Strategia della Comunità per il Medico

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Be heroic and heal today!
I'm going to saw through your bones!
— Il Medico durante un' "accidentale" pratica di medicina

Come Medico, il tuo scopo principale in battaglia è quello di mantenere vivi i tuoi compagni di squadra usando la tua Pistola medica. Un medico può anche procurare invincibilità, una probabilità del 100% di colpi critici, guarigione velocizzata e immunità dal Knockback, o garantire a se stesso e al suo paziente una resistenza a un certo tipo di danno semplicemente utilizzando la sua ÜberCarica, che può spesso rivoltare le sorti di una battaglia.

Suggerimenti Lampo

  • Guarisci tutti coloro che hanno bisogno, ma concentrati su Grossi, Soldati, Piro, e Demolitori. Queste classi sono quelle meno predisposti alla morte da una singola esplosione, un colpo critico o altri eventi casuali. Inoltre, si tratta di classi che possono utilizzare armi che garantiscono una grande quantità di danno, cosa che può aiutarli ad eliminare velocemente qualunque nemico che provi ad attaccarti.
  • Garantire Sovracura a tutti i tuoi compagni di squadra vicini consentirà al tuo team di avere un grande vantaggio rispetto agli avversari.
  • Cerca di non rimanere mai solo. Non sei predisposto per il combattimento diretto, e andresti incontro alla morte contro qualsiasi classe.
  • La percentuale dell' ÜberCarica continua ad aumentare se il tuo bersaglio è già al massimo degli HP od è in Sovracura, ma aumenta più lentamente, e ancora più lentamente se il tuo paziente sta venendo curato da un Dispenser o un Medico della tua squadra.
  • Rimani sempre in movimento, non essere prevedibile, e controllati sempre le spalle. I Medici sono sempre bersagli ad altà priorità per i nemici, sopratutto per Spie, Cecchini, ed Esploratori.
  • Non avere paura di usare un Ubercarica per salvarti la vita, anche se non ci sono compagni di squadra vicini. È meglio usarla troppo presto che perderla morendo, e ti consentirà di ritornare dal tuo team in modo più sicuro.
  • Se vieni separato dai tuoi compagni di squadra, usa i comandi vocali per informarli sulla tua posizione.

Strategia

  • Sei l' unica classe che può curarsi passivamente, ma non contare troppo su questo per mantenerti vivo. Come medico hai la precedenza sui kit di pronto soccorso:chiedi ai tuoi compagni di lasciarli per te se ne hai bisogno. Assicurati di mantenerli in salute per ringraziarli.
  • Molto più che per ogni altra classe, per essere un buon medico è richiesta una buona comunicazione con i compagni di squadra. Dovresti sempre avvertire il tuo paziente(i) dei nemici in arrivo e sopratutto sulle Spie nemiche, poichè possano utilizzare queste informazoini per adeguarsi ed eliminare il problema. Un microfono può essere di immenso aiuto a questo scopo, dato che può essere usato per comunicare precisamente ed in fretta.
  • Il raggio della Pistola Medica può guarire bersagli da una distanza ragguardevole, consentendoti di rimanere sotto copertura mentre guarisci il tuo paziente. Se non ci sono spazi che offrono copertura, usa i tuoi compagni di squadra come tale.
  • Quando la tua pistola medica sta curando un bersaglio, puoi girarti in ogni direzione senza interrompere la guarigione. Questo ti rende libero di guardare in giro, dandoti la possibilità di accorgerti di Spie nemiche ed agguati in generale.
  • Come già detto, i Medici hanno la precedenza sui kit di pronto soccorso, grazie alla loro abilità di guarigione. Ma c' è un eccezione a questa regola: un Grosso con il Sandvich equipaggiato può lasciarlo a terra per te, cosicchè tu possa guarirlo, e il Grosso possa prendere il kit per ricaricare il suo Sandvich. Nota che questa eccezione si applica solo a kit piccoli, poichè un kit medio darà lo stesso ammontare di punti vita di un Sandvich, e un kit grande ti guarirà completamente.

Strategia In Combattimento

  • Durante il combattimento, la tua priorità è quella di mantenere vivi quanti più compagni di squadra possibile, e rimanere vivo a tua volta. Concentrati sempre su compagni di squadra che sono sotto attacco, stanno andando a fuoco oppure che sanguinano.
  • Se possibile, non compromettere una buona posizione soltanto per andare a guarire un giocatore dall' altro lato del campo di battaglia. Piuttosto, chiedigli di avvicinarsi o di retrocedere verso un kit medico.
    • Tuttavia, se stai utilizzando la Balestra Del Crociato, potresti colpirlo con una tua freccia per dargli un piccolo aiuto.
  • Fai attenzione a ciò che accade intorno a te, poichè non sempre per i tuoi compagni sarà possibile accorgersi di tutto durante il combattimento. Comunica con i tuoi compagni di squadra in modo che non vengano mai colti di sorpresa.
  • In certe circostanze,potrebbe essere necessario concentrare il raggio della propria Pistola Medica su un singolo compagno di squadra per un tempo prolungato, una tattica chiamata Pocketing. Questa tecnica può dimostrarsi necessaria quando bisogna abbattere una Torretta nemica, una Combo nemica, o quando si sta utilizzando un Ubercarica.
    • Escluse queste circostanze, è consigliabile assicurarsi sempre di mantenere i compagni di squadra vicini in ottime condizioni. Sii pronto a cambiare il bersaglio della tua Pistola Medica se ci sono compagni di squadra sono bisognosi, soprattutto se il tuo bersaglio primario è a saluta massima o in Overcura. Un team in salute è molto più efficace che un singolo giocatore sotto cura costante.
  • Se sei isolato e un nemico ti sta inseguendo, bersaglialo con la tua Pistola Spara Siringhe mentre ti ritiri, sempre rimanendo a distanza. Se il nemico si avvicina troppo, prova ad abbaterlo con il tua Segaossa (Nota però che è comunque consigliabile battere in ritirata piuttosto che provare a fronteggiare una classe con armi che infliggono alto danno, come Soldati o Piro).
  • La tua Pistola Spara Siringhe è un' arma decente, ma i suoi proiettili sono lenti ed hanno un raggio limitato. Usala solo in situazioni disperate e concentrati di più sulla cura.
  • Se la battaglia non volge a tuo favore, ritirati continuando a curare un compagno. Avvisa il tuo team che ti stai ritirando, se possibile. È importante che tu possa sopravvivere in modo da poter ricaricare la tua ÜberCarica per l' attacco seguente.

Ferrying

Il Ferrying (dall' inglese "Ferry", traghetto, e di conseguenza "Ferrying", traghettare) è un termine usato per definire un Medico con la Soluzione Rapida equipaggiata che fa coppia con una classe veloce e/o molto mobile per raggiungere in fretta la linea di battaglia. La classe in questione è spesso un Esploratore, un Demolitore, o un Soldato. Armi ottime per il raggiungimento di questo scopo sono:

Healing strategy

Übercariche escluse, la varietà nell' armamentario del medico dovrebbe influenzare anche il suo stile di gioco:

  • La Pistola medica di base è multiuso, ed è la migliore per sovracurare. Dal momento che la velocità di riempimento di un Ubercarica rallenta di molto dopo la sovracura, è progettata per curare bersagli multipli.
  • Siccome la Kritzkraig garantisce una velocità di guadagno dell' Ubercarica più veloce del 25%, è l' ideale per seguire classi con alta percentuale di danno, classi da prima linea come il Grosso o il Soldato.
  • La Soluzione Rapida rende bene per un team in attacco, poichè l' alta possibilità che ci siano Esploratori ti consente di usufuire dell' aumento di velocità. Inoltre, data la maggiore velocità di guarigione ma la minore Sovracura, dovrebbe essere usata su molti bersagli.
  • Il Vaccinatore trae vantaggio negli scontri piccoli; combattere contro un gran numero di nemici sfocierà in molti tipi di danno, negando tutti i vantaggi del Vaccinatore. Inoltre, dal momento in cui l' Ubercarica aumenta la resistenza a un particolare tipo di danno, quasi tutte le classi sono un'ottima scelta come paziente.
  • La Balestra del Crociato, nonostante sia di vitale importanza nella Modalità Medievale, non è di grande utilità nel normale gameplay. A meno che non ci siano un gran numero di nemici fra te e il tuo paziente,è in genere raccomandato chiudere le distanze; the singular shots, compensating for movement and gravity, and lack of ÜberCharge contribution mean it's better to close the gap between patients.
  • The Medicating Melody neither overheals nor increases ÜberCharge, all while leaving the player vulnerable. As such, it is best saved for instances such as ambushes, which require mass healing of multiple players.

ÜberCharge strategy

  • An ÜberCharge is one of the most powerful forces in the game when used correctly. Take extra caution to stay alive when your meter is nearly full.
  • Using an ÜberCharge slightly early can be a good idea if the enemy has Snipers or Demomen, as a headshot or sticky trap can quickly halt a push.
  • The ÜberCharge meter fills faster by healing wounded allies instead of focusing on fully overhealed ones. As such, classes that can effectively damage themselves (Soldiers, Demomen, Scouts with the Boston Basher and Pyros with the Detonator or the Scorch Shot) can be a tremendous help when out of combat.
    • During the Setup phase, the meter always fills at the maximum speed, as long as no two Medics are healing the same patient.
  • Although the default Medi Gun's ÜberCharge protects you from damage, you and your target are still affected by knockback. Most classes have weapons or abilities which can separate you from your patient, such as the Pyro's airblast and the Demoman's Stickybomb Launcher. Knockback does not, however, affect a player under the effects of the Quick-Fix's Übercharge.
  • Even an invincible player can have a hard time wiping out the entire enemy defensive line alone. To make the most out of each ÜberCharge, activate it when other teammates are nearby and strike as a team.
  • While deploying an Übercharge, it is possible to change Medi Gun targets. There is a delay between the healing ending and invulnerability cutting out so switching targets quickly will make them both invulnerable for a short period of time.
    • Note that this drains the ÜberCharge faster than using an ÜberCharge on only one person.
  • If attacking an Engineer nest with an invulnerability ÜberCharge, move in front of your patient to draw Sentry Gun fire away. This will allow them to get closer and deal more damage. Do not jump when doing this; the knockback of the Sentry Gun will send you flying backwards.

Weapon Specific

Primary Weapons

Syringe Gun

Weapon Kill Icon Ammo Damage
Loaded Carried Point Blank Medium Range Long Range Critical
Syringe Gun
Stock
Pistola spara-siringhe
Killicon syringe gun.png 40 150 10-12 5-10 5-6 30
  • Despite each syringe dealing weak damage, the Syringe Gun has a very fast rate of fire and quick reload time, making it deceptively strong at close ranges.
  • The Syringe Gun's needles arc over distance and take time to travel, which makes aiming harder. Lead your targets, as the needles travel fairly slowly. This makes it harder to hit moving targets, but by predicting the path of an enemy, you can do a good deal of damage.
    • The needle travel delay can also be used as an advantage when firing at corners or while retreating. When fighting an enemy, retreating around a corner while firing can suppress enemy players and discourage them from pursuing.
  • Classes that move at the normal run speed (Engineers, Spies, Pyros, Snipers) are only slightly faster than you running backwards. This allows you to spray your pursuers with needles while keeping your opponents at a respectable distance.
  • Healing an ally while also shooting can help turn change the outcome of the battle. Quickly switching to the Syringe Gun, Fire until the enemy your ally is fighting is weakened, then return healing your ally to help him.

Blutsauger

Weapon Kill Icon Ammo Damage Health
Loaded Carried Point Blank Medium Range Long Range Critical On Hit
Blutsauger
Unlock
Blutsauger
Killicon blutsauger.png 40 150 10-12 5-10 5-6 30 3
  • The Blutsauger is an unlockable primary weapon for the Medic. Whenever a needle hits an enemy, 3 HP is restored to the Medic. However, passive health regeneration is reduced by 2 HP/sec, with a total of 1 HP/sec to 4 HP/sec regeneration, depending on how recently the Medic has been injured.
  • The Blutsauger's health regeneration makes it a better retreat weapon if you are attacked by enemy players and no teammates are nearby.
  • With the Blutsauger, a Medic can be a little more aggressive then usual. Use it to engage enemies that sneak up on you, but only if you can afford to stop healing for a moment. Stay close to your teammates and resume healing as soon as possible.
    • Make sure to communicate with your teammates so they can assist you in killing the enemy.
  • The penalty to health regeneration is significant. It will take longer to recover, so look for health kits to boost your health. Do not rely on the Blutsauger for quick and easy healing.

Crusader's Crossbow

Weapon Kill Icon Ammo Damage/Healing
Loaded Carried Point Blank Medium Range Long Range Critical
Crusader's Crossbow
Craft
Balestra del Crociato
Killicon crusader's crossbow.png 1 38 38/75 56/112 75/150 113-225
  • The Crusader's Crossbow is a craftable primary weapon for the Medic. It deals damage to enemies and heals teammates based on the distance the bolt travels.
    • The Crusader's Crossbow cannot overheal teammates.
    • Healing from the Crusader's Crossbow does not build your ÜberCharge.
  • The Crusader's Crossbow is completely different from both the Syringe Gun and the Blutsauger, which rely on numerous low-damage projectiles, as it relies on dealing large amounts of damage one projectile at a time. Remember that the Crusader's Crossbow cannot deal headshots, so aim for the enemy's center of mass.
  • When trying to attack enemies while teammates are in the line of fire, try to jump while firing to gain a temporary height advantage. This ensures that the bolt will not accidentally hit a teammate and heal them instead of damaging an enemy farther away.
    • If you see a cluster of teammates and enemies fighting, chances are, they're running erratically. Instead of aiming for someone, you can shoot into the crowd, either healing a teammate or damaging an enemy.
  • The Crossbow is great for healing teammates who are dangerous to reach, or who you cannot reach in time, such as somebody on fire.
  • The Crusader's Crossbow can provide a quick burst of healing. When the teammate you are healing is under heavy fire and your healing rate is not able to keep up with the damage, switch to the Crusader's Crossbow, fire a shot at your teammate to heal 75 HP, then quickly switch back to your Medi Gun and continue healing.
  • Due to the Crusader's Crossbow's low rate of fire, try not to let enemy players get too close. If enemies do manage to perform a successful ambush or flank, it's usually better to take out your melee weapon or try to retreat behind a teammate.
  • Unlike the Huntsman, the Crusader's Crossbow can be fired underwater and in midair.
  • If need be, you can fit a long range fire support role with this weapon. The damage over range effect can stack up from a good vantage point, and you can not only deal damage but heal teammates from far away. You may need to ask them to stop moving with voice chat so the arrow hits and heals the target.
  • If supporting a push with close or mid range classes such as Heavies, Demomen or Pyro's against a strong Sniper defence consider using the crossbow to provide suppressive fire for your team mate as they advance.
  • If aimed well at longer ranges, a Critical full range Crossbow shot is capable of killing any class outright except for an Overhealed Soldier or a Heavy. It can also be used to either kill a Sniper or force him to fall back for health. Interestingly, Criticals also affect healing, resulting in a 450-point burst at maximum ramp-up, though no overheal is achieved, so it is effectively limited to 349 (Heavy's maximum health with the effect of the Dalokohs Bar minus one).

Overdose

Weapon Kill Icon Ammo Damage Effect
Loaded Carried Point Blank Medium Range Long Range Critical Speed with 100% ÜberCharge
Overdose
Craft
Overdose
Killicon overdose.png 40 150 9-11 5-9 5-6 27 117.33%
  • The Overdose is a craftable primary for the Medic. It does 10% less damage than the standard Syringe Gun but will increase the Medic's speed as his Über meter increases. The speed boost caps at 10% faster than standard Medic speed.
    • The speed boost only applies while you have the Overdose active.
  • If you are building an ÜberCharge but your heal target gets killed with no one else around, you can use the Overdose to escape and regroup with your team.
  • If you need to make an urgent kill, you can chase an enemy down with your increased speed.
    • The speed bonus at full Übercharge effectively eliminates the speed penalty for moving backwards (106% instead of normal 96%) meaning that you can backpedal while firing and still outrun classes with standard speed, particularly the Pyro.
  • The speed bonus is less effective when using Mediguns that charge more slowly, particularly the stock Medi Gun, and on smaller maps. In these cases, consider using the stock Syringe Gun, unless you are set on avoiding all enemy contact.
  • Considering that you should be rarely engaging in direct combat, the Overdose's damage reduction can be considered negligible. If you do not pursue combat engagement actively, consider utilising the Overdose's speed boost, and instead rely on your teammate's protection.

Secondary Weapons

Medi Gun + reskins

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Medi Gun
Stock
Pistola Medica
24 health/sec 72 health/sec Invulnerability 8 seconds 2.5%/sec 40 seconds (80)
Festive Medi Gun
Uncrate
Pistola Medica Festiva
Item icon Rust Botkiller Medi Gun.png Item icon Blood Botkiller Medi Gun.png Item icon Silver Botkiller Medi Gun.png
Item icon Gold Botkiller Medi Gun.png Item icon Carbonado Botkiller Medi Gun.png Item icon Diamond Botkiller Medi Gun.png

Botkiller Medi Gun

  • The Medi Gun's base healing rate is 24 HP/sec. If healing a teammate that has not taken damage in the last 10 seconds, the healing rate increases linearly, up to 72 HP/sec on a teammate that has not taken damage in the last 15 seconds.
  • When healing a heal target, the Medi Gun will stay "locked-on" to the heal target until the primary fire key is released, or your heal target moves out of range.
    • It's useful to turn on "Medi Gun continues healing without holding down fire button" in the Advanced multiplayer options so you won't have to hold down the primary fire button while healing someone.
  • If ambushed, remember that it's better to use an ÜberCharge to survive than to die with a full ÜberCharge meter.
  • Heal other Medics whenever possible. This way, you and other Medics can stay alive longer and retain any charge in your ÜberCharge meters.
  • Heal damaged players first. Healing a damaged player takes only a few seconds, but a player dying, respawning, and then returning to the front lines can take up to half a minute. Even healing them a small amount is often better than overhealing another teammate to 150%.
  • Focus on all your teammates - often there's a temptation to stick with stronger classes such as Heavies and neglect other teammates. Heal all your teammates actively.
  • Remember to continually 'top-up' your teammate's health with your Medi Gun's overheal.

Kritzkrieg

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Kritzkrieg
Unlock
Kritzkrieg
24 health/sec 72 health/sec Critical hits 8 seconds 3.125%/sec 32 seconds (64)
  • The Kritzkrieg is an unlockable Medi Gun for the Medic. Its ÜberCharge builds 25% faster than the Medi Gun's and provides guaranteed Critical hits to the Medic's heal target instead of invulnerability for the duration of its deployment.
  • The Kritzkrieg's ÜberCharge is useless against a Medi Gun's ÜberCharge due to its invulnerability, but due to the faster charge rate it can be deployed before the enemy's Medi Gun charge, and can be deployed more frequently.
  • Although Critical hits count as normal damage against buildings, and as such don't help against a Sentry Gun by itself, a Kritzkrieg ÜberCharge on a Demoman or Soldier allows them to utilize the splash damage from their rockets and grenades to easily kill the Engineer hiding behind the Sentry Gun. Once the Engineer is dead, the Sentry Gun can be quickly destroyed.
  • Heavies, Soldiers and Demomen are among the best classes to deploy a Kritzkrieg ÜberCharge on. Though any class can be lethal while Kritzkrieg ÜberCharged, these three are far more lethal than the rest. The choice is situational:
    • Soldiers and Demomen are very similar: they can use the splash damage from their rockets, grenades, and stickybombs to clear off Control points or Payload carts.
    • Kritzing a Heavy is great for large, spread out groups of enemies, as the continuous fire and quick target switching allows the Heavy to concentrate on as many enemies as he can hit in the duration of the ÜberCharge. Critical hits also don't suffer from damage falloff over distance, so the Heavy can be very lethal even at long ranges.
    • Although not as effective as Kritzkrieg ÜberCharging a Heavy, Soldier or Demoman, a Kritzkrieg ÜberCharged Pyro is very deadly at close ranges, as critical point-blank damage from a Pyro's Flamethrower can kill most classes near instantly. Also note that critical afterburn is highly damaging, similarly. Consider Kritzing a Pyro when it's important to remove close-range threats.
    • If there are no powerful offensive classes to Kritzkrieg ÜberCharge, the Sniper can be an effective Kritzkrieg ÜberCharge target - every hit while charged does the same damage as an un-charged headshot.
  • The Kritzkrieg excels at ambushes. Try to flank the enemy or fire from behind cover, or anywhere that the enemy is not looking at. Most enemies will be dead before they have time to react to a surprise attack.
Oktoberfest
Weapon Healing Duration Details
Oktoberfest
Oktoberfest
Kritzkrieg 11 health 4 seconds The Medic takes a brief whiff out of the barrel of his weapon.
  • Due to the duration of the taunt, the low amount of health recovered, and the increased vulnerability, only try to use this taunt when safely behind cover and while backed up against a wall. In such situations, however, it's usually far better to simply seek out a better source of healing.
  • In dire situations such as being on fire or bleeding, it's possible that using this taunt can prevent death.

Quick-Fix

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Quick-Fix
Craft
Soluzione Rapida
33.6 health/sec 100.8 health/sec Megaheal 8 seconds 3.125%/sec (1.5625%/sec) 32 seconds (64)
  • The Quick-Fix is a craftable secondary for the Medic. It has a 40% faster heal rate and a 25% faster charge rate than the Medi Gun. The Quick-Fix's ÜberCharge is the "Megaheal", which increases healing speed to 300% and negates movement impairing effects, such as Natascha's slowdown and compression blasts. It can only overheal by 25% as opposed to the other mediguns' 50%, however.
  • The Quick-Fix and its Megaheal are meant for keeping many teammates alive during pushes as opposed to making it easier to push through territory or kill the enemy faster. With the faster heal rate, it's best to stay with a group to maximize the Quick-Fix's usefulness.
  • The Quick-Fix lets you move as fast as the person you are healing. With the stock load-out, this only applies to Scouts when you heal them. This also applies to all speed-boosting weapons, such as the Scout's Baby Face's Blaster and Crit-a-Cola, the Demoman's Eyelander, the Pyro's Powerjack, and the Medic's Overdose. You can get to the front lines and move around quicker by healing any one of these classes. However, note that you still cannot double jump like a Scout, so some obstacles you will not be able to get over.
  • The ability to use your teammates' explosive jump can allow you to stay with them when they jump to the front lines or to areas that you could otherwise not access. Your patient should be able to travel much more than normal due to the healing during flight, and in combat, your presence should keep your patients alive longer. Be aware that you can easily can become separated from your patient, especially if you have little experience with explosive jumping. If you suspect your teammate is going to explosive jump, stand close to him and be ready to air-strafe to control your jump. Keep in mind that although you take no damage from the initial jump, you will still take fall damage.
  • A Demoman using the Eyelander is your best friend. A Demoman with four heads is very powerful and a useful class to pocket, but he runs faster than you and can be difficult to keep up with, especially if he sticky-jumps, so the Quick-Fix shines here. Make up for his health loss while he sticky-jumps to an enemy, and support him by healing him while he makes the kill. After he gets three heads he will give you a noticeable speed boost, and a large boost at four. This tactic also works with a shield, but is most effective with the Stickybomb Launcher, as you are not boosted as much as he is when he charges.
  • Due to their low health and damage, Scouts are usually best left to getting to the front lines faster, instead of pocketing them. Scouts will increase your speed significantly, but you cannot double-jump with them, so certain obstacles may pose problems. It may be a good idea, however, to heal a Scout when he drinks Crit-a-Cola, as this increases his move speed and damage significantly, and the healing will make up for the added damage he receives. Also, a Scout using the Baby Face's Blaster provides a huge boost of speed. If he is also using the Pretty Boy's Pocket Pistol he has increased health, but is very vulnerable to fire, which your healing will make up for, so he can be healed for his mobility and pocketed if there are no other mobile classes around. This is especially useful for an objective-oriented Medic, so give him back-up while he captures the Intelligence or a control point.
    • The Shortstop can boost healing rate even further, virtually making the healed Scout a small tank if pocketed.
  • Try not to deploy your Megaheal if you and your heal target are alone and against one or two enemies. The Megaheal is best used to support large pushes and keep teammates alive while under heavy fire. However, don't be afraid to use it to avoid death, especially because it will build back quickly.
  • While not as effective as the stock Medi Gun, this weapon can save you from low health and allow you to potentially escape death. Deploying undercharge with no target will heal you at the Quick-Fix's heightened rate, as well as overheal you and give the knockback immunity.

Vaccinator

Weapon Healing ÜberCharge
Normal Healing Rate Maximum Healing Rate ÜberCharge ÜberCharge Time Charge Speed Maximum Charge Time
Vaccinator
Craft
Vaccinatore
24 health/sec 72 health/sec 75% resistance to a selected damage type 2/4/6/8 seconds 3.75%/s 26.67 s
  • The Vaccinator is a craftable secondary for the Medic. It has a 50% faster charge rate than the Medi Gun. The Vaccinator's Special Attack allows the Medic to cycle through damage resist types, which include Bullet Damage, Explosive Damage, and Fire Damage. The Vaccinator's Übercharge provides 75% resistance to a selected damage type. You are healed for 25% of the matched incoming damage on your heal target during the ÜberCharge. However, it overheals at a 66% slower rate compared to the Medi Gun.
  • The Vaccinator builds Übercharge at a very fast rate. If paired with the Overdose, you can easily build an Übercharge and then use the Overdose's Übercharge-based speed boost to your advantage.
  • Because the Vaccinator charges Über quickly, and dying has less drawbacks, it is not recommended to use the Ubersaw, as the slower swing speed is a more noticeable downside when using the Vaccinator. The Amputator or Solemn Vow are good melee weapons paired with the Vaccinator.
  • Knowing when to change resistances is crucial. A wrong choice can lead to death. Whenever you are not in active combat, use bullet resistance because all classes except the Demoman have a bullet weapon in their stock loadouts. If there is a high chance of a Pyro or Demoman ambush, you can switch to fire or explosive resistance while not fighting. During combat, watch your enemies' weapons and switch resistances accordingly.
    • Keeping bullet resistance active also means you can quickly switch to either flame or blast resistance if need be, which strengthens the boon of staying on bullet resistance.
  • Keep in mind that when healing a fully overhealed heavy with bullet resistance, he can survive a fully charged headshot from any Sniper, excluding the Machina. You as a Medic can also survive any fully charged bodyshot or uncharged headshot.
  • If an enemy Sniper is causing trouble, considering Übercharging a friendly Sniper to safely take care of the threat. As Headshots are considered critical hits, which the Vaccinator ignores, paired with the fast Übercharge rate, the enemy Sniper can do almost nothing against you!
    • Activating Übercharge on yourself can also ensure a safer escape from enemy Snipers if you have no other teammates!

Melee Weapons

Bonesaw + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Bonesaw
Stock
Segaossa
Killicon bonesaw.png 0.8 seconds 65 195
Saxxy
Promotional
Saxxy
Killicon saxxy.png
Conscientious Objector
Drop
Obiettore di Coscienza
Killicon conscientious objector.png
Frying Pan
Promotional
Padella
Killicon frying pan.png
Freedom Staff
Promotional
Asta della Libertà
Killicon freedom staff.png
Bat Outta Hell
Drop
Mazza dall'Inferno
Killicon bat outta hell.png
Ham Shank
Drop
Stinco di Prosciutto
Killicon ham shank.png
  • The Bonesaw has more front-loaded damage than the Syringe Gun but suffers in terms of damage over time. This makes it good for getting in the first strike on a distracted opponent. Like other melee weapons, it also has a higher Crit rate than the Syringe Gun, which can further help in dealing with an opponent on the first strike.
  • When Spy-checking teammates, using the Bonesaw is more reliable due to the difficulty in aiming with the Syringe Gun. Spies will often try to attack you whenever possible, so always be prepared to take out the Bonesaw in order to deal with them or other flankers.
  • The Solemn Vow has no downsides and should be used instead of the Bonesaw if you have it.
  • You are faster than most other classes; your greater agility in combat can put you at an advantage. That being said, it's a bad idea to engage in any real sort of combat, so avoid melee combat if possible.

Ubersaw + reskins

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Übersaw
Unlock
Übersaw
Killicon ubersaw.png 0.96 seconds 65 195
Festive Ubersaw
Uncrate
Ubersaw Festiva
Killicon ubersaw.png 0.96 seconds 65 195
  • The Ubersaw is an unlockable melee weapon for the Medic. It has a 20% slower attack rate than the Bonesaw but will add 25% to the ÜberCharge meter for each successful hit.
  • The Ubersaw is especially useful for taking out Spies that may be attempting to backstab teammates, as it will not only kill the Spy in two hits, but also build the ÜberCharge meter more safely than if attempted on other enemies.
    • Your ÜberCharge meter does not increase upon killing a Spy that is using the Dead Ringer. Be sure to keep an eye out for this to see if the Spy is really dead.
    • Hitting disguised Spies will not give you ÜberCharge, however the melee damage will still hurt them.
  • The Ubersaw will still add to the ÜberCharge meter if you hit a Scout under the effects of Bonk! Atomic Punch.
  • Rather than using the Ubersaw for killing enemies, try to use it with the mindset of building up ÜberCharge. If possible, try to simply land a hit and retreat safely, rather than fighting an enemy to the death.
  • If fighting an enemy and the ÜberCharge meter is almost full, try to use the Ubersaw to finish up the charge and quickly switch to the Medi Gun to activate the charge. In desperate situations, this can ensure survival provided that the stock Medi Gun is being used.
Spinal Tap
Kill Icon Weapon Damage Duration Details
Spinal Tap
Puntura Lombare
Killicon ubersaw.png Ubersaw 500 4 seconds The Medic throws his coattails back and enters a combat pose before thrusting his Ubersaw forward and retracting it, killing any enemy player to be in the way. Gives 100% ÜberCharge.
  • Due to the length of the taunt, performing Spinal Tap is not recommended unless used against distracted foes.
  • This taunt can be used to stun ÜberCharged enemies and waste their Über time. The taunt won't kill the ÜberCharged player, but it will still give 100% ÜberCharge.
  • Remember that like the Skewer taunt, an enemy does not need to be stunned in order to kill them. They simply need to be in front of you during the retraction part of the animation.
    • Similarly, stunning an enemy doesn't necessarily guarantee a kill, as explosion blasts, air blasts or simple momentum gained by the enemy may move you or the target outside of the kill zone before the retraction animation.
  • This is best used when teaming up with a Heavy with the Holiday Punch as any hits from this weapon that hit an enemy in the back or are critical hits will force the enemy to preform the Schadenfreude taunt, giving you a chance to preform this without interruption. Try to do this on enemies separated from the rest of their team.

Vita-Saw

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Vita-Saw
Craft
Vita-Saw
Killicon vita-saw.png 0.8 seconds 65 195
  • The Vita-Saw is a craftable melee weapon for the Medic. It allows the Medic to retain up to 20% of his ÜberCharge meter upon death. However, it also reduces the Medic's maximum HP by 10, to 140 HP.
  • Due to being able to retain up to 20% of the ÜberCharge meter, it's possible to deploy ÜberCharges faster upon respawning. This will allow you and your team to put more pressure on the enemy team.
    • This will also allow you to move 2% faster with the Overdose, allowing you to reach your team more quickly, compounding the above advantage.
  • Remember that if you're killed during an ÜberCharge, up to 20% of what charge you had left will still be retained.
  • Avoid using Vita-Saw in game modes that you can't respawn in, like Arena or Sudden Death mode.

Amputator

Weapon Kill Icon Attack Interval Damage Healing
Point Blank Critical On Taunt
Amputator
Craft
Amputatore
Killicon amputator.png 0.8 seconds 52 156 75
  • The Amputator is a craftable melee weapon for the Medic. It allows Medics to perform the Medicating Melody taunt. Upon taunting, all teammates within 450 units of the Medic will be healed for 4 seconds at the same rate as if they were being healed by the Medi Gun or Kritzkrieg.
    • It is not possible to overheal players or build ÜberCharge using this taunt.
    • It is best to use this around multiple teammates, as they can help protect you, and you do equal healing to everyone within the area of effect, so more teammates translates into more healing.
  • When active, it adds 3 health to regeneration and comes with a 20% damage penalty.
    • This weapon negates the Blutsauger's regeneration, allowing for more offense gameplay.
  • Although there is a damage penalty, the regeneration bonus compensates for it, making the Amputator a complete upgrade to the Bonesaw, so use it if it is available to you.
  • Always use the taunt when behind cover, rather than out in the open. Only use it when teammates are guaranteed hold their position for the duration of the taunt; if not, it's better to simply keep using the Medi Gun rather than risk being caught in the middle of the taunt and killed.

Solemn Vow

Weapon Kill Icon Attack Interval Damage
Point Blank Critical
Solemn Vow
Craft
Giuramento Solenne
Killicon solemn vow.png 0.8 seconds 65 195
  • The Solemn Vow is a craftable melee weapon for the Medic. It allows you to see the opposing team's health and enemy Medics' Über meters.
  • Having no downsides, the Solemn Vow is a complete upgrade over the Bonesaw, so use it if it is available to you.
  • The Solemn Vow allows you to see enemy health, so you can tell your teammates if a retreating enemy is easy pickings or might be trying to trick you around a corner.
  • The Solemn Vow can also be useful when deciding when to flee or fight. If you can tell that only a few needles or a melee strike is all it takes to kill an enemy, it might be better to kill him rather than let him live long enough to pursue you.
  • This weapon is most useful when using a microphone to communicate with your team. Otherwise, it may be better to use an alternative melee weapon so you aren't losing potential bonuses.
  • An alternative to using this weapon is having a friendly Spy relay enemy health.

Weapon combinations

See also