Difference between revisions of "Community Versus Saxton Hale strategy"

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== General strategy (as Saxton Hale) ==
 
== General strategy (as Saxton Hale) ==
 
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===
 
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===
* If you are facing off against a high health target (such as a Heavy or an overhealed Soldier) and it has been a while since you've used [[Versus Saxton Hale#Saxton Punch!|Saxton Punch!]], it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.
+
As Hale, you have a lot of health, great mobility, and massive damage, making you incredibly powerful at point-blank range. Your weakness is your lack of ranged weapons, and the Mercenaries will often take advantage of your extremely limited range to outmaneuver you and chip away at your health.
 +
* If you are targeting a high health enemy (such as a Heavy or an overhealed Soldier) and it has been a while since you've used [[Versus Saxton Hale#Saxton Punch!|Saxton Punch!]], it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.
 
* If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire [[Glossary of player terms#Sentry nest|Sentry nest]]. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] can be used to nearly instantly kill it, as it damages the building for every tick that it is active.
 
* If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire [[Glossary of player terms#Sentry nest|Sentry nest]]. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] can be used to nearly instantly kill it, as it damages the building for every tick that it is active.
 
* Try to use the Sweeping Charge often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.
 
* Try to use the Sweeping Charge often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.
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=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
* Try to lure him into a hidden sticky trap to take a good chunk of his HP.
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As Demoman, you have the potential to deal massive amounts of burst damage against Hale, or
** The [[Scottish Resistance]] is the most suitable weapon for this, as it allows Demo to set a sticky trap with up to 14 stickies.
+
* Your Stickybomb Lancher can deal nearly 1000 damage with a well-placed detonation - or 3000 if you have a source of Critical Hits, such as a Kritzkrieg Medic. Try luring Hale into a hidden trap to take a good chunk of his HP, but be subtle about it, or he may back off or simply maneuver around the trap to kill you.
* Consider equipping the [[Loose Cannon]] as your primary to knock him out if he starts focusing on you or is reaching too close to you.
+
** The [[Scottish Resistance]] is the most suitable weapon for setting traps, as the weapon's +75% maximum stickybombs per trap offsets the -20% damage penalty it carries in this gamemode.
* The [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] can act as a one-hit immunity against Hale's primary attack or the death penalty of a [[Rock, Paper, Scissors]] match.
+
* Consider equipping the [[Loose Cannon]] as your primary weapon to push Hale away when he gets too close.
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
+
* While Demoknight's charge is less useful due to this gamemode's perpetual crit-buff on melee weapons, the [[Chargin' Targe]], [[Splendid Screen]], and [[Tide Turner]] now nullify the first punch you take from Hale. While much less applicable, they also will save you from death if you lose a [[Rock, Paper, Scissors]] match.
* The [[Eyelander]] grants heads for each successful hit against Hale. The increased movement speed can be helpful for dodging Hale's attacks, or for chasing him around the map.
+
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters. If you can hit Hale twice for every time he hits you, it is possible to deal massive amounts of damage before dying by pinning him to a wall with your melee's knockback.
* The Swords also provide greater mobility with regards to wall-climbing, as the increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away from Hale, or to better approach him.
+
* The [[Eyelander]] grants one head for each successful hit against Hale. The increased movement speed can be helpful for evading Hale's attacks or chasing him around the map.
 +
* Swords in general provide better mobility with regards to wall-climbing, as their increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away or approach Hale from an unexpected place.
  
 
=== {{class link|Heavy}} ===
 
=== {{class link|Heavy}} ===
* All Miniguns have a 40% damage reduction to Saxton Hale.
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As Heavy, your poor mobility makes you an easy target for Hale when you are alone, as you have no way to outmaneuver Hale once he decides to target you. With your team's support, however, you can deal damage Hale heavily, and may make the difference between a win and a loss.
* As the class with the highest health pool, you can always survive a normal punch at full health (two if fully overhealed).
+
* Saxton Hale has a 40% damage resistance against all of Heavy's miniguns. Despite this, you are still capable of dealing heavy damage to him, especially if he chooses to ignore you.
* Keep an eye on your ammo counter, as you can run out of ammo very quickly. Make sure to find where your Engineer put his Dispenser for easy access to unlimited ammo. A voice response plays if you are low on ammo.
+
* If you are at full health, you can always survive a punch at full health - two if you have a Medic overhealing you.
* Consider using the [[Shotgun]] or [[Tomislav]] to take advantage of the higher mobility they provide.
+
* Manage your ammo supply carefully, as your Miniguns can chew through all 200 rounds in 20-25 seconds. If you have an Engineer on your team, remember where he places his Dispenser. A voice response plays if you are low on ammo.
** The Tomislav's quicker rev-up time and better accuracy is a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.
+
** Standing next to a Dispenser and peppering Hale with an endless stream of bullets from a distance may not be as exciting as fighting him head-on, but this damage can add up if he ignores you. The [Tomislav]]'s tightened bullet spread makes it ideal for this strategy.
* The [[Brass Beast]] is an ultimate damage dealer, especially when paired with a [[Kritzkrieg]] Medic, with its trade-off being the lack of mobility. Consider using it in high places where Hale might have difficulty reaching you.
+
* If you have no Engineer, consider using the [[Shotgun]] as a backup weapon, as ammo is very limited in this gamemode.
* The [[Natascha]]'s [[slowdown]]-on-hit ability has a 15% chance of applying against Hale, making it less viable to use in close proximity. Much like the Brass Beast, consider using it in spots where Hale is not able to easily reach you, especially on high places.
+
** The Tomislav's quicker rev-up time and better accuracy makes it a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.
* The large knockback of melee weapons means that a skilled Heavy can use them to push Saxton back, while still gaining benefits from on-hit effects.
+
* The [[Brass Beast]]'s 20% damage bonus is very useful when you are supported by your team, especially when paired with a [[Kritzkrieg]] Medic. Try to get to high ground where Hale will have difficulty reaching you.
** The [[Warrior's Spirit]] grants Heavies 50 health points for every hit against Hale, allowing for increased survivability.
+
* The [[Natascha]] has a 15% chance to apply [[slowdown]] to Hale, making it less viable in close proximity. If you can spray Hale with it constantly, however, he will find it harder to reach his targets, especially if your team is firing several Nataschas at him. As with the Brass Beast, try to reach location where Hale is not able to easily attack you, such as high ground.
** The [[Killing Gloves of Boxing]] trigger a 5 second crit boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, a Heavy can chew through Hale's health in a massive burst while still surviving his onslaught.
+
* The large knockback of melee weapons means that a skilled Heavy can use them to push Hale back, while still gaining benefits from on-hit effects.
* The [[Eviction Notice]]'s quicker firing speed lets Heavies wall climb faster and to higher places.
+
** The [[Warrior's Spirit]] grants you 50 health points for every hit against Hale, possibly letting you escape in risky situations.
* Beware of Saxton Hale's Super Punch, as it can usually deal fatal damage, although a full overheal can just barely take the hit.
+
** The [[Killing Gloves of Boxing]] trigger a 5 second crit-boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, you can punch Hale, then grind through his health with your Minigun while surviving his onslaught.
 +
* The [[Eviction Notice]]'s increased firing speed lets you wall climb faster and to higher places, and the rapid attacks also can pin Hale to a wall while making it difficult for him to retaliate thanks to its on-hit speed boost.
 +
* Beware of Hale's Saxton Punch!, as it will kill you instantly unless you are overhealed.
 
* The [[Fists of Steel]] are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.
 
* The [[Fists of Steel]] are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.
* The [[Holiday Punch]] can be used to stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, damaging and knocking back those nearby.
+
* The [[Holiday Punch]] can stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, knocking back those nearby.
  
 
=== {{class link|Engineer}} ===
 
=== {{class link|Engineer}} ===

Revision as of 14:17, 6 August 2023

This article is about Community Versus Saxton Hale strategy.

General strategy (as Saxton Hale)

VS Saxton Hale Responses Icon.png Saxton Hale

As Hale, you have a lot of health, great mobility, and massive damage, making you incredibly powerful at point-blank range. Your weakness is your lack of ranged weapons, and the Mercenaries will often take advantage of your extremely limited range to outmaneuver you and chip away at your health.

  • If you are targeting a high health enemy (such as a Heavy or an overhealed Soldier) and it has been a while since you've used Saxton Punch!, it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.
  • If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire Sentry nest. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the Sweeping Charge can be used to nearly instantly kill it, as it damages the building for every tick that it is active.
  • Try to use the Sweeping Charge often, either to quickly catch up to pesky Scouts or to reach advantageous areas in conjunction with Brave Jump. It deals moderate damage and knocks people back, which also means you can juggle a Medic and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.
  • Prioritise high-value targets over the main combat classes. Below is a list of which classes are important to a team, why they pose a threat to you, and how to deal with them.
    • A Medic's ability to grant Overheal prevents you from killing most Mercenaries in one hit and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.
      • Über-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a full ÜberCharge. Try to knock one of them away with a punch, or Mighty Slam between them to push them away from each other.
    • Engineers are also of high priority; despite your 50% damage resistance against Sentry Guns, a large Sentry nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.
    • Pyros should also be targeted for their airblast, which can protect Medics and Engineer nests, and deny you from capturing the Control Point.
      • Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.
      • Pyros that use the Phlogistinator are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. If you find a lone Phlogistinator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other classes until their buffs wear off.
  • While Mighty Slam is on cooldown, it is still possible to hold the button (default key: Ctrl) to accelerate downwards and increase your stomp damage.

General strategy (against Saxton Hale)

  • Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.
  • Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimise the splash damage he will deal.
    • If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.
  • If you are falling to your death, try to make your way to a wall and hit it with your melee to wall climb. If you are successful, this will launch you upwards, and can save your life.
  • If you own the Rock, Paper, Scissors taunt and are the last remaining mercenary, ask Hale if he is willing to engage in a battle of hands. If you win, Hale dies. If you lose, you delayed the inevitable.

Class-specific strategy

Leaderboard class scout.png Scout

  • As Scout, damading Hale is quite risky, as your Scattergun's limited range and your Pistol's limited ammo force you to get close to Hale to deal large amounts of damage. Consider equipping weapons that will support your team, rather than focusing on damage.
  • The Baby Face's Blaster is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.
  • The Force-A-Nature can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.
  • Using the Bonk! Atomic Punch can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank or pile damage onto him.
  • The Crit-a-Cola can be a great option if you are willing to fight Hale directly, as its Mini-Crit boost increases your damage at range and lets you keep your distance from Hale. The downside of marking yourself for death is irrelevant, as Hale will kill you in one hit regardless.
  • Considering there is only one enemy for your team to attack, Mad Milk is an excellent choice, as it greatly increases your teammates' survivability.
  • While risky, hitting Hale with the Fan O'War marks him for death for 15 seconds, greatly increasing your team's damage output. Try to sneak up on Hale while he is distracted by your teammates to minimise the risk.
  • Using the Flying Guillotine will allow you to easily deal damage from a safe distance, its short recharge time means that missing is not a very big deal as it will be recharged quickly.
    • The Wrap Assassin can be used together with the Guillotine to deal even more damage from a safe distance. Note that the Wrap Assassin's baubles do extra damage because of the guaranteed crits of melee weapons.
    • If you are more confident in melee battle, the Boston Basher allows you to deal more damage at a higher risk. Try to use it on him when he isn't focused on you. Use the Basher sparingly and only when you can guarantee a hit, swinging the Basher wildly while close to Hale can easily result in your own death. Be very careful, as the guaranteed crits deal more damage to Hale but also to yourself!

Leaderboard class soldier.png Soldier

  • As Soldier, you can take two hits from Hale before dying, making you better suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammo quickly, so you'll need to support your team during your downtime.
  • All Banners are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.
    • The Buff Banner greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to Mini-crits ignoring damage falloff. However, in the final stages of the game the Buff Banner is rendered useless due to the permanent Mini-Crit boost on the last 3 players.
    • The Concheror will give your teammates better survivability when fighting Hale head-on and its speed boost will help them outmaneuver or escape him in the early game (however, it will diminish in value as Hale gets lower health and thus a faster movement speed). It is very effective to pair it with a Heavy and a Medic to make sure the Heavy can survive multiple hits against Hale and deal as much damage as possible.
    • The Battalions Backup is very useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer. Combined with a Medic's overheal, it will allow every class to survive at least one hit from Hale. The 20 extra health gained doesn't mean much on its own, it increases the health received from health packs may be beneficial once your Medics are all dead. The Backup's value also does not diminish over time, due to the damage resistance always coming in useful against Hale's attacks.
      • If Hale has Saxton Punch! ready, activating the Backup, but not letting go of primary fire, will allow you to deploy it as soon as he's hitting a teammate. Although it won't stop a direct hit from killing your teammates, the splash damage can be reduced.
  • It is recommended that you use either the Rocket Launcher, Black Box, Original, Cow Mangler, or the Direct Hit with the Banners as they all deal consistent, reliable damage.
    • If you do not have a Kritzkrieg Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-Crit Hale.
    • The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale even if he simply jumps. Note that it does require extra accuracy because of the significantly-reduced splash damage.
  • If you are confident in your rocket jumping skills, consider using the Market Gardener to deal heavy damage to Hale.
    • The Rocket Jumper can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.
      • If you do not feel confident in your ability to solely deal damage with the Market Gardener, consider using the Liberty Launcher combined with the Gunboats. You will still have a damage option, but also take very little damage from rocket jumps.
  • The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
    • If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take.

Leaderboard class pyro.png Pyro

  • As Pyro, your airblast is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavourable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.
  • The Flare Gun combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.
  • The Thermal Thruster can be a good escape tool when you are out of ammo. Note that the increased deploy speed leaves you vulnerable for a short time.
  • While risky, the Axtinguisher's bonus damage to burning targets stacks with critical hits, dealing up to 371 damage. If you are able to hit Hale, the heavy knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.
  • The Hot Hand's double-hit can be used to wall climb faster as well as being easier to secure a hit on Hale with if you aren't confident with your melee timing.
  • The Phlogistinator can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively.
    • Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.
  • The Scorch Shot is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him) and can deal significant knockback if you run out of flamethrower ammo for airblasting.

Leaderboard class demoman.png Demoman

As Demoman, you have the potential to deal massive amounts of burst damage against Hale, or

  • Your Stickybomb Lancher can deal nearly 1000 damage with a well-placed detonation - or 3000 if you have a source of Critical Hits, such as a Kritzkrieg Medic. Try luring Hale into a hidden trap to take a good chunk of his HP, but be subtle about it, or he may back off or simply maneuver around the trap to kill you.
    • The Scottish Resistance is the most suitable weapon for setting traps, as the weapon's +75% maximum stickybombs per trap offsets the -20% damage penalty it carries in this gamemode.
  • Consider equipping the Loose Cannon as your primary weapon to push Hale away when he gets too close.
  • While Demoknight's charge is less useful due to this gamemode's perpetual crit-buff on melee weapons, the Chargin' Targe, Splendid Screen, and Tide Turner now nullify the first punch you take from Hale. While much less applicable, they also will save you from death if you lose a Rock, Paper, Scissors match.
  • The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters. If you can hit Hale twice for every time he hits you, it is possible to deal massive amounts of damage before dying by pinning him to a wall with your melee's knockback.
  • The Eyelander grants one head for each successful hit against Hale. The increased movement speed can be helpful for evading Hale's attacks or chasing him around the map.
  • Swords in general provide better mobility with regards to wall-climbing, as their increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away or approach Hale from an unexpected place.

Leaderboard class heavy.png Heavy

As Heavy, your poor mobility makes you an easy target for Hale when you are alone, as you have no way to outmaneuver Hale once he decides to target you. With your team's support, however, you can deal damage Hale heavily, and may make the difference between a win and a loss.

  • Saxton Hale has a 40% damage resistance against all of Heavy's miniguns. Despite this, you are still capable of dealing heavy damage to him, especially if he chooses to ignore you.
  • If you are at full health, you can always survive a punch at full health - two if you have a Medic overhealing you.
  • Manage your ammo supply carefully, as your Miniguns can chew through all 200 rounds in 20-25 seconds. If you have an Engineer on your team, remember where he places his Dispenser. A voice response plays if you are low on ammo.
    • Standing next to a Dispenser and peppering Hale with an endless stream of bullets from a distance may not be as exciting as fighting him head-on, but this damage can add up if he ignores you. The [Tomislav]]'s tightened bullet spread makes it ideal for this strategy.
  • If you have no Engineer, consider using the Shotgun as a backup weapon, as ammo is very limited in this gamemode.
    • The Tomislav's quicker rev-up time and better accuracy makes it a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.
  • The Brass Beast's 20% damage bonus is very useful when you are supported by your team, especially when paired with a Kritzkrieg Medic. Try to get to high ground where Hale will have difficulty reaching you.
  • The Natascha has a 15% chance to apply slowdown to Hale, making it less viable in close proximity. If you can spray Hale with it constantly, however, he will find it harder to reach his targets, especially if your team is firing several Nataschas at him. As with the Brass Beast, try to reach location where Hale is not able to easily attack you, such as high ground.
  • The large knockback of melee weapons means that a skilled Heavy can use them to push Hale back, while still gaining benefits from on-hit effects.
    • The Warrior's Spirit grants you 50 health points for every hit against Hale, possibly letting you escape in risky situations.
    • The Killing Gloves of Boxing trigger a 5 second crit-boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, you can punch Hale, then grind through his health with your Minigun while surviving his onslaught.
  • The Eviction Notice's increased firing speed lets you wall climb faster and to higher places, and the rapid attacks also can pin Hale to a wall while making it difficult for him to retaliate thanks to its on-hit speed boost.
  • Beware of Hale's Saxton Punch!, as it will kill you instantly unless you are overhealed.
  • The Fists of Steel are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.
  • The Holiday Punch can stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, knocking back those nearby.

Leaderboard class engineer.png Engineer

  • The Rescue Ranger is a great pick to pack up your Sentry Guns when Saxton is damaging it, as well to repair friendly Sentry Guns from other Engineers.
  • Try to hide your Dispenser out of sight or in places where Hale does not pass through, communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat.
  • Place your Sentry Gun in clear view of where Saxton will likely be to maximize time spent dealing damage.
    • Sentry Guns are a very good deterrant that may take attention away from your teammates.
  • Due to the lack of respawn, Teleporters can be used as an escape option rather than for quick reinforcements.
    • The Eureka Effect can let you hide Teleporters more easily, but beware of the long taunt animation.
  • Dispensers, Teleporters, and Sentry Guns can be used to block Saxton's movement on the ground. This can slow him greatly in corridors or other areas of importance.
    • Teleporters are effective on ramps and inclines where the incline may prevent you from simply stepping over the teleporter.
    • Be careful however, an experienced Saxton can tear through your buildings with his charge attack.
  • When using the Frontier Justice, remember that your Sentry Gun will be credited with one assist when it deals 200 damage to Saxton, giving you a Revenge Crit.

Leaderboard class medic.png Medic

  • Medics take only 70% damage from Hale's fist, allowing you to survive a hit.
  • All Mediguns have a quicker ÜberCharge rate with the Ubersaw equipped.
    • The Ubersaw also grants 50% uber per hit, needing only 2 hits to have full Über.
  • Prioritise the classes closest to Saxton Hale, as they are the ones in the most danger.
  • The stock Medi Gun's ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.
    • Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.
  • Although risky, consider going off alone and baiting Saxton into following you, then use your ÜberCharge when he is near you. This can waste his time and allow your team to deal a lot of damage in the meantime.
  • The Kritzkrieg is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.

Leaderboard class sniper.png Sniper

  • High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.
  • Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.
  • The Sydney Sleeper is a great support tool to shoot Hale from far away and increase your team's damage output.
  • The Bazaar Bargain is highly recommended, as its higher charge rate increases your damage output greatly.
  • The Machina has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.
  • Although very risky, the Huntsman and the Fortified Compound taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.
    • Saxton Hale can break out of a stun after 2 seconds, blasting everyone away from him.

Leaderboard class spy.png Spy

  • Use the Dead Ringer to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.
  • The Kunai and the Big Earner on kill effects trigger on backstab, allowing you to escape more easily.
  • Consider disguising as a friendly teammate with the Disguise Kit to conceal that you are a Spy or gain the Enforcer's damage bonus.
    • Consider disguising as a friendly Scout, as they will commonly use the Baby Face's Blaster, masking your slower movement speed.
      • It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.
    • Disguising as a friendly Medic can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.
    • Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.
  • It should be noted that due Spy's knives registering a hit the moment you press M1, wall climbing is slightly easier and you can gain more height. It is detrimental to wall-climb using the floor if using it for simple mobility however, as you will lose a great deal of speed while crouching to ensure you hit the ground, which can be all the difference in life-or-death situations.