Heavy weapons (competitive)

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This article is for competitive play, based on the standard community competitive format.
The community competitive scene changes frequently. Some or all info may be outdated.


Primary Weapons

All of the Heavy's Miniguns suffer from damage falloff at long range. For each ammo consumed, four shots are fired.

Minigun

Minigun IMG.png

The stock Minigun deals immense close range damage, but little at long range.

The Iron Curtain has the same stats as the Minigun.

Weapon Damage Critical Damage Function Times Special
Minigun
Minigun IMG.png
  • Point-Blank: 13/hit
  • 512 units: 9/hit
  • Over 1024 units: 5/hit
  • Critical: 27/hit
  • Point-Blank Mini-crit: 18/hit
  • Over 512 units Mini-crit: 12/hit
  • Attack interval: 0.1s
  • Spin-up time: 0.84s
  • Spin-down time: 1.13s
  • If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.


Natascha

Natascha.png

Note: This weapon is banned in a majority of leagues.

The Natascha has an increased spin-up time, but slows down any target which is hit with its bullets. It also deals reduced damage.

Weapon Damage Critical Damage Function Times Special
Natascha
Natascha.png
  • Point-Blank: 10/hit
  • 512 units: 7/hit
  • Over 1024 units: 4/hit
  • Critical: 20/hit
  • Point-Blank Mini-crit: 14/hit
  • Over 512 units Mini-crit: 9/hit
  • Attack interval: 0.1s
  • Spin-up time: 1.16s
  • Spin-down time: 1.13s
  • Slows on hit.
  • 30% slower spin up time.
  • -25% damage.
  • If unfired in the past 1.25 seconds, the next bullet has perfect accuracy.


The Brass Beast

Brass Beast.png

Note: This weapon is banned in a majority of leagues.

The Brass Beast deals increased damage at a cost of mobility. It has an increased spin-up time, and a decreased move speed while spun up.

Weapon Damage Critical Damage Function Times Special
Brass Beast
Brass Beast.png
  • Point-Blank: 16.2/hit
  • 512 units: 10.8/hit
  • Over 1024 units: 5.4/hit
  • Critical: 32.4/hit
  • Point-Blank Mini-crit: 22/hit
  • Over 512 units Mini-crit: 14.6/hit
  • Attack interval: 0.1s
  • Spin-up time: 1.305s
  • Spin-down time: 1.13s
  • +20% damage done.
  • +50% longer spin up time.
  • -60% move speed while spun-up.


Tomislav

Backpack Tomislav.png

Note: This weapon is banned in a majority of leagues.

The Tomislav has a decreased spin-up time, and makes no noise while spun-up. It fires slower than the stock Minigun, but deals the same damage per bullet.

Weapon Damage Critical Damage Function Times Special
Tomislav
Backpack Tomislav.png
  • Point-Blank: 13/hit
  • 512 units: 9/hit
  • Over 1024 units: 5/hit
  • Critical: 27/hit
  • Point-Blank Mini-crit: 18/hit
  • Over 512 units Mini-crit: 12/hit
  • Attack interval: 0.12s
  • Spin-up time: 0.53s
  • Spin-down time: 1.17s
  • 40% faster spin-up time.
  • No spin-up sound.
  • 20% slower firing speed


Primary Weapon Usage

The stock Minigun deals consistant damage at short and medium range. The Brass Beast is best used on defense, when the Heavy can sit still and mow down. The Natascha deals best with flanking Scouts, as reduced damage will still kill them. The Tomislav allows the heavy to quickly push forward and spin up to deal damage. However, as the stock Minigun is the only available minigun in most leagues, it is commonly used.

Secondary Weapons

The Heavy may either select a shotgun as his secondary, for increased damage, or a lunchbox item to deal with more specialized situations.

Shotgun

Shotgun IMG.png

The stock Shotgun deals consistant short and medium range damage, and requires no spin-up time, making it ideal to finish off an enemy if you aren't spun-up.

Weapon Damage Critical Damage Function Times Special
Shotgun
Shotgun IMG.png
  • Point-Blank: 90
  • 512 units: 6/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 18/hit (max 180)
  • Point-Blank Mini-Crit: 121
  • Over 512 units Mini-Crit 8/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


The Sandvich

Sandvich.png

The Sandvich is a Heavy secondary which, as opposed to dealing damage, provides healing to the team and to himself. Upon primary fire, the Heavy consumes the Sandvich himself, allowing him to heal for 300 health. However, he is rendered immobile during consumption. On alt-fire, the Sandvich is thrown, allowing another teammate to be healed for half their health by it. If a heavy is killed with his Sandvich active, it will drop to be able to heal enemies.

Weapon Damage Critical Damage Function Times Special
Sandvich
Sandvich.png
  • Eaten: 300 health
  • Thrown: +50% of max HP.
N/A
  • Consumption time: 4.3s
  • Recharge time: 30s
  • Eating the Sandvich heals the heavy in 4 chunks of 75 health each.
  • If the Sandvich is active while the heavy dies, it will drop to be available to the other team.
    • This heals the other team 50 health.
    • Enemy scouts heal 75 health.
  • If the Heavy is at full health and grabs a health pack, it will recharge his Sandvich ammo.
  • If a Heavy picks up his own thrown Sandvich, it will recharge his Sandvich ammo.


The Dalokohs Bar

RED Dalokohs Bar.png

The Dalokohs Bar is another lunchbox item, which provides slow but steady healing for the Heavy. It can be eaten many times in a row, and provides the heavy with 60 points of health, and increasing his maximum health by 50 for 30 seconds. It drops on death akin to the Sandvich.

The Fishcake has the same stats as the Dalokohs Bar.

Weapon Damage Critical Damage Function Times Special
Dalokohs Bar
RED Dalokohs Bar.png
  • Eaten: +60 health
N/A
  • Consumption time: 4.3s
  • Overheal duration: 30s
  • Increases the Heavy's non-overhealed max health to 350
    • Maximum overheal is still 450.
  • Eating heals the heavy in 4 chunks of 15 health each.
  • Drops on death similarly to the Sandvich.
  • Unusable underwater.


Buffalo Steak Sandvich

Buffalo Steak Sandvich.png

Note: This weapon is banned in a majority of leagues.

When eaten, the Buffalo Steak Sandvich increases the Heavy's speed, grants him mini-crits, but limits him to his melee weapon only, and ensures that he takes mini-crits from other players too. It can be thrown and drops on death akin to the Sandvich.

Weapon Damage Critical Damage Function Times Special
Buffalo Steak Sandvich
Buffalo Steak Sandvich.png
  • 'Thrown: +50% of max HP
N/A
  • Consumption time: 4.3s
  • Effect duration: 15s (Includes consumption time)
  • Recharge time: 30s
  • Once consumed, the Heavy takes and deals mini-crits on all attacks.
    • The Heavy is limited to his melee only.
    • Minicrits are taken during consumption time.
  • Throwing, resupply, and dropping on death function identically to the Sandvich.


The Family Business

Backpack Family Business.png

The Family Business is a shotgun with an increased clip, but reduced damage.

Weapon Damage Critical Damage Function Times Special
Family Business
  • Backpack Family Business.png
  • Point-Blank: 74
  • 512 units: 5/hit, avg 6 hits
  • Over 1024 units: 3/hit
  • Critical: 15/hit (max 155)
  • Point-Blank Mini-crit: 107
  • Over 512 units Mini-crit: 7/hit
  • Attack: 0.625s
  • Reload Start: 1.0s
  • Reload More: 0.5s


Secondary Weapon Usage

The stock Shotgun deals strong damage, and is a quick substitute for the Minigun at close range. The lunchbox items have varying use, with the Sandvich healing all players, the Dolokohs Bar being useful for faster healing and buffed health, the Buffalo Steak Sandvich having use for strong melee damage, and the Family Business using an increased clip size for overall more damage, but more spread out. Heavies tend to use the Sandvich for its massive healing capability, but with a confident Medic, the shotgun can be put to greater use.

Melee Weapons

The Heavy rarely uses his melee weapons, but some of them can have an effect on his gameplay. All of The Heavy's stock Fists, Apoco-Fists, and Holiday Punch perform the Showdown taunt, which can take out an unsuspecting enemy at range.

Fists

Backpack Fists.png

The stock Fists are rarely useful, as they provide no special effects for the Heavy. They can be used if the heavy is low on ammo, but the stock Shotgun deals more consistant damage.

The Apoco-Fists have the same stats as the stock Fists, except that they gib on a kill with a critical punch. The Holiday Punch has the same stats as the stock Fists, except that critical hits deal no damage, and make the opponent laugh. Any punch within a 180º backstab radius will crit. They are banned in most leagues for acquisition time.


Weapon Damage Critical Damage Function Times Special
Fists
Backpack Fists.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 0.8s
  • Stock melee weapon.


Killing Gloves of Boxing

Backpack Killing Gloves of Boxing.png

The Killing Gloves of Boxing, commonly abbreviated KGB, grant the Heavy a five second critical buff. This is best used with the Shotgun or the KGB themselves, as spin-up time may waste this buff. They have a slower firing rate, but deal identical damage to the stock Fists.

Weapon Damage Critical Damage Function Times Special
Killing Gloves of Boxing
Backpack Killing Gloves of Boxing.png
  • Melee: 65
  • Critical: 195
  • Mini-crit: 88
  • Attack: 1.0s
  • Grants a five second crit buff on kill.
  • 20% slower firing speed.


Gloves of Running Urgently

Backpack Gloves of Running Urgently.png

Note: This weapon is banned in a majority of leagues.

The Gloves of Running Urgently, commonly abbreviated GRU, allow the heavy to run at the speed of most other classes. The GRU deal reduced damage, and cause the heavy damage while active. However, if the heavy maintains momentum via jumping, he can reduce the damage taken.

Weapon Damage Critical Damage Function Times Special
Gloves of Running Urgently
Backpack Gloves of Running Urgently.png
  • Melee: 33
  • Critical: 98
  • Minicrit: 45
  • Attack: 0.8s
  • When the gloves are active, the Heavy has a 30% faster movement speed.
    • He also takes 6 health per second.
  • Deals halved damage.


Warrior's Spirit

Backpack Warrior's Spirit.png

The Warrior's Spirit allows the Heavy to deal increased damage at the cost of reduced maximum health and reduced maximum overheal.

Weapon Damage Critical Damage Function Times Special
Warrior's Spirit
Backpack Warrior's Spirit.png
  • Melee: 85
  • Critical: 254
  • Minicrit: 117
  • Attack: 0.8s
  • 30% damage bonus.
  • 280 maximum health.
    • 420 maximum overheal.


Fists of Steel

Backpack Fists of Steel.png

Note: This weapon is banned in a majority of leagues.

The Fists of Steel makes the Heavy take 40% ranged damage reduction while active, but double damage from all melee weapons. It also increases his weapon switch time by 20%.

Weapon Damage Critical Damage Function Times Special
Fists of Steel
Backpack Fists of Steel.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • 20% longer weapon switch
  • While active, the heavy takes 40% less damage from ranged sources, but doubled damage from all melee sources.


Eviction Notice

Backpack Eviction Notice.png

The Eviction Notice hits faster, but deals less damage per hit and overall.

Weapon Damage Critical Damage Function Times Special
Eviction Notice
Backpack Eviction Notice.png
  • Melee: 26
  • Critical: 78
  • Minicrit: 35
  • Attack: 0.4s
  • 50% faster firing speed.
  • 60% damage penalty.


Melee Weapon Usage

Heavies tend not to use their fists in combat. They can use some of them for the Showdown taunt, which is good as a quick damage shot, but has extreme recovery. The GRU is used when not banned, since it can increase the speed of the heavy greatly. The KGB can pair well with the Tomislav, when available, or the Shotgun. The Warrior's Spirit lowers the health of the Heavy, so he needs to take advantage of their increased damage, else he will not take a health drop in vain. The Eviction notice can quickly deal damage, allowing a Heavy to taunt back and forth with other melee fighters. The Fists of Steel can help tank critical explosions, but make the heavy very weak to any melee attack. The Holiday Punch is more of a gimmick weapon, as it loses the power of a critical hit, although enemies can still be finished off by teammates or other means of damage. Heavys tend to use the stock fists, or the GRU when available. The KGB has situational use, as crits can be highly useful.

See also