Difference between revisions of "Anti-Medic strategy"

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{{Community strategy stub|Needs a class specific section just like the [[Anti-Scout strategy]] has it.}}
 
 
 
[[File:MedicHumiliation.png|right|130px|Velcome to the 've lose vonce again'-fest.]]
 
[[File:MedicHumiliation.png|right|130px|Velcome to the 've lose vonce again'-fest.]]
 
{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}
 
{{Quotation|'''The Heavy'''|Your doctor is dead!|sound=Heavy_specials03.wav}}
  
The enemy '''[[Medic]]''' tends to be highest priority target on the battlefield due to his ability to heal teammates and deploy [[ÜberCharge|ÜberCharges]]. While he moves somewhat quickly and has a decent amount of health, his poor combat weaponry means he relies on the protection of his team to survive. The Medic's unique ability to [[overheal]] teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team will outlast the other in a long battle. A Medic who manages to stay alive long enough to build an [[ÜberCharge]] can then grant [[Medi Gun|invulnerability]], [[Kritzkrieg|100% critical chance]], [[Vaccinator|resistance to a selected damage type]], or a [[Quick-Fix|powerful healing buff and immunity to knockback]] for eight seconds. As such, it is generally a good idea to kill the enemy Medic at any cost, even if it means sacrificing your own life, as his death will harm his team far more than your own.
+
The '''[[Medic]]''' is the main source of healing for his team and deploys game-changing [[ÜberCharge]]s. He moves somewhat quickly and has a decent health pool, but his poor personal firepower means he relies on his team's protection to survive. The Medic's unique ability to [[overheal]] teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team outlasts yours in a long battle.  
 +
 
 +
If a Medic stays alive long enough to build up his signature [[ÜberCharge]], he can grant a game-changing effect such as [[Medi Gun|invulnerability]], [[Kritzkrieg|100% critical chance]], a [[Quick-Fix|powerful healing buff and immunity to knockback]], or [[Vaccinator|damage reduction and crit resistance]]. All this usually makes the enemy Medic the highest priority target, even if it means sacrificing your own life.
  
 
== General ==
 
== General ==
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| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Medic_badge_RED.png|40px]] '''[[Classes|Role]]'''
 
|
 
|
* Killing the Medic should always be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
+
* Killing the Medic should be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
* The Medic is typically found behind his teammates, but can be ambushed and defeated easily when on his own.
+
* The Medic is typically found behind his teammates, but can be ambushed and defeated when on his own.
** In particular, the Pyro's [[Flame Thrower]] reduces the Medic's healing by 25%, should he manage to get close.
 
 
* The healing connection between a Medic and his patient can be broken using [[Knockback]].
 
* The healing connection between a Medic and his patient can be broken using [[Knockback]].
* If playing as Spy, they can trick the Medic into healing them.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_medic.png|40px]] '''[[Health]]'''
 
|
 
|
* The Medic has a moderate pool of health and natural health regeneration. Combined with his speed, he can flee quite easily.
+
* The Medic has a moderate health pool and natural health regeneration. Combined with his speed, he can flee if his teammates die.
 
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
 
* The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_scout.png|40px]] '''[[Speed]]'''
 
|
 
|
* The Medic has the second highest base speed of all classes, making him quite agile in firefights.
+
* The Medic has the second highest base speed of all classes, making him agile in firefights.
* If he flees, you'll have to use alternate movement options such as explosive jumps or a take a shorter path to chase him down.
+
* If he flees, you'll have to use alternate movement options. The Scout's agility, Soldier's rocket jumps, or Demoman's Sticky jumps are great options to chase him down.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
| align="center" valign="center" style="padding:0.5em" |[[File:Leaderboard_class_soldier.png|40px]] '''[[Weapons|Power]]'''
 
|
 
|
* The Medic is quite weak when trying to defend himself, as his weapons are ineffective at medium to long range.
+
* The Medic's weapons deal only fair damage at close range and are ineffective further out.  
 
* Most classes should be able to take out an unassisted Medic with little trouble.
 
* Most classes should be able to take out an unassisted Medic with little trouble.
 
|-
 
|-
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=== Primary weapons ===
 
=== Primary weapons ===
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly add up for huge amounts of damage. Try to avoid as many as possible.
+
* Needles fired from [[Syringe Gun]]s are individually weak, but can quickly add up for huge damage. Don't underestimate the Medic and blindly rush towards him.
* Needles fired from Syringe Guns are travel slowly and are significantly affected by gravity. Zig-zag towards the Medic to dodge the syringes.
+
* Needles fired from Syringe Guns travel slowly and are ineffective at medium range; zig-zagging lets you avoid most of the syringes.
* Syringe Guns are better designed for dispatching a retreating Medic's pursuers than for facing enemies in direct combat. Ambush the Medic or attack him from long-range; avoid underestimating a Medic by rushing towards him.
 
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Syringe Gun}}
 
|
 
|
* A Medic will often use his Syringe Gun when there are no teammates to protect him. Keep your distance and strafe to avoid the needles, then close in as the Medic reloads.
+
* A Medic will probably take out his Syringe Gun when there are no teammates to protect him.  
** A Medic will also most likely retreat soon after he pulls out his Syringe Gun; while it is often advantageous to pursue and kill a Medic to debilitate his team, consider the risk of him killing you or leading you into overwhelming backup.
+
* A Medic with the Syringe Gun out is likely retreating. Take care not to chase him into too many enemies.
* The Syringe Gun makes the same sound as the Blutsauger, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.
 
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Blutsauger}}
 
|
 
|
* The Blutsauger allows a Medic to replenish health upon dealing enemy damage; avoiding the Blutsauger's needles is just as important as dealing damage to the Medic firing them.
+
* The Blutsauger's syringes restore health to the Medic on-hit; zig-zag at medium range so the Medic does not heal from shooting you.
* The Blutsauger decreases a Medic's regeneration rate, making him more susceptible to [[afterburn]] and [[bleed]].
+
* The Blutsauger decreases the Medic's regeneration rate, making him more susceptible to [[afterburn]] and [[bleed]].
* The Blutsauger uses the same sound as the Syringe Gun, making it hard to distinguish one from the other. Be sure to know what you are dealing with before attacking the Medic.
+
* The Blutsauger can be hard to distinguish from the Syringe Gun since they share the same sound effects. Take a good look at his hands or know what you are dealing with before attacking.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Crusader's Crossbow}} + '''reskins'''
 
|
 
|
* The Crusader's Crossbow deals more damage the further away a target is; close the distance to reduce the damage a bolt will deal.
+
* The Crusader's Crossbow deals more damage the further away a target is. Close the distance to reduce the damage a bolt will deal.
* The Crusader's Crossbow has a slow firing rate, giving you many opportunities to retaliate.
+
* The Crusader's Crossbow, unlike Medic's other primaries, deals burst damage and travels very quickly, making it difficult to dodge. However, it has a slow reload, giving you many opportunities to retaliate.
* The bolts fired from the Crusader's Crossbow heal the Medic's teammates; most classes fully recover health when hit by a friendly bolt from long-range. Keep the Medic's attention on you and your team to prevent him from aiding his teammates instead.
+
* Bolts from the Crusader's Crossbow can also heal the Medic's teammates. Long range shots heal up to 150 health but are difficult to aim; keep up pressure on the Medic and his faraway healing target so each shot misses.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Overdose}}
 
|
 
|
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his Übercharge. Pursuing this Medic may not be worth the risk of leaving your post and/or running into enemy forces.
+
* A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his ÜberCharge. Pursuing this Medic may not be worth the risk of leaving your post or running into enemy forces.
 
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.
 
* A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.
 
|-
 
|-
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=== Secondary weapons / [[ÜberCharge]] ===
 
=== Secondary weapons / [[ÜberCharge]] ===
 +
* Try to kill enemy team members as quickly as possible before the Medic has time to heal them and juice up his ÜberCharge percentage.
 +
* While healing a patient, the Medic stays in close range to them. He may favor moving around and healing his Medic buddy. Notable Medic buddies often include a combat class such as Heavy, Soldier, or Pyro.
 +
* When the Medic's secondary weapons reach 100% ÜberCharge (with the exception of the [[Vaccinator]], which reaches usable ÜberCharge at 25%), a voice line will automatically be called out along with a corresponding visual and audio effect. Players may try to conceal this with another voice line, paying attention to these can help determine whether to attack or retreat.
 +
* Refer to [[Medic responses#Weapon-related responses|Medic responses]] for further details on the specific quotes relating to his ÜberCharge; you may be able to pick up observations about his ÜberCharge status.
 +
** The different secondary weapons have different voice lines when an ÜberCharge is activated. The Kritzkrieg and the Quick-Fix share the same activation voice lines, which differ from the stock Medi Gun, while the Vaccinator can use any of the voice lines.
  
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
 
{| class="wikitable grid" cellpadding="0" cellspacing="0"
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Medi Gun}} + '''reskins'''
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Medi Gun}} + '''reskins'''
 
|
 
|
See [[ÜberCharge strategy#Defense against ÜberCharge|Defense against ÜberCharge]].
+
* Against an active ÜberCharge, the general advice is to use knockback to push away the pair, activate another ÜberCharge yourself if you also use the Medi Gun, or back off quickly if there are no other options.
 +
* The Medi Gun charges up ÜberCharge the slowest among the Medic's secondaries, giving him a minor disadvantage compared to other Medic secondaries in the short-term.
 +
* For further information about countering an ÜberCharge, see [[ÜberCharge strategy#Defense against ÜberCharge|Defense against ÜberCharge]].
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Kritzkrieg}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Kritzkrieg}}
 
|
 
|
See [[ÜberCharge strategy#Defending against Kritzkrieg|Defense against Kritzkrieg]].
+
* An activated Kritzkrieg ÜberCharge offers critical hits instead of damage invulnerability, switching immense defense for a stronger offense. The Kritzkrieg has a 25% faster ÜberCharge, allowing for much faster buildup than the standard ÜberCharge.
 +
* For further information about countering an Kritzkrieg ÜberCharge, see [[ÜberCharge strategy#Defending against Kritzkrieg|Defense against Kritzkrieg]].
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quick-Fix}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Quick-Fix}}
 
|
 
|
See [[ÜberCharge strategy#Defending against Quick-Fix|Defense against Quick-Fix]].
+
* The faster healing offered by the Quick-Fix makes the Medic adept at healing his teammates quickly, especially for sustaining large groups.
 +
* When activated, an active Quick-Fix ÜberCharge heals 3x faster and makes the buffed targets invulnerable to enemy knockback. Consistently high sources of damage should overwhelm them.
 +
* For further information about countering an enemy's Quick-Fix and their Quick-Fix ÜberCharge, see [[ÜberCharge strategy#Defending against Quick-Fix|Defense against Quick-Fix]].
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vaccinator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vaccinator}}
 
|
 
|
See [[ÜberCharge strategy#Defending against Vaccinator|Defense against Vaccinator]].
+
* A patient healed by the Vaccinator gains passive resistance to a specific damage type (Bullets, Explosives, Fire) as set by the Medic. Watch for an icon above this patient's head to look for the resistance type.
 +
* Unlike other Medic secondaries, the Vaccinator can activate its ÜberCharge ability in intervals of 25%. This is offset by the slower ÜberCharge rate on overhealed patients.
 +
* An activated Vaccinator ÜberCharge has a stronger resistance to the chosen damage type, resisting 75% damage instead of 10% plus immunity to crits of that damage type.
 +
* Try to switch to a weapon of a different damage type if possible. Otherwise, avoid targeting the Medic and his buddy.
 +
* For further information about countering an enemy's Vaccinator and their Vaccinator ÜberCharge, see [[ÜberCharge strategy#Defending against Vaccinator|Defense against Vaccinator]].
 
|}
 
|}
 
  
 
=== Melee weapons ===
 
=== Melee weapons ===
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| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonesaw}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Bonesaw}} + '''reskins'''  
 
|
 
|
* The Medic's above-average movement speed allows him to chase retreating foes with his Bonesaw. Knocking back or stunning the Medic can help you deter or eliminate him without taking much damage.
+
* The Medic has above-average movement speed, a slight advantage in melee combat. Use a gun to keep a ranged advantage.
 +
* He will usually take out his Bonesaw as a last resort in close quarters.  
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ubersaw}} + '''reskins'''  
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Ubersaw}} + '''reskins'''  
 
|
 
|
* Engaging a Medic equipped with the Ubersaw in melee should be a last resort, as any hit he lands on you with the weapon gains him 25% more ÜberCharge. Attack him from outside his melee range to prevent this.
+
* The Ubersaw grants the Medic 25% to his ÜberCharge meter per melee hit. Stay outside melee range when attacking a lone Medic.
* Scouts using Bonk! Atomic Punch should keep their distance from Medics with the Ubersaw; they can still gain Übercharge from striking phasing Scouts.
+
* If the Medic lands multiple hits with the Ubersaw, he can use the invincibility-granting Übercharge to retreat safely. He will already be in attacking range if attempting this, so use knockback to pin him down.
* If a Medic manages to score multiple hits with the Ubersaw, he might use his Übercharge to retreat safely. If he attempts this, use knockback to deny him from retreating.
+
* As a last resort, you can kill yourself to deny the Medic extra ÜberCharge.
* If cornered by an enemy Medic while his Ubersaw is out, [[suicide]] if possible to deny the Medic the 25% Übercharge.
+
* The Ubersaw has a 25% slower firing speed, making it worse at close-range combat.
 +
* The Ubersaw has access to the [[Uberslice]] taunt kill. Don't blindly rush around corners when chasing any enemy.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Vita-Saw}}
 
|
 
|
* A Medic using the Vita-Saw may be able to fill his ÜberCharge sooner upon respawning, but he has 10 less health than a Medic without the Vita-Saw. Attack the Medic as you would if he had the Bonesaw.
+
* The Vita-Saw's melee attack harvests Organs that let the Medic retain up to 60% of his ÜberCharge upon death. Stay outside melee range when attacking a lone Medic.
 +
* If the Medic landed a few melee hits before dying, tell your team to expect an enemy ÜberCharge sooner than usual.
 +
* A Medic using the Vita-Saw has 10 less maximum health, making him slightly more vulnerable to chip damage. Depending on respawn and travel times, your team's Medic can get still ahead on his ÜberCharge, even if the enemy Medic harvests an Organ before dying.
 +
* Similar to the Ubersaw, it is sometimes worth it to kill yourself and deny the Medic of any potential organs.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Amputator}}
 
|
 
|
* A Medic with the Amputator out may be preparing to heal his team with the weapon's taunt. Either attack the Medic to prevent him from taunting or allow him to, rendering himself immobile for a few seconds.
+
* The Amputator grants extra health regeneration and access to an area-of-effect heal through its taunt.
* An active Amputator increases the Medic's regeneration rate, making afterburn and bleed less effective at finishing him off. Use teamwork and strong weaponry to prevent him from retreating; engaging the Medic in melee combat is also an option, as Amputator's damage penalty puts him at a disadvantage.
+
* A Medic who takes out the Amputator alone is likely fleeing - keep up the pressure.
 +
* If you know the enemy Medic is using the Amputator's taunt, he is stuck in place for 4 seconds, long enough for many classes to close the gap and kill him.
 +
* The Amputator has a 20% damage penalty, meaning it takes 3 hits to kill a light class and makes him much worse at defending himself overall.
 
|-
 
|-
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}
 
| align="center" valign="center" style="padding:0.5em" | {{Table icon|Solemn Vow}}
 
|
 
|
* The Solemn Vow allows a Medic to see his enemies' health, making it easier for him to pick off weakened targets. Stay away from him when you have low health so he and his team don't single you out. If you engage the Medic in melee, fight him as you would a Medic using the Bonesaw.
+
* The Solemn Vow allows a Medic to see his enemies' health, even when it is not his active weapon. The Medic typically uses this information to direct his teammates to finish off a damaged target.
*The Solemn Vow has a 10% slower swing penalty. It will be much easier to win a melee fight with him due to a longer pause between his melee swings.
+
* The Medic must get a direct line of sight with you to view your health. If he exits cover too often, target him.
|-
+
* Knowing what the enemy Medic knows can help you anticipate his team's movements. For example, if the enemy sees you are heavily damaged, they are more likely to pursue you or fight back.
 +
* The Solemn Vow allows a Medic to see not only health, but an enemy Medic's ÜberCharge as well. Keep this in mind if you are a Medic, and try to avoid being seen by him to conceal how much Über you have.
 +
* The Solemn Vow has a 10% slower firing speed, making it marginally worse in close-range combat.
 
|}
 
|}
  

Latest revision as of 20:36, 26 November 2023

Velcome to the 've lose vonce again'-fest.
Your doctor is dead!
The Heavy

The Medic is the main source of healing for his team and deploys game-changing ÜberCharges. He moves somewhat quickly and has a decent health pool, but his poor personal firepower means he relies on his team's protection to survive. The Medic's unique ability to overheal teammates means that a team without an active Medic is at a severe disadvantage, as the bonus health and constant healing guarantees that his team outlasts yours in a long battle.

If a Medic stays alive long enough to build up his signature ÜberCharge, he can grant a game-changing effect such as invulnerability, 100% critical chance, a powerful healing buff and immunity to knockback, or damage reduction and crit resistance. All this usually makes the enemy Medic the highest priority target, even if it means sacrificing your own life.

General

Attributes Anti-Medic strategy
Medic emblem RED.png Role
  • Killing the Medic should be top priority when fighting multiple enemies so that the enemy team cannot recover from injuries.
  • The Medic is typically found behind his teammates, but can be ambushed and defeated when on his own.
  • The healing connection between a Medic and his patient can be broken using Knockback.
Leaderboard class medic.png Health
  • The Medic has a moderate health pool and natural health regeneration. Combined with his speed, he can flee if his teammates die.
  • The longer the Medic is out of combat, the faster his health regenerates. Consistent damage will keep his health regeneration rate low.
Leaderboard class scout.png Speed
  • The Medic has the second highest base speed of all classes, making him agile in firefights.
  • If he flees, you'll have to use alternate movement options. The Scout's agility, Soldier's rocket jumps, or Demoman's Sticky jumps are great options to chase him down.
Leaderboard class soldier.png Power
  • The Medic's weapons deal only fair damage at close range and are ineffective further out.
  • Most classes should be able to take out an unassisted Medic with little trouble.

Weapon-specific

Main article: Medic weapons

Primary weapons

  • Needles fired from Syringe Guns are individually weak, but can quickly add up for huge damage. Don't underestimate the Medic and blindly rush towards him.
  • Needles fired from Syringe Guns travel slowly and are ineffective at medium range; zig-zagging lets you avoid most of the syringes.
Weapon Anti-Medic strategy
Syringe Gun
Syringe Gun
  • A Medic will probably take out his Syringe Gun when there are no teammates to protect him.
  • A Medic with the Syringe Gun out is likely retreating. Take care not to chase him into too many enemies.
Blutsauger
Blutsauger
  • The Blutsauger's syringes restore health to the Medic on-hit; zig-zag at medium range so the Medic does not heal from shooting you.
  • The Blutsauger decreases the Medic's regeneration rate, making him more susceptible to afterburn and bleed.
  • The Blutsauger can be hard to distinguish from the Syringe Gun since they share the same sound effects. Take a good look at his hands or know what you are dealing with before attacking.
Crusader's Crossbow
Crusader's Crossbow + reskins
  • The Crusader's Crossbow deals more damage the further away a target is. Close the distance to reduce the damage a bolt will deal.
  • The Crusader's Crossbow, unlike Medic's other primaries, deals burst damage and travels very quickly, making it difficult to dodge. However, it has a slow reload, giving you many opportunities to retaliate.
  • Bolts from the Crusader's Crossbow can also heal the Medic's teammates. Long range shots heal up to 150 health but are difficult to aim; keep up pressure on the Medic and his faraway healing target so each shot misses.
Overdose
Overdose
  • A Medic with the Overdose can be harder to catch up to, especially if he's had time to build up his ÜberCharge. Pursuing this Medic may not be worth the risk of leaving your post or running into enemy forces.
  • A Medic using the Overdose is slightly easier to attack when he is separated from his team, as the weapon does 15% less damage than the default Syringe Gun.

Secondary weapons / ÜberCharge

  • Try to kill enemy team members as quickly as possible before the Medic has time to heal them and juice up his ÜberCharge percentage.
  • While healing a patient, the Medic stays in close range to them. He may favor moving around and healing his Medic buddy. Notable Medic buddies often include a combat class such as Heavy, Soldier, or Pyro.
  • When the Medic's secondary weapons reach 100% ÜberCharge (with the exception of the Vaccinator, which reaches usable ÜberCharge at 25%), a voice line will automatically be called out along with a corresponding visual and audio effect. Players may try to conceal this with another voice line, paying attention to these can help determine whether to attack or retreat.
  • Refer to Medic responses for further details on the specific quotes relating to his ÜberCharge; you may be able to pick up observations about his ÜberCharge status.
    • The different secondary weapons have different voice lines when an ÜberCharge is activated. The Kritzkrieg and the Quick-Fix share the same activation voice lines, which differ from the stock Medi Gun, while the Vaccinator can use any of the voice lines.
Weapon Anti-Medic strategy
Medi Gun
Medi Gun + reskins
  • Against an active ÜberCharge, the general advice is to use knockback to push away the pair, activate another ÜberCharge yourself if you also use the Medi Gun, or back off quickly if there are no other options.
  • The Medi Gun charges up ÜberCharge the slowest among the Medic's secondaries, giving him a minor disadvantage compared to other Medic secondaries in the short-term.
  • For further information about countering an ÜberCharge, see Defense against ÜberCharge.
Kritzkrieg
Kritzkrieg
  • An activated Kritzkrieg ÜberCharge offers critical hits instead of damage invulnerability, switching immense defense for a stronger offense. The Kritzkrieg has a 25% faster ÜberCharge, allowing for much faster buildup than the standard ÜberCharge.
  • For further information about countering an Kritzkrieg ÜberCharge, see Defense against Kritzkrieg.
Quick-Fix
Quick-Fix
  • The faster healing offered by the Quick-Fix makes the Medic adept at healing his teammates quickly, especially for sustaining large groups.
  • When activated, an active Quick-Fix ÜberCharge heals 3x faster and makes the buffed targets invulnerable to enemy knockback. Consistently high sources of damage should overwhelm them.
  • For further information about countering an enemy's Quick-Fix and their Quick-Fix ÜberCharge, see Defense against Quick-Fix.
Vaccinator
Vaccinator
  • A patient healed by the Vaccinator gains passive resistance to a specific damage type (Bullets, Explosives, Fire) as set by the Medic. Watch for an icon above this patient's head to look for the resistance type.
  • Unlike other Medic secondaries, the Vaccinator can activate its ÜberCharge ability in intervals of 25%. This is offset by the slower ÜberCharge rate on overhealed patients.
  • An activated Vaccinator ÜberCharge has a stronger resistance to the chosen damage type, resisting 75% damage instead of 10% plus immunity to crits of that damage type.
  • Try to switch to a weapon of a different damage type if possible. Otherwise, avoid targeting the Medic and his buddy.
  • For further information about countering an enemy's Vaccinator and their Vaccinator ÜberCharge, see Defense against Vaccinator.

Melee weapons

Weapon Anti-Medic strategy
Bonesaw
Bonesaw + reskins
  • The Medic has above-average movement speed, a slight advantage in melee combat. Use a gun to keep a ranged advantage.
  • He will usually take out his Bonesaw as a last resort in close quarters.
Ubersaw
Ubersaw + reskins
  • The Ubersaw grants the Medic 25% to his ÜberCharge meter per melee hit. Stay outside melee range when attacking a lone Medic.
  • If the Medic lands multiple hits with the Ubersaw, he can use the invincibility-granting Übercharge to retreat safely. He will already be in attacking range if attempting this, so use knockback to pin him down.
  • As a last resort, you can kill yourself to deny the Medic extra ÜberCharge.
  • The Ubersaw has a 25% slower firing speed, making it worse at close-range combat.
  • The Ubersaw has access to the Uberslice taunt kill. Don't blindly rush around corners when chasing any enemy.
Vita-Saw
Vita-Saw
  • The Vita-Saw's melee attack harvests Organs that let the Medic retain up to 60% of his ÜberCharge upon death. Stay outside melee range when attacking a lone Medic.
  • If the Medic landed a few melee hits before dying, tell your team to expect an enemy ÜberCharge sooner than usual.
  • A Medic using the Vita-Saw has 10 less maximum health, making him slightly more vulnerable to chip damage. Depending on respawn and travel times, your team's Medic can get still ahead on his ÜberCharge, even if the enemy Medic harvests an Organ before dying.
  • Similar to the Ubersaw, it is sometimes worth it to kill yourself and deny the Medic of any potential organs.
Amputator
Amputator
  • The Amputator grants extra health regeneration and access to an area-of-effect heal through its taunt.
  • A Medic who takes out the Amputator alone is likely fleeing - keep up the pressure.
  • If you know the enemy Medic is using the Amputator's taunt, he is stuck in place for 4 seconds, long enough for many classes to close the gap and kill him.
  • The Amputator has a 20% damage penalty, meaning it takes 3 hits to kill a light class and makes him much worse at defending himself overall.
Solemn Vow
Solemn Vow
  • The Solemn Vow allows a Medic to see his enemies' health, even when it is not his active weapon. The Medic typically uses this information to direct his teammates to finish off a damaged target.
  • The Medic must get a direct line of sight with you to view your health. If he exits cover too often, target him.
  • Knowing what the enemy Medic knows can help you anticipate his team's movements. For example, if the enemy sees you are heavily damaged, they are more likely to pursue you or fight back.
  • The Solemn Vow allows a Medic to see not only health, but an enemy Medic's ÜberCharge as well. Keep this in mind if you are a Medic, and try to avoid being seen by him to conceal how much Über you have.
  • The Solemn Vow has a 10% slower firing speed, making it marginally worse in close-range combat.

See also