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== General strategy ==
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{{Infobox class
===Offense===
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  | image  = Medic.png
{{hatnote|This strategy section will be told from the Blu's point of view}}
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  | class  = [[Image:Leaderboard class medic.png|40px]]
====Stage 1====
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  | type  = [[Classes#Support|Support]]
'''Checkpoint A'''
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  | health = '''{{Metrics/Health|C=medic}}''' {{overheal tool|{{Metrics/Health|C=medic}}}} <br /><small>(''See [[#Health|Health]] below for further details'')</small>
* Capturing the Checkpoint A shouldn't be too much of a problem for the [[Blu]] team. It's lack of any good defensive positions or [[Chokepoint|chokepoints]] allow them to swiftly overcome the enemy, and achieve victory.
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  | speed  = '''{{Math/Relative speed|{{Metrics/Speed|C=medic}}}}%'''<small><br />(''See [[#Speed|Speed]] below for further details'')</small>
* But despite the low difficulty of capturing this specific point, there are still some locations the attackers need to watch out for in order to secure the objective as fast as possible. A good example of this would be the '''Raised Tracks''' up on the Blu's left side. This particular location offers excellent [[High ground advantage|height advantage]] to the defenders, who'll be able to bombard the Blu as they're in the process of leaving their spawn. However, even this position is filled with numerous flaws, such as a severe lack of any [[Health|health]] or [[Ammo|ammo]] packs, or meaningful cover for that matter. Duo to this, a couple of Blu [[Soldier]]s or [[Demoman|Demomen]], which left the spawn via the right most exit, can quit easily spam out the defenders up there from a far. Once the Raised Tracks have been defeated, the Blu team may now capture the '''Cliffs''' and move onto the next defensive position, the '''Hut'''
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}}
* Luckly for the attackers, the Hut is actually very easy to secure. Simply surrounding it and then spamming out the defenders inside with explosives will usually do the trick. If that isn't enough, then an Übercharged pair going through the building and systematically destroying everything in it will surely take care of this last, Red holdout. Although, this is is basically a waste of a good Über, as taking over the Hut can be accomplished relatively easily even without one.
 
  
'''Checkpoint B'''
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{{Quotation|'''The Medic'''|... Let us study the science of humanitarian care.|sound=LetsGoPracticeMedicine.wav}}
* The key to winning over the Checkpoint B lies in one single building, the '''Attic'''. This wooden structure is so important simply because of the fact that its placed almost directly above the cart's tracks. As a result of such an excellent position, Red members situated up there can comfortably bombard poor attackers attempting to push the cart below them. Thus making it impossible for the Blu to even think about capturing the point until the '''Attic''' is secured.
 
* There is really only one route for the Blu team to use when attempting to capture the Attic. They can either go through the '''Tunnel''' (Not recommended) or climb up a set of stairs and drop down into the Attic's ground floor. Once there, capturing the first floor of the Attic should be a relatively easy task to do, considering the large health pack at the Blu's disposal. The second floor, on the other hand, is a another story. If the Red team has enough time at their disposal, they are more then likely to set up layers of Sentry Nests, Demomen and Soldiers up there. All of them making it impossible for any Blu members to climb up to the upper floor. Duo to this, an ÜberCharge is usually the attacking team's only hope of clearing out the Attic and securing it for themselves.
 
* If the Blu team manages to conquer the Attic, then they have practically won already. Assuming there is still time left, capturing the second checkpoint is basically a piece of cake, as the people pushing the cart don't have to worry about being attacked from above.
 
  
====Stage 2====
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The '''Healer''' is an indo-europian Germanic individual originating from within the territorial political unit of [[w:Germany|Germany]], or more specifically one of its larger urban centers colloquially referred to as [[w:Stuttgart|Stuttgart]]. While one might describe his continuous mishaps at following the medicine's pivotal morals to be of unethical nature. The very same third-face entity also ought to remember that the most proficient restorer of organic tissue within a typical squad is, in fact, the Healer. Although the Medical Practitioner's primary and tertiary combat tools, notably the [[Syringe Gun|Rapid Launcher of Vial Needles]] and the [[Bonesaw|Hand-Held Bone Cutter]], aren't quite suited for battlefield operations. The Medical man's dazzling bravery still allows him to partake even in the most hazardous parts of battle, where he is usually found rapidly diagnosing care to injured squadmates while avoiding hostile-inflicted injuries himself.
'''Checkpoint A'''
 
* Capturing the first checkpoint on this stage is a lot harder. The Blu team will start with a severe height disadvantage and will only have two ways to push out of their spawn; the ''left exit'' and the ''right exit''. The left exits leads to a path under the house - useful for flanking classes. Meanwhile the remainder of the team should use the right exit, since it brings them directly to the cart.
 
* As the Blu team is pushing out of the right most exit, they should be looking to take over the '''Watchtower''', a group of elevated structures located on the map's right side with a watchtower in their middle. Duo to the high ground it offers, Watchtower is often the central defensive position from which Red members can closely monitor the cart and anyone attempting to push it. Because of this, the Blu team ''has'' to seize control of the Watchtower if they wish to take the first checkpoint.
 
* Capturing Watchtower can be achieved in two steps. Firstly, the Blu team should use an ÜberCharge in order to take out common Sentry positions found on it. After the Sentries have been destroyed and the Über fades away, classes which can [[Rocket jump|blast jump]] should get on top of the Watchtower and clean up any remaining enemies.  
 
* With the Watchtower firmly in Blu's hands, Red defender will retreat back to the '''House''' in order to attempt a last stand. However, just like the Hut on the previous stage, the House can be easily encircled and spammed out with explosives. As a result, the Blu should be able to easily destroy it and capture the first point.
 
  
'''Checkpoint B'''
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Once the Combat Doctor directs his [[Medi Gun|Revolutionary Medicine Outputer]] onto an ally, they will initiate the process of rapidly mending their bodily wounds. Allies who are already devoid of any physical scarring will continue to be improved upon, despite their apparent well-being. Thus bringing them to a state which can only be described as [[Overheal|peak of human anatomy]]. However, an arbitrary threshold of about 150% serves as a limiter to this otherworldly capability, preventing the Combat Doctor from unintentionaly morphing his targets into divine beings with infinite health. In addition, peculiar equipment, at both the Combat Doctor's and his companion's disposal, can bring the aforementioned threshold further into a negative. Notable examples include: the [[Quick-Fix|Swift Homo Sapien Repairer]] and the [[Fists of Steel|Clenched Mettalic Hands]]. Teammates which have not received any harm in the last tenth of a minute will be healed more rapidly, promoting the behavior of battle disengagement.  
* In order to secure the checkpoint B, Blu team will first need to take control of the two major areas leading up to it. Those would be the '''Choke area''' and the '''Final Area'''. The Choke area is located right outside the '''Tunnel''' through which the cart runs. It is defined by the walls of the '''Battlements''' on its left side, and the '''Main Buildings''' on its right. The Final area, on other hand, is the place where the second checkpoint resides. It's located between the Main Buildings and the last Red spawn. Since the Choke area precedes the Final one, it obviously needs to be captured first.
 
* There are two routes leading to the said Choke area. You can access it either by going through the Tunnel, or via the '''Battlements'''. The Tunnel is by far the fastest and the most direct path to the Choke, but duo to its cramped spaces and tight corridors, its also the most dangerous one. If the Red team manages to set up a strong defense on the other side, an ÜberCharge is basically required in order to to safely traverse it. Meanwhile the Battlements are a lot safer path and also provide high vantage points overlooking the majority of the Choke area, but they are a bit longer and time costlier. Overall, attacking Red defenses from the Battlements is your safest bet if you don't have an Über. If however, the opposite is true. Then using that Über to launch an assault from both the Battlements and the Tunnel is the best course of action.
 
* After the Choke area has been secured, the Blu team now needs to capture Final area. The quickest and simplest way this can be achieved is to, once again, use an ÜberCharge in order to jump out of the Main Buildings and directly into the Final Area. Doing this will result in the Übercharged pair landing practically right on top of the two most common Sentry spots, allowing them to swiftly destroy those Sentries and then mow down the rest of the team. But if the Blu doesn't have an Über once again, then the other way of capturing the Final area is to use a giant flank route on the right side. When enough Blu members use this flank, they'll probably overrun the Red defenses and capture the point.
 
  
====Stage 3====
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While restoring metabolic efficiency of his fellow brothers-in-arms, the Field Surgeon will progressively saturate a peculiar [[ÜberCharge]] indicator, whose level of saturation will progress faster when directing medical care to mutilated or otherwise not-fully-anatomically-perfected combatants. Once the satisfactory amount of impregnation throughout the said ÜberCharge meter is achieved, the Army Surgeon's healing device will start emitting sharp crackling noises, which will be accompanied by a collection of positively charged electrons dashing out of healing device's forward end in form of a team-colored electricity spark. Thus signaling to its wielder that they are now in position to bring forth a powerful release of energy, which lasts for eight standard time units and can initiate a vast amount of physiological changes on its recipients. For instance: the default healing device will encapsulate both the Field Surgeon and his patient with a razor-thin membrane of impenetrable quality, resulting in their complete resilience to bodily harm. The [[Kritzkrieg|Vital Warmongering Health Ejecter]] instead focuses its energy release on the recipient's armament, causing it to inflict above standard amounts of anguish and suffering. The Swift Homo Sapien Repairer can increase the rate of vital life-function restoration to a tenfold degree, shortening the time necessary for a full recovery to nearly negligible amounts. At last, the [[Vaccinator|Immunizer]] is in the unique position of providing increased pain absorption to one of the three most common causes of battle casualties, those being [[Hitscan|discharged lead projectiles]], [[Projectiles#Explosions|rapid expansion of compressed air]] and [[Fire|Oxygen fueled combustion]].
'''Checkpoint A'''
 
* The entire area of the first checkpoint revolves around two, very important locations: the '''Truck House''', and the '''Platform'''. These two places are positioned on both sides of the Cart's tracks, sandwiching the Cart in between them. Duo to the Cart beginning the round on the low ground, players standing on top of the two aforementioned locations will not only have a ''direct line of sight'' to the payload, but also a significant '''height advantage''' over the attackers attempting to push it. Because of all the advantages the said two positions give, Blu team is required to capture them first, before going after the checkpoint itself.
 
* Capturing the Platform isn't as hard as some may think. The left exit leading out of the Blu's spawn grants access to an elevated area just in front of the Platform. This unnamed position is quit useful, as the slight height advantage it provides can be used to flush out the defenders on he Platform by spamming them out. Once the Platform is occupied, the Blu team now needs to move onto the Truck House before its safe to push the Cart up the Basin.
 
* However, clearing out the Truck house is certainly a lot more difficult then doing the same to the Platform. Other then the flank route provided by the left exit, there are no direct paths available to the Blu which lead to the Truck House. The only way to reach it is to either [[Jumping|jump]] from the Platform and across the Basin (Hence the reason for capturing the Platform first) or to [[Rocket jump|blast jump]] from the middle exit and directly to the it. Once there, be prepared to meet a Sentry nest and the angry Red team attempting to take the Truck House back.
 
* After a round of fierce fighting, the Blu team should finally have both the Truck house and the Platform under its thumb. With those two important locations secured, capturing the checkpoint A should practically be a "walk in the park" for the Blu.
 
  
'''Checkpoint B'''
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Although the Medic cannot heal himself (unless using an ÜberCharge-deployed Quick-Fix or the Kritzkrieg's [[Oktoberfest]] taunt), he is capable of slowly regenerating health over time, and is the only class capable of doing this naturally. The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health he passively heals. An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second (this base rate can be positively affected by the [[Amputator]] as well as by healing players below full health, and negatively affected by the [[Blutsauger]]).
* In order to reach the checkpoint B, the Blu first needs to push the payload through a long and narrow hallway. Unfortunately for the offensive team, there are no flank routes leading around this hallway. No way to circumnavigate it. You have to go through it in order to reach the next checkpoint.
 
* Duo to the lack of any alternative paths, the Blu team will have to brute force their way through the '''Hallway'''. Doing this will often require an ÜberCharge, since the Hallways is usually very well defended by multiple Sentry Guns and Red teammates.  
 
  
'''Checkpoint C'''
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The Medic is [[Voice actors|voiced]] by [[Robin Atkin Downes]].
* Lets first discuss all the possible ways an attacker could potentially enter the area of the final checkpoint. There are three paths at the Blu team's disposal: they can either enter through the '''House''' on the right, traverse the '''Chokepoint''' in the middle, or sneak through the '''Sniper's Deck''' up on the left side. All three of these paths have their own set of advantages and disadvantages, and all of them offer different opportunities.
 
* The Chokepoint is by far the shortest and the quickest avenue leading to the final point, but its also the hardest one to go through in one piece. As the name implies, this route is in fact a [[Chokepoint]], meaning that its constantly getting spammed out by explosives and is very movement restricting. Duo to these reasons, its highly recommend to avoid the Chokepoint unless you have an [[ÜberCharge]] ready or the enemy hasn't had time to set up a resilient defense.
 
* The route leading through the House is a bit more sneakier then the previous one, since using it will land you in a relatively concealed area over on the right side of the Red Yard. This position is also quit safe, duo to there being a big truck which you can retreat behind after launching attacks at the defenders. In addition to that, the House is the prime place to Über out of, as you can surprise many Red teammates by suddenly emerging from behind the aforementioned truck leaving them no time to escape.
 
* Another flank route which can be utilized by the Blu is the Sniper's deck up on the Red's left side. This avenue is a lot more bigger and spacious, while still providing out-of-range sightlines to common Red [[Sentry Gun|Sentry]] positions and the [[Engineer]]s repairing them. Because of these numerous advantages, the Sniper's Deck is arguably the best route at the attacking's team disposal, especially if they don't have an Übercharge at hand. Its so good that even a Blu Engineer can safely set up an offensive Sentry position on it, giving the attackers a friendly place to retreat after harassing the Red team.
 
  
===Defense===
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=== Bio ===
====Stage 1====
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{{Class bio
{{hatnote|This strategy section will be told from the Red point of view}}
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| name        = Dr. Ludwig<ref name="Naked">[[:File:TheNakedandtheDead208.png|The Naked and the Dead, page 208]].</ref>
'''Checkpoint A'''
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| birthplace = [[w:Stuttgart|Stuttgart, Germany]]
* The Red strategy on the first point of Stage 1 is fairly simple, don't overcommit and don't be afraid to retreat. Duo to the way this section of the map is structured, trying to protect the objective is immensely difficult. Even if the Red team tries their best to hold onto it, an average offensive team with any kind of a problem-solving capabilities will more then likely be able to capture the checkpoint in question. However, all of this doesn't mean that the point should be abondend right away. There are still some decent locations the defenders can occupy in hopes of protecting the objective. Or at the very least, delaying its capture till the very last moment.
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| job        = Doctor Assisted Homicide
* A good example of this are the '''Raised Tracks''' up on the map's right side. While they certainly aren't without flaws, the high ground they offer can be used against the attackers quit effectively. In addition, they are bound to attract a lot of attention, allowing the Red members who are positioned else where to organize ambushes against the preoccupied Blu.
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| motto      = "Prepare for your examination"
* Unfortunately for the Red, the Raised Tracks are among the few, actually viable defensive positions on this point. Meaning that once they fall, there really isn't any where left to go. All what remains is the '''Hut''', which at first glance might seem as an inpenetrable stronghold, capable of repelling any assault thrown at it. But the ease at which it can be encirceled, and its vulnerability to being spammed out makes it more of a hazzard then an effective defensive holdout. Its better to stay near the '''Tunnel''' and be ready to retreat, then to die a worthless death in order to attempt a futile last stand.
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| description = What he lacks in compassion for the sick, respect for human dignity, and any sort of verifiable formal training in medicine, the Medic more than makes up for with a bottomless supply of giant needles and a trembling enthusiasm for plunging them into exposed flesh. Raised in Stuttgart, Germany during an era when the Hippocratic oath had been downgraded to an optional Hippocratic suggestion, the Medic considers healing a generally unintended side effect of satisfying his own morbid curiosity.
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| image      = Placeholder Meet the Medic.png
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}}
  
'''Checkpoint B'''
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== Health ==
* Unlike it's predecessor, the second checkpoint is a lot more friendlier towards the Reds, making it possible to orginaze a lot more successfull defense which actually stands a chance against the Blu. Of course, this is only possible if the Red team managed to play it's cards right and didn't get completely killed off on the previous point.
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{{main|Health|Overheal|l1=Health|l2=Overheal}}
* The center of the Red's defenses should clearly be the '''Attic''', as the advantages it provides are simply too good to ignore. The Attic's high vantage point overlooking the Cart and it's path, can be used to great effect by the defenders, who can destroy anyone attempting to push the payload below them. In addition, there is only one route which grants access to the Attic, making it an easily defendable position as there's only one angle from which an attack can be expected. In fact, a single [[Sentry Gun|Sentry]] nest is usually all what it takes to prevent the Attic from falling into the Blu's hands.
 
* Attic's only downside is the fact that its quit vulnerable to an ÜberCharge, as it's cramped nature makes it relatively easy for any Übered [[Demoman]] or [[Soldier]] to quickly wreck havoc on anything inside it. For this specific reason, a group of Red players should head towards the '''Large [[Health|Health]] Pack Room''' in hopes of intercepting any incoming Medics and their pockets. If those defenders present a big enough threat, they might just force the Blu Medic to use his precious Über in order to clear them out, instead of using it to capture the Attic.
 
  
====Stage 2====
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{{Class health pack and overheal table|overheal|medic=yes}}
'''Checkpoint A'''
 
  
* The key to a successfull defense of this checkpoint lies within two buildings: The '''Watchtower''' and the '''House'''. The Watchtower's importance stems from the fact that it is a valuable peice of high ground, thus providing a crucial advantage to the Red team. It also has a direct line of sight to the Cart and it's tracks, allowing the Red memebers who are positioned on top of it to easily spot anyone attempting to push the Cart below them. All of these desirable traits make the Watchtower a suprene defensive position, capable of withstanding many attacks thrown at it.
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== Speed ==
* However, the Watchtower isn't perfect, since it haves one fatal flaw: the Blu team can simply flank around it. This is when the House comes into play. The House is important, duo to the fact that it almost perfectly covers the Watchtower's weakness by being positioned almost right on top of the aforementioned flank route. A couple of defenders accompanied by a Sentry nest located here, will surely stop any Blu flankers from attempting something sneaky.
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{{main|Speed|l1=Speed}}
  
'''Checkpoint B'''
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{{Class speed table|medic}}
  
*The Red strategy for the second checkpoint is to try and hold on to the ''choke area'' as long as possible since its a lot easier to defend then the ''final area''. To do this, Red [[Engineer]]s can set up sentry positions in the ''main buildings'' which will be overlooking the ''choke area'' as well as the ''tunnel''. From time to time, Red Soldiers and Demomen should occasionally blast jump there way up to the ''battlements'' to disrupt any Blu Engineers and/or other Blu team members from setting up in there. If the Blu team is in the process of pushing the cart through the ''tunnel'' Red Medics can Über a Pyro or [[Kritzkrieg|Kritz]] a Soldier to quickly wipe out the entire Blu team in the ''tunnel''.
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'''''Note''': If the Medic is healing a patient that is faster, he walks at the same speed as long as the beam is connected.''
  
*If the ''choke area'' is lost and the Red team is pushed back to the ''final area'' then defending gets exponentially more difficult. The first big danger the Red team needs to watch out for is Übered Heavies or Demomen jumping out of the ''main buildings'' right into the ''final area'' often times destroying everything and wiping out the whole Red team. For that reason the Red team should always have a Pyro on standby to [[airblast]] away any Übered combos jumping out of the ''main buildings''. The other big threat the Red team needs to watch out for is that massive flank on the right (from Blu's perspective left) which can be devastating. The right flank is pretty open which makes Scouts and Heavies the ideal classes to operate so if you have some players watching that flank then things usually should't spiral out of control for Red.
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== Basic strategy ==
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{{main|Tips#Medic|l1=Medic tips|Basic Medic strategy|l2=Medic strategy}}
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[[File:Icon medic.jpg|right|150px]]
  
====Stage 3====
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* Use your Medi Gun to heal teammates, and buff them up to 150% of their normal health.
'''Checkpoint A'''
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* Fill your ÜberCharge by healing teammates. Then hit secondary fire ([[List of Default keys|Default]]: {{Key|Mouse2}}) to activate.
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* Your ÜberCharge makes both you and your [[Medi Gun]] target invulnerable for a short time.
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* You fill your ÜberCharge faster by healing teammates who are more hurt.
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* Keep alert for teammates calling for your help. Use the Medic arrows onscreen to find them.
  
*The strategy of the Red team for the first checkpoint is pretty simple. Hold control over the ''platform'' and the ''truck house'' thus denying the Blu players in pushing the cart up the ''basin''. However, doing this is easier said then done.
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<!-- # NOTE:
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    # Please do not add any new tips to this list.
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    # Add new strategies to [[Basic Medic strategy]] instead.
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    -->
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== Weapons ==
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{{main|Weapons#Medic|l1=Weapons}}
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''Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.''
  
*Holding control over the ''truck house'' is relatively easy, the Blu team has no viable routes to get up the truck house right at the beginning of the match except blast jumping up there which can be easily denied by placing a sentry there to punish Soldiers or Demomen who will try to get to the ''truck house''. Meanwhile, holding control over ''platform'' is a different story. The left exit (the right one from the Blu's perspective) leads directly to the platform giving Blu's direct access to it. To make matters worst, the left exit is slightly more elevated then the ''platform'' giving Blu players a height advantage allowing them to rather easily spam out the Reds at the ''platform''. For all of these reasons standing at the ''platform'' is very dangerous for Reds, however, despite being hard to defend, there is still a way to hold on to the ''platform'' (to a certain degree atleast) using a bit of coordination. For example: Red players standing on the ''platform'' should play very passively, almost acting as a bait to the Blu players. When Blu players inevitably take control of the ''platform'' the Reds who are positioned at the ''truck house'' should start shooting the Blu's at the ''platform''. At the same time the Reds who have retreated off the ''platform'' can now start pushing up again thus putting Blu's in a sort of a crossfire between the Red team members standing on the ''truck house'' and the Red team members who would be retaking the ''platform''.
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{{Class weapons table medic primary}}
  
*However, if the Blu team is fast enough, they can take the ''platform'' and then quickly capture ''truck house'' before any sort of crossfire can be established by the Red. If this happens, the Red should slowly start retreating to defend the second point.
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{{Class weapons table medic secondary}}
  
'''Checkpoint B'''
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{{Class weapons table medic melee}}
  
*There is unfortunately not much to be said about defending this checkpoint. As said earlier, the entire route from the first checkpoint to the second checkpoint is just one huge ''hallway'' with practically no flank routes. Since there is only one point for the Blu team members to come from, you don't have much to do. Simply spamming down the ''hallway'' and [[airblast]]ing away Blu Übercharegs which will try and push they're way through the ''hallway'' will do the trick and preventing the Blu from capturing the second checkpoint.
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=== Special Taunts ===
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{{Taunt
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| image = Medictaunt06.PNG
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| weapon-1 = Kritzkrieg
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| description = {{Main|Oktoberfest}}
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The Medic puts his face to the barrel of the Kritzkrieg, inhales while laughing maniacally, and exclaims "Oktoberfest!". Afterward, he exhales, shakes his head, and refocuses.
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This taunt heals the Medic for 10 health.
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}}
  
'''Checkpoint C'''
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{{Taunt
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| image = Medicuberkill.png
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| weapon-1 = Ubersaw
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| special = Spinal tap
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| description = {{Main|Spinal Tap}}
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The Medic enters a combat pose, thrusts his Ubersaw forward and retracts it while exclaiming, "I'm going to saw through your bones!", stunning and killing any enemies in the way.
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If the initial hit strikes an enemy, the Medic will be awarded 25% charge. If the retraction kills an enemy, the [[ÜberCharge]] meter gains 75% charge. The hit and retraction will end up equaling 100% but it is possible to only end up with 25% charge or 75% respectively if only the initial hit or the retraction connect for whatever reason.
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}}
  
*The Red strategy is quit simple, just watch out for the flanks since that is where the main threat can often come, its a good idea to have a [[Heavy]] positioned somewhere around the ''house'' near the truck so that he can keep an eye on the ''house'' and have a direct line of sight on the ''chokepoint''. As for dealing  with potential flank attacks from the ''snipers deck'', its best to send a Soldier or another close range class  every once and awhile to check out the ''snipers deck'' and make sure there aren't any Blu Engineers setting up. Spamming down the ''chokepoint'' is also more then enough to deter and players from going that way.
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{{Taunt
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| image = Medicamputatortaunt.png
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| weapon-1 = Amputator
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| special =
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| description = {{Main|Medicating Melody}}
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The Medic places the Amputator on his shoulder and plays it as if it were a violin. Teammates surrounding the Medic are healed and team-colored circles emanate from their feet.
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}}
  
==Class-specific strategy==
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== Item sets ==
=== {{class link|Scout}} ===
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{{Set|The Medieval Medic}}
 
*Playing Scout on this map is all about choosing your battles. Gold rush is filled with lots of [[chokepoint]]s, corridors and tight hallways. This environment is not ideal for Scout, however there are certainly open parts of the map where you can shine, those would be: (On Stage 1) the entire first checkpoint and around the ''ditch'' area on the second checkpoint, (On Stage 2) the majority of the first checkpoint, the ''choke'' and the ''final'' area, (On stage 3), the first checkpoint and the ''Red yard''.
 
  
*Like said earlier, choose your battles, don't engage enemies in the tight, chokey and cramped areas, lure your enemies into more open spaces where you have the advantage.
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{{Set|The Clinical Trial|main=no}}
  
*As a member of the Blu team, your main job should be trying to constantly flank the defenders. On stage 2 and 3, choosing to go through the ''left exit'', upon leaving the spawn as the round starts, will provide you with a relatively concealed flanking route which leads right to the Red [[Sniper]]s usual position and consequently the Reds back line. On stage 1 if your team has captured ''attic'' you can go through it and the go to through the small ''tunnel'' on the right side of the Red spawn. Additionally, on stage 2, when your team is fighting for the ''choke area'' you can go to the battlements and drop down from them to relatively easily sneak into the Reds back line. On stage 3 last point, you can either drop down the ''chute'' and end up in the valley which leads to ''Reds yard'' or go through the ''house'', climb up the Red ''battlements'' and kill they're Snipers. If you find yourself in a situation where there is no way to get to the Red's back line with out going through heavy fire (example: stage 3, the ''hallway'' leading to the second checkpoint) you can use the [[Bonk! Atomic Punch]] to break through the Red's defense.
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{{Set|The Mad Doktor|main=no}}
  
*While on the Red team, your main focus should be baiting out the Blu team to follow you to more open areas where you can easily duel them or also going for flanking plays  youraelf to try and eliminate Blu's Snipers. On stage 1, using the [[Boston Basher]], [[Atomizer]] or [[Soda Popper]]s hype you can jump up to the ''imperial building'' which is positioned above the ''ditch'' and where often Blu Snipers reside. You can also use your '''area of effect''' the Mad Milk to douse the enemies who will be pushing through the chokepoints,
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{{Set|Eliminating The Impossible|main=no}}
  
=== {{class link|Soldier}} ===
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{{Set|Doctor Galactic|main=no}}
  
*Soldier is a good choice for Gold rush. There are lots of tight corridors and chokepoints which you can use to you advantage, but there is also plenty of open areas for rocket jumping too. Soldier can on this map be played almost as a flanking class or and ambush class. There are plenty of ledges you can rocket jump on and wait for the enemy to come.
+
{{Set|Sun King|main=no}}
  
*When on Blu, you don't have to worry about pushing the [[Cart]] or capturing checkpoints to much, best contribution you can do for your team is to use your [[Rocket Jumping]] ability to get to and occupy certain positions which other classes don't have immediate access to but have enormous strategic value for the Blu team. On stage 1, first point, once the ''cliff'' has been secured you can rocket jump to the balcony of the ''hut'' threatening everything in it, on second point, you can rocket jump from the ''attic'' to the ''Red deck'' to harass they're Snipers and get and angle on they're spawn. On stage 2, first point, you should be looking to jump up to the '' watchtower'' and possibly occupy it (Capturing ''watchtower'' in this case is extremely important for the Blu team). On stage 3, you can choose to rocket jump up to the ''truck house'' thus capturing a very important position but also having ability to fire upon the Red on the ''platform'' who will also be taking fire from your team mates. You should also work in conjunction with your [[Demoman]] to destroy Red's [[Sentry Gun]]s allowing you and your team to push forward. In general, just try and take the high ground from the Red.
+
{{Set|Canis Ex Machina|main=no}}
  
*On Red, you should occupy the high ground and spam down the chokepoints and Blu's pushing the cart, but you can also be useful in rocket jumping to unexpected positions and surprising the Blu team. For example. On stage 1, checkpoint A, you can rocket jump up to a small roof overhang in between the Blu's middle spawn exit and they're right spawn exit. On stage 3, checkpoint A, there is a small set of wooden ledges right above the middle spawn of the Blu team, you can jump up to these ledges and wait for the Blu team to exit the ''middle exit'' below you with out even noticing you. You also work as a great "flank watcher" on the Red team. On the first stage, checkpoint B, occasionally jumping to the ''imperial building'' to harass the enemy Snipers and disrupt any [[Engineer]] sentry nests being made will do a big favour to your team. On stage 2, checkpoint B, simply blast jumping your way onto the ''battlements'' (A great holding area for the Blu to launch they're attacks), a place which the majority of your team doesn't have access, will occasionally reward you with a group of clueless players who weren't even thinking about a Soldier suddenly poping up from behind them while they were focused on trying to destroy your team's Sentry Guns.
+
{{Set|Dr. Acula|main=no}}
  
=== {{class link|Pyro}} ===
+
{{Set|The Templar|main=no}}
  
*Pyro has quit a big potential on Gold Rush. Pyro can make use of the overall cramped nature of this map to quickly close the distance and ambush enemy players. This map is also Soldier and Demomen heaven so there will be plenty of rockets and grenades to reflect. Combine that with the fact that except Pyro, only other class which excells at close range combat is the Soldier which gets countered by Pyro and you can see the potential Pyro brings to the table for this map.
+
== Cosmetic items ==
 +
{{Main|Cosmetic items}}
 +
{{Medic class hat table}}
 +
{{All class hat table}}
  
*Although this map is almost perfect Pyro, on offense Pyro doesn't have a lot of potential simply because the Blu team will have to fight a lot of Sentry Guns which are Pyro's natural counter. So for that reason Pyro should take a more supportive role while playing offensively such as [[Spy checking|checking for Spies]], [[Compression blast|air blasting away projectiles]], pushing the cart etc... Pyro's should take note of the common [[Spy]] hiding spots. These include but aren't limited to: (Stage 1) Checkpoint one: Under the ''elevated tracks'', behind the boxes on the right side of the map, ''elevated tracks'' themselves, in between the ''cliff'' and the rock also on the right side of the map in front of the ''hut''. Checkpoint 2: The ''ditch'' and the ladders which lead out of the ''ditch''. (Stage 2) checkpoint one: A "indent" in the rocks which serve as a wall for your spawn, in the ''ditch'' usually under the bridge. Checkpoint two: Right beneath the window of the ''battlements''. Stage 3, checkpoint one: Right beneath the ''right exit'', on a small ledge right above the ''middle exit'', on top of the boxes on the ''platform'', somewhere on the ''truck house'' over looking the ''basin'', and on a stack of tires on the corner of the ''platforms shack''. Checkpoint two: under the ''main deck'', right across the ''main deck'' in a small indent in the building where there are two wooden barrels. However, a Pyro on Blu doesn't always have to support his team, equipping the [[Flare Gun]], [[Scorch Shot]] or even the [[Detonator]] can give the Pyro a decent medium range capabilities to deal with enemies from a safe distance without putting himself in harms way of Sentry Guns. On certain stages, a Pyro can use his [[Thermal Thruster]] to either jump over the Red defenses to get to they're back line or get himself in a more advantageous position to deny it from the Red, allowing his team to focus on pushing the cart.
+
== Official class avatars ==
 +
{{Class avatars}}
  
*On defense Pyro's can take up a lot more aggressive approach now that there isn't as many Sentry Guns to deal with. A recommend thing to do is to use the [[Phlogistinator]] as there are many corners and nooks where a Pyro can  hide in and then pop up from and quickly close the gap between his enemies and burn the entire Blu team with [[Critical hits|crits]]. However, Pyro's can also take a supportive role here if they wish to. The most important thing a Pyro can do for the Red team is to deny Blu's [[ÜberCharge]]s. Since this map contains a lot of chokepoints and not much flank routes, breaking through the Red's defense can be hard for the Blu team. Often times, pushing through a chokepoint can only be achieved with an Über. So for that reason, Red Pyro's should always be ready to [[Airblast]] away Blu ÜberCharges. This is especially important on stage 2, second checkpoint where there is a long narrow ''hallway'' which leads to the checkpoint. If well defended, only way for the Blu to push through this hallway is with an Über, so having a Pyro be ready to push away any Blu ÜberCharges thus denying the only way for the Blu to break through the checkpoint's two defense is very powerful and can win the round for the Red team. Another important thing a Pyro can do is airblast away the various projectile from Red [[Engineers]] Sentry Guns. On stage 1 checkpoint two, once the ''attic'' has been taken by the Blu team, only remaining viable defensive spot for the Red is on the ''Red deck'' where Sentry Guns are often set up. However, since the Sentry Guns on the ''Red deck'' don't cover the entire attic, they can often be spammed out from outside of they're range and destroyed. For that reason, having a Pyro airblasting away the projectiles coming from the ''attic'' can often times save the Red's last line of defense. Same goes for Sentry Guns positioned in the ''Red's yard'' on stage 3 which can be spammed out from the ''snipers deck'' or the common Sentry position on the on the ''sentry ledge'' of stage 2. All of these Sentry Gun positions are powerful as they deny a lot of area from the Blu team but have a weakness of getting destroyed by projectiles from outside of they're range, but having a single Pyro protecting them can counter that weakness.
+
== Achievements ==
 +
{|
 +
| [[File:Achieved.png|65px|left]]
 +
| {{Main|Medic achievements}}
 +
* '''Medic pack''': 39 achievements, 3 [[Medic achievements#milestones|milestones]].
 +
* 1 [[General achievements|General achievement]]
 +
|}
  
=== {{class link|Demoman}} ===
+
== Update history ==
 +
{{Update history|
 +
'''{{Patch name|1|14|2008}}'''
 +
* Added option for [[Medi Gun]] beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.
  
This map is Demomans heaven. With abundance of chokepoints, a single good Demoman can make all the difference in the world.
+
'''{{Patch name|2|28|2008}}'''
 +
* {{Undocumented}} Fixed potential client crash for players being healed by a Medic or [[Dispenser]].
  
*On Blu, Demomen should mostly focus on on taking out sentry nests, for that reason it might be a good idea to bring the [[Loch-n-Load]] duo to the sheer amount of Sentry Guns you will be facing. You should take note of all the common sentry spots to be able to react to them quickly, they are as following. Stage 1: Up on the ''elevated tracks'', below the ''cliff'' and in the ''hut, also in the ''attic'', up on the ''Red decks'' and in the ''ditch''. Stage 2: Up on the ''watchtower'', in the ''house'', in the ''main buildings'' on the ''sentry ledge'' and in the ''alcove'. Stage 3: Up on the ''platform'', on the ''main deck'' and the ''sentry decks'', on the truck and right in the small alcove exiting the ''chokepoint''.
+
'''{{Patch name|4|29|2008}}''' ([[Gold Rush Update]])
 +
* Added 39 Medic achievements.
  
*On Red, Demomen should take full advantage for all the chockpoints to stop the Blu team right in they're tracks. There are also many corners on Gold rush where Demomen can lay down sticky traps to surprise Blu team members who will be coming around the corner.
+
'''{{Patch name|8|20|2008}}'''
 +
* Fixed a viewmodel related crash when switching classes away from Medic.
 +
 
 +
'''{{Patch name|12|11|2008}}'''
 +
* The icon on the HUD for a person calling for Medic will now give more information to the Medic (if the target is low on health, on fire, etc.).
 +
 
 +
'''{{Patch name|1|28|2009}}'''
 +
* Added percentage to [[ÜberCharge]] [[HUD]] panel for the Medic.
 +
 
 +
'''{{Patch name|2|24|2009}}''' ([[Scout Update]])
 +
* Added sound for a fully charged Medic dying.
 +
 
 +
'''{{Patch name|9|15|2009}}'''
 +
* Medic regeneration changes.
 +
** Base regeneration amount increased from 1/sec to 3/sec.
 +
** Regen amount increase since time of last damage decreased from 3x to 2x.
 +
** End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec.
 +
* Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team.
 +
 
 +
'''{{Patch name|12|17|2009}}''' ([[WAR! Update]])
 +
* Added options to the Multiplayer->Advanced dialog:
 +
** Medic auto caller, which automatically shows you nearby friends at low health.
 +
** Heal target marker, which better highlights the target your Medi Gun is locked onto.
 +
* Added headshot death animation.
 +
 
 +
'''{{Patch name|1|13|2010}}'''
 +
* Added backstab death animation.
 +
 
 +
'''{{Patch name|7|8|2010}}''' ([[Engineer Update]])
 +
* {{Undocumented}} Added Medic companionship lines when calling for a [[Medic]] while targeting one.
 +
 
 +
'''{{Patch name|9|30|2010}}''' ([[Mann-Conomy Update]])
 +
* {{Undocumented}} Added unused "Hi-five" animation.
 +
 
 +
'''{{Patch name|5|5|2011}}''' ([[Replay Update]])
 +
* Community contributed voice responses rules have been implemented for the Spinal Tap and Oktoberfest.
 +
 
 +
'''{{Patch name|6|8|2011}}'''
 +
* {{Undocumented}} Laughing taunt animations have been added but are currently unused.
 +
 
 +
'''{{Patch name|6|23|2011}}''' ([[Über Update]])
 +
* {{Undocumented}} Added backpack bodygroup to the Medic model.
 +
 
 +
'''{{Patch name|10|13|2011}}''' ([[Manniversary Update & Sale]])
 +
* Players will now always call for a Medic when low on health or when on fire when a Medic is under the crosshair, whereas previously the character would ask the Medic to follow them.
 +
* Added a line to the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon.
 +
 
 +
'''{{Patch name|8|15|2012}}''' ([[Mann vs. Machine (update)|Mann vs. Machine]])
 +
* {{Undocumented}} Added voice lines to Medic.
 +
 
 +
'''{{Patch name|10|26|2012}}''' ([[Spectral Halloween Special]])
 +
* {{Undocumented}} Added voice lines.
 +
 
 +
'''{{Patch name|10|29|2013}}''' ([[Scream Fortress 2013]])
 +
* In PvP Medics can now see the clip status of a patient’s active weapon
 +
 
 +
'''{{Patch name|2|7|2014}}'''
 +
* Added missing Payload audio for the Medic, Soldier, Demoman, and Spy.
 +
 
 +
'''{{Patch name|3|5|2014}}'''
 +
* Fixed a bug where Medics would be unable to deploy their ÜberCharge.
 +
 
 +
'''{{Patch name|1|15|2015}} #1'''
 +
* Fixed the Medic not being able to deploy a Quick-Fix/Vaccinator charge while carrying the [[Capture the Flag#Intelligence|flag]].
 +
 
 +
'''{{Patch name|12|17|2015}}''' ([[Tough Break Update]])
 +
* Medics now have slightly higher health regeneration when healing a hurt patient
 +
* During setup time, ÜberCharge build rate is now increased by 3x
 +
 
 +
'''{{Patch name|7|7|2016}} #1''' ([[Meet Your Match Update]])
 +
* All Mediguns allow the Medic to match the speed of their heal target.
 +
** Previously only available on The Quick-Fix.
 +
 
 +
'''{{Patch name|7|7|2016|no-link=yes}} #2'''
 +
* Fixed a bug where the Medic's run speed would not adjust when his heal target was killed.
 +
 
 +
'''{{Patch name|10|20|2017}} #1''' ([[Jungle Inferno Update]])
 +
* Added a disconnect sound when the Medic stops healing their target.
 +
 
 +
'''{{Patch name|4|12|2018}}'''
 +
* Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team.}}
 +
 
 +
== Unused content ==
 +
* In the VPK, there is an unused texture for a RED Medic which features his beta hairstyle; lighter and shorter. It is listed as <code>medic_head_red</code>. Both teams in-game use the same head texture.
 +
 
 +
== Bugs ==
 +
* The low-quality model of the Medic has a leak on his back. This is not commonly seen, since the Medi Gun and the Quick-Fix backpack covers it; however, since the [[Vaccinator]] has a different style of a backpack on a different placement, the leak is shown. It is also shown slightly when equipping the [[Medic Mech-bag]] or the [[Scrap Pack]] cosmetic items.
 +
* During [[humiliation]], the Medic's arm may appear bent and clips through his head if the secondary weapon is equipped.<ref>[https://youtu.be/DzOl4S_A6ao?t=75 Hand bug]<!-- Intentionally starts at the end, don't remove. Timestamp is in the description. Please do not remove unless patch notes/developers say it's fixed, it doesn't always happen and doesn't always happen under the same circumstances. --></ref>
 +
 
 +
== Trivia ==
 +
* The Medic's glasses and hair make an appearance in ''[[Worms: Reloaded]]'' as one of the selectable hats for the player's worms.
 +
* The Support class of ''[[Monday Night Combat]]'' had a promotional item of the Medic's backpack and the [[Engineer]]'s hardhat named "Doctor Dispenser."
 +
* The Medic was originally going to have an oversized needle presumably instead of the [[Bonesaw]], as referenced to in a 2006 trailer.
 +
* The [[Non-player characters#BLU team (original)|first BLU team]] Medic resembled [[w:Sigmund Freud|Sigmund Freud]].
 +
* Just like the rest of the classes, the Medic makes an appearance in the ''[[Saints Row: The Third]]'' in the form of a wearable head mask.
 +
* The Medic keeps a flock of doves as pets, which are allowed to fly around in his office (despite hygiene concerns). One of them is named [[Archimedes]], who is easily noted by having blood stains, unlike the other doves.
 +
** Archimedes is named after the ancient Greek scientist and seems to share his owner's fascination with blood, evidenced by his leaning in while watching surgery and nesting in open wounds (as both the [[Heavy]] and [[Scout]] learned).
 +
** According to the Archimedes plush in the Valve store and in-game item description, the Medic obtained Archimedes after hijacking a catering van during a prime minister's wedding.
 +
* The Medic, alongside the [[Pyro]], [[Heavy]], and [[Engineer]], appears as a familiar in the game [[w:Dungeon Defenders|Dungeon Defenders]].
 +
* The Medic was briefly given the name of ''Joseph Heilburger'' by ''Gaming Heads'', a video game merchandiser, when promoting a Medic figurine; it was removed and is regarded as non-canon. This was most likely taken from a fan-made Halloween update, which used the same name.
 +
* Medic's last name "Ludwig" was first used in [[:File:TheNakedandtheDead208.png|The Naked and the Dead, page 208]].
 +
 
 +
== Gallery ==
 +
<gallery widths=150px heights=150px>
 +
File:Medicprofileconcept.png|Concept art of the Medic.
 +
File:620medic.png|Concept art of the Medic.
 +
File:Medic concept2.jpg|Concept art of the Medic, without glasses.
 +
File:Medic concept.jpg|Concept art of the Medic.
 +
File:Medic conecpt3.jpg|Concept art of the Medic.
 +
File:Medic concept4.jpg|Concept art of the Medic.
 +
File:Medic concept5.png|Concept art of the Medic.
 +
File:Medicconceptold.png|Concept art of the Medic.
 +
File:Human medic concept.jpg|Concept art of the Medic.
 +
File:Tf2sketches1.png|Concept art of the Medic.
 +
File:Medic card back.jpg|[[Trading card|Trading card]] (front).
 +
File:Medic card front.jpg|Trading card (back).
 +
File:Medic doves.png|Artwork of the Medic with [[Doves]].
 +
File:Steam Game Card Medic.png|Steam Trading Card.
 +
File:Steam Profile Background Medic.png|Steam Profile Background.
 +
File:Icon medic blue.jpg|Updated Class Portrait BLU.
 +
File:Icon medic.jpg| Updated Class Portrait.
 +
File:Main menu medic.png|Medic's Appearance in the Main Menu.
 +
File:Main menu zombie medic.png|Medic's Appearance as a Zombie in the Main Menu.
 +
File:Class card medic.jpg|Medic's Class Card.
 +
File:Arsenal medic.jpg|Medic's Arsenal.
 +
</gallery>
 +
{{clr}}
 +
== Related merchandise ==
 +
{|
 +
<gallery>
 +
File:Merch Medic Portrait.png|[https://store.valvesoftware.com/product.php?i=P3443 Medic Poster As Shown In The Valve Store]
 +
File:Medic Decal Black.png|[https://store.valvesoftware.com/product.php?i=STF209 Medic Class Decal, Black]
 +
File:GamingHeadsMedicRED.png|[https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=96 The Medic RED Figurine]
 +
File:GamingHeadsMedicBLU.png|[https://www.gamingheads.com/index.php?option=com_myphp&Itemid=3&product=98 The Medic BLU Figurine]
 +
</gallery>
 +
|}
 +
 
 +
== See also ==
 +
* [[Healing]]
 +
* [[ÜberCharge]]
 +
* [[ÜberCharge strategy]]
 +
* [[Medic taunts]]
 +
* [[Medic responses]]
 +
* [[Medic voice commands]]
 +
* [[Basic Medic strategy]]
 +
* [[Community Medic strategy]]
 +
* [[Medic match-ups]]
 +
* [[Anti-Medic strategy]]
 +
* [[Medic (Classic)]]
 +
 
 +
== References ==
 +
<references/>
 +
 
 +
== External links ==
 +
* [https://www.teamfortress.com/classes.php?class=medic Medic page on the Official TF2 Website]
 +
* [https://steamgames.com/tf2/goldrush/ Gold Rush Update]
 +
* [https://www.teamfortress.com/uberupdate/day_01.html Uber Update]
 +
 
 +
{{Class Nav}}
 +
{{Medic Nav}}

Latest revision as of 04:16, 13 February 2024

Lolimsogreat21
Lolimsogreat21
Basic Information
Icon: Leaderboard class medic.png
Type: Support
Health: 150 /Medic emblem RED.png225
(See Health below for further details)
Speed: 107%
(See Speed below for further details)

 

The Healer is an indo-europian Germanic individual originating from within the territorial political unit of Germany, or more specifically one of its larger urban centers colloquially referred to as Stuttgart. While one might describe his continuous mishaps at following the medicine's pivotal morals to be of unethical nature. The very same third-face entity also ought to remember that the most proficient restorer of organic tissue within a typical squad is, in fact, the Healer. Although the Medical Practitioner's primary and tertiary combat tools, notably the Rapid Launcher of Vial Needles and the Hand-Held Bone Cutter, aren't quite suited for battlefield operations. The Medical man's dazzling bravery still allows him to partake even in the most hazardous parts of battle, where he is usually found rapidly diagnosing care to injured squadmates while avoiding hostile-inflicted injuries himself.

Once the Combat Doctor directs his Revolutionary Medicine Outputer onto an ally, they will initiate the process of rapidly mending their bodily wounds. Allies who are already devoid of any physical scarring will continue to be improved upon, despite their apparent well-being. Thus bringing them to a state which can only be described as peak of human anatomy. However, an arbitrary threshold of about 150% serves as a limiter to this otherworldly capability, preventing the Combat Doctor from unintentionaly morphing his targets into divine beings with infinite health. In addition, peculiar equipment, at both the Combat Doctor's and his companion's disposal, can bring the aforementioned threshold further into a negative. Notable examples include: the Swift Homo Sapien Repairer and the Clenched Mettalic Hands. Teammates which have not received any harm in the last tenth of a minute will be healed more rapidly, promoting the behavior of battle disengagement.

While restoring metabolic efficiency of his fellow brothers-in-arms, the Field Surgeon will progressively saturate a peculiar ÜberCharge indicator, whose level of saturation will progress faster when directing medical care to mutilated or otherwise not-fully-anatomically-perfected combatants. Once the satisfactory amount of impregnation throughout the said ÜberCharge meter is achieved, the Army Surgeon's healing device will start emitting sharp crackling noises, which will be accompanied by a collection of positively charged electrons dashing out of healing device's forward end in form of a team-colored electricity spark. Thus signaling to its wielder that they are now in position to bring forth a powerful release of energy, which lasts for eight standard time units and can initiate a vast amount of physiological changes on its recipients. For instance: the default healing device will encapsulate both the Field Surgeon and his patient with a razor-thin membrane of impenetrable quality, resulting in their complete resilience to bodily harm. The Vital Warmongering Health Ejecter instead focuses its energy release on the recipient's armament, causing it to inflict above standard amounts of anguish and suffering. The Swift Homo Sapien Repairer can increase the rate of vital life-function restoration to a tenfold degree, shortening the time necessary for a full recovery to nearly negligible amounts. At last, the Immunizer is in the unique position of providing increased pain absorption to one of the three most common causes of battle casualties, those being discharged lead projectiles, rapid expansion of compressed air and Oxygen fueled combustion.

Although the Medic cannot heal himself (unless using an ÜberCharge-deployed Quick-Fix or the Kritzkrieg's Oktoberfest taunt), he is capable of slowly regenerating health over time, and is the only class capable of doing this naturally. The longer a Medic stays out of combat and avoids taking damage, the greater the increments of health he passively heals. An injured Medic begins regenerating health at a rate of 3 health points per second, scaling up over the following ten seconds to a maximum of 6 health per second (this base rate can be positively affected by the Amputator as well as by healing players below full health, and negatively affected by the Blutsauger).

The Medic is voiced by Robin Atkin Downes.

Bio

Health

Main articles: Health, Overheal
Class Health Overheal Quick-Fix Overheal
Leaderboard class medic.png Medic 150 225 189
With the Vita-Saw equipped 140 210 176

Speed

Main article: Speed
Condition Normal Backward Crouched Swimming
Leaderboard class medic.png Medic
107 %
96 %
36 %
85 %
Wielding the Overdose at 100% ÜberCharge
128 %
115 %
43 %
102 %
Healing a Scout
133 %
120 %
44 %
107 %

Note: If the Medic is healing a patient that is faster, he walks at the same speed as long as the beam is connected.

Basic strategy

Main articles: Medic tips, Medic strategy
Icon medic.jpg
  • Use your Medi Gun to heal teammates, and buff them up to 150% of their normal health.
  • Fill your ÜberCharge by healing teammates. Then hit secondary fire (Default: Mouse2) to activate.
  • Your ÜberCharge makes both you and your Medi Gun target invulnerable for a short time.
  • You fill your ÜberCharge faster by healing teammates who are more hurt.
  • Keep alert for teammates calling for your help. Use the Medic arrows onscreen to find them.

Weapons

Main article: Weapons

Note: Weapon damage is approximate and listed at base value. See individual weapon pages for additional figures.

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Syringe Gun
Stock
Syringe Gun
Killicon syringe gun.png 40 150 Base: 10

Crit: 30

[10 syringes / sec.]

Blutsauger
Unlock
Blutsauger
Killicon blutsauger.png 40 150 Base: 10

Crit: 30

[10 syringes / sec.]

Pictogram plus.png Heals 3 health points on hit.

Pictogram minus.png Health regeneration lowered by 2 HP/sec. (1–4 HP/sec)

Crusader's Crossbow
Craft
Crusader's Crossbow
Killicon crusader's crossbow.png 1 38 Base: 38-75

Crit: 113-225

Healing:

75-150

(Range-dependent)

Pictogram info.png Fires special bolts that heal teammates and deal damage based on distance traveled.
Pictogram plus.png +280% damage (point blank) to +650% damage (long range) per bolt.
Pictogram plus.png Heals allies 75 health (point blank) to 150 health (long range) per bolt.

Pictogram info.png This weapon reloads automatically when not active.
Pictogram minus.png No headshots.
Pictogram minus.png –75% max primary ammo on wearer.
Pictogram minus.png -97.5% clip size.

Overdose
Craft
Overdose
Killicon overdose.png 40 150 Base: 9

Crit: 26

[10 syringes / sec.]

Pictogram plus.png When active, ÜberCharge percentage increases movement speed by up to 20%.

Pictogram minus.png –15% damage penalty.


Secondary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Medi Gun
Stock
Medi Gun
N/A N/A N/A N/A Pictogram info.png ÜberCharge grants Medic and patient 8 seconds of guaranteed invulnerability.

Pictogram plus.png Match the speed of any faster heal target.
Pictogram minus.png While ÜberCharge is active, Medic and patient are not able to capture a point, push the cart, or carry the intelligence.

Kritzkrieg
Unlock
Kritzkrieg
N/A N/A N/A N/A Pictogram info.png ÜberCharge grants patient 8 seconds of guaranteed critical damage.

Pictogram plus.png While ÜberCharge is active, Medic and Patient are able to defend/capture a point, push the cart, and carry the intelligence.
Pictogram plus.png Has 25% faster charge rate.
Pictogram plus.png Match the speed of any faster heal target.

Quick-Fix
Craft
Quick-Fix
N/A N/A N/A N/A Pictogram info.png Über effect: Megaheal
Heal rate increased 3x on heal target and Medic
Heal target and Medic immune to stun and damage forces

Pictogram plus.png Heal rate increased 40%.
Pictogram plus.png ÜberCharge rate increased 10%.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png Medic mirrors blast jump and shield charge of their heal target
Pictogram minus.png While ÜberCharge is active, Medic and patient are not able to defend/capture a point or push the cart.
Pictogram minus.png -50% overheal.

Vaccinator
Craft
Vaccinator
N/A N/A N/A N/A Pictogram info.png Reload: Cycle through resist types.
While healing, provides Medic and patient with constant 10% resistance to the selected damage type.

Pictogram info.png Übercharge provides a 2.5 second bubble of 75% resistance to a selected damage type and 100% crit resistance to that type to the Medic and patient.
Pictogram plus.png While ÜberCharge is active, Medic and patient are able to defend/capture a point, push the cart, and carry the intelligence.
Pictogram plus.png Match the speed of any faster heal target.
Pictogram plus.png +67% Übercharge rate.
Pictogram minus.png -33% ÜberCharge rate on overhealed patients.
Pictogram minus.png -66% overheal build rate.



Melee

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Bonesaw
Stock
Bonesaw
Killicon bonesaw.png N/A N/A Base: 65

Crit: 195

Frying Pan
Promotional
Frying Pan
Killicon frying pan.png
Prinny Machete
Promotional
Prinny Machete
Killicon prinny machete.png
Conscientious Objector
Craft
Conscientious Objector
Killicon conscientious objector.png
Freedom Staff
Promotional
Freedom Staff
Killicon freedom staff.png
Bat Outta Hell
Drop
Bat Outta Hell
Killicon bat outta hell.png
Memory Maker
Distributed
Memory Maker
Killicon memory maker.png
Ham Shank
Promotional
Ham Shank
Killicon ham shank.png
Necro Smasher
Unlock
Necro Smasher
Killicon necro smasher.png
Crossing Guard
Uncrate
Crossing Guard
Killicon crossing guard.png
Saxxy
Distributed
Saxxy
Killicon saxxy.png Limited item from the Replay Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Golden Frying Pan
Distributed
Golden Frying Pan
Killicon golden frying pan.png Limited item from the Two Cities Update.

Pictogram info.png Killed enemies freeze into solid Australium statues (purely cosmetic feature).

Ubersaw
Unlock
Ubersaw
Killicon ubersaw.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png On Hit: 25% ÜberCharge added.

Pictogram minus.png 20% slower firing speed.

Vita-Saw
Craft
Vita-Saw
Killicon vita-saw.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png A percentage of the Medic's ÜberCharge level is retained on death, based on the number of organs harvested (15% per). Total ÜberCharge retained on spawn caps at 60%.

Pictogram minus.png Lowers max health by 10 points (140 total) on wearer.

Amputator
Craft
Amputator
Killicon amputator.png N/A N/A Base: 52

Crit: 156

Pictogram plus.png When active, +3 health regenerated per second on wearer.

Pictogram plus.png On taunt: Applies a healing effect to all nearby teammates.

Pictogram info.png Heals allies +25 health per second up to +75 health per second (within the 4 second taunt interval). This is dependent on if the ally is in combat or not.

Pictogram minus.png Deals 20% less damage.

Solemn Vow
Craft
Solemn Vow
Killicon solemn vow.png N/A N/A Base: 65

Crit: 195

Pictogram plus.png Allows the Medic to see an enemy's health.

Pictogram minus.png 10% slower firing speed


Special Taunts

Medictaunt06.PNG Associated item Description
Main article: Oktoberfest

The Medic puts his face to the barrel of the Kritzkrieg, inhales while laughing maniacally, and exclaims "Oktoberfest!". Afterward, he exhales, shakes his head, and refocuses.

This taunt heals the Medic for 10 health.
Medicuberkill.png Associated item DescriptionKill Icon
Main article: Spinal Tap

The Medic enters a combat pose, thrusts his Ubersaw forward and retracts it while exclaiming, "I'm going to saw through your bones!", stunning and killing any enemies in the way.

If the initial hit strikes an enemy, the Medic will be awarded 25% charge. If the retraction kills an enemy, the ÜberCharge meter gains 75% charge. The hit and retraction will end up equaling 100% but it is possible to only end up with 25% charge or 75% respectively if only the initial hit or the retraction connect for whatever reason.
  • Killicon uberslice.png
Medicamputatortaunt.png Associated item Description
Main article: Medicating Melody
The Medic places the Amputator on his shoulder and plays it as if it were a violin. Teammates surrounding the Medic are healed and team-colored circles emanate from their feet.

Item sets

Main article: Item sets
The Medieval Medic
Backpack The Medieval Medic Bundle.png
Effect

No effect


Clinical Trial
Item icon Meet The Medic! Bundle.png
Effect

No effect


The Mad Doktor
Item icon Mad Doktor.png
Effect

No effect


Eliminating The Impossible
Item icon Nine-Pipe Problem.png
Effect

Reduces mystery solving time by up to 88%.


Doctor Galactic
Item icon Surgeon's Space Suit.png
Effect

No effect


The Sun King
Item icon Teutonkahmun.png
Effect

No effect


Canis Ex Machina
Item icon Hundkopf.png
Effect

No effect


Dr. Acula
Item icon Vampire Makeover.png
Effect

No effect


The Templar
Item icon Templar's Spirit.png
Effect

No effect

Cosmetic items

Main article: Cosmetic items

Official class avatars

Official class avatars
Original set RED ÜberCharged set BLU ÜberCharged set
128px 128px 128px
Get TF2 avatars on Steam: Original

Achievements

Achieved.png
Main article: Medic achievements

Update history

January 14, 2008 Patch
  • Added option for Medi Gun beam to the Multiplayer->Advanced dialog. If on, the Medi Gun beam will stay attached to the current target without the need to hold down the fire button.

February 28, 2008 Patch

  • [Undocumented] Fixed potential client crash for players being healed by a Medic or Dispenser.

April 29, 2008 Patch (Gold Rush Update)

  • Added 39 Medic achievements.

August 20, 2008 Patch

  • Fixed a viewmodel related crash when switching classes away from Medic.

December 11, 2008 Patch

  • The icon on the HUD for a person calling for Medic will now give more information to the Medic (if the target is low on health, on fire, etc.).

January 28, 2009 Patch

February 24, 2009 Patch (Scout Update)

  • Added sound for a fully charged Medic dying.

September 15, 2009 Patch

  • Medic regeneration changes.
    • Base regeneration amount increased from 1/sec to 3/sec.
    • Regen amount increase since time of last damage decreased from 3x to 2x.
    • End result of above: Old healing scaled from 1/sec to 3/sec based on time since being damaged (maxed out at 10 seconds). New healing scales from 3/sec to 6/sec.
  • Fixed Medics getting MedicCallerPanels in their HUD for cloaked enemy Spies disguised as their team.

December 17, 2009 Patch (WAR! Update)

  • Added options to the Multiplayer->Advanced dialog:
    • Medic auto caller, which automatically shows you nearby friends at low health.
    • Heal target marker, which better highlights the target your Medi Gun is locked onto.
  • Added headshot death animation.

January 13, 2010 Patch

  • Added backstab death animation.

July 8, 2010 Patch (Engineer Update)

  • [Undocumented] Added Medic companionship lines when calling for a Medic while targeting one.

September 30, 2010 Patch (Mann-Conomy Update)

  • [Undocumented] Added unused "Hi-five" animation.

May 5, 2011 Patch (Replay Update)

  • Community contributed voice responses rules have been implemented for the Spinal Tap and Oktoberfest.

June 8, 2011 Patch

  • [Undocumented] Laughing taunt animations have been added but are currently unused.

June 23, 2011 Patch (Über Update)

  • [Undocumented] Added backpack bodygroup to the Medic model.

October 13, 2011 Patch (Manniversary Update & Sale)

  • Players will now always call for a Medic when low on health or when on fire when a Medic is under the crosshair, whereas previously the character would ask the Medic to follow them.
  • Added a line to the response that occurs when doing a battle cry while looking at an enemy while holding a melee weapon.

August 15, 2012 Patch (Mann vs. Machine)

  • [Undocumented] Added voice lines to Medic.

October 26, 2012 Patch (Spectral Halloween Special)

  • [Undocumented] Added voice lines.

October 29, 2013 Patch (Scream Fortress 2013)

  • In PvP Medics can now see the clip status of a patient’s active weapon

February 7, 2014 Patch

  • Added missing Payload audio for the Medic, Soldier, Demoman, and Spy.

March 5, 2014 Patch

  • Fixed a bug where Medics would be unable to deploy their ÜberCharge.

January 15, 2015 Patch #1

  • Fixed the Medic not being able to deploy a Quick-Fix/Vaccinator charge while carrying the flag.

December 17, 2015 Patch (Tough Break Update)

  • Medics now have slightly higher health regeneration when healing a hurt patient
  • During setup time, ÜberCharge build rate is now increased by 3x

July 7, 2016 Patch #1 (Meet Your Match Update)

  • All Mediguns allow the Medic to match the speed of their heal target.
    • Previously only available on The Quick-Fix.

July 7, 2016 Patch #2

  • Fixed a bug where the Medic's run speed would not adjust when his heal target was killed.

October 20, 2017 Patch #1 (Jungle Inferno Update)

  • Added a disconnect sound when the Medic stops healing their target.

April 12, 2018 Patch

  • Fixed the Medic's auto-call feature not including enemy Spies disguised as the Medic's team.

Unused content

  • In the VPK, there is an unused texture for a RED Medic which features his beta hairstyle; lighter and shorter. It is listed as medic_head_red. Both teams in-game use the same head texture.

Bugs

  • The low-quality model of the Medic has a leak on his back. This is not commonly seen, since the Medi Gun and the Quick-Fix backpack covers it; however, since the Vaccinator has a different style of a backpack on a different placement, the leak is shown. It is also shown slightly when equipping the Medic Mech-bag or the Scrap Pack cosmetic items.
  • During humiliation, the Medic's arm may appear bent and clips through his head if the secondary weapon is equipped.[2]

Trivia

  • The Medic's glasses and hair make an appearance in Worms: Reloaded as one of the selectable hats for the player's worms.
  • The Support class of Monday Night Combat had a promotional item of the Medic's backpack and the Engineer's hardhat named "Doctor Dispenser."
  • The Medic was originally going to have an oversized needle presumably instead of the Bonesaw, as referenced to in a 2006 trailer.
  • The first BLU team Medic resembled Sigmund Freud.
  • Just like the rest of the classes, the Medic makes an appearance in the Saints Row: The Third in the form of a wearable head mask.
  • The Medic keeps a flock of doves as pets, which are allowed to fly around in his office (despite hygiene concerns). One of them is named Archimedes, who is easily noted by having blood stains, unlike the other doves.
    • Archimedes is named after the ancient Greek scientist and seems to share his owner's fascination with blood, evidenced by his leaning in while watching surgery and nesting in open wounds (as both the Heavy and Scout learned).
    • According to the Archimedes plush in the Valve store and in-game item description, the Medic obtained Archimedes after hijacking a catering van during a prime minister's wedding.
  • The Medic, alongside the Pyro, Heavy, and Engineer, appears as a familiar in the game Dungeon Defenders.
  • The Medic was briefly given the name of Joseph Heilburger by Gaming Heads, a video game merchandiser, when promoting a Medic figurine; it was removed and is regarded as non-canon. This was most likely taken from a fan-made Halloween update, which used the same name.
  • Medic's last name "Ludwig" was first used in The Naked and the Dead, page 208.

Gallery

Related merchandise

See also

References

External links