When approaching an objective, the Medic should try to keep multiple teammates on the front line overhealed instead of only a single teammate.
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* Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
  
* Overhealing players fills the ÜberCharge meter at the same rate as healing injured players does, so overhealing teammates should be a priority. However, keeping a player constantly overhealed will reduce the charging rate in half.
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* Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than to overhealing another to 150%.
 
 
* The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds. This allows Medics to quickly heal players that have been out of battle for a long period of time up to full health very quickly.
 
 
 
* When healing a patient, the Medi Gun will stay "locked-on" to the patient until the primary fire key is released (provided that the "Medi Gun continues healing without holding down fire button" option has not been enabled) or the target moves out of range.
 
 
 
* A healing Medic should never stop moving. The Medic is a prime target for enemy [[Spy|Spies]] and [[Sniper]]s. Constantly jumping, ducking, and [[strafing]] can greatly increase life expectancy.
 
 
 
* Since Medics do not have to face their patients in order to heal them, players should be constantly watching every direction, especially behind their teammates. Spotting a Spy or a hidden enemy and alerting teammates can save their lives.
 
 
 
* The Medi Gun will continue to heal its target so long as that player is within a certain distance and has a direct line of sight, so always try to heal teammates from behind cover. Using this tactic can keep the enemy from lining up a shot while still healing. However, enemies can see the beam and use it to find the Medic.
 
 
 
* If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter. Medics that survive can escape and continue to heal teammates and rebuild their ÜberCharge meters, rather than dying and being forced to respawn.
 
 
 
* Medics should heal each other whenever possible. This way both Medics can stay alive longer and retain any charge in their respective ÜberCharge meters.
 
 
 
* A Medic should heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than to overhealing another to 150%.
 
 
 
* The ÜberCharge builds faster by healing anyone under 150% of their max health. If no one can self-damage themselves to keep this fast rate going, keeping group of people to up to 150% will essentially build it just as fast as a Soldier or Demoman hurting themselves.
 
  
 
====[[Kritzkrieg]]====
 
====[[Kritzkrieg]]====
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|}
 
|}
  
* The Kritzkrieg is an unlockable healing gun for the Medic. Its Übercharge charges 25% faster than the Medi Gun's, and provides guaranteed [[Critical hit]]s to the Medic's patient instead of invulnerability for the duration of its deployment.
+
* The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's, and provides guaranteed [[Critical hit]]s to the Medic's heal target instead of invulnerability for the duration of its deployment.
 
 
* The effectiveness of the Kritzkrieg relies a lot on the skill level of the patient; a buddy who knows how to use a Kritzkrieg Übercharge effectively can deal significantly more damage to the enemy. The ÜberCharge only provides a benefit to the patient so the Medic cannot benefit from it, and because it doesn't have any invulnerability like the [[Medi Gun]], the patient can die if he or she isn't careful enough.
 
  
 
* The Kritzkrieg's ÜberCharge is useless against a [[Medi Gun]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
 
* The Kritzkrieg's ÜberCharge is useless against a [[Medi Gun]]'s ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
  
* Although Crits count as normal damage against [[buildings]] and so won't help against the Sentry Gun itself, a Kritzkrieg charge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun, as well as any other players near it. Once the Engineer is dead, the Sentry Gun can be quickly disposed of.
+
* Although Critical hits count as normal damage against [[buildings]], and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
  
 
* Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
 
* Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
** Soldiers excel in using direct fire to take out compact groups of enemies, such as on a Capture Point or around the Payload cart. If deploying a Kritzkrieg on a Soldier, be sure they have a normal Rocket Launcher and not the Direct Hit, Black Box, or Liberty Launcher, as the main portion of the damage will come from the splash damage, and the ammo capacity is vital. As the reload time after firing all four rockets can take a while, try having two Soldiers there and switching as soon as the first one finishes firing. Be cautious if the opposing team has a skilled Pyro, as their compression blast can turn the Soldier's Crit rockets back on you.
+
** Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
** Demomen will yield varying results compared to Soldiers. While a direct hit from a Crit grenade does a considerable amount more damage than a rocket, the splash radius is smaller compared to that of the Rocket Launcher. The Sticky Launcher may be a better choice, as airburst stickies do considerable damage, without the need for a direct hit. Heep in mind, however, that stickies placed before being Kritzed will not deal Critical hits if detonated during the charge, unless they were random Crits to begin with. The same issue with reload times as the Soldier also applies.
+
** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the Kritz; Critical hits also don't suffer from damage falloff over distance, the Heavy can be very lethal even at long ranges
** Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the Kritz. Also, as Critical hits don't have damage fall-off over distance, the Heavy can be very lethal even at long ranges. A Heavy using [[Natascha]] has the added bonus of slowing down any nearby targets that are hit, making them easier to kill.
+
 
* If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz target - every hit while charged does the same damage as a headshot.
+
* If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz target - every hit while charged does the same damage as an un-charged headshot.
  
 
* The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
 
* The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
 
* The Kritzkrieg's taunt, [[Oktoberfest]], restores 11 HP upon use. While this amount is small, it can prevent death in desperate situations.
 
 
* Remember that a Medic deploying a Kritzkrieg ÜberCharge is still vulnerable to damage, and thus can still be killed. Try to use a Kritzkrieg ÜberCharge before taking damage, so that the charge recipient will be able to kill whatever threats are present before they can retaliate. Beware Spies and Snipers; a good headshot will stop the charge.
 
 
* The quicker charging rate also means it will be ready more often, which makes the Kritzkrieg more flexible for countering enemy pushes. This makes it very useful when defending on Attack/Defend maps such as [[Dustbowl]], especially on the final point. With plenty of cover fire from teammates, a well used Kritzkrieg charge on a Heavy can wipe out the enemy team's front line, allowing teammates to push them back.
 
  
 
=====[[Oktoberfest]]=====
 
=====[[Oktoberfest]]=====
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* Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
 
* Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
  
* In dire situations such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death. However, it still should not be regarded as a reliable way to regain health.
+
* In dire situations such as being on [[fire]] or [[bleeding]], it's possible that using this taunt can prevent death.
 
 
* If the "Medi Gun continues healing without holding down fire button" option has been enabled, players can use the Oktoberfest taunt while healing a teammate simultaneously.
 
  
 
====[[Quick-Fix]]====
 
====[[Quick-Fix]]====
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|}
 
|}
  
* The Quick-Fix is a craftable secondary for the [[Medic]]. It has a 40% faster heal rate and a 25% faster charge rate. It cannot overheal, however. The Quick-Fix can also let you move as fast as any heal target faster than you. Its Übercharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects such as from [[Natascha]].
+
* The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects, such as [[Natascha]]'s slowdown. It cannot overheal, however.
 +
** The Quick-Fix can also let you move as fast as any heal target faster than you.
  
 
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
 
* The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
 
* Note that the Megaheal does NOT heal the Medic who is using it if he is not healing a target. Therefore, if a Medic buddy is killed during the Megaheal, it could mean death for the Medic himself.
 
  
 
* The Quick-Fix lets you move as fast as [[Scout]]s when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
 
* The Quick-Fix lets you move as fast as [[Scout]]s when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
  
* With the faster charge rate, the [[Übersaw]]'s ability to fill up your Über meter faster is negligible. The [[Solemn Vow]] and [[Amputator]] are better recommended weapons to take with the Quick-Fix.
+
* Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire.
 
 
* Try not to deploy your Megaheal if you and your [[Medic buddy|buddy]] are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire.
 
 
 
* Always keep in mind that you are never invincible with the Quick-Fix; whilst you may be impossible to separate from your patient (due to knock-back prevention) and very hard to kill, remember that a well structured opposition or a single Spy can easily render your push moot.
 
  
* Remember that the "Megaheal" effect also applies to the Medic himself. This means that you can activate it to restore you to full health quickly and save yourself from death.
+
* Always keep in mind that you are never invincible with the Quick-Fix; whilst you may be impossible to separate from your heal target (due to knock-back prevention) and very hard to kill, remember that a well structured opposition or a single Spy can easily render your push moot.
 
 
* Like the Kritzkrieg, the Quick-Fix can not be used to prevent a death from being ambushed alone, since the Megaheal only heals you when you have a present healing target.
 
  
 
===Melee Weapons===
 
===Melee Weapons===
====[[Bonesaw]]/[[Saxxy]]/[[Conscientious Objector]]====
+
====[[Bonesaw]]/[[Saxxy]]====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
! class="header" width="20%" rowspan=2 | Weapon
 
! class="header" width="20%" rowspan=2 | Weapon
Line 409: Line 316:
 
! {{Table icon|Bonesaw|Stock}}
 
! {{Table icon|Bonesaw|Stock}}
 
| align="center" | {{Icon killicon|weapon=Bonesaw}}
 
| align="center" | {{Icon killicon|weapon=Bonesaw}}
| rowspan=3 |0.8 seconds
+
| 0.8 seconds
| rowspan=3 |65
+
| 65
| rowspan=3 |195
+
| 195
 
|-
 
|-
 
! {{Table icon|Saxxy|Promotional}}
 
! {{Table icon|Saxxy|Promotional}}
 
| align="center" | {{Icon killicon|weapon=Saxxy}}
 
| align="center" | {{Icon killicon|weapon=Saxxy}}
|-
+
| 0.8 seconds
! {{Table icon|Conscientious Objector|Purchase}}
+
| 65
| align="center" | {{Icon killicon|weapon=Conscientious Objector}}
+
| 195
 
|}
 
|}
  
 
* The [[Bonesaw]] has more front-loaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
 
* The [[Bonesaw]] has more front-loaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
  
* The Medic's higher-than-standard speed often makes this weapon more likely to score kills than other melee weapons, but should still only be used as a last resort. Remember that the Medic's job is to stay alive and support their team, not to directly kill the enemy.
+
* When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.
 
 
* When [[Spy-check]]ing teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack Medics whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.
 
 
 
* The [[Solemn Vow]] and the [[Amputator]] are direct upgrades towards the Bonesaw and the [[Saxxy]] and they have no downsides, it's better recommended using the Solemn Vow or the Amputator over the Bonesaw and the Saxxy.
 
  
 
====[[Übersaw]]====
 
====[[Übersaw]]====
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* The Übersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
 
* The Übersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
** If the ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. Be sure to keep an eye out for this to see if the Spy really was killed.
+
** Your ÜberCharge meter does not increase upon killing a Spy that is using the [[Dead Ringer]]. Be sure to keep an eye out for this to see if the Spy is really dead.
  
* The Übersaw will still add to the ÜberCharge meter if the player hits a Scout under the effects of [[Bonk! Atomic Punch]]. Since most Scouts tend to use Bonk! in range of teammates' Sentry Guns, it's another safe way to build ÜberCharge.
+
* The Übersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of [[Bonk! Atomic Punch]].
  
 
* Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
 
* Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
  
* If fighting an enemy and the ÜberCharge meter is relatively filled, try to use the Übersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg or Quick-Fix is not being used.
+
* If fighting an enemy and the ÜberCharge meter is almost full, try to use the Übersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg or Quick-Fix is not being used.
 
 
* By using the Übersaw and Medi Gun in conjunction with another Medic with the same combination, players can use the Double Medic strategy. One Medic will fill his or her ÜberCharge meter with the Übersaw by hitting enemies with melee attacks, while the second Medic deploys an ÜberCharge on the first Medic. Once the second Medic's ÜberCharge is depleted, the first Medic switches to the Medi Gun and deploys his or her ÜberCharge on the second Medic, who then takes out the Übersaw to build his or her ÜberCharge meter. This is known as a [[Chain Über]], requiring skill to master, but it can be very effective if used correctly.
 
 
 
* A successful blow while having released the Übercharge will also refill it, making the Übercharge longer, keep in mind, though, that the Übercharge has no effect while holding any weapon other than the Medi Gun, which means, you should only use this advanced tactic if you and your patient are safe for a moment and you see a light class advancing, this tactic may also be of effect if you are ambushed while alone, making you invulnerable to the Enemy push and, for moments of his unawareness, you can score one or two hits with the saw, prolonging your Charge further, then switching back to the Medi Gun.
 
 
 
* When healing a patient and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee.
 
  
* If an enemy is oblivious to you and your patient, you could easily land a few blows with the Übersaw and build up the Über quite a bit.
+
* When healing a heal target and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee.
  
* If you find yourself behind enemy lines with no heal target, a few hits with the Übersaw may give you enough charge to deploy an Über and return to your teammates while invulnerable.
 
 
=====[[Spinal Tap]]=====
 
=====[[Spinal Tap]]=====
 
{| class="wikitable grid" width="100%" style="text-align: center;"
 
{| class="wikitable grid" width="100%" style="text-align: center;"
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|}
 
|}
  
* Due to the length of the taunt, it (like all other taunts) is not recommended unless used against distracted foes. If a Medic happens to encounter a Heavy firing the Minigun from behind, it's possible to take the Heavy out with this taunt. It can also be fun to use during humiliation, but it's not the best taunt to use during this period.
+
* Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
 
 
* The taunt adds 100% to the ÜberCharge meter upon killing an enemy. Try to use the taunt wisely, and judge whether the risk is worth the reward. Remember, executing the taunt successfully fully charges the ÜberCharge meter, regardless of the victim's health.
 
  
 
* This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player but it will still give 100% ÜberCharge.
 
* This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player but it will still give 100% ÜberCharge.
  
* Remember that, like the [[Skewer]] taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of the Medic during the retraction part of the animation.
+
* Remember that, like the [[Skewer]] taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
** Similarly, stunning an enemy doesn't nescessarily guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy (especially noticeable on Scouts) may move the target outside of the kill zone before the retraction animation.
+
** Similarly, stunning an enemy doesn't nescessarily guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy may move the target outside of the kill zone before the retraction animation.
  
 
====[[Vita-Saw]]====
 
====[[Vita-Saw]]====
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|}
 
|}
  
* The Vita-Saw is a craftable melee weapon for the Medic. It allows players to retain up to 20% of their ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
+
* The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 20% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
 
 
* A good tactic with this weapon is to play more offensively (both via direct attacks against the enemy and supporting classes like Scouts or Pyros) when the charge hasn't reached 20%. However, try to focus on healing teammates rather than attacking.
 
 
 
* Due to the health penalty, players can be killed more easily by lighter classes such as Scouts and Pyros. So try to flee earlier when being attacked.
 
** Conversely, the health penalty is less noticeable when being attacked by heavier classes like Soldiers and Demomen, as such classes are able to kill lone Medics with 150 HP just as easily.
 
  
* Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow players to put more pressure on the enemy team, and also to have an ÜberCharge ready much faster should the enemy make a push.
+
* Due to the health penalty, you can be killed more easily by lighter classes such as Scouts and Pyros.
** Using the Kritzkrieg or Quick-Fix in combination with the Vita-Saw will allow players to build up ÜberCharges even faster. Remember that if killed during an ÜberCharge, charge will still be retained, so the Vita-Saw is useful as a safety.
 
  
* Using the Medi Gun in combination with the Vita-Saw can help to build a defensive ÜberCharge faster as well, in case the Medic is killed as the enemy team pushes and teammates need to retake the area. The time reduction when building charge will allow the team to bounce back faster in these situations.
+
* Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
 +
** Using the Kritzkrieg or Quick-Fix in combination with the Vita-Saw will allow you to build up ÜberCharges even faster.
  
* The Vita-Saw has the same attack rate as the Bonesaw. However, the 10 HP penalty may prove to be the deciding factor in a close melee fight, so think whether the current situation could lead to a melee conflict.
+
* Remember that if you're killed during a Kritzkrieg ÜberCharge or Quick-Fix Megaheal, up to 20% of what charge you had left will still be retained.
  
 
====[[Amputator]]====
 
====[[Amputator]]====
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|}
 
|}
  
* The Amputator allows players to use the [[Medicating Melody]]. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Medi Gun or Kritzkrieg. However, as with all other taunts, the player cannot move and is completely vulnerable for the duration of the taunt.
+
* The Amputator is a craftable melee weapon for the Medic. The Amputator allows Medics to perform the [[Medicating Melody]] taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Medi Gun or Kritzkrieg.
 
** As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge.
 
** As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge.
  
* Having no downsides, it's a complete upgrade to the [[Bonesaw]], so use it if you have it.
+
* Having no downsides, the Amputator is a complete upgrade to the [[Bonesaw]], so use it if you have it.
  
 
* Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.
 
* Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.
** If possible, try to use the taunt while backed up against a wall, so that Spies cannot get easy backstabs.
 
 
* Remember that, as it cannot overheal players, the Medicating Melody should only be used when several teammates are injured or are under attack at the same time. This makes it an excellent tool to use in defensive situations in order to keep them in the fight for longer.
 
 
* While not common, an all melee mode (such as sudden death conditions) means that you can still heal with this weapon. This makes it very useful in an all melee match, and very powerful in a match that restricts healing.
 
 
* Note that, while it leaves you very open, the Medicating Melody might be good for helping healing entire crowds of your teammates in certain conditions. The fact that you heal all teammates in your general area, and for roughly the amount as your Medi Gun, it may be preferable to spam Medicating Melody rather than use your Medi Gun in a situation where keeping all your teammates healed would be a better aid rather than building Ubercharge by working one patient at a time.
 
  
 
==== [[Solemn Vow]] ====
 
==== [[Solemn Vow]] ====
Line 573: Line 455:
 
|}
 
|}
  
* The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters (similar to the Spy).
+
* The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters.
  
* Having no downsides, it's a complete upgrade over the [[Bonesaw]], so use it if you have it.
+
* Having no downsides, the Solemn Vow is a complete upgrade over the [[Bonesaw]], so use it if you have it.
  
 
* The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
 
* The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
  
* Unless you're using a mic to communicate with your team, consider using an alternative melee weapon so you aren't losing potential bonuses (such as the Amputator's taunt heal); while it always has personal uses when fighting a single enemy, the Solemn Vow's only advantage over the Bonesaw is wasted if you don't disclose your knowledge while healing.
+
* Unless you're using a mic to communicate with your team, consider using an alternative melee weapon so you aren't losing potential bonuses.
 
 
* Some servers have mods that allow everybody to see anyone else's health and name, regardless of team or class. If this is the case, then take a different weapon into battle, as you're already given this attribute anyway.
 
  
 
==Item Sets==
 
==Item Sets==
Line 589: Line 469:
 
* Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the [[Berliner's Bucket Helm]] in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
 
* Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the [[Berliner's Bucket Helm]] in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
  
* Both of the weapons in this set give players more tools with which to heal their teammates, which can increase the team's survivability significantly. However, neither of the weapons assists the Medic in building up ÜberCharge, so a Kritzkrieg may be better for building up an ÜberCharge.
+
* Both of the weapons in this set give you more tools with which to heal your teammates, which can increase your team's survivability significantly.
  
* This item set gives players a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase the Medic's survivability, though it's not significant enough to allow players to commit to more dangerous maneuvers and survive.
+
* The Medieval Medic's set bonus gives you a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase your survivability.
  
 
===[[Item sets#Medic|The Clinical Trial]]===
 
===[[Item sets#Medic|The Clinical Trial]]===
Line 600: Line 480:
 
** The Quick-Fix allows you to heal people a lot faster than the other two Mediguns, and its "Megaheal" effect is great for healing large groups of teammates or sustain large pushes.
 
** The Quick-Fix allows you to heal people a lot faster than the other two Mediguns, and its "Megaheal" effect is great for healing large groups of teammates or sustain large pushes.
 
** The Solemn Vow allows you to see enemy health and inform your team about their status.
 
** The Solemn Vow allows you to see enemy health and inform your team about their status.
 
* With this set, you depend a lot more on your teammates to survive. Stay near your team to maximize the efficiency of this item set.
 
  
 
==Weapon combinations==
 
==Weapon combinations==
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This is the [[Clinical Trial]] setup, good for a Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to it doing less damage. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for healing more than one person at a time due to its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your Medic buddy for easy kills.
 
This is the [[Clinical Trial]] setup, good for a Medic who wishes to heal people quickly and effectively. The Overdose is not a good weapon for personal defense due to it doing less damage. Instead, use its passive effect to quickly run to injured teammates after attaining a full ÜberCharge. The Quick-Fix is useful for healing more than one person at a time due to its speedy healing rate. Though the Quick-Fix is unable to provide invulnerability, the greatly increased healing rate and loss of knockback allows it to excel at quickly destroying sentry nests, or taking out large groups of enemies. The Solemn Vow allows you to see the enemies' health and point out weakened enemies for your Medic buddy for easy kills.
 
|-
 
! align="center" | {{Icon weapon|weapon=Crusader's Crossbow|icon-size=100x100px}}
 
'''[[Crusader's Crossbow]]'''
 
! align="center" | {{Icon weapon|weapon=Kritzkrieg|icon-size=100x100px}}
 
'''[[Kritzkrieg]]'''
 
! align="center" | {{Icon weapon|weapon=Amputator|icon-size=100x100px}}
 
'''[[Amputator]]'''
 
| '''The Medieval Medic - with Kritzkrieg'''
 
 
This setup is risky and only for those who can adapt to any change of position, however as an offensive Medic set it works effectively. With the Crusader's Crossbow and Amputator's item set bonus of a 4-7 HP/second regeneration boost and the self healing effect of the Kritzkrieg you can support yourself as opposed to supporting teammates. Generally you'll want to have the Crusader's Crossbow and Amputator at the ready when infiltrating the enemy's lines, so that an enemy at long or medium range can be handled with the Crusader's Crossbow and an enemy at short range can be handled with the Amputator. With your preset speed advantage over all classes but the Scout you'll not have to worry about being caught up with while being chased or you could suddenly go on offence and strike with the Amputator unexpectedly (which is about all you can do against Scouts that are chasing you). Once the area is clear of enemies you can use the Kritzkrieg's taunt to heal yourself alongside the item set boost or begin a push with allies after healing multiple of them with the Amputator's taunt or the Crusader's Crossbow's shot.
 
|}
 
 
==Class Combat Strategies==
 
{{See also|Medic match-ups}}
 
 
Unlike other classes, the Medic is not strong in combat. However, properly played, it's possible to put up significantly more resistance against attackers than they would otherwise expect.
 
 
==={{class link|Scout}}===
 
* While Scouts are extremely fast, they are also extremely fragile. Use the Syringe Gun's rapid-fire capabilities to land hits on attacking Scouts.
 
** One useful tactic is to retreat around corners while firing the Syringe Gun. By using the projectiles' delayed flight time, it's possible to discourage Scouts from pursuing around corners.
 
** The Blutsauger is especially effective against Scouts, as it can easily negate any damage that they can cause. A Scout using [[Mad Milk]] can negate this health recovery advantage, however the Scout loses the ability to attack the Medic at long range using the [[Pistol]].
 
 
* Scouts tend to try to eliminate Medics by flanking them from behind. Always keep an eye on alternate paths that Scouts may use to attempt this, and use teammates as shields to avoid being damaged by the Scout.
 
** Strafing randomly to avoid damage is the best way to counter Scouts. Be especially aware of Scouts using the [[Force-A-Nature]], as it can kill Medics at full health with two shots if delivered at point-blank range.
 
** Similarly, a Scout using [[Crit-a-Cola]] can use surprise to kill players before they can counterattack. As above, the best defense is to detect the Scout first and attack while retreating to prevent the Scout from doing too much damage.
 
 
* In general, Scouts are among the safest targets to attack with a melee weapon, due to their low HP. An injured Scout can take at most two hits to kill.
 
** If a Scout is attempting to use [[Bonk! Atomic Punch]], attack them with the Übersaw. Although it will not cause any damage, it will still build 25% ÜberCharge for each "Miss!" on the Scout.
 
 
==={{class link|Soldier}}===
 
* Avoid being caught at close range against Soldiers since the [[Rocket Launcher]] can juggle players easily and the Medic will struggle to counter this since they have a much lower damage output; allowing a Soldier to get close enough can result in a quick death. Try to stay away from Soldiers and dodge their rockets at range.
 
** If possible, use the Crusader's Crossbow to fight Soldiers at long range. Although the Crossbow's bolts can be dodged, Soldiers will have trouble landing rockets at long range.
 
 
* Only ever try to fight Soldiers if they have expended all their weapons and have to resort to their melee. However, even then, be wary of Soldiers carrying the [[Equalizer]], which can still kill Medics in two hits at low-enough health.
 
** This can be turned against Soldiers, however. Soldiers normally only equip the Equalizer at low health, and using their Rocket Launchers at close range inflicts self-damage, so keeping away while firing at an Equalizer-equipped Soldier with the Syringe Gun can often result in a kill.
 
 
==={{class link|Pyro}}===
 
* The best way to deal with Pyros is to deny them the ability to get close enough to deal damage with their [[Flamethrower]]. Stay outside of the Flamethrower's range while firing the Syringe Gun.
 
** However, Pyros have the ability to use their [[compression blast]] to trap Medics against walls and corners, leaving them easy for a follow-up attack, especially with the [[Axtinguisher]]. Avoid being caught in tight quarters against Pyros, as they can use almost any object or surface to pin their targets.
 
** Similar to Scouts, retreating around corners while firing the Syringe Gun can discourage them from pursuing. This is more effective against Pyros though, as they do not have the Scout's speed and thus cannot pursue as easily. Simply being able to get around a corner is often enough to break contact.
 
 
* The Blutsauger is useful for negating some of the damage that [[fire|afterburn]] can cause. As with fighting Scouts, it can give an edge in survivability.
 
 
* Never try to use melee weapons against Pyros as they have a much higher damage output than almost any other class at close range and have enough health to survive multiple melee hits.
 
 
==={{class link|Demoman}}===
 
* Dealing with Demomen mainly comes down to avoiding their explosives. As the Demoman does not have any hitscan or direct-fire weapons, the Syringe Gun can often deal with them relatively easily at close range.
 
** Be very wary of Demomen who attempt to land contact grenades with the [[Grenade Launcher]]. Grenades can do a significant amount of damage and juggle their targets, making them easy to follow up.
 
** Demomen will also often use their [[Stickybomb Launcher]] to lay bombs in front of them while retreating in order to prevent enemies from pursuing. These can be easy to avoid depending on the amount of stickies laid, though it can also be countered simply by getting within melee range of the Demoman.
 
 
* As the Medic has no hitscan weapons, they cannot easily deal with sticky traps. Always notify teammates of any sticky traps, as they can often deal with the trap quickly.
 
** It is possible to use melee attacks to destroy stickies, however this requires the Medic to stand right next to the trap. Only attempt this if the Demoman is sufficiently distracted, and only against single stickies.
 
 
* Demomen using the [[Chargin' Targe]] are capable of killing Medics in a single attack from long range. Always deny such Demomen a direct line of charge by using obstacles or corners to block their path, and never try to engage them at melee range.
 
 
==={{class link|Heavy}}===
 
* As with Soldiers, avoid being caught at close range against Heavies, as they can quickly kill any enemies close by with the [[Minigun]]. Always listen for the sound of a spun-up Minigun and steer clear whenever possible. The best way to deal with a Heavy is to have teammates do it while the Medic heals them.
 
 
* Whenever possible, try to arc syringes over obstacles to deny Heavies a direct line of sight. While the syringes do not deal a large amount of damage and only really arc over long ranges, the Minigun is a hitscan weapon and cannot damage anything that the Heavy does not have a clear line of sight to.
 
 
* Using a melee weapon against a Heavy is generally not advised unless the Heavy is distracted or can be flanked. In particular, the Übersaw can fully charge the ÜberCharge meter from attacking a Heavy.
 
** Using the Spinal Tap kill taunt is also a useful option, as it kills the Heavy in one hit and gives no warning. However, this is still best done against lone Heavies as other enemies can interrupt the taunt.
 
 
==={{class link|Engineer}}===
 
* By themselves, Engineers are easy to deal with, even for a Medic. The challenge lies in defeating their buildings. This can be solved by using an ÜberCharge from the Medi Gun.
 
** As with Heavies, Engineers tend to stay relatively stationary much of the time, so using the Syringe Gun to arc projectiles over obstacles can be useful in dealing damage to the Engineer's buildings, even if only to distract the Engineer.
 
 
* An Engineer with the [[Gunslinger]] may try to deploy Combat Mini-Sentry Guns to give themselves an edge in firepower. When fighting such an Engineer, it is usually best to avoid the Combat Mini-Sentry Gun and try to kill the Engineer first, or use the Syringe Gun or Crusader's Crossbow to destroy it from outside of its range.
 
 
==={{class link|Medic}}===
 
* Fighting another Medic will usually depend on what primary weapon is being used by both players. A Medic using the Blutsauger will usually have an advantage over one using any of the other two weapons, as the self-healing can be combined with the Medic's passive health regeneration for greater effect.
 
 
* Sometimes Medic duels will come down to melee weapons, as Medics using the Übersaw will often see it as a chance to build additional ÜberCharge. Depending on the terrain and health, as well as the weapons being wielded by both, it's sometimes better to simply continue using the primary weapon.
 
 
==={{class link|Sniper}}===
 
* Snipers will always try to target Medics whenever possible. Always keep jumping and strafing randomly whenever out in the open to deny them such a chance.
 
** The Crusader's Crossbow can give the Medic some form of parity against Snipers, however, as it deals more damage the greater the range is. Two crossbow bolts are often enough to kill any Sniper from full health.
 
 
* Fighting Snipers at close range is often very easy, as they have few weapons that can deal with enemies at close range. However, it's still recommended to use the Syringe Gun instead of a melee weapon to attack, as Snipers will often throw [[Jarate]] and attempt to charge with a melee weapon.
 
** In particular, the [[Huntsman]] is capable of scoring headshots easily at close range. Against the Huntsman, stay at range and try to dodge the arrows and close in to attack between reloads.
 
** The Übersaw's Spinal Tap taunt can kill unaware Snipers in a single blow. However, the Medic's voice cue may alert the Sniper and provide him with enough time to dodge the attack.
 
 
==={{class link|Spy}}===
 
* Spies are among the Medic's greatest threats. Always keep scanning around, and be especially wary of seemingly friendly players approaching from behind.
 
** The Spy, like the Scout, is a relatively safe target for Übersaw attacks. Upon identifying a Spy, always try to switch to melee and attack.
 
 
* Remember that Spies using the [[Dead Ringer]] will not give any ÜberCharge from a hit by the Übersaw upon feigning death. This is a useful way to check of the Spy is still alive. Try to track down any nearby ammo pickups, as Spies using the Dead Ringer will often go straight for these.
 
 
==Cooperative class strategies==
 
{{See Also|Medic buddy}}
 
==={{class link|Scout}}===
 
* While Medics cannot keep up with Scouts to support them (with the exception of the Quick-Fix), Scouts make excellent escorts for Medics, as they can use their speed to patrol forward and warn the Medic of danger, or distract and fight off any enemies that try to attack the Medic.
 
** As with other classes, Medics can act as decoys for Scouts to create ambush opportunities. Most players will never pass up the chance to attack an enemy Medic, and will often ignore everything else to do so.
 
** While Scouts can best protect Medics by actively attacking any enemies that approach, they can also use [[Bonk! Atomic Punch]] to body-block enemies attempting to get close in tight quarters.
 
 
* Scouts can benefit more from healing by a Medic than most other classes. As the Scout has relatively little health, a Medic can buff up even critically injured Scouts in only a few seconds, allowing the Scout to quickly recover and continue to attack the enemy.
 
 
* Using the Quick-Fix, the Medic can effectively "ride" a Scout in order to reach the front lines faster. This can be extremely useful if you need to return to the fray as soon as possible after re-spawning.
 
 
* Scouts can use [[Mad Milk]] to douse friendly Medics who are on fire.
 
 
==={{class link|Soldier}}===
 
* Soldiers, with their considerable firepower, make excellent Medic bodyguards. The Rocket Launcher's splash can be used to push away an enemies attempting to attack the Medic, and their high damage output gives them a fair chance of killing lone enemies pursing a Medic.
 
 
* While Soldiers often have speed issues due to rocket jumps inflicting self-damage, Medics can negate this disadvantage by healing any self-damage caused. This gives the Soldier even more maneuverability than normal.
 
 
* Always be sure to keep Soldiers with backpack buff items overhealed, and pocket them if they have an active banner. As backpack buff items affect all nearby teammates, keeping the Soldier alive gives the rest of the team an advantage as well.
 
** In particular, always be sure to stay inside of the active radius of the [[Battalion's Backup]] whenever possible. While the [[Buff Banner]] and [[Concheror]] benefit only attacking teammates, all non-attacking classes can benefit from the damage resistance buff.
 
 
* The Soldier is arguably the best choice for a Kritzkrieg charge. A couple of critical rockets can completely annihilate almost any enemy force.
 
 
==={{class link|Pyro}}===
 
* Pyros, with their speed and support capabilities, are among the best Medic bodyguards in the game. The [[compression blast]] can be used to deflect away explosives, put out burning teammates, and push away enemies trying to attack the Medic.
 
** Pyros further benefit Medics by being able to [[Spy-check]] very effectively. This can allow the Medic to focus more on keeping teammates healed and less on worrying about enemy Spies.
 
 
* While the Syringe Gun does not have significant range, it's also more effective at keeping enemies at bay than the Shotgun. As such, it can help to offset the Pyro's range weaknesses.
 
** The Crusader's Crossbow can further increase the Medic's ability to strike at targets outside of the Pyro's range. It can also be used to cover Pyros at long range by keeping them healed whenever they are outside of the Medi Gun's healing range.
 
 
* If a Pyro is using the [[Back Scratcher]], try to heal them with the Amputator's taunt or Crusader's Crossbow instead, as using the Medi Gun will heal them very slowly.
 
** Conversely, this can be used to quickly build an ÜberCharge. As the ÜberCharge charge rate is not affected, healing a heavily injured Pyro equipped with the Back Scratcher can quickly fill up the ÜberCharge meter if no injured teammates are nearby.
 
 
==={{class link|Demoman}}===
 
* As with Soldiers, Demomen can benefit from a Medic's ability to heal away any self-inflicted damage from explosive jumping, giving them more mobility.
 
** Medics are especially helpful when destroying Sentry Guns, as they can keep Demomen healed long enough to finish the job. When forced to deal with Sentry Guns, pocketing a Demoman temporarily will usually allow the team to continue pushing forward.
 
 
* The Demoman can use the [[Stickybomb Launcher]] to create barriers between enemy players and friendly Medics. Placing a few quick Stickybombs will usually prevent an enemy player from pursuing.
 
** However, be careful when the Demoman is using the [[Scottish Resistance]], as enemies can sometimes simply bypass the bombs before they have time to arm.
 
 
==={{class link|Heavy}}===
 
* With the most HP and firepower of all the classes in TF2, the Heavy makes an excellent partner for the Medic. Medics can pocket heal Heavy players, allowing them to mow through the enemy with ease.
 
** However, be aware of the Heavy's two greatest weaknesses, Snipers and Spies. Always Spycheck constantly to prevent Spies from closing in, and avoid moving into open areas with Heavy partners.
 
** Using the Crusader's Crossbow to counter-snipe Snipers can help to keep them suppressed, making areas much safer for the Heavy to traverse.
 
 
* Heavies should serve as shields for Medics, standing between the Medic and the enemy and preventing them from attacking the Medic. While Medics and Heavies are both high on target priority lists, the Medic is an easier target to eliminate, and thus will often be targeted over a Heavy given the chance.
 
** In dire circumstances, a Heavy can equip the [[Fists of Steel]] and physically block all incoming fire from players trying to attack the Medic.
 
 
* Heavies can help Medics to survive by dropping lunchbox items for the Medic to replenish health. As Medics regenerate health at a slow pace, this is the only way for Medics to quickly regain health besides using the Blutsauger or being retreating to find a health source.
 
 
==={{class link|Engineer}}===
 
* Because they have [[Dispenser]]s to replenish their own health, Engineers will rarely require assistance from Medics. However, when repairing or setting up their [[Sentry Gun]]s, they will often be exposed to fire, so a Medic can assist them by keeping them healed in such situations.
 
 
* As Medics cannot replenish their own health quickly using the Medi Gun, using friendly Dispensers can help to keep Medics alive, and as such to continue healing other teammates.
 
** Conversely, as teammates will often retreat to a Dispenser to replenish health, Medics can station themselves nearby and heal nearby players to get them back into the fight faster.
 
 
* If an Engineer is attempting to [[haul]] a Sentry Gun to a firing position where it can attack enemies, keeping the Engineer overhealed can greatly increase the chances of successfully redeploying the Sentry Gun. The Syringe Gun can provide some measure of self-defense, however it's best to focus on keeping the Engineer alive as the Sentry Gun can easily overwhelm any nearby attackers once deployed.
 
 
==={{class link|Medic}}===
 
* The best way for Medics to work together is to keep each other healed up in order to reduce the chances of either being killed by the enemy. Remember that the Medic's priority is to build ÜberCharges, so healing allied Medics will both keep them alive and help to build up the ÜberCharge faster.
 
 
* Medics using the Medi Gun and Übersaw can use the [[Chain Über]] strategy to attack the enemy. However, remember that this will leave the rest of the team without healing or an ÜberCharge for a period of time, so it is best attempted only if there are at least three or four Medics on the team.
 
 
==={{class link|Sniper}}===
 
* Snipers can work to kill enemy Snipers, thus helping to keep the Medic alive. At range, Snipers can also quickly eliminate any targets attempting to attack friendly Medics.
 
 
* By temporarily pocketing Snipers, Medics can help them to counter-snipe against an enemy Sniper. By increasing the Snipers chances of surviving the duel, Medics can help to eliminate enemy Snipers, making open areas safer for all teammates to traverse.
 
 
* By using [[Jarate]], Snipers can douse friendly Medics who have been ignited by enemy Pyros. This can help to keep the Medic alive if there are no sources of healing nearby.
 
 
==={{class link|Spy}}===
 
* As Spies will often work far away from teammates, Medics do not often have opportunities to work with them. In general, simply try to keep them overhealed whenever away from the enemy.
 
 
* Spies using the [[Cloak and Dagger]] can patrol ahead of Medics and warn them of incoming danger.
 
** Conversely, by acting as a decoy, Medics can distract enemies for a Spy to decloak and backstab them.
 
 
==Advanced strategies==
 
===Battle Medic strategy===
 
A Battle Medic is a Medic who actively attacks enemies while focusing less on healing one's team. The term "Battle Medic" often carries a negative connotation, as it's common belief that a Medic's primary focus should be on healing teammates. Despite this belief, Battle Medics can be just as helpful to a team. This strategy works a lot like playing the Scout; using the Medic's speed to catch enemies off-guard, dealing significant damage, then retreating before they can retaliate. There are a couple of tactics to keep in mind when playing as a Battle Medic:
 
 
* The Medic is the second-fastest class excluding [[Pyros]] using [[The Gas Jockey's Gear]], which can be used as an additional advantage. Run in with a melee weapon, get in one hit and then switch to a primary weapon and retreat while spraying needles at the enemy. Most enemies will not be able to keep up, and if using the [[Blutsauger]] players will be able to negate some of the damage taken depending on aim.
 
 
* Work with teammates. Players should still be healing their teammates when not in the middle of combat. A good strategy is to follow teammates, keeping them [[overheal]]ed, breaking away upon reaching the front lines and using them as a distraction, attacking any enemies they engage (or vice versa if the enemy focuses their attention on the Medic). Lone enemies won't be able to take on an overhealed player and a Medic at the same time, and will go down very quickly. Also, enemies will often focus on teammates more than on the attacking Medic.
 
 
* The [[Übersaw]] is a good weapon to keep if it is available. Players do not need to kill enemies with it to add 25% to their ÜberCharge meters, so giving enemies a quick poke and retreating will be enough. Also using the strategy above, it's possible to get up to two hits on targets without them noticing.
 
 
<br>
 
::::::::::::::::::::::::::::'''A Medic Executing the Solo Medic Strategy'''
 
{{youtube tn|vj4QjQnJo14}}
 
<br>
 
 
===Solo Medic strategy===
 
Another strategy with the Medic is the Solo Medic that, if used correctly, can devastate an ill-prepared team. This strategy requires one Medic, with the [[Übersaw]] and normal [[Medi Gun]] equipped.
 
 
The Medic simply deploys an [[ÜberCharge]] without focusing on a patient, and while the ÜberCharge is still active, switches to the Übersaw (becoming vulnerable) to attack enemies. In between hits, the Medic switches back to the Medi Gun, becoming invulnerable while not attacking. Since every Übersaw hit adds 25% to the ÜberCharge meter, it simply increases the duration of the active ÜberCharge, thus making the Medic invulnerable for a longer time.
 
 
This strategy is much more difficult to pull off than the Double Medic strategy, since the Medic is not invulnerable the whole time. Even while actively wielding the Übersaw, the ÜberCharge meter still drains at the same rate as when invulnerable. The key is to learn how to switch between the Medi Gun and Übersaw quickly to take minimal damage, and get the maximum number of hits on enemies to keep the ÜberCharge meter from reaching 0%. For instance, use this strategy against Soldiers: Switch to the Medi Gun when they shoot their rockets and hit them while they reload. Using the Solo Medic strategy around enemy Heavies and Pyros may prove to be problematic due to their ability to fire continuously without the need to reload. Also, you may want to equip the [[Syringe Gun]] for the increased passive heal while invulnerable. Generally it's a better idea to ÜberCharge someone else, or return to your teammates as soon as possible.
 
<br>
 
<br>
 
 
===Double Medic strategy===
 
{{Main|Chain Über}}
 
 
In similar to the single Medic strategy, the double Medic or Chain Über strategy is a theoretical gameplay strategy for Medics that, if executed successfully, can allow a pair Medics to wreak havoc to the enemy team. However, it's a very situational tactic, and difficult to effectively pull off in most cases, therefore it being rarely seen in games. The strategy requires two Medics, both with an [[Übersaw]] and a [[Medi Gun]]. This tactic will not work however if either has a different melee weapon, such as the [[Bonesaw]], or a different Medi Gun, such as the [[Kritzkrieg]]. ''(For strategy procedure see [[Chain Über|main article]])''
 
 
Communication between the two Medics is vital for this strategy to work. However, this strategy has a number of difficulties that can prevent it from being achieved. Firstly, if at any point the healing Medic loses his or her beam on the attacking Medic, it will leave the second Medic vulnerable and the strategy may fail. Secondly, if the attacking Medic is not able to land at least 4 hits at the enemy, then their ÜberCharge will not be immediately full, as is necessary. This may happen due to the enemy simply retreating away from the attacking Medic, being knocked back by Sentry Gun fire, explosives or on rarer occurrences [[compression blast|reflected]] by a Pyro. A third way this strategy can fail is if the two Medics get split so far apart that one can't heal the other due to an explosion, Sentry Gun fire, or a Pyro's Compression Blast. The one that's not deploying an ÜberCharge will be left vulnerable, and most likely unable to get enough hits in time to build one up.
 
  
 
== See also ==
 
== See also ==

Revision as of 00:32, 20 October 2011

Another successful procedure!
I'm going to saw through your bones!
The Medic on "accidental" malpractice

As a Medic, your primary role is to your teammates alive using the Medi Gun. The Medic is able to provide invulnerability via by deploying an ÜberCharge. This ability is often invaluable to the team both offensively and defensively, and can turn the tide of battle.

Quick tips

  • Heal anyone who needs it, but focus on Heavies, Soldiers, and Demomen. These classes are the least likely to be killed by a single explosion, Critical hit or other random events.
  • Try to be healing someone at all times. You are not suited to survive against any class in direct combat.
  • Keep movements constant and unpredictable and always be aware of your surroundings. Smart enemies will target Medics over their heal targets.
  • It is preferable to use an Übercharge prematurely, even if no friendly player is in the area, instead of dying and losing it. This will give you a better chance to regroup with and heal the team rather than respawning.

General strategy

  • You are the only class that can passively regenerate health.
  • Much more than any other class, being an effective Medic relies on good communication with teammates. You should communicate with his or her heal target(s) about upcoming dangers and enemy Spies, as they can use the information to deal with the threat.
  • The Medi Gun beam can heal targets so long as you have a direct line of sight to your heal target. This allows you to heal targets from behind cover.
  • Once the Medi Gun is locked onto its target, you can face any direction without interrupting healing. This leaves you free to watch for Spies or ambushes in general, as Medics make for high-priority targets.

Combat strategy

  • When in combat, your top priority is to keep as many teammates alive as possible, while doing the same for yourself. Always focus on healing teammates that are under the most fire.
  • Under certain circumstances, it may be necessary to continuously heal a single player instead of spreading it around to other teammates, a tactic called pocketing. This tactic can become necessary when dealing with Sentry Guns, an enemy pocket, or when deploying ÜberCharges.

General ÜberCharge strategy

  • Your top priority is to build and deploy ÜberCharges. An ÜberCharge can make a push, and can be used to break through Sentry Gun nests that are otherwise impenetrable.
  • The ÜberCharge meter fills faster if you're is healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers and Demomen) can be a tremendous help when out of combat. (Note that during the Setup phase, charge rate is maximized regardless of the heal target's health, as long as no two Medics are healing the same heal target.)
  • Knockback is often used to counter ÜberCharges, separating you from your healing target or pushing you towards environmental hazards.
  • Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when many other teammates are nearby and strike as a team.k.
  • While under the effects of an ÜberCharge, it's possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a very short period.
    • Note that this drains the ÜberCharge faster than an ÜberCharge on only one person.

Weapon Specific

Primary Weapons

Syringe Gun

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Syringe Gun
Stock
Syringe Gun
Killicon syringe gun.png 40 150 10-12 5-10 5-6 30
  • Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, which can add up to a surprising amount of damage on enemies.
  • The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.
    • The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
  • Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.

Blutsauger

Weapon Kill Icon Ammo Damage Health
Loaded Carried Point Blank Medium Range Long Range Critical On Hit
Blutsauger
Unlock
Blutsauger
Killicon blutsauger.png 40 150 10-12 5-10 5-6 30 3
  • The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration.
  • The Blutsauger's health regeneration makes it much better retreat weapon if attacked by enemy players and no teammates are nearby. If you expect to have to fend for yourself, consider using the Blutsauger.

Crusader's Crossbow

Weapon Kill Icon Ammo Damage/Healing
Loaded Carried Point Blank Medium Range Long Range Critical
Crusader's Crossbow
Craft
Crusader's Crossbow
Killicon crusader's crossbow.png 1 12 38/75 56/112 75/150 113-225
  • The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage based on the distance traveled by the bolt, and can heal teammates based on distance traveled as well.
    • Both the damage dealt to enemy players and the amount of health that teammates are healed by are directly proportional to the distance that the crossbow bolt has traveled.
    • The Crusader's Crossbow cannot overheal teammates.
  • The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. It functions very similarly to the Sniper's Huntsman, so try to use it in the same way. However, remember that unlike the Huntsman, the Crusader's Crossbow cannot deal headshots.
  • When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
  • If a teammate needs healing but it's dangerous to reach him, using the Crossbow might be a good idea.
  • Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.
  • Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and midair.
  • If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away.

Overdose

Weapon Kill Icon Ammo Damage Effect
Loaded Carried Point Blank Medium Range Long Range Critical Speed with 100% ÜberCharge
Overdose
Craft
Overdose
Killicon overdose.png 40 150 9-11 5-9 5-6 27 117.33%
  • The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun, but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic speed.
    • The speed boost only applies while you have the Overdose drawn.
  • If you are building an Übercharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
  • If you need to make an urgent kill, you can chase an enemy down with your increased speed.

Secondary Weapons

Medi Gun

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Medi Gun
Stock
Medi Gun
24 health/sec 72 health/sec Invulnerability 8 seconds 2.5%/sec 40 seconds
  • The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
  • When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
  • If ambushed, remember that it's better use an ÜberCharge to survive than to die with a full ÜberCharge meter.
  • Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
  • Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than to overhealing another to 150%.

Kritzkrieg

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Kritzkrieg
Unlock
Kritzkrieg
24 health/sec 72 health/sec Critical hits 8 seconds 3.125%/sec 32 seconds
  • The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's, and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability for the duration of its deployment.
  • The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
  • Although Critical hits count as normal damage against buildings, and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
  • Heavies, Soldiers and Demomen are among the three best classes to deploy a Kritz on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
    • Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
    • Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the Kritz; Critical hits also don't suffer from damage falloff over distance, the Heavy can be very lethal even at long ranges
  • If there are no powerful offensive classes to Kritz, the Sniper can be an effective Kritz target - every hit while charged does the same damage as an un-charged headshot.
  • The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
Oktoberfest
Weapon Healing Duration Details
Oktoberfest
Oktoberfest
Kritzkrieg 11 health 4 seconds The Medic takes a brief whiff out of the barrel of his weapon.
  • Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
  • In dire situations such as being on fire or bleeding, it's possible that using this taunt can prevent death.

Quick-Fix

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Quick-Fix
Craft
Quick-Fix
33.6 health/sec 100.8 health/sec Megaheal 8 seconds 3.125%/sec (1.5625%/sec) 32 seconds (64 seconds)
  • The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing by 300% and negates movement impairing effects, such as Natascha's slowdown. It cannot overheal, however.
    • The Quick-Fix can also let you move as fast as any heal target faster than you.
  • The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
  • The Quick-Fix lets you move as fast as Scouts when you heal them, so hitch a ride if you're in a hurry to get to the front lines.
  • Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire.
  • Always keep in mind that you are never invincible with the Quick-Fix; whilst you may be impossible to separate from your heal target (due to knock-back prevention) and very hard to kill, remember that a well structured opposition or a single Spy can easily render your push moot.

Melee Weapons

Bonesaw/Saxxy

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Bonesaw
Stock
Bonesaw
Killicon bonesaw.png 0.8 seconds 65 195
Saxxy
Promotional
Saxxy
Killicon saxxy.png 0.8 seconds 65 195
  • The Bonesaw has more front-loaded damage than the Syringe Gun, but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
  • When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them.

Übersaw

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Übersaw
Unlock
Ubersaw
Killicon ubersaw.png 0.96 seconds 65 195
  • The Übersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw, but will add 25% to the ÜberCharge meter for each successful hit.
  • The Übersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
    • Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy is really dead.
  • The Übersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
  • Rather than using the Übersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
  • If fighting an enemy and the ÜberCharge meter is almost full, try to use the Übersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the Kritzkrieg or Quick-Fix is not being used.
  • When healing a heal target and an enemy approaches, don't be afraid to quickly stop healing and going in to attack with the Übersaw, even if teammates are already attacking that enemy. This is a relatively safe way to gain additional charge, as enemies will often have trouble dealing with more than one simultaneous attacker. However, remember not to chase any enemies who try to flee.
Spinal Tap
Kill Icon Weapon Damage Duration Details
Spinal Tap
Uberslice
Killicon ubersaw.png Übersaw 500 4 seconds The Medic throws his coattails back and enters a combat pose before thrusting his Übersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge.
  • Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
  • This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player but it will still give 100% ÜberCharge.
  • Remember that, like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
    • Similarly, stunning an enemy doesn't nescessarily guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy may move the target outside of the kill zone before the retraction animation.

Vita-Saw

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Vita-Saw
Craft
Vita-Saw
Killicon vita-saw.png 0.8 seconds 65 195
  • The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 20% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
  • Due to the health penalty, you can be killed more easily by lighter classes such as Scouts and Pyros.
  • Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
    • Using the Kritzkrieg or Quick-Fix in combination with the Vita-Saw will allow you to build up ÜberCharges even faster.
  • Remember that if you're killed during a Kritzkrieg ÜberCharge or Quick-Fix Megaheal, up to 20% of what charge you had left will still be retained.

Amputator

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical On Taunt
Amputator
Craft
Amputator
Killicon amputator.png 0.8 seconds 65 195 75
  • The Amputator is a craftable melee weapon for the Medic. The Amputator allows Medics to perform the Medicating Melody taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they are being healed by the Medi Gun or Kritzkrieg.
    • As with the Crusader's Crossbow, it's not possible to overheal players using this weapon. It will also not build any ÜberCharge.
  • Having no downsides, the Amputator is a complete upgrade to the Bonesaw, so use it if you have it.
  • Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.

Solemn Vow

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Solemn Vow
Craft
Solemn Vow
Killicon solemn vow.png 0.8 seconds 65 195
  • The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters.
  • Having no downsides, the Solemn Vow is a complete upgrade over the Bonesaw, so use it if you have it.
  • The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
  • Unless you're using a mic to communicate with your team, consider using an alternative melee weapon so you aren't losing potential bonuses.

Item Sets

The Medieval Medic

Main article: Item sets
The Medieval Medic
Backpack The Medieval Medic Bundle.png
Effect

No effect

  • Unlike the other Polycount weapon sets, the Medieval Medic weapon set does not require the Berliner's Bucket Helm in order to get the item set bonus. The set only requires the Crusader's Crossbow and Amputator.
  • Both of the weapons in this set give you more tools with which to heal your teammates, which can increase your team's survivability significantly.
  • The Medieval Medic's set bonus gives you a total HP regeneration rate of 4 HP/sec to 7 HP/sec. This can significantly increase your survivability.

The Clinical Trial

Main article: Item sets
Clinical Trial
Item icon Meet The Medic! Bundle.png
Effect

No effect

  • The three weapons of this set allow you to heal your teammates more quickly and more effectively:
    • The Overdose allows you to reach your teammates faster to heal them.
    • The Quick-Fix allows you to heal people a lot faster than the other two Mediguns, and its "Megaheal" effect is great for healing large groups of teammates or sustain large pushes.
    • The Solemn Vow allows you to see enemy health and inform your team about their status.

Weapon combinations