Difference between revisions of "Heavy"

From comp.tf
Jump to navigation Jump to search
(→‎Weapons: fixed a bit of grammer/spelling and added a bit to fists, added a link to minigun in the tomislav section, fixed the link to the ubercharge at the bottom)
m (Corrected Minion to Minigun in it's section)
(10 intermediate revisions by 9 users not shown)
Line 1: Line 1:
 
[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]
 
[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]
  
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|Demoman's]] grenades and stickybombs, the [[Soldier|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 [[Spy|Spies]] or jumping Soldiers that threaten him.
+
A portly Russian bear, '''Heavy''' has the most health in the game, with a total of 300. Not only that but his primary weapon, the Minigun, does the most damage per second in the game at close range. However, he also has the lowest movement speed in the game, which diminishes to a crawl when his Minigun is spun up. As a result, Heavy is often unable to chase down damaged enemies to finish them off, and he has a hard time dodging high-damage attacks such as [[Demoman|Demoman's]] grenades and stickybombs, [[Soldier|Soldier's]] rockets, and [[Sniper|Sniper's]] headshots. Additionally, he has no long-range options - he can only deal chip damage when not in close range. Heavy will most often be found near his team's Medic, as the extra 150 health buff lets Heavy block damage intended for his teammates, while simultaneously protecting the Medic from any [[Spy]], [[Scout]], or rocket-jumping Soldier that threatens him.
  
 
==6v6==
 
==6v6==
 
{{main|Heavy (6v6)}}
 
{{main|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.
+
In the standard 6v6 format, Heavy is usually an [[offclass]], used primarily for repelling enemies on the last point of a 5CP map. Heavy will take the Pocket Soldier's role when in play, allowing the Pocket to roam the map more freely, as Heavy is much more effective as a bodyguard for Medic. In close quarters, he can easily shut down approaching Scouts, Soldiers, and Demomen with his Minigun, keeping them from getting close to his Medic or the objective.  
  
 
==Highlander==
 
==Highlander==
 
{{main|Heavy (Highlander)}}
 
{{main|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.
+
In Highlander, Heavy is the backbone of his team's combo along with Demoman and Medic, who cover his weaknesses. Where Heavy excels in close combat and is vulnerable at mid-to-long range, Demoman is powerful in mid-to-long range combat and suffers at close range. He provides good high damage when pushing forward or defending objectives, but needs his team nearby to operate at his full potential.
  
 
== Weapons ==
 
== Weapons ==
Line 18: Line 18:
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Minigun
 
|weaponname = Minigun
|description = 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.
+
|description = The stock '''Minigun''' ("Sasha") is the second-most common Heavy weapon. It consumes 10 ammo per second, firing 4 bullets per unit of ammo, and each bullet deals up to 13 damage. After being spun up, it deals only 50% damage and has only 50% accuracy for one second, preventing Heavy from easily killing enemies when caught off-guard. The Minigun shreds overextending enemies at close range with over 400 damage per second, but suffers at mid-to-long range thanks its wide cone of fire. It is selected in maps with cramped corridors and little open space, such as [[Steel]].
 +
 
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Natascha
 
|weaponname = Natascha
|description = The '''Natascha's''' slowdown effect 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.
+
|description = The '''Natascha''' spins up slower and deals only 10 damage per bullet at close range, for a close-range DPS of around 300. In exchange for this significant damage penalty, its bullets slow enemies on hit. This slowdown effect is weak at medium-to-long range and rarely counteracts its reduced damage output, but may be useful as suppressive fire when preventing enemies from passing through a chokepoint. Also worth noting is that Heavy will gain a 20% damage resistance when spun up with the Natascha and under 150 health, making it somewhat easier for Medic to heal him.
 
|ugc4s = true
 
|ugc4s = true
|6s = true
+
|6s = false
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = false
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Brass Beast
 
|weaponname = Brass Beast
 
|link = Brass_Beast
 
|link = Brass_Beast
|description = 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.
+
|description = The '''Brass Beast''' gives Heavy a role similar to that of a Sentry Gun; he is unable to move while attacking, and unable to defend himself until his gun is deployed. While he can "set up" fairly quickly with the Gloves of Running Urgently, his utter lack of mobility in combat makes him useless for anything except standing near a chokepoint or objective. This crippling overspecialization makes the Brass Beast near-useless in competitive games. As with the Natascha, Heavy will gain a 20% damage resistance when spun up and under 150 health.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Tomislav
 
|weaponname = Tomislav
|description = 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.
+
|description = The '''Tomislav''' is better suited to larger, more open spaces thanks to its increased accuracy. While it fires only 8 times a second, it deals more damage at mid-to-long range than the stock Minigun. It also spins up faster and quieter, and allows Heavy to remain on guard even while traveling long distances; he can jump, rev-up his gun, then un-rev if no enemies are nearby - all at near-full speed. When fully-spun up, the weapon is silent when not firing, making it useful for preparing an ambush. This makes it Heavy's go-to primary, and is only ever swapped out for the [[Minigun]] if the map is particularly enclosed or if Heavy isn't confident in his tracking ability.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Huo-Long Heater
 
|weaponname = Huo-Long Heater
 
|link = Huo-Long_Heater
 
|link = Huo-Long_Heater
|description = 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.
+
|description = The '''Huo-Long Heater''' passively uses 4 ammo per second when spun up, and creates a ring of fire which deals minor damage and ignites enemies. It can be used when dropping down on a group of enemies, igniting them to take advantage of its damage bonus against burning players. Otherwise, it has less staying power and less damage output than the stock Minigun, making it a rare choice in competitive games.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
Line 64: Line 76:
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Shotgun
 
|weaponname = Shotgun
|description = 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.
+
|description = The '''Shotgun''' is useful for situations where Heavy can't afford to slow down and use the Minigun, especially for transition plays and chasing down weakened enemies.  The lack of spin-up time means it deals with ambushes better, although it deals far less damage. It is generally ignored in favor of the Sandvich, which allows Heavy to heal himself or his teammates.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Family Business
 
|weaponname = Family Business
 
|link = Family_Business
 
|link = Family_Business
|description = 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).
+
|description = The '''Family Business's''' deals the same DPS as the Shotgun, but fires faster and deals less damage per shot. It takes longer to reload, making it generally inferior to the Shotgun.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Sandvich
 
|weaponname = Sandvich
|description = 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.
+
|description = The '''Sandvich''' is Heavy's go-to secondary. When used, it heals Heavy by 75HP per second over the course of a 4-second taunt. This is useful for saving Medic the trouble of healing him from near-death, or for roaming them map without a Medic. It can also be thrown as a medium health pack, which can save a teammate's life - especially a Medic. The Sandvich takes 30 seconds to recharge, but recharges instantly when Heavy picks up a health pack while at full health. This can be used to effectively convert a small health pack to a medium one.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Buffalo Steak Sandvich
 
|weaponname = Buffalo Steak Sandvich
 
|link = Buffalo_Steak_Sandvich
 
|link = Buffalo_Steak_Sandvich
|description = 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 air blasted away.
+
|description = The '''Buffalo Steak Sandvich''' is almost always worse than the Sandvich, since none of Heavy's melee weapons are nearly as effective as any of his miniguns, but it has some use on long rollouts if the Soldier is doing a fast Gunboats rollout and thus unable to give a Disciplinary Action speed boost. On exceedingly rare occasions, it can be used to kill a Medic in two melee hits. If combined with the [[Fists of Steel]], Heavy has an effective 400 heath against ranged damage sources, which can force or drop the enemy Medic if Heavy isn't focused or airblasted away. Aside from these rare scenarios, however, it sees no use.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = false
 
|6s = false
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = false
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Dalokohs Bar
 
|weaponname = Dalokohs Bar
 
|link = Dalokohs_Bar
 
|link = Dalokohs_Bar
|description = The '''Dalokohs Bar''' is a tool for roaming Heavies, as 350 hp 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 the 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.
+
|description = The '''Dalokohs Bar''' is a tool for a roaming Heavy, as the extra 50 health it grants allows him to tank important damage thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots. Because it takes only 10 seconds to recharge, it has an effective 6-second cooldown, allowing Heavy to regularly dispense small amounts of health to near-death players. However, it cannot be used to provide a large burst of healing to a Medic, making it less common a choice than the Sandvich.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Panic Attack
 
|weaponname = Panic Attack
 
|link = Panic_Attack
 
|link = Panic_Attack
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].
+
|description = 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 has a strait 20% damage penalty from the stock shotgun, but it fires 1.5 times the pellets in a single shot. The switch-to speed increases by 50%. This weapon is good with combo-based strategies due to it's faster deploy time. Even more so, it will do slightly more damage (108 vs 90 for stock shotgun) at point blank.
+
The Panic attack has a straight 20% damage penalty from the stock shotgun, but it fires 50% more pellets per shot, and deploys 50% faster. On other classes, it is used for combo-based tactics, but sees less use on Heavy, who takes too long to un-rev his minigun to make much use of the deploy speed. The Panic Attack deals more damage at point-blank range (108), but deals negligible damage past short range, thanks to its wide bullet spread.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Second Banana
 
|weaponname = Second Banana
 
|link = Second_Banana
 
|link = Second_Banana
|description = The '''Second Banana''' is a secondary weapon for the Heavy. It recharges 50% faster, although heals 33% less (200 health). In addition, it only drops a small health kit (20% of the targets maximum health) which makes it much weaker as a support weapon, although the faster recharge rate allows the Heavy to produce health kits quickly, similar to the Dalakohs Bar. It supports a "solo" heavy playstyle since the Heavy would have comparatively little use giving health kits to teammates if he works alone, away from everyone. The other downside of only healing 200 health is deceivingly small. If the heavy eats the Banana at 100 health or more, this downside doesn't exist. Similarly, if the heavy eats the Banana at 50 health, he would still have 250 health, which is still significant. Overall, the weapon performs well given the Heavy can properly utilize the flank playstyle, and is usually worse than the Sandvich otherwise.  
+
|description = The '''Second Banana''' is a Heavy's last lunchbox item. It recharges 50% faster (every 15 seconds) but heals Heavy 33% less (200 health) and only counts as a small health kit when dropped for teammates. It supports a "solo" Heavy playstyle for roaming the map away from teammates. Its other drawback of only healing 200 health is fairly small; Heavy seldom falls below 100 health and survives; enemy players will often hunt him down and kill him. If he uses the Banana above 100 health, the effect is identical to eating the Sandvich.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}
Line 130: Line 158:
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Fists
 
|weaponname = Fists
|description = The '''Fists''' are the heavy's default melee weapon. They deal 65 damage per hit. The Fists are rarely used in competitive play.
+
|description = The '''Fists''' are Heavy's default melee weapon, dealing 65 damage every 0.8 second. Melee weapons are rarely used to deal damage, especially on Heavy, who cannot quickly un-rev his gun and attack. Utility-providing weapons are almost always preferred. Thus, the stock Fists are never used in serious games.
 
|ugc4s = always
 
|ugc4s = always
 
|6s = always
 
|6s = always
 
|ugchl = always
 
|ugchl = always
 
|etf2lhl = always
 
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Killing Gloves of Boxing
 
|weaponname = Killing Gloves of Boxing
 
|link = Killing_Gloves_of_Boxing
 
|link = Killing_Gloves_of_Boxing
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists. On kills, the Heavy gains a 100% critical chance on all weapons for five seconds. This is offset by a 20% longer swing time per punch.
+
|description = The '''Killing Gloves of Boxing''' function very much like the regular fists, but only swing every 0.96 seconds. On kill, Heavy gains guaranteed critical hits for 5 seconds. This weapon is rarely used, as most players will back out of Heavy's melee range before being punched to death. Even if Heavy does land a kill, a significant portion of the crits are wasted spinning up his minigun and waiting for it to warm up.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Gloves of Running Urgently
 
|weaponname = Gloves of Running Urgently
 
|link = Gloves_of_Running_Urgently
 
|link = Gloves_of_Running_Urgently
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are a unique melee for the Heavy. While active, the Heavy will instantly lose 20 max health and afterwards, 10 health per second until he reaches 100 maximum health. The maximum health goes back up after the weapon is holstered. The GRU allow the Heavy to run at almost normal speed (99.67% speed) while they are active. Switching off the weapon takes 50% longer than normal. 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.
+
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are Heavy's most versatile melee weapon. While active, Heavy will instantly lose 20 max health, plus 10 health per second until he reaches 100 maximum health, effectively saddling him with a damage vulnerability that increases from 7% to 300%. His max health will be restored at 10 health per second when the gloves are holstered. The GRU allow Heavy to run as fast as Pyro and Engineer while deployed, but the further he runs, the longer he takes to recover. Additionally, holstering the GRU takes 50% longer, though this can be mostly negated by switching to Heavy's secondary, then his minigun. This weapon sees a lot of usage in Highlander, as it grants one of the team's main damage-dealers increased mobility during rollouts and when retreating.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Warrior's Spirit
 
|weaponname = Warrior's Spirit
 
|link = Warrior's_Spirit
 
|link = Warrior's_Spirit
|description = 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.
+
|description = The '''Warrior's Spirit''' is a melee weapon for the Heavy that exchanges health for power.  The Warriors Spirit deals 30% more damage (from 65 to 85) in exchange for a 30% damage vulnerability while active. It also heals Heavy 50 health on kill. Melee weapons are almost never used for dealing damage, especially for Heavy; he cannot un-rev his Minigun and run up to his enemy before being killed. Thus, the Warrior's Spirit sees little to no use in competitive games.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Fists of Steel
 
|weaponname = Fists of Steel
 
|link = Fists_of_Steel
 
|link = Fists_of_Steel
|description = 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 from the fists of steel are twice as slow. Healing from healers is reduced by 40% while active as well as a 40% overheal penalty (also while active). (  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).
+
|description = When active, the '''Fists of Steel''' grant Heavy a 40% damage resistance to all ranged damage, but give him a 100% damage vulnerability to melee damage. Heavy also gains a 40% resistance to healing, and has his maximum overheal reduced to 390 health. The weapon also takes twice as long to holster, though this drawback can be negated by switching to Heavy's secondary, then to his minigun. Most often run when defending the last point, it increases Heavy's effective health when overhealed from 450 to 546, allowing him to stall for time and block damage intended for his teammates. It can also be used to cross a Sniper sightline, as not even a fully-charged headshot can kill him, assuming he is overhealed.
 +
 
 
|ugc4s = true
 
|ugc4s = true
 
|6s = false
 
|6s = false
 
|ugchl = true
 
|ugchl = true
|etf2lhl = true
+
|etf2lhl = false
 +
|rgl6s = false
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Eviction Notice
 
|weaponname = Eviction Notice
 
|link = Eviction_Notice
 
|link = Eviction_Notice
|description = The '''Eviction Notice''' is a pair of brass knuckles for the heavy. The fists swing 40% 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 3-second speed boost on hit, which can help him to catch up to enemies. More importantly, it provides 15% faster move speed whilst active, but it drains the user's max health when active by 5 per second until the Heavy's max health is at 100. Like the Gloves of Running Urgently, the Eviction Notice has a "max health drained" stat, but it doesn't drain as fast. It also doesn't have a 50% slower holster time. This makes it a decent sidegrade to the GRU. It is used mostly in 6s, where competing weapons are banned.
+
|description = The '''Eviction Notice''' is a slower version of the Gloves of Running Urgently. They swing 40% faster, but deal only 26 damage. Upon striking an enemy, Heavy gains a 40% speed boost for 3 seconds, in addition to the weapon's base 15% movement speed bonus. When deployed, Heavy loses 20 max health, which continues to drain by 5 health per second until he holsters it. Once holstered, his max health will increase by 5 health per second up to 300. The Eviction Notice is used most-often when the Gloves of Running Urgently are banned.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table Row
 
{{Class Weapon Table Row
 
|weaponname = Holiday Punch
 
|weaponname = Holiday Punch
 
|link = Holiday_Punch
 
|link = Holiday_Punch
|description = 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|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 [[ÜberCharge|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.
+
|description = The '''Holiday Punch''' is identical to the stock Fists, but when Heavy punches an enemy from behind (similar to [[Spy|Spy's]] backstab ability), they will be forced to perform the Schadenfreude taunt, regardless of whether or not they own the taunt. This leaves them helpless, allowing Heavy to finish them off with no risk of retaliation. [[ÜberCharge|ÜberCharged]] targets are forced to laugh as well;  Heavy can completely shut down an ÜberCharge if he somehow manages to "backstab" an Übered target. This is rare, and will get Heavy killed more often than not, making it a rare sight in competitive games.
 
|ugc4s = true
 
|ugc4s = true
 
|6s = true
 
|6s = true
 
|ugchl = true
 
|ugchl = true
 
|etf2lhl = true
 
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 
}}
 
}}
 
{{Class Weapon Table End}}
 
{{Class Weapon Table End}}

Revision as of 05:13, 8 August 2022

HeavyIcon.png

A portly Russian bear, Heavy has the most health in the game, with a total of 300. Not only that but his primary weapon, the Minigun, does the most damage per second in the game at close range. However, he also has the lowest movement speed in the game, which diminishes to a crawl when his Minigun is spun up. As a result, Heavy is often unable to chase down damaged enemies to finish them off, and he has a hard time dodging high-damage attacks such as Demoman's grenades and stickybombs, Soldier's rockets, and Sniper's headshots. Additionally, he has no long-range options - he can only deal chip damage when not in close range. Heavy will most often be found near his team's Medic, as the extra 150 health buff lets Heavy block damage intended for his teammates, while simultaneously protecting the Medic from any Spy, Scout, or rocket-jumping Soldier that threatens him.

6v6

Main article: Heavy (6v6)

In the standard 6v6 format, Heavy is usually an offclass, used primarily for repelling enemies on the last point of a 5CP map. Heavy will take the Pocket Soldier's role when in play, allowing the Pocket to roam the map more freely, as Heavy is much more effective as a bodyguard for Medic. In close quarters, he can easily shut down approaching Scouts, Soldiers, and Demomen with his Minigun, keeping them from getting close to his Medic or the objective.

Highlander

Main article: Heavy (Highlander)

In Highlander, Heavy is the backbone of his team's combo along with Demoman and Medic, who cover his weaknesses. Where Heavy excels in close combat and is vulnerable at mid-to-long range, Demoman is powerful in mid-to-long range combat and suffers at close range. He provides good high damage when pushing forward or defending objectives, but needs his team nearby to operate at his full potential.

Weapons

Primary

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Minigun.png
Minigun
Always Always Always Always Always Always
The stock Minigun ("Sasha") is the second-most common Heavy weapon. It consumes 10 ammo per second, firing 4 bullets per unit of ammo, and each bullet deals up to 13 damage. After being spun up, it deals only 50% damage and has only 50% accuracy for one second, preventing Heavy from easily killing enemies when caught off-guard. The Minigun shreds overextending enemies at close range with over 400 damage per second, but suffers at mid-to-long range thanks its wide cone of fire. It is selected in maps with cramped corridors and little open space, such as Steel.
Natascha.png
Natascha
Allowed Banned Banned Allowed Allowed Allowed
The Natascha spins up slower and deals only 10 damage per bullet at close range, for a close-range DPS of around 300. In exchange for this significant damage penalty, its bullets slow enemies on hit. This slowdown effect is weak at medium-to-long range and rarely counteracts its reduced damage output, but may be useful as suppressive fire when preventing enemies from passing through a chokepoint. Also worth noting is that Heavy will gain a 20% damage resistance when spun up with the Natascha and under 150 health, making it somewhat easier for Medic to heal him.
Brass Beast.png
Brass Beast
Allowed Allowed Allowed Allowed Allowed Allowed
The Brass Beast gives Heavy a role similar to that of a Sentry Gun; he is unable to move while attacking, and unable to defend himself until his gun is deployed. While he can "set up" fairly quickly with the Gloves of Running Urgently, his utter lack of mobility in combat makes him useless for anything except standing near a chokepoint or objective. This crippling overspecialization makes the Brass Beast near-useless in competitive games. As with the Natascha, Heavy will gain a 20% damage resistance when spun up and under 150 health.
Tomislav.png
Tomislav
Allowed Allowed Allowed Allowed Allowed Allowed
The Tomislav is better suited to larger, more open spaces thanks to its increased accuracy. While it fires only 8 times a second, it deals more damage at mid-to-long range than the stock Minigun. It also spins up faster and quieter, and allows Heavy to remain on guard even while traveling long distances; he can jump, rev-up his gun, then un-rev if no enemies are nearby - all at near-full speed. When fully-spun up, the weapon is silent when not firing, making it useful for preparing an ambush. This makes it Heavy's go-to primary, and is only ever swapped out for the Minigun if the map is particularly enclosed or if Heavy isn't confident in his tracking ability.
Huo-Long Heater.png
Huo-Long Heater
Allowed Allowed Allowed Allowed Allowed Allowed
The Huo-Long Heater passively uses 4 ammo per second when spun up, and creates a ring of fire which deals minor damage and ignites enemies. It can be used when dropping down on a group of enemies, igniting them to take advantage of its damage bonus against burning players. Otherwise, it has less staying power and less damage output than the stock Minigun, making it a rare choice in competitive games.


Secondary

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Shotgun.png
Shotgun
Always Always Always Always Always Always
The Shotgun is useful for situations where Heavy can't afford to slow down and use the Minigun, especially for transition plays and chasing down weakened enemies. The lack of spin-up time means it deals with ambushes better, although it deals far less damage. It is generally ignored in favor of the Sandvich, which allows Heavy to heal himself or his teammates.
Family Business.png
Family Business
Allowed Allowed Allowed Allowed Allowed Allowed
The Family Business's deals the same DPS as the Shotgun, but fires faster and deals less damage per shot. It takes longer to reload, making it generally inferior to the Shotgun.
Sandvich.png
Sandvich
Allowed Allowed Allowed Allowed Allowed Allowed
The Sandvich is Heavy's go-to secondary. When used, it heals Heavy by 75HP per second over the course of a 4-second taunt. This is useful for saving Medic the trouble of healing him from near-death, or for roaming them map without a Medic. It can also be thrown as a medium health pack, which can save a teammate's life - especially a Medic. The Sandvich takes 30 seconds to recharge, but recharges instantly when Heavy picks up a health pack while at full health. This can be used to effectively convert a small health pack to a medium one.
Buffalo Steak Sandvich.png
Buffalo Steak Sandvich
Allowed Banned Banned Allowed Allowed Allowed
The Buffalo Steak Sandvich is almost always worse than the Sandvich, since none of Heavy's melee weapons are nearly as effective as any of his miniguns, but it has some use on long rollouts if the Soldier is doing a fast Gunboats rollout and thus unable to give a Disciplinary Action speed boost. On exceedingly rare occasions, it can be used to kill a Medic in two melee hits. If combined with the Fists of Steel, Heavy has an effective 400 heath against ranged damage sources, which can force or drop the enemy Medic if Heavy isn't focused or airblasted away. Aside from these rare scenarios, however, it sees no use.
Dalokohs Bar.png
Dalokohs Bar
Allowed Allowed Allowed Allowed Allowed Allowed
The Dalokohs Bar is a tool for a roaming Heavy, as the extra 50 health it grants allows him to tank important damage thresholds like two uncharged headshots, three point-blank rockets, three grenades, and three point-blank scattergun shots. Because it takes only 10 seconds to recharge, it has an effective 6-second cooldown, allowing Heavy to regularly dispense small amounts of health to near-death players. However, it cannot be used to provide a large burst of healing to a Medic, making it less common a choice than the Sandvich.
Panic Attack.png
Panic Attack
Allowed Allowed 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 has a straight 20% damage penalty from the stock shotgun, but it fires 50% more pellets per shot, and deploys 50% faster. On other classes, it is used for combo-based tactics, but sees less use on Heavy, who takes too long to un-rev his minigun to make much use of the deploy speed. The Panic Attack deals more damage at point-blank range (108), but deals negligible damage past short range, thanks to its wide bullet spread.

Second Banana.png
Second Banana
Allowed Allowed Allowed Allowed Allowed Allowed
The Second Banana is a Heavy's last lunchbox item. It recharges 50% faster (every 15 seconds) but heals Heavy 33% less (200 health) and only counts as a small health kit when dropped for teammates. It supports a "solo" Heavy playstyle for roaming the map away from teammates. Its other drawback of only healing 200 health is fairly small; Heavy seldom falls below 100 health and survives; enemy players will often hunt him down and kill him. If he uses the Banana above 100 health, the effect is identical to eating the Sandvich.


Melee

Weapon 4v4 6v6 Highlander
UGC-Icon2.png UGC United Nations Global Whitelist RGL Icon.png RGL UGC-Icon2.png UGC RGL Icon.png RGL ETF2L-Icon2.png ETF2L
Fists.png
Fists
Always Always Always Always Always Always
The Fists are Heavy's default melee weapon, dealing 65 damage every 0.8 second. Melee weapons are rarely used to deal damage, especially on Heavy, who cannot quickly un-rev his gun and attack. Utility-providing weapons are almost always preferred. Thus, the stock Fists are never used in serious games.
Killing Gloves of Boxing.png
Killing Gloves of Boxing
Allowed Allowed Allowed Allowed Allowed Allowed
The Killing Gloves of Boxing function very much like the regular fists, but only swing every 0.96 seconds. On kill, Heavy gains guaranteed critical hits for 5 seconds. This weapon is rarely used, as most players will back out of Heavy's melee range before being punched to death. Even if Heavy does land a kill, a significant portion of the crits are wasted spinning up his minigun and waiting for it to warm up.
Gloves of Running Urgently.png
Gloves of Running Urgently
Allowed Allowed Allowed Allowed Allowed Allowed
The Gloves of Running Urgently (also known as the GRU) are Heavy's most versatile melee weapon. While active, Heavy will instantly lose 20 max health, plus 10 health per second until he reaches 100 maximum health, effectively saddling him with a damage vulnerability that increases from 7% to 300%. His max health will be restored at 10 health per second when the gloves are holstered. The GRU allow Heavy to run as fast as Pyro and Engineer while deployed, but the further he runs, the longer he takes to recover. Additionally, holstering the GRU takes 50% longer, though this can be mostly negated by switching to Heavy's secondary, then his minigun. This weapon sees a lot of usage in Highlander, as it grants one of the team's main damage-dealers increased mobility during rollouts and when retreating.
Warrior's Spirit.png
Warrior's Spirit
Allowed Allowed 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 damage (from 65 to 85) in exchange for a 30% damage vulnerability while active. It also heals Heavy 50 health on kill. Melee weapons are almost never used for dealing damage, especially for Heavy; he cannot un-rev his Minigun and run up to his enemy before being killed. Thus, the Warrior's Spirit sees little to no use in competitive games.
Fists of Steel.png
Fists of Steel
Allowed Banned Banned Allowed Allowed Banned
When active, the Fists of Steel grant Heavy a 40% damage resistance to all ranged damage, but give him a 100% damage vulnerability to melee damage. Heavy also gains a 40% resistance to healing, and has his maximum overheal reduced to 390 health. The weapon also takes twice as long to holster, though this drawback can be negated by switching to Heavy's secondary, then to his minigun. Most often run when defending the last point, it increases Heavy's effective health when overhealed from 450 to 546, allowing him to stall for time and block damage intended for his teammates. It can also be used to cross a Sniper sightline, as not even a fully-charged headshot can kill him, assuming he is overhealed.
Eviction Notice.png
Eviction Notice
Allowed Allowed Allowed Allowed Allowed Allowed
The Eviction Notice is a slower version of the Gloves of Running Urgently. They swing 40% faster, but deal only 26 damage. Upon striking an enemy, Heavy gains a 40% speed boost for 3 seconds, in addition to the weapon's base 15% movement speed bonus. When deployed, Heavy loses 20 max health, which continues to drain by 5 health per second until he holsters it. Once holstered, his max health will increase by 5 health per second up to 300. The Eviction Notice is used most-often when the Gloves of Running Urgently are banned.
Holiday Punch.png
Holiday Punch
Allowed Allowed Allowed Allowed Allowed Allowed
The Holiday Punch is identical to the stock Fists, but when Heavy punches an enemy from behind (similar to Spy's backstab ability), they will be forced to perform the Schadenfreude taunt, regardless of whether or not they own the taunt. This leaves them helpless, allowing Heavy to finish them off with no risk of retaliation. ÜberCharged targets are forced to laugh as well; Heavy can completely shut down an ÜberCharge if he somehow manages to "backstab" an Übered target. This is rare, and will get Heavy killed more often than not, making it a rare sight in competitive games.


See Also