Community Heavy strategy

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You dare challenge Heavy Weapons Guy?
I have plan for you: more pain!
The Heavy

The Heavy, as the class name suggests, is the full frontal attack force of Team Fortress 2. His class itself is a heavy weapon -- big, slow, tough, and powerful; players can wade into battles where other classes dare not. The Heavy's usefulness as a shock troop on the front lines, defense breaker, and wide-area defender should not be underestimated or ignored by either side.

Quick tips

  • Hurry through any open areas. You're the favorite target of Snipers. Consider jumping up and down or quickly crouching to throw off their aim.
  • Look out behind you! Any competent Spy will invariably attack you at some point during a game. Listen for the de-cloaking sound and check your back whenever it is safe to do so.
  • The Sandvich heals you completely and will keep you in the fight. Use it behind cover - you're completely helpless during the four seconds it takes to heal. Try to position your back against a wall to prevent opportunistic Spies from backstabbing you.
  • You can press your alt-fire button (right-click by default) to throw your food items to someone else, like your Medic.
  • If you have a Medic healing you, keep them protected by staying in front of them and blocking attacks meant for them.
  • Pick up ammo often. Though 200 seems like a lot, your Minigun fires ten rounds per second, and will deplete your ammo in 20 seconds.
  • If you see enemies at medium to long range, fire a burst at them and then change position. The longer you stay still trying to chip away at their health, the more likely you are to be killed by a Sniper or Spy.
  • Keep moving! If you stay in one place for too long, enemies will remember where you are and target you.

General

  • As the class with the most health, the Heavy is capable of absorbing a lot of damage before going down. This endurance can allow him to stay on the front lines longer than other classes. Use this to distract the enemy and take pressure off wounded teammates.
    • However, remember that due to the Heavy's slow speed and large hitbox, it's far easier for players to cause damage to the Heavy, so always be ready to retreat behind cover. As powerful as the Heavy is, players should keep in mind that they are still vulnerable to concentrated attacks, and that the Heavy's slow movement can increase this vulnerability.
  • Beginner Heavy players should aim to develop the mentality that they will automatically retreat no matter what when their health drops to around 125 HP (plus/minus 25 HP). As they gain experience, they will be better suited to judge a situation to see if they should retreat early or to stay and fight to the death.
Snipers can take out a Heavy with one fully charged Headshot, so keep out of their sights! If forced to traverse Sniper sight-lines, jump and crouch regularly to throw off their aim.
  • With 300 HP, the Heavy is capable of being overhealed up to 450 HP, which can allow players to absorb even more damage. A Heavy with a Medic in tow is easily one of the most powerful combinations in the game.
  • Being the slowest class in the game, the Heavy usually has top Teleporter priority. In the absence of Teleporters, it is important to plan your route ahead so as to not waste time by going the wrong way.
  • Thanks to the class's size, strength, firepower, and general obviousness, Heavy players draw a lot of attention in a fight. This allows Heavies to dictate the focus and pace of a battle merely by their presence and positioning. Heavies can be used to distract enemies while more maneuverable classes such as Scouts and Pyros can ambush and flank the enemy, and their absence can be used to lull the foe into a false sense of security.
  • Remember that, in spite of the class's considerable offensive power, the Heavy is a Defensive type class. While still extremely powerful during a push, Heavies are most effective used in defensive situations can suppress enemy movements and break up pushes.
  • A Heavy standing next to a Dispenser, health/ammo pickups, or pushing the Payload cart can get a constant supply of ammo and health, letting players fire their Minigun continuously without the need for additional ammo or a Medic.
  • Watch out an enemy-colored laser dot. Though Heavies have a large health pool, one well placed Sniper shot can take them down instantly.
    • Firing the Minigun at Snipers may not do much damage, but will cause them to flinch, ruining their aim. However, a good Sniper may still be able to land a headshot, so crouch regularly to throw their aim off.
  • Heavies are high-priority targets for Spies. Check your back before spinning up your Minigun.
    • Because of the Minigun's wide spread, firing occasionally out in the open can hit and reveal a cloaked Spy. This allows players to Spy-check over longer distances.
  • When firing any of his primary weapons, a Heavy's bullets actually originate from his head, not his gun barrel. This mechanic can be used to fire "through" solid objects that reach up to the Heavy's neck, allowing you to deal considerable damage to enemies from behind cover. As an additional bonus, many casual players are not familiar with this tactic and may not be able to counter it. Remember that Snipers can still headshot you, though.
  • Pushing the cart in Payload games can be quite effective if there are teammates to support the push. Use the cart as cover and shoot from behind it. Furthermore, the cart acts as a moving Dispenser, and health and ammo will be replenished automatically, increasing the Heavy's already impressive endurance.
  • Take care of Medics! A Heavy/Medic pair can be a devastating force, but only if the two of them work together. Remember that a Medic usually has other teammates to worry about besides a Heavy, so be observant of when the Medic is and isn't healing you. Be sure to throw your Sandvich to your Medic if he is low on health. You can also block incoming projectiles for your Medic if necessary.
  • Communication is the key! Keep communicating with your Medic to reduce the chance of getting separated. This can also help with ÜberCharge, because you can tell your Medic when to deploy it so that it is not wasted.
  • Lunchbox items such as Sandviches cannot be eaten when the Heavy is airborne or swimming. However, they can still be thrown with secondary fire.
  • To compensate for the speed reduction during the primary weapon's spin up time, run towards the spot you intend to fire from. Before reaching that spot, jump to keep momentum, and hold the fire button to start the spin up. You will land on your intended spot, and begin firing. This is most useful when firing around corners.

Weapon Specific

Primary Weapons

Minigun + reskins

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Minigun
Stock
Minigun
Killicon minigun.png 200 50-54 5-30 5-10 27
Iron Curtain
Promotional
Iron Curtain
Killicon iron curtain.png
Festive Minigun
Uncrate
Festive Minigun
Killicon minigun.png
Item icon Rust Botkiller Minigun.png Item icon Blood Botkiller Minigun.png Item icon Silver Botkiller Minigun.png Item icon Gold Botkiller Minigun.png Item icon Carbonado Botkiller Minigun.png Item icon Diamond Botkiller Minigun.png

Botkiller Miniguns

Killicon minigun.png
Australium Minigun
Advanced+ Mann Up Reward
Australium Minigun
Killicon minigun.png
  • Remember that holding alternate fire will keep the Minigun spun up and ready to shoot at a moment's notice; taking up station in strategic defensive positions and staying spun up is often an excellent alternative to attempting an assault as a Heavy.
    • Beware that spinning up the Minigun will greatly reduce movement speed as well as emit a distinctive sound. Nearby enemies will know that you are nearby.
    • Tap the alternate fire button to move at a normal speed while still being able to spin up quickly.
  • Mouse tracking speed doesn't decrease when the Minigun is spinning. Setting the mouse to a high sensitivity can allow players to quickly lock on to moving targets.
  • Knowing when not to fire is key to good Heavy play. Wasting ammo whittling away long-range targets or on ÜberCharged pairs will leave players without bullets at a crucial point.
  • One of the keys to using the Minigun effectively is learning to jump and spin up at the same time. Use this when going around corners to effectively ambush the enemy.

Natascha

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Natascha
Unlock
Natascha
Killicon natascha.png 200 32-36 5-20 3-10 20.25
Festive Natascha
Festivizer
[[Festive Natascha|Template:Dictionary/items/festive natascha]]
Killicon natascha.png
  • Natascha is particularly effective against faster classes (such as the Scout), since it counteracts their speed advantage. Use Natascha to prevent speedy classes from reaching cover, making them easier to pick off.
  • Due to Natascha doing less damage, it's best to avoid fighting Heavies that are wielding a different primary weapon (especially the Brass Beast), or an Engineer's Sentry Gun, unless a Medic is providing support or teammates are nearby.
  • When working with a teammate on defense, such as a Demoman, Soldier, or Minigun-wielding Heavy, Natascha can make Scouts, Medics, and Pyros easier targets for slow-moving projectiles and allows other Heavies time to spin up their guns.
  • Natascha can be a better choice than the Minigun for dealing with Spies, as Natascha reduces the chance of an enemy Spy escaping after a successful Spy-check.
  • The slowdown of Natascha also affects vertical momentum, meaning that any opponent trying to jump (including rocket jumps and sticky jumps) will come up short when hit. This can be used to defend high vantage points against Soldiers and Demomen trying to take the high ground.
  • The slowing effect makes the Heavy more frustrating to fight, giving him a much larger presence in battle, and can be very effective at giving suppressive fire.
  • This weapon gives the Heavy more of a team support role instead of being the spearhead of the team. Adjust your strategy accordingly.
  • You gain a 20% damage resistance when spun up and below 50% health. This effectively gives you 330 HP when not overhealed and revved up. However, the resistance will not come into effect until below 50% health, meaning even if you are fully overhealed, you can still be killed instantly by a fully charge Sniper Rifle headshot.

Brass Beast

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Brass Beast
Craft
Brass Beast
Killicon brass beast.png 200 60-65 6-36 5-12 32.4
Festivized Brass Beast
Festivizer
[[Festivized Brass Beast|Template:Dictionary/items/festivized brass beast]]
Killicon brass beast.png
  • Carrying the Shotgun as a secondary weapon is recommended due to the Brass Beast's long spin-up time. This allows players to quickly have a weapon ready to fire in event of an ambush.
  • Due to the extremely slow walking speed while spun up, this weapon is great in defensive situations that do not require a significant amount of movement.
    • Take advantage of its greater damage potential by guarding bottlenecks and choke points, where the enemy has less room to maneuver and avoid fire.
  • Positioning yourself with the Brass Beast takes a lot of forethought and also a lot of practice to get used to. As a rule of thumb, let the enemy come to you in relatively short spaces; although the Brass Beast will do good damage at longer ranges, you will be at very high risk if you try to to take advantage of this due to your being almost immobile.
  • In team defenses, try to pair up with another Heavy that is using the Natascha. The Natascha-wielding Heavy can slow nearby targets down, maximizing the amount of damage that the Brass Beast can do.
  • Make good use of Dispensers with this weapon. The slower movement speed when spinning means it's difficult for players to keep the Brass Beast well-stocked with ammo, as others may take the dropped weapons of dead foes first, as well as making the Heavy an easier target for explosive splash damage.
  • With the Brass Beast equipped, enemy Heavies are often less of a threat; you should nearly always win against other Heavies, assuming that they don't ambush you.
  • Hiding around the corner for unaware players is a good way to make a quick ambush.
  • Though enemy Heavies do generally become less of a threat, a Heavy with the Minigun can spin up and kill you faster than you can spin up and kill them because of the marginally increased spin-up time.
  • The 20% extra damage resistance while revved up allows you stay in combat longer. If you are fully overhealed, even a fully charged Sniper headshot will not kill you. You are still not invincible though, and with the very low mobility of this weapon it should not be used outside of defensive situations where you have a lower chance of getting caught out of position.

Tomislav

Weapon Kill Icon Ammo Damage
Carried Point Blank Medium Range Long Range Critical
Tomislav
Craft
Tomislav
Killicon tomislav.png 200 50-54 5-30 5-10 27
Festivized Tomislav
Festivizer
[[Festivized Tomislav|Template:Dictionary/items/festivized tomislav]]
Killicon tomislav.png
Australium Tomislav
Advanced+ Mann Up Reward
Australium Tomislav
Killicon tomislav.png
  • A Tomislav-equipped Heavy is ideal for surprising foes as they turn corners. Ambushing a foe at point-blank range in this manner results in a very quick, nearly unavoidable kill; they cannot retreat fast enough to escape the finishing burst as you follow them, and they usually cannot outlast the Heavy's health if they choose to fight anyway.
  • If you find an area where you can efficiently execute such ambushes, make sure you do not use the same spot each time. Victims of your rampage will quickly warn their teammates, who will bring backup or keep their weapons ready as they close into the kill zone.
  • The Tomislav's rapid spin-up generally compensates for many of the weaknesses of the Shotgun. If your ammo efficiency is good and/or you expect to use mostly defensive tactics, a consumable may be a better use of your secondary slot.
  • While the 20% faster spin up time is definitely noticeable and allows you to play a more mobile style, you are still vulnerable if caught unspun with multiple enemies.
  • Normally, switching to the Minigun while boosted from the Killing Gloves of Boxing is an inefficient use of the Crit-boost period; the Tomislav is a powerful exception to this rule, as you can switch to, deploy, and fire the weapon less than a second after you connect with the gloves. This is a great way to clear an area while ÜberCharged.
  • When coordinating with a Medi Gun-equipped Medic, feel free to close the distance more in the early part of an offensive ÜberCharge, as you will have additional time to fire nonetheless.
  • Listen carefully for enemy Heavies and their Miniguns; should you engage, you will lose in a head-to-head fight with all but Natascha-wielding Heavies (assuming both of you are spun up and ready to fire and all else being equal). Catch them close and undeployed, and you will win the damage race before they can deal too much damage.
  • The increased accuracy of the Tomislav means that it is more efficient at longer ranges than the default Minigun. While not accurate enough to kill targets at long range, it can be used to deplete an enemies health enough to force them to withdraw.

Huo-Long Heater

Weapon Kill Icon Ammo Damage Effect
Carried Point Blank Medium Range Long Range Critical Fire Ring Afterburn
Huo-Long Heater
Craft
Huo-Long Heater
Killicon huo-long heater.png 200 50-54 5-30 5-10 27 12-18 36 damage over 6 seconds

The Huo-Long Heater is very similar to the stock Minigun in terms of damage output. However, while being spun up, it continuously emits a ring of fire around the Heavy that ignites nearby foes and does minor damage. This ring of fire consumes 6 ammo per second, meaning that the Huo-Long Heater runs out of ammunition more quickly than other Miniguns. The ring of fire is not generated if the Huo-Long Heater is out of ammunition. The ring of flames comes in very handy for Spy-checking — while hurrying to the front lines, let off a few rounds and rings to check for any enemy Spies in the area.

  • It is best to carry a Shotgun for Heavy's secondary weapon, as the Huo-Long Heater will consume ammo far quicker than the other Miniguns. In the event that you run out of ammo, rely on the Shotgun, but do not try to substitute it for the Heater's firepower. The Family Business is recommended due to its larger ammo clip. In maps with plenty of ammo boxes, consider using health-replenishing secondary weapons instead.
  • Focus more on long-ranged assaults with your Minigun fire than for self-defensive, close-ranged attacks. The ring of fire will protect you from close-ranged enemy assaults, though it will not finish them off completely.
    • Do not rely completely on the ring of fire or its afterburn to kill nearby enemies. Unless your opponent is low on health, the flames will most likely not be effective enough to kill even a Spy attempting to backstab, but it will ignite them either way.
  • Rely on teammates more than ever. Your ammo is more limited than usual, and you will be likely to run out of ammo directly in enemy territory. Teammates will be able to support you in this situation as well as to finish off any enemy ignited by your flames while you focus on key targets, or when you are not spun up as to not waste ammo.
  • Pay attention to any reserve of ammo nearby. Fallen players' weapons and ammo packs will be able to restore your quickly-depleted ammo for a longer assault. It is very annoying being the slowest class in the game and absorbing all the crossfire just to reach that Scattergun or Sniper Rifle.
  • Conserve ammo as much as possible. It is best to keep your Heater spun up only when in an area vulnerable to ambush or near a source of ammo, like a Dispenser. Otherwise, you may run out of ammo quickly.
  • Attempt to get close to enemies. Far away from them, they both take less damage from your bullets and are out of the range of your flames. Pairing with the Gloves of Running Urgently can allow you to close in to your enemies quicker.
  • The Heavy's own size added to the ring of fire that surrounds him can allow him to act as an even greater defensive figure, able to block off passageways and ward off enemies, while protecting himself from attacks.
  • The ring of flames you create can also serve as a deterrent for Spies. In particular, those armed with the Spy-cicle with have their Spy-cicle temporarily melted by the flames. Spies attempting to backstab you while you are revved up will be ignited, or if armed with the Spy-cicle, will start screaming as if they're on fire despite not being aflame. Keep an eye out for any friendly players who have been lit on fire — they may be an enemy Spy.
    • Just because you have a ring of fire doesn't mean a Spy won't backstab or try to shoot you. Use this weapon for Spy-checking.
    • Experienced Spies can sometimes jump into melee range and strike before landing on the ground, scoring a backstab without being ignited by the ring of flames. Continue to stay alert for Spies approaching behind you.
  • This weapon can also be used to defend friendly Engineer nests. Dispensers will give you a continuous source of ammo, and the ring of flames you create will ignite enemy Spies attempting to sap buildings.
    • Similarly, the weapon is quite efficient when pushing the cart in Payload and Payload Race game modes. The cart's ammo supply is enough to keep the weapon spun-up continuously, and the ring of fire will provide protection to you and your nearby teammates who are pushing it.
    • Also, the Huo-Long is very useful on most King of the Hill maps due to their close quarters and small map size. Maps include: Harvest and Badlands (King of the Hill). A Huo-Long Heavy and Engineer combo on Harvest is particularly devastating as the Control Point is mostly covered.
  • When taunting with the Huo-Long Heater while spinning up, the ring of fire will still be active and you will still continue to lose ammo.
  • The ring of flames can also set players on fire if they're behind thin cover. Use this to try to dislodge a stubborn defender.

Secondary Weapons

Shotgun + reskins

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Shotgun
Stock
Shotgun
Killicon shotgun.png 6 32 86-90 24-67 3-26 180
Festive Shotgun
Uncrate
Festive Shotgun
Killicon shotgun.png
  • The Shotgun is the maneuvering weapon of the Heavy. Use it in situations where losing mobility is disadvantageous, such as:
    • Fighting Demomen and Soldiers, negating their ability to use cover to hit you with splash damage whilst remaining safe from Minigun fire.
    • Retreating.
    • Picking off a retreating enemy.
    • Attempting to close distance whilst ÜberCharged.
    • Fighting while in view of an enemy Sniper.
    • When getting to Health and Ammo pickups quickly is important.
    • "Bull-rushing" ranged weapon classes to close from mid range to close where the Shotgun excels.
  • The Shotgun also provides a ranged backup weapon when you have run out of Minigun ammo.
  • If there are multiple friendly Medics on the team, then it may be a better idea to bring this over the Sandvich or other edibles, since replenishing health is not an issue.
  • Keep in mind that without the Sandvich, players will need to rely more on Health Packs and Medics to stay alive. Try to memorize the map's health pack locations, and keep within easy distance of teammates should the need to retreat arise.
  • You can also try and use the Shotgun to bait more reckless enemies around corners if going around said corner is too dangerous or you're low on health.
    • This strategy can be more effective with the Tomislav, as the enemy won't be aware of your plan until it's in full effect.
  • Although the Sandvich is better than this weapon in many cases, don't underestimate the Shotgun's power! It becomes heavily effective in scenarios which are defensive, especially if friendly Engineers have Dispensers present and Medic support is available, effectively removing the need to a source of self-healing. However, you won't be able to drop your Sandvich and provide quick healing for your Medic.

Sandvich + reskins

Weapon Ammo Eating
Loaded Carried Health Gained Duration Recharge Time
Sandvich
Unlock
Sandvich
1 300 4.3 seconds 30 seconds
Robo-Sandvich
Promotional
Robo-Sandvich
Festive Sandvich
Uncrate
Festive Sandvich

When eaten, the Sandvich fully restores the Heavy's HP over four seconds; during this process, the Heavy becomes immobile and emits loud eating noises.

  • Remember to use the Sandvich only when behind cover and in the presence of teammates. As the Heavy is completely immobile while recovering health, enemies can very easily follow up at their leisure. Never eat near an enemy base or near a large passageway (unless if everything in the area is very secure), as even a Scout can easily deck a Heavy having a meal in the corner of the room. Exposed areas such as rooftops or balconies are not ideal, as Snipers, Soldiers, and Pyros armed with flare guns and other enemies with powerful long range weapons can cause major damage during his consumption.
    • Try to eat while backed up against a wall, as a Spy that happens upon a dining Heavy can spell disaster. In addition, make sure to stand somewhere where a Spy is unable to use a height advantage to climb over and perform a backstab from above.
  • It is wise to be generous with your sandviches, as they recharge rather quickly; if you see a teammate with less than half health and there are no health packs, Medics, or Dispensers in the very immediate vicinity, don't hesitate to toss them some health. By eliminating some time they would have spent backtracking for health, you may have inevitably made your next push stronger.
  • Use alternate fire to throw the Sandvich onto the ground. A dropped Sandvich acts as a medium health pack, replenishing 50% of a player's HP when picked up, and stopping burning/bleeding damage. Use it to help endangered teammates quickly recover health. This is especially advisable for healing Medics, as they cannot heal themselves and doing so helps them to retain their ÜberCharge meter.
    • Sandviches cannot be used on yourself this way. Picking it up will replenish your Food bar.
    • Enemies can use dropped Sandviches from either team, so it's possible to set traps by dropping a Sandvich and ambushing enemies that try to pick it up.
  • The Sandvich has a 30 second cooldown if it's thrown or eaten when injured. Picking up a Health pack while at full HP restores the Sandvich instantly.
    • This can be used to teammates' benefit when picking up small health packs, as the Sandvich can be dropped for a teammate, and the small health pack picked up to restore the Food meter, effectively turning the small health pack into a medium one.
  • Without a fallback weapon such as the Shotgun or the Family Business, you are forced to rely solely on using the Minigun to do damage in open areas.
  • By immediately performing a taunt upon equipping the Sandvich, the one-second weapon-change delay can be bypassed, allowing for faster consumption.
  • Do not try to hold a Sandvich when enemies are around, especially when Scouts are around, as they gain 75 health instead of the normal 50 if you die while holding it.
  • Remember that your teammates don't have eyes in the back of their head, and teammates ignoring their health could lead them to charging into battle at low health. You are slower than your teammates, so remember to drop it in front of them if you can. You can use the Gloves of Running Urgently to keep up with them if they are ignoring/can't see your Sandvich.
  • A common tactic, especially in competitive play, involves masking the voice line of the Heavy consuming the Sandvich by immediately having him say anything else (usually "Yes" or "No" or more rarely "Spy!") after the taunt is initiated. Enemy players will tend to tune out the stock voice lines and probably won't suspect that a Heavy is nearby chewing away while passing by.
    • If they happen to be already quite close then this may not work very well.

Dalokohs Bar + reskins

Weapon Ammo Eating
Loaded Carried Health Gained Duration of Eating Effect Duration
Dalokohs Bar
Craft
Dalokohs Bar
1 100 and raises maximum health to 350. 4.3 seconds 10 seconds
Fishcake
Promotional
Fishcake

Consuming the Dalokohs Bar restores 100 HP over four seconds when eaten, and increases the Heavy's maximum health to 350 HP for 30 seconds. As with the Sandvich, the Heavy becomes immobile and makes highly audible eating noises.

  • At the end of the 30-second time limit, any health over 300 becomes overheal health and will fully drain away in around 7 seconds.
  • Somewhat like the Sandvich, the Dalokohs Bar has a cooldown timer after use (however, it’s only 10 seconds instead of 30), but you can recharge it instantly by visiting a Resupply cabinet, picking up your own thrown Dalokohs Bar, or collecting any health pickup while at full health.
  • The extra 50 HP allows Heavy to withstand a minimum of one more shot from the Scattergun, the Grenade Launcher, or the Sniper Rifle (minimally charged headshots or bodyshots). It may also allow a minimum of one more shot from the Stickybomb Launcher and Direct Hit when fighting outside very close range. All of these weapons are used by the Heavy's most common enemies, and the extra hit may give the Heavy time to finish off his opponent; however, without the 100% healing power of the Sandvich, he may be troubled to find healing afterward.
  • The Dalokohs Bar can be particularly useful for Heavies that can obtain a constant source of healing but lack a nearby friendly Medic for overhealing or a Dispenser for healing.
    • Since, unlike the Sandvich, Dalokohs Bar recharges in 10 seconds instead of 30, it can be used more often to heal smaller wounds.
  • Even though the Dalokohs Bar increases maximum health to 350, Medics can still only overheal the Heavy to 450 HP, making the bar less effective when there are numerous friendly Medics.
  • The Dalokohs Bar can be thrown to heal teammates (equivalent to a small health kit). This can be particularly useful for healing friendly Medics, as their health regeneration will probably make up for the lost healing the Sandvich would have provided, but the faster recharge of the Dalokohs Bar will allow extra uses if you and the Medic are put under constant, but somewhat light pressure.
    • For heavier engagements or for leaving food lying around for teammates to pick up later if needed, the Sandvich will usually win out.

Buffalo Steak Sandvich

Weapon Ammo Eating
Loaded Carried Buff Eating Duration Duration of Effect Recharge Time
Buffalo Steak Sandvich
Craft
Buffalo Steak Sandvich
1 Increases speed by 35%, turns damage dealt into Mini-Crits, and increases damage taken by 20%. Prevents usage of non-melee weapons for the duration of the buff. 4.3 seconds 16 seconds 30 seconds
  • Like the Sandvich, the Buffalo Steak Sandvich can be dropped with alternate fire. A dropped Buffalo Steak Sandvich behaves the same as a regular Sandvich, replenishing 50% of the health of whoever picks it up, excluding the person who threw it.
  • The speed boost can be handy in more ways than simple offense; it can aid in scouting and can help get players to their destinations quickly. Note, however, that players are more vulnerable to attack after eating a Buffalo Steak Sandvich due to having 20% increased damage inflicted on them and being locked to melee weapons.
    • A particularly effective tactic is to use the Buffalo Steak Sandvich at the start of Arena mode's setup time (or any other gamemodes'); the now-faster Heavy will be able to reach the front lines faster and the effect will wear off as combat begins, allowing players to make surprising offensive rushes and ambushes against lighter classes.
    • The speed boost can also be used to gain access to places that were previously inaccessible to Heavies. Some jumps that would normally only be accessible to most other classes can be done by a Heavy under the effects of the Buffalo Steak Sandvich.
  • If an enemy is chasing at a distance, turn a corner and use the Buffalo Steak Sandvich. By using the third-person camera, it's possible to spot the enemy whilst eating and, with good timing, pop out again with a surprise melee attack.
  • Make sure not to charge at enemies (unless if you're ambushing them), because they can still use most of their weapons at range, which can result in swift death when combined with the extra 20% damage vulnerability.
  • Many of the Heavy's melee weapons "benefit" from the use of Buffalo Steak Sandvich:
    • The Fists of Steel can be combined with the Buffalo Steak Sandvich for soaking up the extra 20% damage vulnerability caused by the Buffalo Steak Sandvich's side-effect.
      • Note however, that if an enemy decides to engage you in melee combat, you'll take 120% additional damage from the attacks meaning that even/especially a Scout can be very dangerous.
    • The Killing Gloves of Boxing can be useful with this, too. If you get one kill and you still have the effects of the steak, you can use the speed effects of the steak to keep up with an enemy, and the Killing Gloves of Boxing's critical boost to be both powerful and able to 1-hit kill most classes save for a Demoman with the Bootlegger/Ali Baba's Wee Booties and/or multiple heads with the Eyelander, Soldiers, or Heavies.
    • The Warrior's Spirit is another good weapon to use with this because of how much damage it can do. A single mini-crit from the Warrior's Spirit can do up to 132 damage, enough to kill light classes with a single strike and kill heavier or leave to critically low.
      • Note that this may only work when ambushing, because you take significantly increased damage (55% more damage taken) which can be very dangerous.
    • For the same reason as with Warrior's Spirit, it may not be recommended to use this in combination with Eviction Notice, due to the damage vulnerabilities stack, making you take 45% more damage.
      • However, if properly used, these "weapon combos" can be very effective: Warrior's Spirit gives you 50 Health per kill, "increasing" your survivability if you get kills often, and the Eviction Notice, you gain 35% extra speed from the buff, making you very mobile, basically making you a Scout with melee but "approximately" more health (because you take additional damage).

Family Business

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Family Business
Craft
Family Business
Killicon family business.png 8 32 74-76 20-52 3-22 153
Festivized Family Business
Festivizer
[[Festivized Family Business|Template:Dictionary/items/festivized family business]]
Killicon family business.png
  • The Family Business does best at longer ranges compared to the Shotgun, where its ammo count gives it a notable damage advantage per-mag over the Shotgun. At closer ranges, the difference is much smaller, though the Family Business still does more damage per-magazine than the Shotgun.
  • Though the decreased damage makes it less useful in direct combat and as an ambush weapon, the increased magazine size and firing speed makes it useful for picking off distant or wounded targets that are unsuitable for being targeted by a Minigun due to distance or the Minigun's slowdown.
    • The Family Business is particularly useful for Snipers and Engineers; against the former, it can push Snipers around and mess up their aim from afar, whilst against the latter, the spray of ammo makes it more likely you can damage an Engineer trying to hide behind its Sentry when attacking the Sentry itself is unfeasible. It can also help throw off the aim of Wrangler-using Engineers.
  • The added ammo of the Family Business makes it possible to destroy a Mini-Sentry or Level 1 Sentry from just outside its maximum targeting range. This is technically also possible with the Shotgun, but is considerably harder to pull off, as all the shots need to hit for it to happen, whereas with the Family Business, it's a lot more likely to due to the extra ammo eclipsing the lowered damage.
  • The added ammo and faster firing speed of the Family Business makes it a superior "Run and Gun" weapon for the Heavy - it lacks the spin-up time of a Minigun, and when running forward, accuracy is often secondary in necessity compared to volume of fire. In this situation, the Family Business makes for a great weapon for running between objectives, and is a little better than the Shotgun for this purpose. It also is quite handy, in the same vein, for chasing down enemies trying to flee, especially faster classes like Spies and Scouts, since -- again -- volume of fire helps a lot more than raw punch in such a situation.
    • Paired with the Heavy's substantial health, a full-health Heavy can use the Family Business to "bull rush" mid-range specialist classes such as Soldiers and Demomen while firing. As most players expect a Heavy to switch to a Minigun, this tactic can catch many players by surprise (if the distance you need to close isn't too far). The large clip enables you to do significant damage while closing the distance and your large health pool allows you to soak up damage.
  • The lack of the Tomislav's firing noise means that the Family Business is a great backup weapon for it - enemies won't have any clue what you're going to use until you start firing, making the Tomislav and Family Business a good ambush combo. While the Shotgun can be used the same way, the Family Business' larger clip size means fewer reloads in the face of enemy aggression and more overall damage dealt per-clip.
  • There are a number of situations where the Shotgun's a better choice than the Family Business, so fight accordingly. The higher damage of the Shotgun means that it's much better when it comes to ambushing foes, medium-and-close-range combat (where the Shotgun will typically win a damage race against the Family Business), and for dissuading mobile melee attackers, such as Demomen.
  • The Family Business pairs well with the Killing Gloves of Boxing's Crit-boost, as the increased ammo clip and firing speed means you can deal more critical damage faster than with the Shotgun.

Panic Attack

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Panic Attack
Craft
Panic Attack
Killicon panic attack.png 6 32 6.3-94 4.2-63 2.1-31.5 189
Festivized Panic Attack
Festivizer
[[Festivized Panic Attack|Template:Dictionary/items/festivized panic attack]]
Killicon panic attack.png

The Panic Attack is a craftable secondary weapon for the Heavy. It is a Shotgun that has a 50% faster deploy speed, has 50% more pellets, fires its pellets in a fixed pattern, deals 20% less damage, and has a bullet spread that increases the longer it is fired.

  • The Panic deploys 50% faster compared to the Shotgun. This means you can pull it out immediately once you are threatened.

Second Banana

Weapon Ammo Eating
Loaded Carried Health Gained Duration Recharge Time
Second Banana
Contract
Second Banana
1 200 4.3 seconds 10 seconds
  • The Second Banana doesn't provide a medium health pack like the Sandvich does, thus, making it inferior in terms of team healing overall.
    • However, when eaten solely by the Heavy, provides a significant boost in sustainable self-healing, even more then the Sandvich due to it's lower recharge rate.
  • A flanker Heavy play style that isn't in gunfire constantly can use this lunchbox item to pick up from fire fights where the Dalokohs Bar would have lacklustered.
  • It's better to use the Sandvich if you have a Medic due to the Second Banana only throwing a small health pack. Try using it when you are on your own and healing a Medic isn't top priority.

Melee Weapons

Fists + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Fists
Stock
Fists
Killicon fists.png 0.8 seconds 65 195
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Apoco-Fists
Promotional
Apoco-Fists
Killicon apoco-fists.png
Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Ham Shank
Drop
Ham Shank
Killicon ham shank.png
Necro Smasher
Achievement
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
  • The Fists are a fallback weapon and are the Heavy's only fallback weapon if a secondary weapon other than one of the Heavy's Shotguns are equipped. It's also good against any class that is cornered or not expecting a Heavy to engage in melee combat.
  • The Fists are similar to the Medic's Bonesaw; you have a weapon that deals more DPS, but it's better for starting off battles and you have a higher crit chance. Because the Miniguns make a loud and very noticeable noise, it's great for attacking distracted enemies. Even if they notice you before you kill them, you have the Minigun or, against stronger classes where the spin-up time would leave you vulnerable, the Shotgun to back you up.

Killing Gloves of Boxing

Weapon Kill Icon Attack Interval Damage Effect
Point Blank Critical Critical Boost
Killing Gloves of Boxing
Unlock
Killing Gloves of Boxing
Killicon killing gloves of boxing.png 0.97 seconds 65 195 5 seconds

In exchange for a slower swing speed, the Killing Gloves of Boxing grant the Heavy 5 seconds of guaranteed critical hits if he scores a kill with them.

  • The guaranteed critical hits can be transferred to other weapons as well. Therefore, it's possible to kill an enemy, then quickly switch to another weapon to kill enemies beyond melee range. However, switching weapons wastes precious time, and spinning up the Minigun wastes even more; in addition, the Shotgun's Criticals are less powerful than those of the K.G.B. If possible, get multiple kills (2 or more) with the K.G.B. before switching to another weapon.
  • The slow swing speed coupled with the Heavy's slow movement speed makes using the K.G.B. a risky prospect. It's best to use them when facing a cornered enemy, or have a Medic to provide constant healing.
    • However, if the Crit-boost can be achieved in tight corridors, keep using the K.G.B. while there are still enemies around; a Critical hit with the K.G.B. will kill all non-overhealed classes with a single hit except Soldiers, Demomen (with the Eyelander and with 4 or more heads) and Heavies, who will fall if a second hit is landed.
  • Using the Buffalo Steak Sandvich can assist in getting the first melee kill, as players will be able to move faster and deal Mini-Crits. However, beware that all damage taken will be increased by 25% for the duration of the Buffalo Steak Sandvich's buff, so try to time an attack so that the Buffalo Steak Sandvich's effects run out as soon as a melee kill is achieved.
    • This strategy is even more effective in Medieval Mode, as most other enemy classes will not be carrying long-range weapons.
  • While you're recommended to switch to the Shotgun after acquiring critical hits, the Minigun doesn't require a reload and does absolutely massive damage with Critical Hits, so wasting a few precious seconds with the Minigun can be considered just as effective, if not more effective, than switching to the Shotgun.
  • If a friendly Heavy is using the Killing Gloves of Boxing, do not steal their kill. The Heavy will not gain crits on assists, meaning even if you want that free kill, you should leave it for the Heavy.
  • The K.G.B.'s slower swing rate means that it's more difficult to successfully kill an unsuspecting enemy before they notice. If you're carrying a Shotgun, try softening up targets as much as you can before finishing them off, in case you can't kill them with your melee.

Gloves of Running Urgently + reskins

Weapon Kill Icon Attack Interval Damage Effect
Point Blank Critical Speed Boost
Gloves of Running Urgently
Craft
Gloves of Running Urgently
Killicon gloves of running urgently.png 0.8 seconds 65 195 299 Hammer units/sec
Festive Gloves of Running Urgently
Uncrate
Festive Gloves of Running Urgently
Killicon gloves of running urgently.png
Bread Bite
Uncrate
Bread Bite
Killicon bread bite.png

The G.R.U. is a weapon that allows the Heavy to move 30% faster while active in exchange for having their maximum health drained.

  • Use the G.R.U. to reach the front lines faster and keep up with teammates, but make sure to know where the frontlines are so as to switch away on approach and be free of the Health drain upon arriving at the fight.
    • The G.R.U. can also be used to escape losing combat situations. This can allow players to survive and rendezvous with teammates to continue the fight, rather than be killed and forced to respawn.
    • Dodging enemy fire is also more effective when using the G.R.U., since players can use the increased maneuverability to actively dodge projectiles as well as make it more difficult to aim Hitscan weapons.
    • Remember that the Buffalo Steak Sandvich's speed boost does not stack with that of the G.R.U. A Heavy under the effects of both will still only move at a maximum speed of 311 HU/sec.
  • When under the effects of an ÜberCharge, use the G.R.U. to push in closer to a Sentry Gun until close enough to nullify its knockback. The extra acceleration allows players go straight up to a Sentry Gun and use the Minigun's full damage potential, rather than at longer ranges where the spread makes a Heavy ineffective.
  • Beware of the amount of fire you are taking, and consider only using the G.R.U. in close-range 1-on-1 confrontation.
  • While this weapon has a damage penalty, you can still take most classes in a one-on-one melee fight. You have a large health pool and the speed boost does let you get almost a free kill on fleeing enemies, so feel free to take risks and go out there and punch some people! This weapon does 65 damage, which is still quite a lot, considering they attack every 0.8 seconds.
  • Remember, if the server you're playing on has random Critical Hits enabled, melee weapons have a very high Critical Hit chance compared to guns. A Critical Hit from these gloves do 195 damage, so if you're feeling lucky, pull them out and you have quite a large chance to kill, if not, seriously injure most classes!
  • Equip this with the Tomislav and you can be a silent Heavy. Just run right past the enemy lines, stopping against walls to spin up your Tomislav (which, by the way, the enemy can't hear) until the coast is clear, and if the coast isn't clear, just pop right off the wall and shred them with the Tomislav. It's a silent killer; the enemy won't know you're behind that wall!
  • The G.R.U is especially useful in Capture the Flag. The increased speed works well with any Minigun (preferably Stock for its offensive might) to plow through enemy defenses and escape with the intelligence.

Warrior's Spirit

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Warrior's Spirit
Craft
Warrior's Spirit
Killicon warrior's spirit.png 0.8 seconds 85 254
  • The Warrior's Spirit can be used to give players an edge in melee fights. As the Heavy already has a significant amount of HP, being able to deal more damage allows players to kill their enemies before they take too much damage.
  • The +50 health on a kill from this weapon means that you can engage in melee combat more liberally. Additionally, it can also be used for a bit of quick healing against distracted enemies. Take heed of the rather large damage-taken penalty, however; generally, you'll need to get the first strike on an opponent, because your damage and their damage will match and you'll only have your comparatively large health pool as a clear advantage, provided you aren't injured.
  • One thing that should be noted about the Warrior's Spirit is that it blocks a lot of the screen, making it difficult to keep track of your surroundings, something of high priority when using a melee weapon. Use it wisely!
  • The Buffalo Steak Sandvich is a good item to use with this, because it not only increases your move speed for a limited time, but also grants you a mini-crit boost. Two mini-crits from this weapon will kill any non-overhealed class but a Heavy, who will fall to a third hit. Just be aware that the 25% more damage you take is more dangerous with the added 30% damage taken increase on wearer.

Fists of Steel

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Fists of Steel
Craft
Fists of Steel
Killicon fists of steel.png 0.8 seconds 65 195
  • The Fists of Steel can significantly reduce the Heavy's vulnerability if ambushed or when attacked while traversing areas. As the Heavy has effectively 500 HP, it's possible to survive fully-charged headshots under certain conditions.
  • When retreating, equipping the Fists of Steel can increase the chances of a successful escape. Enemy players trying to finish such a fleeing Heavy will not be able to deal enough damage to get a kill before the Heavy can retreat behind cover or find some health.
  • The damage resistance makes the continuous healing given by Medics, Dispensers, and the Payload more effective by proportion.
  • A Heavy with the Fists of Steel equipped can effectively shield a Sentry Gun from a barrage of rockets with ease and soak up quite a bit of Minigun damage, which makes it ideal for protecting friendly Sentry Gun nests against an enemy ÜberCharge.
  • The Fists of Steel are extremely valuable for accomplishing objectives such as capturing points, pushing the Payload cart, or capturing the Intelligence. As most players will often try to protect objectives from a distance, using the Fists of Steel can give the Heavy a much greater chance of success at accomplishing such objectives as damage can more or less be soaked up.
    • Consider standing on top of the cart in order to draw attention to you so you can absorb and heal off headshots and other powerful attacks for your team.
  • Make sure not to get into a melee battle, due to the double damage enemies can deal with their melee weapons.
    • Because of this, it's generally a bad idea to equip the Fists of Steel in Medieval Mode, unless there's a large amount of Snipers using the Huntsman or Medics using the Crusader's Crossbow on the opposing team.
      • The Heavy effectively has 150 max health in a melee battle, meaning you can still win a melee fight with the weaker classes if switching to your Shotgun or Minigun would get you killed first.
  • A Heavy using the Fists of Steel can be an enticing target for classes that would otherwise use ranged weapons. Baiting an enemy into chasing you with a melee weapon and then switching to your Minigun can be a very effective technique.
  • The Tomislav is a good weapon to pair with the Fists of Steel, as you can quickly spin the Tomislav up to take out faster enemies wielding melee weapons trying to take advantage of the double damage melee weapons will inflict on you.
  • With the change to the mechanics of the holster/deploy penalty of the weapon, this weapon no longer messes with your switch speed amongst other weapons. Now it only doubles the time it takes for you to switch out from the Fists of Steel. This allows you to bring out the Fists quickly in open areas and give you space to switch back to your primary or secondary weapons when in the safety of cover and/or teammates.
  • Eating Buffalo Steak Sandvich will make Fists of Steel perfect for crossing wide open spaces or retreating. The incoming non-melee damage will be still less than usual, and you will be able to move faster than the majority of classes. The only ones who can reach you and deliver a melee hit are Scout, Medic, and explosive-jumping Soldier and Demoman. All of them have quite low health, so even a single mini-crit punch is enough to discourage or even kill them. However, beware of the shield-using Demomen, as they can easily reach and kill you with a single melee crit.

Eviction Notice

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Eviction Notice
Craft
Eviction Notice
Killicon eviction notice.png 0.4 seconds 26 78

The Eviction Notice's improved attack rate makes the Heavy's melee attack faster than even most of the Scout's melee weapons, while dealing roughly equivalent damage. It also gives him a 3 second speed buff with a successful hit on an opponent.

  • This weapon attacks 100% faster, but inflicts 60% less damage, making the damage-per-second 20% less than that of the stock fists, meaning other melee weapons are overall more effective. However, the chance of Critical hits paired with the high attack rate means this is considerably more effective for beating down a weakened opponent, especially with the Buffalo Steak Sandvich's Mini-Crits and speed buffs. The speed boost of the weapon also means that slower enemies are less likely to get away.
  • The Eviction Notice is used to great effect when used to corner, panic, or ambush enemies. Because the Eviction Notice will get off 4 punches in the time it takes the K.G.B. to attack twice, it is extremely effective at taking enemies down quickly, provided you get the element of surprise.
  • The higher melee speed paired with the Heavy's natural punch means this weapon can also be effective in "Bull Rushing" players off of cliffs and off ledges, for much the same reason the Scout can - the first instinct of many players when melee attacked is to clear some distance, and the Eviction Notice's rapid punch rate means players will be in that much more of a panic when they try to escape.
  • This weapon can be effective in a melee fight, as you will land many more hits than your opponent. Simply hold down your mouse button and back away every time he swings, and move forward between swings. This is especially useful against fast, weak, classes like Scouts that could dodge your normal punches.
  • Your weakness in melee combat is your speed, but the Eviction Notice's on-hit speed boost allows you to outrun all classes but the Scout and keep up with your opponent. The speed boost can also be used for a quick getaway; hit your enemy once and then retreat.
  • Unlike the Gloves of Running Urgently, the speed boost of the Buffalo Steak Sandvich stacks with the speed boost of the Eviction Notice. Use them together to cover lots of ground in a very short time.

Holiday Punch

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Holiday Punch
Uncrate/Craft
Holiday Punch
Killicon holiday punch.png 0.8 seconds 65 N/A
  • While remaining a last resort like the other versions of the Fists, the Holiday Punch is notable as it provides the advantage of forcing the enemy to laugh upon a hit to the back or a critical hit; as a result, consider surprising or repeatedly punching enemies in order to gain an easy kill.
  • Since the Minigun needs to spin up, the Shotgun is not too powerful, and the Holiday Punch comes with the Showdown taunt, it is recommended you abuse the instant kill ability by taunting upon stunning an enemy.
  • The Holiday Punch can be a great ambush weapon if used correctly, and paired with weapons such as the Tomislav, it can be used to immobilize one or more enemies from behind and finish them off with a fast hitting weapon.
  • This weapon can crush Übercharge pushes if you can get the element of surprise. Simply go behind and hit the Medic, breaking the healing beam, and waste up to five seconds of precious time.
  • This weapon can almost be seen as a direct upgrade to the fists -- while critical punches with the stock fists deal a lot of damage, the Holiday Punch leaves the target completely immobile, allowing you to nearly guarantee a kill. However, it might be less reliable against experienced players, as the laughing can be avoided by jumping, and it is possible to get killed while you finish them off.
  • Any Medics carrying the Ubersaw can also benefit from stun-locked enemies. Simply tickle your target, and allow the Medic to strike or taunt kill him for an easy 100% Übercharge.

Taunt Attacks

Showdown

Kill Icon Weapon Damage Duration Details
Showdown
High Noon
Killicon high noon.png Fists
Saxxy
Apoco-Fists
Holiday Punch
500 3 seconds The Heavy mimics a quick-draw Pistol Showdown, resulting in instant death for any enemy in the way.
  • Keep in mind the attack speed for this taunt. If it can be timed right, it's a perfect revenge tool during humiliation. It also can be used against either distracted Heavies or scoped Snipers, saving ammo for other classes.
  • Unlike other taunts, the Showdown taunt must be manually aimed. This allows players to hit targets from above or below, as long as the target is within the player's line of fire when the "lethal" portion of the taunt is executed.
  • The Showdown acts as a short-ranged but very wide-hitting Pistol, making it the only kill taunt with range. In melee-only Sudden Death, this can provide a considerable advantage.
  • In Attack/Defend and Payload maps, it's possible to achieve a kill at the very start of the round with this. Stand in front of the gates, and taunt when there is a second left on the Setup clock.
  • The taunt attacks in a straight line, so it's possible to aim it through tight spaces and surprise unaware targets. It's possible to do a "Pinshot" by aiming the taunt through a thin crack that leads to another part of the map. For example, a crack under a bridge can be exploited to hit someone under or above the bridge.

Weapon combinations

Cooperative class strategies

Leaderboard class scout.png Scout

Heavies are masters of covering fire when on the advance, and this perfectly supplements a Scout's speed. With a Heavy's firepower dealing damage, Scouts can more safely push carts, capture control points, steal intelligence or ambush enemies, and combined with the Scout's, can make an ideal pair up.

  • A Heavy with a Sandvich can be invaluable to the fragile Scout. If you're both in a secure place and you do not need to use a Sandvich, handing one out to the more easily-wounded Scout can make all the difference when away from a Medic, Dispenser, or supply cabinet.
  • Consider using Natascha while supporting a Scout. Natascha's slowdown effect can more effectively delay or halt enemy pursuit of a Scout on the move, while leaving them more vulnerable to his Scattergun. Additionally, the Flying Guillotine will deal critical hits against players stunned by Natascha.
  • You have much higher health than a Scout, so if the Scout is inexperienced, you can protect him. This works best if you constantly have your Fists of Steel out, the Scout doing the main damage, while you tank and if you need to, if someone approaches you, punch them to add support to the Scout.

Leaderboard class soldier.png Soldier

Together, a Heavy and Soldier duo make a tough pair, second in combined health only to two Heavies working together.

  • The Soldier's Rocket Launcher gives a Heavy-Soldier pair something the Heavy lacks alone: range. Rockets can travel over a long distance, and a Heavy's Minigun tracers can effectively point at enemy positions a Soldier can quickly light up.
  • On the offense, being under the effect of a Buff Banner can make a Heavy-Soldier combo devastating. On the defense, a Concheror or Battalion's Backup Soldier can effectively make a Soldier-Heavy pair a very formidable wall of HP and projectiles.
  • Soldiers lose a good amount of health from rocket jumping, so saving your Sandvich or another food item can be very helpful to an actively rocket jumping Soldier.

Leaderboard class pyro.png Pyro

Pyros are one of a few excellent distractions for incoming Heavies. The chaos that a Pyro can cause by setting whole chunks of the enemy team on fire can draw attention away from a spun-up Heavy.

  • In direct combat, Pyros can frustrate the efforts of Soldiers and Demomen with well-timed Compression Blasts, leaving them open to a Heavy's sustained fire.
  • Pyros are the best class to protect Heavies from the threat of a Spy.
  • Pyros have one main weakness when supporting Heavies, and that is the lack of any real long-range attack capability. Rockets or Grenades that a Pyro cannot spot, long-range Revolver or Ambassador attacks, Sentry Guns, other Heavies and, of course, Snipers all pose major threats to both Pyro and Heavy. This makes Pyro support a strictly close-to-midrange affair.

Leaderboard class demoman.png Demoman

Heavies can be just as good as Demomen at area denial for specific locations. Pinning down enemies with the speed of Minigun fire while a Demoman throws out a Grenade Launcher barrage can easily make up for the latter's relatively slow rate of fire and lengthy reload time.

  • Never underestimate the power of cooperation. A Heavy and a Demoman working together can herd enemies into a Stickybomb trap by laying down suppressive fire.

Leaderboard class heavy.png Heavy

Covering fellow Heavies is imperative for a pair or group of Heavies on the move. Unless you are certain where your enemies will be coming from, check each others' blind spots often and scan for threats. If a single Heavy is a conspicuous presence, a group of them is near impossible to ignore.

  • On the attack, deliberate maneuvering and timing are key. Heavies are slow, and if an attack is mistimed or its angle chosen badly, the defense can pick apart a multi-Heavy assault. Cover areas other Heavies are not attacking and come together as one single blow: if a group of Heavies gets flanked, it's hard to stem off being entirely surrounded due to their sloth.
  • Consider remembering which Heavies on your team have Sandviches or similar food items and which don't. When away from Medics or nearby Health Kits, passing out food to other Heavies is vital to extended autonomy.
  • With a Heavy-Heavy pair, it is a good idea to have a Fists of Steel plus Shotgun Heavy and a Minigun plus Sandvich Heavy. The Fists of Steel and Shotgun Heavy can be the damage dealer if things get out of hand, and the Minigun plus Sandvich Heavy can be the main damage dealer and can help support the Heavy with the Shotgun. Remember that Miniguns have a long spin up time, so the Shotgun Heavy is the one to deal with battles with no time. Even if he doesn't kill the opponent almost immediately, he will have created enough of a distraction for the Minigun Heavy to finish him off.
  • Few things are more dreadful than being caught by a Heavy using Natascha for its slowdown effect. High on that list is being caught by a Heavy wielding Natascha while another Heavy employs one of the other Miniguns for maximum firepower. For instance, a Natascha Heavy and a Brass Beast Heavy can be a fearsome defense. Conversely, a Natascha Heavy and a Tomislav Heavy can make good on their pushes by targeting priority targets, like a Medic or an Engineer with a toolbox, and keeping them from escaping.
  • Two Natascha Heavies will not have the firepower of their more heavily armed comrades, but a double slowdown effect is death to classes who rely on their speed and reflexes at close range to survive, like Scouts, Spies, and Pyros. Often, it will cause Soldiers and Demomen to be reluctant about approaching you at all. Demoknights will be especially discouraged as they usually need to get into melee range to do the most damage, but neither shield provides any resistance against bullet damage and the slowdown effect instantly negates their charges.


  • Whether as a pair or group of Heavies, you would do well to remember this fact: It will be a field day for enemy Snipers. Take cover!
  • An effective strategy for attacking on Payload maps is to stack 2-3 Heavies around the cart. The healing and ammo provided by the cart can sustain the Heavy group, and one of the Heavies can stand on top of the cart to act as a moving Sentry for the rest of the group. This strategy is better on Frontier, because the unique cart has more room to stand on. Be careful, however, as opposing Demomen or Snipers can easily counter this strategy.

Leaderboard class engineer.png Engineer

You are like a moving Sentry Gun if you stand beside an Engineer's Dispenser. Tell the Engineer to put a Dispenser in a key point, and begin firing your Minigun for access denial by the other team.

  • If needed, stand beside a Sentry Gun if it's under fire; your presence will force the enemy to choose between shooting you or the Sentry Gun, and your combined firepower will stop everything short of an ÜberCharge.
  • If the Engineer is trying to deploy an Offensive Level 3 Sentry Gun, hang just in front of him and try to absorb a bit of fire that is directed at that Sentry Gun and also help him Spycheck. Most of the time, this will mean the difference between a Lvl 3 Sentry wiping the other team or you and the Engineer ending up dead.

Leaderboard class medic.png Medic

The Heavy is the ideal Medic buddy in almost any circumstance; he has a huge amount of health (especially when overhealed), a large hitbox to hide behind, and is usually very effective when Übercharged. When coupled with a Medic, take advantage of these characteristics to keep him alive to help you wade through your foes.

  • In most situations, the default Minigun is the most reliable primary to use when pocketed; it lacks the slower spin-up that Natascha and the Brass Beast have, it fire rate is faster than the Tomislav, and it does more damage than Natascha. Consider this when you are planning to be pocketed.

Leaderboard class sniper.png Sniper

Supporting a Sniper as a Heavy can be as easy as using your large amount of HP and presence to draw enemies out into the open. By giving the enemy something very conspicuous to fight against, the Sniper can go unnoticed until the kills start to stack up.

  • Snipers at midrange can benefit greatly from the suppressive fire of a Heavy. Anything too far away to be greatly damaged by the Minigun can be dealt with by accurate Sniper fire from a position behind, even if it's not an ideal shooting spot for the Sniper.
  • Snipers with the Sydney Sleeper or simply using normal Jarate can be an effective combo. Since the Sydney Sleeper charges faster and covers targets in Jarate, this can weaken the opponent from long range and allow the Heavy to deal considerable more damage, especially with weaker Miniguns like Natascha or Tomislav, or even Spy check with the Huo-Long Heater's afterburn.

Leaderboard class spy.png Spy

As with supporting Pyros, Heavies make a fantastic distraction to draw enemy attention away from a Spy sneaking behind enemy lines. A Heavy who is good at drawing fire and prolonging combat can help keep the pressure off a fragile Spy until it's too late for the enemy.

  • Avoid sticking too close to a Spy. Heavies are prime targets for Pyro ambushes, Soldier rocket attacks and Demoman grenade strikes, and having a Spy damaged as collateral can very rapidly blow their cover.
  • As tempting as it may be, try not to throw a Sandvich out if a friendly Spy is in the area. Tossing food items around to someone who should be invisible to the other team is a surefire way to blow a friendly Spy's cover.
  • Learn to do cleanup. A Heavy's Minigun barrage can easily rectify a botched backstab on a fleeing enemy.

See also