|“What are you lookin' at?!”
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Healing is an ability primarily possessed by the Medic class while using his Medi Gun, Kritzkrieg, Quick-Fix, or Vaccinator. By training his healing beam on an ally (or a disguised enemy Spy), the Medic can actively restore the player's health. In addition to restoring health, healing also enables the Medic to fill up his ÜberCharge bar. The Medic cannot heal buildings, which must be repaired using an Engineer's melee weapon, such as the Wrench.
Healing and ÜberCharge rates
The healing rate is linearly based upon how long ago the target was last damaged. If the target was damaged less than 10 seconds ago, then they are healed at the normal rate of 24 health per second. From 10 to 15 seconds, this rate increases linearly from 24 up to a maximum of 72 health per second. This mechanic is in place to encourage falling back to heal, as without the boosted healing rate, players often found that fighting, dying, and respawning was quicker than falling back, being healed to full, then re-engaging.
ÜberCharge building rate is halved if the target is at 142.5% health or above. If more than one Medic is healing the target, charge building speed is divided by a factor of the number of Medics healing that target. Dispensers and Payload Carts also reduce the charge rate when healing the same target.
For exact timings, see Ubercharge#Rates.
An overheal (commonly referred to as a "buff") indicates a player's health being up to 150% above their maximum HP (half of the player's normal health added on). Medics can overheal players with any secondary healing tool except for the Quick-Fix, which can only overheal up to 125%. The player's health cross on the HUD will glow more brightly as he or she is more overhealed. A particle effect consisting of small team-colored health symbols will surround an overhealed player. The Hatless Update increased the size of the overheal symbols.
A full overheal will fade away in exactly 15 seconds for all classes, provided that the player does not take additional damage. While the Heavy's health can be boosted to 450, it will return to its base of 300 in the same time as the Scout, whose health can be boosted to 185 from 125. If the Medic heals a player already at 100% health, it will take 1 to 3 seconds to raise them to 150% health (overhealed). Classes with higher starting health take longer to fully overheal.
During setup time, or while approaching an objective, a Medic can keep multiple teammates on the front line overhealed instead of only their primary healing target. This also increases the speed at which the ÜberCharge bar rises (ÜberCharge rate is not affected during setup time).
Overheal will be retained if a player is being healed by a Quick-Fix.
Max overheal is rounded down to the nearest multiple of 5, i.e., 175 -> 262.5 would be changed to 260.
|Class||Health||Overheal|| Quick-Fix Overheal
|With the Pretty Boy's Pocket Pistol equipped||125||185||155|
|With the Sandman equipped||110||165||135|
|With the Pretty Boy's Pocket Pistol and the Sandman equipped||110||165||135|
|With the Battalion's Backup equipped||220||330||275|
|With a equipped with 0 heads||150||225||185|
|With a head-taking melee weapon equipped with 1 head||165||245||205|
|With a head-taking melee weapon equipped with 2 heads||180||270||225|
|With a head-taking melee weapon equipped with 3 heads||195||290||240|
|With the Claidheamh Mòr equipped||175||260||215|
|With weapon slot boots and a head-taking melee weapon equipped with 0 heads||175||260||215|
|With weapon slot boots and a head-taking melee weapon equipped with 1 head||190||285||235|
|With weapon slot boots and a head-taking melee weapon equipped with 2 heads||205||305||255|
|With weapon slot boots and a head-taking melee weapon equipped with 3 heads||220||330||275|
|With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads||235||350||290|
|With weapon slot boots and the Claidheamh Mòr equipped||200||300||250|
|Under the effects of the Dalokohs Bar or Fishcake||350||450||425|
|With the Warrior's Spirit equipped||300||450||375|
|With the Warrior's Spirit equipped and under the effects of the Dalokohs Bar or Fishcake||350||450||425|
|With the Gunslinger equipped||150||225||185|
|With the Vita-Saw equipped||140||210||175|
|With Darwin's Danger Shield equipped||150||225||185|
|With the Big Earner equipped||100||150||125|
|With Conniver's Kunai equipped||70||105||85|
|Maximum overheal from Conniver's Kunai Backstabs||N/A||210||N/A|
- Overheal health can sometimes reach 1-2 more health than the normal limit.
- Repetitive lock-on's to a Reanimator in MvM can result in faster than normal revival rate.
Non-Medi Gun healing
| I'm Bat Man|
Survive 500 damage in one life.
| War Crime and Punishment|
In a single life, kill 3 enemies who have damaged a Medic that is healing you.
| Next of Kindling|
Ignite an enemy, and the Medic healing him.
"Medic!" bubble, player bleeding (health at or above 100%)
"Medic!" bubble when on fire (health at or above 100%)
"Medic!" bubble, when on fire and hurt (health below 100%). The bubble becomes more red as the player takes more damage.
Automatic Medic notification bubble (depends on the player's advanced multiplayer options)