Difference between revisions of "Anti-Heavy strategy"

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* The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
 
* The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
* The Heavy's guns are not accurate at long range. If he is far enough away, you need not fear his damage output.
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* The Heavy's guns are inccurate at long range.
 
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* The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
 
* The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
* The Minigun must be spun for one second before firing. Additionally, it takes one more second to ramp up to full damage & accuracy. If the Heavy does not already have the weapon spun up, you have the opportunity to retreat or take him out quickly.
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* The Minigun must be spun for one second before firing. Additionally, it takes one more second to ramp up to full damage & accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly.
* Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions, as well as making the Heavy substantially easier to hit.
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* Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Natascha}}
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* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
 
* Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
 
* Natascha grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.
 
* Natascha grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.
* Due to Natascha's significantly reduced damage, more bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
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* Natascha deals significantly reduced damage. Bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
 
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.
 
* At long distances, this weapon's [[Slowdown|slow down]] has little effect.
*The Natascha is powerful at dealing with mobile targets, but less so with immobile. Use Sentry Guns or Snipers, who rely very little on mobility, to easily deal with the heavy.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Brass Beast}}
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* The Brass Beast takes even longer to spin up than Natascha and brings the Heavy's speed to a crawl. It becomes nearly impossible for him to avoid oncoming fire, especially from the Demoman or Sniper.
 
* The Brass Beast takes even longer to spin up than Natascha and brings the Heavy's speed to a crawl. It becomes nearly impossible for him to avoid oncoming fire, especially from the Demoman or Sniper.
 
* The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.
 
* The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.
* The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy, no matter what weapon he wields, but even more so with the Brass Beast.
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* The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Tomislav}}
 
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* The Tomislav spins up quickly and quietly, making it excellent at ambushing.  
 
* The Tomislav spins up quickly and quietly, making it excellent at ambushing.  
* Listen for a rattling noise when approaching corners, which may indicate that a Heavy with the Tomislav lies in wait.
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* Listen for a rattling noise when approaching corners, which indicates a Heavy with the Tomislav.
* Forcing the Heavy to fight in the open will lower his effectiveness, as the Tomislav fires 20% slower than the Minigun.
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* The Tomislav fires 20% slower than the Minigun. Forcing the Heavy to fight in the open lowers his effectiveness.
* The Tomislav has higher accuracy than the other primaries, allowing for the Heavy to increase his effective range. Take note to effectively move/space yourself away from the Heavy.
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* The Tomislav has 20% increased accuracy, increasing the Heavy's effective range. Space yourself a little further away than usual.  
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Huo-Long Heater}}
 
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* When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. By getting the Heavy's attention and staying behind coverm, you force him to either keep his gun spun up and waste ammunition, or for the Heavy to un-spin the gun, allowing you to attack him somewhat-safely.
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* When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. Grab the Heavy's attention and stay behind cover to force him to either keep his gun revved and waste ammunition, or un-spin the gun, which leaves him vulnerable.
* Spies can jump over the ring of flames deployed by the Huo-Long Heater, making it possible for them to backstab the Heavy without being set on fire or losing their [[Spy-cicle]].
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* With proper timing, a Spy can jump over the ring of flames and backstab the Heavy without being set on fire.
 
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Shotgun}} + '''reskins'''
 
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* A Heavy will most likely switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. Take him down before he can prepare his other weapon.
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* A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. It is a powerful secondary weapon, but the Heavy runs as slow as usual when using it.
 
* The Shotgun is a close-to-medium range weapon and ineffective at long range.  
 
* The Shotgun is a close-to-medium range weapon and ineffective at long range.  
* The Shotgun only has six shots. If he is pressured enough to switch back to the Minigun, you should easily be able to finish him off.
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* The Shotgun only has six shots. If the Heavy feels pressured enough to switch back to the Minigun, you should easily be able to finish him off.
 
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Family Business}}
 
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* The Family Business has a total of 8 shots compared to the Shotgun's 6, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
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* The Family Business has an increased shot capacity of 8, fires 15% faster, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
* The Family Business fires 15% faster than the default Shotgun. Move away from the Heavy quickly if you see him carrying this weapon, and attack him from a further distance.
 
 
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|align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}}
 
|align="center" valign="center" style="padding:0.5em" | {{Table icon|Panic Attack}}
 
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* The Panic Attack deploys quickly and does slightly more damage than the Shotgun due to more pellets, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge. Like the other shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.
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* The Panic Attack deploys quickly, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge.  
 
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* Like with the other Shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandvich}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Sandvich}} + '''reskins'''  
 
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* The Sandvich quickly restores the Heavy to full health as he eats it, so he may be able to soak up the damage dealt by your attacks. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.
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* The Sandvich quickly restores 300 health to the Heavy as he eats it. It is the most potent of his edibles, so he may be able to soak up your attacks if you catch him eating. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.  
* A Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
 
 
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].
 
* A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly [[Medic]]. Steal the Sandvich yourself or knock his allies away using [[knock back]].
 +
* The Sandvich has a recharge time of 30 seconds. The Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Dalokohs Bar}} + '''reskins'''
 
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* The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine the winner of a duel.
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* The Heavy can eat the Dalokohs Bar every 10 seconds to heal 100 health. Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. Most significantly, it can be thrown more often as a small health kit to dispense more total health.
* Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. It has a cooldown timer of only 10 seconds, compared to the Sandvich’s 30 seconds.
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* The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine a duel if he's fighting alone.
* Most significantly, while a thrown Dalokohs Bar heals for less than the Sandvich, it can be thrown more often to dispense more total health.
 
* If you know that a Heavy has eaten a Dalokohs Bar, let your team know (especially classes like Sniper & Demoman) that the Heavy will have more health.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Buffalo Steak Sandvich}}
 
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* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon. It also increases the damage he takes by 20%, so keep a distance and shoot him down.
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* The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon and increases the damage he takes by 20%. keep a distance and shoot him down.
* The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him off guard while he is traveling, he is helpless against your ranged attacks.
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* The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him while he is traveling, he is helpless against your ranged attacks.
 
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
 
* Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Second Banana}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Second Banana}}
 
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* The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals alone by constantly following and attacking him.
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* The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals by constantly following and attacking him.
* Similar to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health. Deny allies the quicker health, by stealing the health or knocking them away.
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* Similarly to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health.
*Expect the Heavy to eat the Second Banana more often, and take advantage of the vulnerability during eating. The lower healing from the Second Banana means that it will be easier to out-damage the health gained by the Heavy.
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* Expect the Heavy to eat the Second Banana more often. Attack if his mealtimes are too predictable.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists}} + '''reskins'''
 
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* The Heavy's slow speed is a disadvantage that can be exploited by faster classes during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
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* Faster classes can exploit the Heavy's slow speed during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
* The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you in turn.
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* The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Killing Gloves of Boxing}}
 
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* If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you with a critical punch, your death will just reset the buff’s duration.
 
* If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you with a critical punch, your death will just reset the buff’s duration.
* The Heavy can also apply the Crit boost to his other weapons when switched. Quickly decide whether to take him down or retreat until his buff wears off.
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* The Heavy can also apply the Crit boost to his other weapons when switched. React properly if he switches to a gun.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Gloves of Running Urgently}} + '''reskins'''
 
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* The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
 
* The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
* The G.R.U. take a significant amount of time to holster. Catching the Heavy as he travels should let you significantly damage him.
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* The G.R.U. take a significant amount of time to holster. Catching the Heavy before he can switch weapons lets you deal significant damage for free.
* The Heavy could take out the G.R.U. to pursue you or retreat. If you realize this, turn around and fight before he switches to another weapon.
+
* Depending on how long the Heavy wore the G.R.U., you may deal enough damage to burst down his lowered maximum health.  
* If you spot a Heavy with the G.R.U, engage them before they can reach maximum health, and they should be easier to deal with.  
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Warrior's Spirit}}
 
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* A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
 
* A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
* Be cautious of the increased damage of the Warrior's Spirit. The Warrior's Spirit deals 20 more base damage than the Fists, and can two-shot full-health Medics, as well as three-shot full-health Soldiers.
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* The Warrior's Spirit deals 20 more base damage than the Fists. This increased damage lets the Heavy three-hit the Soldier and two-hit the Medic from full health.
* If a Heavy recently obtained a kill using the Warrior's Spirit, remember that he will have recovered some health and won't be an easy kill, even with his damage vulnerability.
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* If the Heavy recently obtained a kill using the Warrior's Spirit, keep in mind that he will have recovered some health and won't be an easy kill.
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Fists of Steel}}
 
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* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
 
* The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
* The Heavy takes doubled melee damage while the Fists of Steel are active. Consider charging at him with your melee weapon, but be wary of the Heavy catching on and switching to another weapon.
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* The Heavy takes doubled melee damage while the Fists of Steel are active. Flank him with your melee weapon, fake a direct approach to weapon heckle him, or attack with both ranged and melee alongside teammates.
** If you don't think you can reach him before he switches to his Minigun, you can fake an approach to weapon heckle him or attack with both ranged and melee alongside teammates.
+
* A Heavy with the Fists of Steel is healed and overhealed less by the Medic, making him easier to wear down in combat.
* The Fists of Steel causes the Heavy to be healed less, as well as have a smaller maximum Overheal. Use the lowered health-gain to your advantage.
 
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Eviction Notice}}
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* In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
 
* In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
 
* The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
 
* The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
* Like the G.R.U, take advantage of the health drain caused by the Eviction Notice. Use the drain to your advantage in melee combat, and take the weakened Heavy out before he can fully regain his Health.
+
* Depending on how long the Heavy wore the Eviction Notice, you may deal enough damage to burst down his lowered maximum health.  
 
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Holiday Punch}}
 
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* The Holiday Punch forces its victims to [[Schadenfreude|laugh in place]] upon being hit in the back or with a Critical hit.
 
* Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[Showdown|probably suffer a humiliating death]].
 
* Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck [[Schadenfreude|laughing in place]] and will [[Showdown|probably suffer a humiliating death]].
* You cannot be forced into an animation while airborne. If you're fighting a Heavy with the Holiday Punch, try to jump whenever he punches to avoid [[Critical Hits|Random Critical Hits]].
+
* You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid [[Critical Hits|Random Critical Hits]].
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Again, try to jump while the Heavy punches to avoid this.
+
* This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge.
* It's important to remember that all critical hits will result in a Schadenfreude, giving the Heavy even more opportunities to attack.
 
 
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Revision as of 18:09, 20 June 2021

How could this happen?

The Heavy is the sturdiest but least maneuverable class. He easily soaks up damage and still poses a threat thanks to his Minigun, which can mow down anyone who dares face him head-on. The Heavy will almost always be found at the frontlines, often supported by a Medic. Because his direct combat is so powerful, taking him down will require smart play or additional firepower from teammates. The Heavy's weakness lies in his size and lack of speed, which makes him an easy target for sneak attacks or long-range weapons. Additionally, he has less diverse loadout options than other classes, limiting his unpredictability; any weapon that provides utility usually comes with heavy combat drawbacks.

General

Attributes Anti-Heavy strategy
Heavy emblem RED.png Role
  • The Heavy's large size and firepower often places him at the center of any fight.
  • He is a natural shield and rallying point for his allies - taking him out can often cause the enemy team to consider falling back.
Leaderboard class medic.png Health
  • The Heavy has the largest health pool of all nine classes. Defeating him will usually require focused fire from multiple allies, especially if he is being healed.
  • The Heavy can use his large size to draw attention away from frailer teammates.
Leaderboard class scout.png Speed
  • The Heavy's main weakness is his slow movement speed - he cannot easily dodge attacks or pursue you.
  • The Heavy's lack of movement options make him a juicy target for enemy Snipers and Spies.
  • If you can't take a Heavy by surprise, take potshots from behind cover.
Leaderboard class soldier.png Power
  • The Heavy possesses the most powerful weapons in the game. Fighting him head-on without backup is usually a bad idea.
  • The Heavy's guns are inccurate at long range.

Weapon-specific

Main article: Heavy weapons

Primary weapons

Weapon Anti-Heavy strategy
Minigun
Minigun + reskins
  • The Minigun rapidly fires rounds that deal immense damage at close range, but is inaccurate at long range. Use cover, attack from longer ranges, and don't charge directly at him.
  • The Minigun must be spun for one second before firing. Additionally, it takes one more second to ramp up to full damage & accuracy. If the Heavy does not already have the weapon spun up, you can retreat or take him out quickly.
  • Firing the Minigun slows the Heavy's movement speed to a crawl, making him vulnerable to flanking and coordinated attacks from different directions.
Natascha
Natascha
  • Natascha has a longer spin-up than the default Minigun, but slows targets it hits. This makes hit-and-run tactics easier to begin, but harder to run away from should you be caught in its fire.
  • Natascha grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.
  • Natascha deals significantly reduced damage. Bulky classes, such as the Soldier or Demoman, can face its user head-on with proper positioning.
  • At long distances, this weapon's slow down has little effect.
Brass Beast
Brass Beast
  • The Brass Beast deals increased damage, making it near impossible to face in close quarters.
  • The Brass Beast takes even longer to spin up than Natascha and brings the Heavy's speed to a crawl. It becomes nearly impossible for him to avoid oncoming fire, especially from the Demoman or Sniper.
  • The Brass Beast grants 20% damage resistance to the Heavy when he's below 50% health. The Heavy will need to be focused by your team if he is suppressing an important area.
  • The Heavy's decreased movement speed encourages him to linger in defensive locations longer. When fighting in enemy territory, take care to not run straight into a Heavy.
Tomislav
Tomislav
  • The Tomislav spins up quickly and quietly, making it excellent at ambushing.
  • Listen for a rattling noise when approaching corners, which indicates a Heavy with the Tomislav.
  • The Tomislav fires 20% slower than the Minigun. Forcing the Heavy to fight in the open lowers his effectiveness.
  • The Tomislav has 20% increased accuracy, increasing the Heavy's effective range. Space yourself a little further away than usual.
Huo-Long Heater
Huo-Long Heater
  • When the Huo-Long Heater is spun up, it consumes 4 ammo per second to deploy a ring of flames. Grab the Heavy's attention and stay behind cover to force him to either keep his gun revved and waste ammunition, or un-spin the gun, which leaves him vulnerable.
  • With proper timing, a Spy can jump over the ring of flames and backstab the Heavy without being set on fire.

Secondary weapons

Armaments

Weapon Anti-Heavy strategy
Shotgun
Shotgun + reskins
  • A Heavy may switch to the Shotgun when he is moving between areas or his Minigun runs out of ammunition. It is a powerful secondary weapon, but the Heavy runs as slow as usual when using it.
  • The Shotgun is a close-to-medium range weapon and ineffective at long range.
  • The Shotgun only has six shots. If the Heavy feels pressured enough to switch back to the Minigun, you should easily be able to finish him off.
Family Business
Family Business
  • The Family Business has an increased shot capacity of 8, fires 15% faster, but deals 15% less damage per shot. This makes constantly pressuring him less effective, but will also make combat beyond close-range less dangerous.
Panic Attack
Panic Attack
  • The Panic Attack deploys quickly, but suffers from massive bullet spread with consecutive shots. Survive the first shot, and the following ones are easier to dodge.
  • Like with the other Shotguns, if the Heavy is pressured enough to switch back to the Minigun, you should easily be able to finish him off.

Edibles

  • A "Lunchbox" item replaces the Heavy's Shotgun, leaving him with only one ranged weapon.
  • If a Heavy retreats from a fight, listen for the telltale eating lines and check if he is trying to heal.
  • A Heavy is completely defenseless while eating. If no other enemies are nearby, interrupt his meal and kill him. Many taunt kills are faster than the eating animation and are guaranteed to outdamage the maximum healing of 300.
Weapon Anti-Heavy strategy
Sandvich
Sandvich + reskins
  • The Sandvich quickly restores 300 health to the Heavy as he eats it. It is the most potent of his edibles, so he may be able to soak up your attacks if you catch him eating. At the very least, harm him enough so that eating the Sandvich was a pointless endeavor.
  • A Heavy can throw his Sandvich on the ground for anyone else to pick up in order to regain 50% of their HP instantly. This is commonly done to heal a friendly Medic. Steal the Sandvich yourself or knock his allies away using knock back.
  • The Sandvich has a recharge time of 30 seconds. The Heavy can acquire a new Sandvich by picking up a medkit while at full health. Take any nearby medkits for yourself or damage him so that he does not receive a new Sandvich.
Dalokohs Bar
Dalokohs Bar + reskins
  • The Heavy can eat the Dalokohs Bar every 10 seconds to heal 100 health. Compared to the Sandvich, the Dalokohs Bar can be used more often but restores less health. Most significantly, it can be thrown more often as a small health kit to dispense more total health.
  • The Dalokohs Bar only heals the Heavy for 100 HP, but increases his maximum Health by 50 for 30 seconds, which can determine a duel if he's fighting alone.
Buffalo Steak Sandvich
Buffalo Steak Sandvich
  • The Buffalo Steak Sandvich increases the Heavy's speed and damage, but locks him into his melee weapon and increases the damage he takes by 20%. keep a distance and shoot him down.
  • The Heavy may consume the Steak Sandvich to reach the front lines faster. If you catch him while he is traveling, he is helpless against your ranged attacks.
  • Like the regular Sandvich, a Heavy can toss his Buffalo Steak Sandvich for others to pick up, restoring 50% of their max health. Deny his allies this healing by knocking them away with rockets or grenades, or stealing the Steak for yourself.
Second Banana
Second Banana
  • The Second Banana recharges twice as fast the Sandvich, but only heals 200 health at a time. Aggressively prevent the Heavy from having any meals by constantly following and attacking him.
  • Similarly to the Dalokohs Bar, a thrown Second Banana heals for less than the Sandvich, but can be thrown more often to dispense more total health.
  • Expect the Heavy to eat the Second Banana more often. Attack if his mealtimes are too predictable.

Melee weapons

Weapon Anti-Heavy strategy
Fists
Fists + reskins
  • Faster classes can exploit the Heavy's slow speed during a melee fight; strafe around him, back up between attacks, and use high ground to jump over his head to disorient him.
  • The Heavy is the class with the highest health; it will take more hits to take him down, which gives the Heavy more chances to strike you.
Killing Gloves of Boxing
Killing Gloves of Boxing
  • If a Heavy gains the critical hit boost from the K.G.B., stay back until it wears off. If he kills you with a critical punch, your death will just reset the buff’s duration.
  • The Heavy can also apply the Crit boost to his other weapons when switched. React properly if he switches to a gun.
Gloves of Running Urgently
Gloves of Running Urgently + reskins
  • The G.R.U. significantly boosts the Heavy's movement speed but drains his maximum health over time. He will typically use them to run to a battlefield, then switch weapons upon arriving.
  • The G.R.U. take a significant amount of time to holster. Catching the Heavy before he can switch weapons lets you deal significant damage for free.
  • Depending on how long the Heavy wore the G.R.U., you may deal enough damage to burst down his lowered maximum health.
Warrior's Spirit
Warrior's Spirit
  • A Heavy using the Warrior's Spirit inflicts and receives 30% more damage, leaving less room for mistakes for both of you.
  • The Warrior's Spirit deals 20 more base damage than the Fists. This increased damage lets the Heavy three-hit the Soldier and two-hit the Medic from full health.
  • If the Heavy recently obtained a kill using the Warrior's Spirit, keep in mind that he will have recovered some health and won't be an easy kill.
Fists of Steel
Fists of Steel
  • The Fists of Steel reduce ranged damage, allowing the Heavy to approach the battlefield a bit more safely. It increases the time it takes for him to switch to another weapon, so catching him by surprise is always a good option.
  • The Heavy takes doubled melee damage while the Fists of Steel are active. Flank him with your melee weapon, fake a direct approach to weapon heckle him, or attack with both ranged and melee alongside teammates.
  • A Heavy with the Fists of Steel is healed and overhealed less by the Medic, making him easier to wear down in combat.
Eviction Notice
Eviction Notice
  • Outside of combat, the Eviction Notice acts as a watered-down version of the Gloves of Running Urgently; the speed boost is smaller, but the health drain is lower.
  • In combat, treat the Eviction Notice as if dealing with the default Fists; it attacks almost twice as fast but deals 60% less damage, making it inflict 20% less damage than the Fists overall.
  • The Eviction Notice gives the Heavy a speed boost on-hit. Slower classes might have trouble avoiding him if he manages to land the first hit.
  • Depending on how long the Heavy wore the Eviction Notice, you may deal enough damage to burst down his lowered maximum health.
Holiday Punch
Holiday Punch
  • The Holiday Punch forces its victims to laugh in place upon being hit in the back or with a Critical hit.
  • Don't leave your back exposed; if the Heavy manages to hit your back with the Holiday Punch, you will be stuck laughing in place and will probably suffer a humiliating death.
  • You cannot be forced into an animation while airborne. Try to jump whenever the Heavy punches to avoid Random Critical Hits.
  • This weapon's forced-laughter effect can pierce through an ÜberCharge, wasting the invulnerability. Watch for any enemies coming from behind to displace you when using an ÜberCharge.

See also