Heavy

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HeavyIcon.png

A portly Russian bear, the Heavy has the most health in the game, with a total of 300. Not only that, but his primary weapon, the Minigun, does potentially the most damage per second in the game. These come with two downsides. The first is having by far the lowest base movement speed in the game, 77% of the standard movement speed, which becomes 37% when his Minigun is deployed. As a result the Heavy is often unable to chase down damaged enemies to finish off the kill, and makes it very difficult to dodge high-damage hits such as the Demoman's grenades and stickybombs, the Soldier's rockets, and headshots from the Sniper. Secondly the Heavy lacks any significant long range damage. A Heavy will most often be found near a Medic, as the extra 150 health buff helps the Heavy soak up more damage for his teammates, while simultaneously protecting the Medic from any Spies or jumping Soldiers that threaten him.

6v6[edit]

Main article: Heavy (6v6)

In 6v6, the Heavy is considered an offclass, used primarily holding last points in 5cp. Heavy will take the pocket's role when in play, allowing the pocket to play more of a roamer position, as the Heavy is capable of defending his Medic much better with his high health and damage. Heavy is capable of shutting down bombing Soldiers and Demoman with his Minigun, keeping them high off the ground due to his high weapon pushback. Alongside with these roles, Heavy also serves a purpose in tanking damage. Heavy is generally run at lasts where his team is at a Uber advantage as his health and knockback can help him tank.

Highlander[edit]

Main article: Heavy (Highlander)

In Highlander, the Heavy is the backbone force of pushing or defending objectives, outputting great DPS while being able to tank incoming spam thanks to his 450 health pool when buffed. However, as the Heavy is very slow, he is rather vulnerable without a medic to rely on for overheal and as a pocket. All players on the team should work around the two, helping the team secure victory.

Weapons[edit]

Primary[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC
United Nations
 Global Whitelist
UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L
Minigun.png
Minigun
Always Always Always Always
The Minigun is one of the staple primary Heavy weapons in competitive TF2. It is superior to most other primary weapons at close range, and is chosen in maps where close range combat will occur more.
Natascha.png
Natascha
Allowed Allowed Allowed Allowed
The slowdown effect of the Natascha is weak at medium range and does not counteract the opportunity cost of the damage otherwise put out by the default minigun, given that weapon spins up faster and affords higher DPS. The knockback due to getting hit by the Natascha creates a higher need for the Heavy to micromanage their damage output. If not intending to play the Heavy strictly for his damage capabilities, the Natascha's slowdown effect can be useful. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Natascha whilst under 50% health.
Brass Beast.png
Brass Beast
Allowed Allowed Allowed Allowed
The Brass Beast weapon further accentuates the Heavy's strengths and weaknesses, thereby making the Heavy even more of a niche class, as the Heavy is only able to be useful in a smaller subset of situations. The heavy becomes alike a Sentry Gun which is able to pick itself up and move (relatively quickly if paired with the GRU). It is never used when playing seriously. Also worth noting is that the heavy will also gain a 20% damage resistance whist spun up with the Brass Beast whilst under 50% health.
Tomislav.png
Tomislav
Allowed Allowed Allowed Allowed
The Tomislav is suited to a roaming playstyle and is best paired with the Sandvich and GRU for higher survivability without a Medic. The weapon's silent spin up is useful for preparing ambushes, and makes the heavy more viable as a flanking class. The 20% increase in accuracy also gives the Heavy better long range capability. This is the weapon of choice for most competitive players and is only ever swapped out for the Minigun if the map is particularly enclosed or if the Heavy isn't confident in his tracking ability.
Huo-Long Heater.png
Huo-Long Heater
Allowed Allowed Allowed Allowed
The Huo-Long Heater uses ammo even when only revved up and not firing. This weapon is used by heavies who stick to the cart or to kill multiple people at once with its fire. In Highlander it can be used for more aggressive playstyles- The damage bonus can be useful if a friendly Pyro can consistently ignite enemies-although it is seen as a gimmick and doesn't provide reliable damage output.


Secondary[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC
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UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L
Shotgun.png
Shotgun
Always Always Always Always
The Shotgun is useful for situations where the Heavy can't afford to slow down and use the Minigun - during transition plays and chasing down weakened targets. The lack of spinup means it deals with ambushes better, although it has significantly less DPS.
Family Business.png
Family Business
Allowed Allowed Allowed Allowed
The Family Business's lower damage makes it generally inferior to the Shotgun and for this reason it's used less than the shotgun (in competitive).
Sandvich.png
Sandvich
Allowed Allowed Allowed Allowed
The Sandvich is extremely useful, allowing the Heavy to fully-heal himself with the 4 second taunt, saving Medics the time of healing 300 hp on one target and allowing him to roam more. Its secondary function acts as a disposable medium health pack, letting him heal lit targets, especially useful for pocket Heavies healing their Medics or tossing them near the team's holding position so any who are lit can get healed quickly without waiting for their Medics to tend to them. The Sandvich recharges when the Heavy takes a health pack at full health, useful for converting small health kits into medium ones.
Buffalo Steak Sandvich.png
Buffalo Steak Sandvich
Allowed Banned Allowed Allowed
The Buffalo Steak Sandvich is generally a downgrade to the Sandvich, since Heavy melees aren't strong enough to justify using them to kill people, but it has some use on long 5CP rollouts if the Soldier is doing a fast Gunboats rollout, unable to give a Disciplinary Action speed boost, and the Heavy has no Gloves of Running Urgently. On occasion it has the niche potential to two-shot a medic. If combined with the Fists of Steel, the heavy has a theoretical 400 heath against ranged damage sources, which can force/drop a medic if the heavy isn't focused or airblasted away.
Dalokohs Bar.png
Dalokohs Bar
Allowed Allowed Allowed Allowed
The Dalokohs Bar is a tool for roaming Heavies, as 350 hp (with brief overheal to 400) allows him to tank important thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots. Because it can be used infinitely without recharge, it's also useful for healing damage taken during fights without going to the Medic or taking health packs, although taunting is slow and leaves the Heavy vulnerable. It can be used to drop a Small health pack (20%) every 10 seconds, compared to the Sandviches 50% every 30 seconds. This can prove useful for supportive heavies to heal multiple allies in dense maps, for instance koth_product.
Panic Attack.png
Panic Attack
Allowed Allowed Allowed Allowed
The Panic Attack is a community-created primary weapon for the Engineer, and a secondary weapon for the Soldier, Pyro, and Heavy.

The Panic Attack starts with 0 rounds in its magazine. Upon pressing and holding down primary fire, the player will begin loading shells into the magazine port, and will continue to do so as long as primary fire is held down. Upon releasing, the player will fire all shots one-by-one. Up to four shells can be loaded and fired in this fashion. Compared to the stock Shotgun, the weapon loads 50% faster and increases speed switch by 50%. In addition, as the user's health decreases, the weapon's firing rate and spread both increase, firing faster shots at lower accuracy when at low health.


Melee[edit]

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC
United Nations
 Global Whitelist
UGC-Icon2.png UGC ETF2L-Icon2.png ETF2L
Fists.png
Fists
Always Always Always Always
The Fists are the heavy's default melee weapon. They deal 65 damage per hit.
Killing Gloves of Boxing.png
Killing Gloves of Boxing
Allowed Allowed Allowed Allowed
The Killing Gloves of Boxing function very much like the regular fists. On kills, the Heavy gains a 100% critical chance for five seconds. This is offset by a 20% longer swing time per punch.
Gloves of Running Urgently.png
Gloves of Running Urgently
Allowed Banned Allowed Allowed
The Gloves of Running Urgently (also known as the GRU) are a unique melee for the Heavy. These fists do 25% less damage than the normal fists (49 damage per hit) and, while active, the Heavy will take mini-crits while the GRU is active and for three seconds afterwards. The GRU allow the Heavy to run at almost normal speed (99.67% speed) while they are active. This weapon sees a large amount of usage in the Highlander community for the increased mobility of the main damage class in Highlander. It is important to note that the speed boost provided by the GRU does not stack with speed boosts from items like the Disciplinary Action.
Warrior's Spirit.png
Warrior's Spirit
Allowed Allowed Allowed Allowed
The Warrior's Spirit is a melee weapon for the Heavy that exchanges health for power. The Warriors Spirit deals 30% more base damage (from 65 to 85) in exchange for 30% increased damage taken whilst active. It also gives the heavy 50 health upon killing someone. It is not seen competitively as the upsides only come into effect if you melee someone, which is very difficult to achieve and provides no other utility.
Fists of Steel.png
Fists of Steel
Allowed Banned Allowed Allowed
The Fists of Steel are a pair of metal fists for the Heavy. When the Fists are active, all incoming non-melee damage (be it hitscan or projectile) is reduced by 40%. While active, all melee damage towards the heavy is doubled. In addition, all weapon switches made by the Heavy (regardless if the Fists are active or not) are 20% slower. This is often considered the "second best" Heavy melee and is often run on maps/situations where the heavy doesn't have to be mobile (defending lasts on PL/5CP, KOTH, etc).
Eviction Notice.png
Eviction Notice
Allowed Allowed Allowed Allowed
The Eviction Notice is a pair of brass knuckles for the heavy. The fists swing 50% faster as compared to the default Fists but deal 60% less base damage (from a base dmg of 65 to 26). It also grants the heavy a speedboost on hit, which can help him to catch up to enemies. More importantly it provides 15% faster movespeed whilst active, as well as a 20% damage vulnerability. Unlike the Gloves of Running Urgently it doesn't cause the heavy to take more damage, and doesn't suffer from reduced damage falloff that minicrits do. It also doesn't have a 50% slower holster time. This makes it a decent sidegrade to it. It is used mostly in 6s, where competing weapons are banned.
Holiday Punch.png
Holiday Punch
Allowed Allowed Allowed Allowed
The Holiday Punch is a pair of mittens for the Heavy. This weapon functions like the default Fists except for one mechanic: the Holiday Punch will always crit when behind an enemy (similar to the Spy's backstab ability). All crits on the Holiday Punch do no damage, but cause the target to enter a taunting state for several seconds where they cannot move. This weapon used to be banned from competitive leagues as Übercharged targets are forced to laugh as well, effectively ending the Über, but was unbanned because it very rarely comes into play. It has been experimented with as a means of denying Übers since, but is completely countered if the heavy gets called out.


See Also[edit]