Medic weapons (competitive)

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This article is for Competitive play, based on the Standard competitive format.
Competitive articles are currently in development. If you have any questions, just ask.
Some Medic weapons may be banned in your league. For a list of banned weapons, please see the Weapon Ban List.

The Medic's role in the standard competitive lineup is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a Soldier or Heavy, are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.

Primary Weapon

The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the Medi Gun, it is the Medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.

Syringe Gun

The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic.

Weapon Damage Critical Damage Function Times Special
Syringe Gun
Syringe Gun
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • Provides standard passive regeneration.
    • The Medic regenerates 3 health per second if not damaged in the last 10.
    • The Medic regenerates 3-6 health per second if not damaged in the last 10-15, scaling.
    • The Medic regenerates 6 health per second if not damaged in the last 15.


Blutsauger

The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, but reduces his passive regeneration.

Weapon Damage Critical Damage Function Times Special
Blutsauger
Blutsauger
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • Gives the Medic +3 health on hit.
    • Hits on disguised Spies don't give health.
  • Provides reduced passive regeneration.
    • The Medic regenerates 1 health per second if not damaged in the last 10.
    • The Medic regenerates 1-4 health per second if not damaged in the last 10-15, scaling.
    • The Medic regenerates 4 health per second if not damaged in the last 15.


Crusader's Crossbow

The Crusader's Crossbow does not fire syringes, but instead fires arrows which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. It has reduced ammunition and a slower firing speed.

Weapon Damage / Healing Critical Damage Function Times Special
Crusader's Crossbow
Crusader's Crossbow
  • Point-Blank: 38
  • 512 units: 56
  • Over 1024 units: 75
  • Point-Blank Critical: 113
  • 512 units Critical: 168
  • Over 1024 units Critical: 225
  • Point-Blank Mini-Crit: 51
  • 512 units Mini-Crit: 77
  • Over 1024 units Mini-Crit: 101
  • Attack: 1.4
  • Fires arrows that deal damage or healing based on distance.
    • Heals for twice damage dealt.
  • -75% maximum ammo.
  • Provides standard passive regeneration.


Overdose

The Overdose allows the Medic to run faster, but deals less damage than the stock Syringe Gun.

Weapon Damage Critical Damage Function Times Special
Overdose
Overdose
  • Point-Blank: 11
  • 512 units: 9
  • Over 1024 units: 5
  • Critical: 27
  • Point-Blank Mini-Crit: 14
  • Over 512 unit Mini-Crit: 12
  • Attack: 0.1s
  • Reload: 1.6
  • 10% damage penalty.
  • Speed increases by 1% for every 10% of current Übercharge.
  • Provides standard passive regeneration.


Primary Weapon Usage

The stock Syringe Gun provides good damage if the Medic is being attacked. The Overdose allows the Medic to move faster, at the cost of damage output. The Crusader's Crossbow allows for healing at a distance, but deals little damage. Most Medics will use the stock Syringe Gun for consistant damage. The Blutsauger's downside makes the medic extremely vulnerable to chip damage. To benefit from the weapon the Medic must spend a lot of time fighting, which is ill-advised. This makes the Blutsauger impractical.

Secondary Weapon

Although the Medic's Medi Gun takes up his secondary slot, it is considered his most important weapon, since it provides Übercharge.

Medi Gun

The stock Medi Gun is the best choice to keep your team in the action. It provides overheal to Soldiers and Scouts who want to push ahead and harass the other team. It provides an Übercharge which makes the target invincible.

Weapon Damage Critical Damage Function Times Special
Medi Gun
Medi Gun
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 2.5% per second (40 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.25% per second (80 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 1 second
  • Provides standard healing.
    • Heals at 24 health per second per second if the target was not damaged in the last 10 seconds.
    • Heals at 24-72 health per second if the target was not damaged in the last 10-15 seconds, scaling.
    • Heals at 72 health per second if the target was not damaged in the last 15 seconds.


Kritzkrieg

The Kritzkrieg is the main alternative to the Medi Gun. The Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff. It provides the Oktoberfest taunt, healing the Medic for 11 health.

Weapon Damage Critical Damage Function Times Special
Kritzkrieg
Kritzkrieg
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 0 seconds
  • Provides standard healing.
  • Provides the Oktoberfest taunt.


Quick-Fix

The Quick-Fix is more to be made for mobility and quick healing, rather than overhealing. It heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. Its Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the Medic to run at the speed of a Scout, provided that Scout is the healing target. The Quick-Fix can also follow explosive jumps, such as rocket jumps and sticky jumps. The Quick-Fix can only overheal 50% of normal overheal, but can maintain higher overheal on a player if they already have it.

Weapon Damage Critical Damage Function Times Special
Quick-Fix
Quick-Fix
  • Min Heal: 34 per second
  • Max Heal: 101 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 0 seconds
  • Provides increased healing.
    • Heals at 34 health per second per second if the target was not damaged in the last 10 seconds.
    • Heals at 34-101 health per second if the target was not damaged in the last 10-15 seconds, scaling.
    • Heals at 101 health per second if the target was not damaged in the last 15 seconds.
  • Can run as fast as the target if he runs faster than the Medic's normal speed.
  • Can follow explosive jumps.
  • Max Overheal is 125% of a targets health (instead of 150% provided by other Medi Guns).
    • Due to Overheal limitation, always builds ÜberCharge at maximum rate (unless target is also being healed by a Dispenser).


Vaccinator

The Vaccinator is intended to provide the Medic's patient a resistance to a certain type of damage (bullet, blast, or fire). Of the four Medi Guns, the Vaccinator charges the fastest, charging 50% faster than the stock Medi Gun. The Übercharge is stored in four increments, where the Medic and his patient receive heavy resistance to one type of damage for two seconds (or longer, if multiple Übercharges are deployed, to a maximum of eight seconds total). The Vaccinator helps increase the lifespan of the Medic as he is healed a quarter of the damage his patient his taking, provided the incoming damage type and resistance match. The Vaccinator heals at a standard rate, but overheals the Medic's patients 66% slower.

Weapon Damage Critical Damage Function Times Special
Vaccinator
Vaccinator
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.75% per second (26.7 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 3.75% per second (26.7 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 2 seconds, up to 4 uses at 100%
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • UberCharge Decay Time: 1 second
  • Provides standard healing.
  • Provides resistance to selected damage type for both patient and healer.
    • 10% while healing.
    • 75% while ÜberCharge.
    • The resistance fully negates the extra damage from Critical hits and Mini-crits.
    • 25% of matched income damage will come as healed.
  • 66% slower overheal rate

Medi Gun Usage

In normal play, the stock Medi Gun is used the majority of the time. The Kritzkrieg is mostly used when both Medics die at the same time: its faster charge rate lets the Medic get crits and kill the enemy Medic before he gets ÜberCharge. This is a risky maneuver, however, as failure to kill the enemy Medic will give the enemy a huge ÜberCharge advantage. The Kritzkrieg is used far more frequently in King of the Hill, where the Medi Gun's ability to break through choke points is not as useful.

The Quick-Fix has an unusual status. After the buff on July 10, 2013, it is considered to be the best option for the initial midfight, but is deemed too weak to break through a last point defense. In addition, it was allowed in ESEA but banned in ETF2L, which lead to significant gameplay differences between leagues.

Melee Weapon

Medics tend not to fight with their melee weapons, resorting to their Syringe Gun if cornered. However, some melee weapons will have an effect on the Medic as a whole.

Bonesaw

The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.

Weapon Damage Critical Damage Function Times Special
Bonesaw
Bonesaw
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Übersaw

The Übersaw provides an additional 25% Übercharge on every successful enemy hit. It fires slower than the stock Bonesaw.

Weapon Damage Critical Damage Function Times Special
Übersaw
Übersaw
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.96s
  • Gives the Medic +25% ÜberCharge on hit.
    • Non-lethal hits on disguised Spies don't add ÜberCharge.
  • Taunting performs the Spinal Tap, which can fill a Medic's Übercharge meter if it hits an enemy.


Vita-Saw

The Vita-Saw preserves 19% of the Übercharge from a previous life and grant it onto the Medic when he respawns. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The Vita-Saw reduces the Medic's health by 10, to 140. This weapon is banned in all competitive leagues.

Weapon Damage Critical Damage Function Times Special
Vita-Saw
Vita-Saw
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • While equipped, preserves ÜberCharge on death (caps at 19%).
  • Reduces maximum health by 10, to 140.
    • Maximum overheal reduced to 210 from 225.


Amputator

The Amputator functions similarly to the default Bonesaw, but provides the Medicating Melody taunt and greater health regeneration when the active weapon.

Weapon Damage Critical Damage Function Times Special
Amputator
Amputator
  • Melee: 52
  • Critical: 156
  • Minicrit: 71
  • Attack: 0.8s
  • Provides the Medicating Melody taunt.
  • Provides an additional 3 health per tick of self-regeneration when active.


Solemn Vow

The Solemn Vow functions identically to the Bonesaw, except that it allows the Medic to see the health of all enemy players.

Weapon Damage Critical Damage Function Times Special
Solemn Vow
Solemn Vow
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Allows the Medic to see enemy health.


Melee Weapon Usage

The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the Medic dies, but is banned in all leagues. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both provide identical damage to the stock Bonesaw, but have an added effect. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. The Amputator's taunt is sometimes useful to heal a large quantity of injured players, although it will not grant overheal or Übercharge. The taunt leaves the Medic extremely vulnerable and should only be done far from the enemy.