Difference between revisions of "Medic weapons (competitive)"

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(Primary Weapon: CLEEEAAAANNUP)
(CLEANUP.)
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[[File:RED_Medigun.png|100px|right]]
 
[[File:RED_Medigun.png|100px|right]]
  
The standard Medigun is arguably the most useful weapon in the lineup with its ability to keep players fighting on the front line without the need to retreat for health kits. The Übercharge the Medigun grants is extremely effective for pushes and defenses as it makes the Medic and his patient invulnerable for 8 seconds. Medics can Über more than one person although his charge will not last as long as keeping it on one person would.
+
The stock Medi Gun is the best choice to keep your team in the action. It can provide overheal to soldiers and scouts who want to push ahead and harass the other team. It provides an eight second Übercharge, which halves in duration for each additional teammate affected.
  
 
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*** Will charge at min rate only if patient is at 142.5% health or above.
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''ÜberCharge Duration:''' 8 seconds  
** Duration decreased by 50% of base speed for every target Übered in addition to the current patient. E.g, two target "multi-Über" will last for four seconds.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Heals at 24/sec if target took damage in the last 10 sec.
+
* Heals at 24 health/sec if target took damage in the last 10 seconds.
*Heals at 72/sec if target took damage over 15 sec ago.
+
* Heals at 72 health/sec if target took damage over 15 seconds ago.
*Between 10 sec and 15 sec wait, heal rate scales linearly.
+
** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly. <!-- Does the medi gun have a reduced rate when healing a player who dealt *himself* damage?-->
*Heals at max rate at the start of round.
 
 
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[[File:RED_Kritzkrieg.png|100px|right]]
 
[[File:RED_Kritzkrieg.png|100px|right]]
  
The Kritzkrieg is the alternative to the Medigun. Although the two share identical healing rates, the Kritzkrieg's advantage comes from the fact it will fill its Übercharge meter 25% faster than its counterpart. Übercharges used with the Kritzkrieg grant 100% chance of getting a critical hit for the patient for the next 8 seconds. Although it can be shared between team members, similar to the standard charge, this should only be done if the original patient has jumped beyond the healing range and the Medic is forced to switch to another patient. The reason for this is that Kritz don't immediately take effect when switching to a patient and so staying with one patient, or a bare minimum amount of patients, will prolong the use of a Kritzkrieg charge. Also, if a Medic is isolated and hurt, he can retreat and perform the [[Oktoberfest]] taunt to heal himself 11 health at a time, which can make a difference if the Medic is near death and can't resupply or find a health pack.
+
The Kritzkrieg is the main alternative to the Medi Gun. Although the two share identical healing and overhealing charactaristics, the Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff for any players ubercharged. Although it can be shared between team members, similar to the standard charge, since this does not have lasting effects, it will only help one teammate at a time. Ubercharge duration halves identically to the stock Medi Gun. The Kritzkreig's [[Octoberfest|taunt]] heals him for 11 health, allowing him to survive near death, or better counteract [[fire|afterburn]].
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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*** Will charge at min rate only if patient is at 142.5% health or above.
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''ÜberCharge Duration:''' 8 seconds  
** Duration decreased by 50% of base speed for every target Übered in addition to the current patient. E.g, two target "multi-Über" will last for four seconds.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Heals at 24/sec if target took damage in the last 10 sec.
+
* Heals at 24/sec if target took damage in the last 10 sec.
*Heals at 72/sec if target took damage over 15 sec ago.
+
* Heals at 72/sec if target took damage over 15 sec ago.
*Between 10 sec and 15 sec wait, heal rate scales linearly.
+
** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.
*Heals at max rate at the start of round.
+
* On [[Oktoberfest|taunt]], the Medic heals himself for 11 health.
*On taunt, the Oktoberfest taunt is performed to grant the Medic 11 health.
 
 
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[[File:Backpack Quick-Fix.png|150px|right]]
 
[[File:Backpack Quick-Fix.png|150px|right]]
  
The Quick-Fix heals much quicker than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The Übercharge itself triples healing speed and grants immunity to speed-impairing effects. The Quick-Fix also makes the user move at the speed of the player being healed, useful for healing speedy classes such as the Scout. However, all these things come with a setback: the Quick-Fix cannot overheal.
+
The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the medic to run at the speed of a scout, provided that scout is the healing target. The Quick-Fix cannot overheal players, but can maintain overheal on a player if they already have it.
  
 
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| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
 
* '''ÜberCharge Fill'''
 
* '''ÜberCharge Fill'''
** '''Max Rate:''' 3.1% per second (32 seconds)
+
** '''Max Rate:''' 3.125% per second (32 seconds)
 
*** Will charge at max rate if patient is below 142.5% health.
 
*** Will charge at max rate if patient is below 142.5% health.
 
*** Charge fixed at maximum rate during map setup time.
 
*** Charge fixed at maximum rate during map setup time.
** '''Min Rate:''' 1.6% per second (64 seconds)
+
** '''Min Rate:''' 1.56% per second (64 seconds)
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
*** Will charge at min rate only if patient is at 142.5% health or above.
 
* '''ÜberCharge Duration:''' 8 seconds  
 
* '''ÜberCharge Duration:''' 8 seconds  
** Duration decreased by 50% of base speed for every target Übered in addition to the current patient. E.g, two target "multi-Über" will last for four seconds.
+
** Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
*Heals at 34/sec if target took damage in the last 10 sec.
+
* Heals at 34/sec if target took damage in the last 10 sec.
*Heals at 101/sec if target took damage over 15 sec ago.
+
* Heals at 101/sec if target took damage over 15 sec ago.
*Between 10 sec and 15 sec wait, heal rate scales linearly.
+
** If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.
*Heals at max rate at the start of round.  
 
 
|}
 
|}
 
<br>
 
<br>
  
 
===Medigun Usage===
 
===Medigun Usage===
All three guns have their advantages and are all used depending on the situation teams face. Medics will generally prefer the Medigun over the Kritzkrieg and the Quick-Fix simply because of the protection of eight seconds of invulnerability offered as opposed to the critical hits and increased speed. The Kritzkrieg, however, does offer an intriguing alternative particularly if teams wish to play aggressive during mid-fights on [[5CP]] maps, and the Quick-Fix is useful for streaking past enemy strongholds, or for healing a Heavy if he is using the Brass Beast. Medics may also choose the Kritzkrieg or the Quick-Fix simply because they haven't had the chance of charging for a normal Über during the previous rounds. A Medic may also choose to use the Kritzkreig instead of the Medigun when both of the Medics go down. This is a way of turning a disadvantage into an advantage. Because the Kritzkrieg charges faster the team with it can push into the enemy team quicker. This needs to be done quickly or else the other team will have an Ubercharge that can hard counter the Kritzkrieg.  
+
In competitive play, the Quick-Fix is rarely used. The other two vary in usage, as although the stock Medi Gun beats the Kritzkrieg in a one-on-one fight, provided the Medics don't die, the Kritzkrieg's increased recharge rate will help it slowly pull ahead in the frequency of one teams' Übercharges. If both Medics die, there is a significant advantage to switching to the Kritzkrieg, as that team's medic will have built up an Übercharge faster.
 
 
  
  
 
==Melee Weapon==
 
==Melee Weapon==
Medics involved in melee combat are a rare sight and should only be resorted to it very desperate circumstances. Like the secondaries, however, some replacements do offer extra bonuses, either when the weapon is active or passively, that may affect a Medic's decision on what item to use.
+
Medics tend not to fight with their melee weapons, resorting to their syringe gun if cornered. However, some melee weapons will have an effect on the medic as a whole.
  
 
=== Bonesaw ===
 
=== Bonesaw ===
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[[File:Bonesaw_IMG.png|100px|right]]
 
[[File:Bonesaw_IMG.png|100px|right]]
  
The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but because most weapons are far more effective than it, the Bonesaw is only good as a novelty or a last resort.
+
The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.
  
 
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[[File:RED_Ubersaw.png|100px|right]]
 
[[File:RED_Ubersaw.png|100px|right]]
  
Although it has a slower attack interval than the Bonesaw, the Übersaw is a very useful weapon for Medics as every successful hit on an enemy, excluding non-fatal hits on disguised Spies, adds 25% onto the Medic's ÜberCharge. This attribute is very useful for Medics wanting to grab a bit of extra charge from an unsuspecting enemy. Although very situational, if a Medic is trapped behind enemy lines with 75%+ charge he can try and escape with a quick Übersaw hit on an enemy and attempt to escape by deploying an Übercharge.
+
The ubersaw provides an additional 25% ubercharge on every successful enemy hit. Although it has a slower firing rate, it can save a medic's life if he has a large ubercharge percentage; by hitting a few enemies, popping an ubercharge, and running, the medic may thus save himself. If a player is hit by an enemy medic's ubersaw, he should inform his team so that they are better aware of the enemy team's ubercharge percentage.
 
 
If a friendly player has been hit by the Medic's Übersaw they should inform their team how many times they were hit so the rest of the team have knowledge that the enemy may have an Über advantage over them.
 
  
 
{| class="wikitable grid"
 
{| class="wikitable grid"
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* Gives attacker +25% ÜberCharge fill on hit.
 
* Gives attacker +25% ÜberCharge fill on hit.
 
** Non-lethal hits on disguised Spies don't give Charge.  
 
** Non-lethal hits on disguised Spies don't give Charge.  
 +
* Taunting performs the [[Spinal Tap]], which can fill a medic's Übercharge meter if it hits an enemy.
 
|}
 
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: '''Note''': The Vita-Saw is banned in most leagues for acquisition time.
 
: '''Note''': The Vita-Saw is banned in most leagues for acquisition time.
  
The Vita-Saw is a second alternative to the Bonesaw. Like the Übersaw it's effect related to the Übercharge meter. In this case, this weapon will preserve up to 20% of the Übercharge from a previous life and grant it onto the Medic when he spawns. For example, if a Medic dies with 35% of his charge he will respawn with 20% whilst if he dies with 15% he will respawn with 15% Über. However, when equipped the Vita-Saw will remove 10 health.
+
The Vita-Saw is another alternative to the Bonesaw. This weapon will preserve up to 20% of the Übercharge from a previous life and grant it onto the Medic when he [[respawns]]. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The vita saw costs the medic 10 maximum health.
  
 
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[[File:Backpack Amputator.png|100px|right]]
 
[[File:Backpack Amputator.png|100px|right]]
  
The Amputator functions exactly as the default Bonesaw, except that upon taunting, it produces a [[Medicating Melody]], which heals all nearby allies, perfect for a group of comrades wishing the Medic's service.
+
The Amputator functions identically to the default Bonesaw, with the added functionality on [[Medicating Melody|taunt]], which will heals all nearby allies. The taunt will not heal disguised spies, will not overheal, and will not add to the Übercharge meter.
  
 
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[[File:Backpack Solemn Vow.png|100px|right]]
 
[[File:Backpack Solemn Vow.png|100px|right]]
  
The Solemn Vow, like the Amputator, functions exactly as the Bonesaw, except that it allows the player to see the health of enemies, which proves useful for seeing if an enemy has low health, and should be finished off.
+
The Solemn Vow functions identically to the Bonesaw, except that it allows the medic to see the health of all enemy players. A medic with this weapon may remove the necessity of a situational Spy.
  
 
{| class="wikitable grid"
 
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* '''Attack:''' 0.8s
 
* '''Attack:''' 0.8s
 
| style="background-color:#FFF4CC;" |  
 
| style="background-color:#FFF4CC;" |  
* Allows the player to see enemy health
+
* Allows the player to see enemy health.
 
|}
 
|}
 
<br>
 
<br>
  
 
===Melee Weapon Usage===
 
===Melee Weapon Usage===
Arguably, the Übersaw is commonly used melee weapon for the Medic. The ability to charge up Über whilst damaging the enemy with a negligible negative effect, slower attack speed, makes the weapon a much more attractive option than the other two. The Vita-Saw, like the Blutsauger, should only be used by Medics who feel confident in their ability to stay out of trouble and avoid getting damaged. Medics that also feel they die too often during matches may wish to equip this as it will slightly negate Übers lost when teams are unsuccessful in defending their Medics. The Vita-Saw is banned in the majority of leagues because the ability to keep up to 20% of your Ubercharge is game changing. The Solemn Vow can be very useful in competitive play, as being able to see enemy health even when the weapon isn't equipped, can make calling low health targets easier, as the medic normally calls targets anyway. Because of the last resort nature of Medics when fighting in competitive play, having a passive ability like this plays right into their game style, as having the desire to Ubersaw someone can cause you to over-extend, denying your team their Medic.
+
The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the medic dies. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both are strictly better than it. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal.
  
 
==See Also==
 
==See Also==

Revision as of 14:02, 16 February 2012

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

The Medic's role in the standard competitive lineup is solely for support and the weaponry at his disposal compliments this. Although he does have some forms of self defense, these are considered very weak and so the employment of a pocket, usually a Soldier or Heavy, are allocated towards defending the Medic. Barring the Mediguns, a majority of the Medic's unlockable weapons have purely passive effects and do not alter direct combat much.

Primary Weapon

The Syringe Guns take up the Medic's primary weapon slot, although it is less frequently used than the medi gun, it is the medic's primary source of damage. Different Syringe Guns may affect the Medic's passive regeneration.

Syringe Gun

RED Syringe Gun.png

The Syringe Gun is the stock weapon for the Medic's first weapon slot. The weapon is relatively weak in terms of its ability to offer damage output and self defense for the Medic. It has no affect on the medic's passive regeneration, leaving it at 3-6 per second, based on time since damage taken.

Weapon Damage Critical Damage Function Times Special
Syringe Gun
RED Syringe Gun.png
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • If equipped, Medic passive regen will be 3-6 health/second.
  • Regenerates 27-48 health during a single-target Übercharge.


Blutsauger

RedBlutsauger.png

The Blutsauger is an alternative to the Syringe Gun, offering itself as a somewhat more effective means for a Medic to defend himself. It grants the Medic three health per hit, at the cost of his passive health rate, being brought down to 1-4 health per second, depending on how much time has passed since he was last hit.

Weapon Damage Critical Damage Function Times Special
Blutsauger
RedBlutsauger.png
  • Point-Blank: 12
  • 512 units: 10
  • Over 1024 units: 5
  • Critical: 30
  • Point-Blank Mini-Crit: 16
  • Over 512 unit Mini-Crit: 14
  • Attack: 0.1s
  • Reload: 1.6
  • Gives shooter +3 health on hit.
    • Hits on disguised Spies don't give health.
  • Regenerates 12-32 health during a single-target Über.


Crusader's Crossbow

Backpack Crusader's Crossbow.png

The Crusader's Crossbow does not fire syringes, but instead fires arrows which deal damage or healing based on distance. This makes it a viable target for healing friendly targets, as it can heal up to 150 health at long range. The reduced ammo tends to be a minimal issue, as the speed of reload is very slow. This weapon can be used to spycheck, as enemy spies will not be healed on hit.

Weapon Damage / Healing Critical Damage Function Times Special
Crusader's Crossbow
Backpack Crusader's Crossbow.png
  • Point-Blank: 38 / 75
  • 512 units: 56 / 112
  • Over 1024 units: 75 / 150
  • Point-Blank: 113 / 51
  • 512 units: 168 / 77
  • Over 1024 units: 225 / 101
  • Attack: 2.3
  • Fires arrows that deal damage or healing based on distance.
  • -75% Crossbow ammo


Overdose

Backpack Overdose.png

The Overdose is useful for Medics who have allies who need him all around the map, as it gives the player a slight speed increase for every 10% of Übercharge, making maneuvering and escaping a breeze. However, its damage penalty reduces the Medic's one major source of damage. This primary will not change the Medic's passive regeneration.

Weapon Damage Critical Damage Function Times Special
Overdose
Backpack Overdose.png
  • Point-Blank: 11
  • 512 units: 9
  • Over 1024 units: 5
  • Critical: 27
  • Point-Blank Mini-Crit: 14
  • Over 512 unit Mini-Crit: 12
  • Attack: 0.1s
  • Reload: 1.6
  • -10% damage penalty
  • Speed increases by 1% for every 10% of Übercharge that is gained
  • Will regen 27-48 health during a single-target Über.


Primary Weapon Usage

The choice all depends on how competent the Medic is at avoiding the enemies' firing lines. Skilled Medics that can avoid fire, and utilize hiding spots effectively will have no need for standard passive regeneration, and will instead opt for the extra offensive power of the Blutsauger. It is generally suggest that players of a low skill level and those new to competitive games stick with the Syringe Gun at first so any mistakes during matches can be minimized with the extra health regeneration offered.

Secondary Weapon

Although the Mediguns take up the Medic's second slot, they are considered as his most important weapons because these are the main reason he is valued in competitive teams and also his most used weapon during matches.

Medigun

RED Medigun.png

The stock Medi Gun is the best choice to keep your team in the action. It can provide overheal to soldiers and scouts who want to push ahead and harass the other team. It provides an eight second Übercharge, which halves in duration for each additional teammate affected.


Weapon Damage Critical Damage Function Times Special
Medigun
RED Medigun.png
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 2.5% per second (40 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.25% per second (80 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • Heals at 24 health/sec if target took damage in the last 10 seconds.
  • Heals at 72 health/sec if target took damage over 15 seconds ago.
    • If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.


Kritzkrieg

RED Kritzkrieg.png

The Kritzkrieg is the main alternative to the Medi Gun. Although the two share identical healing and overhealing charactaristics, the Kritzkrieg's fills Übercharge 25% faster than the Medi Gun. The Kritzkrieg's übercharge grants a critical hit buff for any players ubercharged. Although it can be shared between team members, similar to the standard charge, since this does not have lasting effects, it will only help one teammate at a time. Ubercharge duration halves identically to the stock Medi Gun. The Kritzkreig's taunt heals him for 11 health, allowing him to survive near death, or better counteract afterburn.

Weapon Damage Critical Damage Function Times Special
Kritzkrieg
RED Kritzkrieg.png
  • Min Heal: 24 per second
  • Max Heal: 72 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • Heals at 24/sec if target took damage in the last 10 sec.
  • Heals at 72/sec if target took damage over 15 sec ago.
    • If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.
  • On taunt, the Medic heals himself for 11 health.


Quick-Fix

Backpack Quick-Fix.png

The Quick-Fix heals targets much faster than the other Mediguns, and generates Übercharge at the same rate as the Kritzkrieg. The Übercharge grants a tripled healing speed, and immunity to speed-impairing effects. The Quick-Fix allows the medic to run at the speed of a scout, provided that scout is the healing target. The Quick-Fix cannot overheal players, but can maintain overheal on a player if they already have it.


Weapon Damage Critical Damage Function Times Special
Quick-Fix
Backpack Quick-Fix.png
  • Min Heal: 34 per second
  • Max Heal: 101 per second
N/A
  • ÜberCharge Fill
    • Max Rate: 3.125% per second (32 seconds)
      • Will charge at max rate if patient is below 142.5% health.
      • Charge fixed at maximum rate during map setup time.
    • Min Rate: 1.56% per second (64 seconds)
      • Will charge at min rate only if patient is at 142.5% health or above.
  • ÜberCharge Duration: 8 seconds
    • Duration decreased by 50% of base speed for each additional target. For example, a two-target Übercharge will last 4 seconds.
  • Heals at 34/sec if target took damage in the last 10 sec.
  • Heals at 101/sec if target took damage over 15 sec ago.
    • If the target was damaged from 10 to 15 seconds ago, the healing rate scales linearly.


Medigun Usage

In competitive play, the Quick-Fix is rarely used. The other two vary in usage, as although the stock Medi Gun beats the Kritzkrieg in a one-on-one fight, provided the Medics don't die, the Kritzkrieg's increased recharge rate will help it slowly pull ahead in the frequency of one teams' Übercharges. If both Medics die, there is a significant advantage to switching to the Kritzkrieg, as that team's medic will have built up an Übercharge faster.


Melee Weapon

Medics tend not to fight with their melee weapons, resorting to their syringe gun if cornered. However, some melee weapons will have an effect on the medic as a whole.

Bonesaw

Bonesaw IMG.png

The Bonesaw is the Medic’s stock melee weapon. Like other standard melee weapons, it deals moderate damage, but there are some melee weapons which are strictly better than this weapon.

Weapon Damage Critical Damage Function Times Special
Bonesaw
Bonesaw IMG.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Completely standard melee weapon.


Übersaw

RED Ubersaw.png

The ubersaw provides an additional 25% ubercharge on every successful enemy hit. Although it has a slower firing rate, it can save a medic's life if he has a large ubercharge percentage; by hitting a few enemies, popping an ubercharge, and running, the medic may thus save himself. If a player is hit by an enemy medic's ubersaw, he should inform his team so that they are better aware of the enemy team's ubercharge percentage.

Weapon Damage Critical Damage Function Times Special
Übersaw
RED Ubersaw.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.96s
  • Gives attacker +25% ÜberCharge fill on hit.
    • Non-lethal hits on disguised Spies don't give Charge.
  • Taunting performs the Spinal Tap, which can fill a medic's Übercharge meter if it hits an enemy.


Vita-Saw

RED Überneedle.png
Note: The Vita-Saw is banned in most leagues for acquisition time.

The Vita-Saw is another alternative to the Bonesaw. This weapon will preserve up to 20% of the Übercharge from a previous life and grant it onto the Medic when he respawns. This is not a scaled percentage, so dying with 19% Übercharge will provide 19% Übercharge on respawn. The vita saw costs the medic 10 maximum health.

Weapon Damage Critical Damage Function Times Special
Vita-Saw
RED Überneedle.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • While equipped, preserves ÜberCharge on death (caps at 20%).
  • Reduces max health by 10hp while equipped


Amputator

Backpack Amputator.png

The Amputator functions identically to the default Bonesaw, with the added functionality on taunt, which will heals all nearby allies. The taunt will not heal disguised spies, will not overheal, and will not add to the Übercharge meter.

Weapon Damage Critical Damage Function Times Special
Amputator
Backpack Amputator.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Upon taunt, it produces a Medicating Melody which heals all nearby allies.


Solemn Vow

Backpack Solemn Vow.png

The Solemn Vow functions identically to the Bonesaw, except that it allows the medic to see the health of all enemy players. A medic with this weapon may remove the necessity of a situational Spy.

Weapon Damage Critical Damage Function Times Special
Solemn Vow
Backpack Solemn Vow.png
  • Melee: 65
  • Critical: 195
  • Minicrit: 88
  • Attack: 0.8s
  • Allows the player to see enemy health.


Melee Weapon Usage

The Übersaw is the most commonly used melee weapon for the Medic. The ability to gain Übercharge, despite the slowed melee speed, is highly valuable. The Vita-Saw provides a significant Übercharge advantage if the medic dies. The Solemn Vow or Amputator should always be used instead of the Bonesaw, since both are strictly better than it. The ability to see enemy health can be very useful in competitive play, as the Solemn Vow does not need to be active for the effect to work. The Amputator's taunt is useful to heal a large quantity of injured players, although it will not grant overheal.

See Also