Difference between revisions of "Medic"

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It was only two weeks after Ivy's true intentions were revealed. Chris-Chan lay face down on his bed on a dreary sunday evening with his rosechu medallion clutched fiercely between his fingers. Everything he'd come to know and trust was crumbling around him. Ivy, his true and honest sweetheart, how could she have been a lie all this time? The pink hedgehog medallion felt smooth in his hand, he caressed it gently with his fingers. It seemed unlikely the day would ever come where he'd place this around the neck of his god-sent sweetheart. Chris began to feel foolish, thinking of how quickly he had opened up to the loving redhead he believed he'd grown a connection with. Those private dances in the shower, where he and Ivy were to stand under the hot stream of water. He had seen it all so clearly, her perfect white breasts covered in soapy suds so close to his body that he could feel her heartbeat. The time he showed her how he'd preserved his seed in the hopes of them having a beautiful daughter named Crystal in years to come. And the most bitter of them all, he'd dreamt of marrying her. It had been so vivid! The day he pictured it, she was the strongest muse he'd ever had! His hands worked like magic, capturing the dreamlike vision down onto paper and putting it all together to prove his love.
+
[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]
 +
Medic is a maniacal German scientist who is capable of healing his teammates, allowing them to remain in combat significantly longer. By healing them, he also charges up his signature ability, ÜberCharge, which makes Medic and a teammate invulnerable to all damage for a few seconds. Regardless of competitive format, Medic is the core of his team; if he dies, the rest of his team will have a hard time regaining health. In the standard [[6v6]] format, he is a key component of his team's combo, along with the Pocket [[Soldier]] and Pocket [[Scout]]. In [[Highlander]], the combo usually consists of Medic, [[Heavy]], and [[Demoman]]. Thanks to his Medigun's ability to lock onto they player he is healing, Medic does not need to focus on aim, and may be picked as his team's [[caller]]. However, in higher-level play, he cannot be expected to keep track of all enemy players, making main-calling Medics less common. Medic's primary responsibilities are to keep his team alive and overheated, time and lead pushes with his ÜberCharge, and mentally track enemy ÜberCharge. Surfing damage, effective positioning, and good aim are required for Medics at high levels of play.
  
But it was all over now, he'd been trolled once again. Back to the cold single world just praying for a boyfriend free girl to save him from this lonely existance. Chris was dying inside, he only awoke from his catatonic state when he heard a faint tapping on his bedroom door.
 
  
"Father? Father are you there?"
+
==6v6==
 +
{{main|Medic (6v6)}}
  
Chris sighed and sat up on his bed, his faithful companion Sonichu was here and although he really felt like he wanted to be alone right now he let the hedgehog in.
+
In the standard [[6v6]] format, each team can only have one Medic at any given moment, and with good reason.
  
"Come on in Sonichu...*sigh*"
+
'''Medic''' is a vital part of any [[6v6]] team; his ability to grant invulnerability or guaranteed critical hits to teammates is invaluable for pushes from point to point or for saving teammates. However, he is weak in combat, often making him the most targeted player by the enemy team. If a team loses their Medic they lose the ability to heal effectively, and will often be pushed back to another point or even lose the game. As Medic's ÜberCharge is often the deciding factor of a match, he will usually be protected well by the pocket [[Scout]], who may escort Medic to a health pack if he is in danger. Medic will usually communicate his ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push.
  
Sonichu sat down on the bed next to Chris, his neon tail brushing gently aginst Chris' tear stained cheek.
+
If Medic's team dies, he may be forced to use his ÜberCharge to escape - while not optimal, this is preferable to dying with a full charge; the phrase ''''Pop it, don't drop it'''' is used to emphasize this.
  
"You haven't been at dating class father, people are starting to worry! It's not helping you sitting around like this those trolls are going to think you're gay!"
+
In [[6v6]] leagues, the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] and [https://wiki.teamfortress.com/wiki/Quick-Fix Quick-Fix] are banned. The most commonly used Medigun in this format is the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun], though the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg] may also be used to outpace the enemy Medic and kill him before he can activate his own ÜberCharge.
  
"I don't care"
 
  
"But ED has updated their page on you! Come on Father! You need to get back on youtube and set those darn rumours straight! You're a handsome and kind man and you'll find a boyfriend-free gir for sure! You can build any girl into a sweetheart from the ground up!"
+
'''Well-known 6v6 Medics include:'''
 +
* [[Mirelin]]  - Previously in [[Broder]]  ([[ETF2L]])
 +
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])
 +
* [[Shade]]    - [[froyotech]] ([[ESEA]])
 +
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])
 +
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])
 +
* [[Harbleu]]  - [[Classic Mixup]] ([[ESEA]])
 +
* [[Byte]]      - ([[ETF2L]])
 +
* [[Pyyyour]]  - ([[ESEA]])
 +
* [[KnoxXx]]    - Previously in [[Epsilon eSports]] ([[ETF2L]])
  
"My heart is one hundered percent shattered Sonichu! You don't know what it's like when you've got a great galpal like Rosechu! I don't wanna go to dating class! I'm gonna die alone in VIRGINia!"
+
==Highlander==
 +
{{main|Medic (Highlander)}}
  
Sonichu saw his master was getting hysterical, Bob Chandler gave an angry thump on his son's door and told the autistic manchild to shut the fuck up or he'd come and thump his fat ass. Feeling protective of his master, Sonichu wrapped a comforting arm around Chris to ease his angst. Chris didn't say anything, but felt surprisingly warm and at ease in the yellow creature's embrace. He rested his head against Sonichu's chest and clung to him tightly, sobbing deeply. He stopped crying when he felt something poking him in the ear, looking down Chris could see Sonichu's penis was fully out and throbbing. Startled, he leapt out of his creation's arms,Sonichu blushed furiously.
+
Medic has the same role as he does in 6v6; healing his teammates and using his ÜberCharge to turn the tide of a match. Unlike 6v6 games, he is usually protected by Heavy and Demoman as his bodyguards, and he tends to be more cautious and take fewer risks in order to avoid being killed by Spy and Sniper, classes not normally run in 6v6.
  
"I'm so sorry father! I...I couldn't help it! I didn't want you to find out this way! I've been so scared totell you because I know how you feel about gays...but...I've been hopelessly in love with you for so long now! I picture your face when Rosechu and I make love, I always do her from behind because I can pretend it's you! Father, I understand if you disown me now! I just need you to know...I'm gay, and I will always love you more than any girl ever could".
+
==Weapons==
 +
=== Primary ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Syringe Gun
 +
|link = Syringe_Gun
 +
|description = The '''Syringe Gun''' is Medic's default primary, shooting syringes, or "needles" at its target. The syringes fired are projectiles, which means that Medic will have to lead his target in order to hit them consistently. While it deals respectable damage when aimed properly, Medic's main job is to heal his teammates, not deal damage. As such, the stock Syringe Gun sees no use in serious games.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Overdose
 +
|description = The '''Overdose''' is an unlockable primary that functions similarly to the stock Syringe Gun, but deals less damage than stock. When deployed, the weapon grants Medic a moderate movement speed bonus depending on his ÜberCharge meter. Out of spawn, it grants no benefit, but at full ÜberCharge, it makes Medic nearly as fast as Scout. While its utility may be situationally useful, the Overdose is outclassed by the Crusader's Crossbow, making it a rare sight in competitive games.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
  
"You're a DIRTY HOMO! I told you to STAY STRAIGHT! I'm not trustin' any homos over here! Get out! GET OUT! Go before you leave your homo stank in the air!"
+
{{Class Weapon Table Row
 +
|weaponname = Blutsauger
 +
|description = The '''Blutsauger''' functions near-identically to the stock Syringe Gun, but heals Medic by 3HP when he hits an enemy with the weapon. As a drawback, Medic's passive health regeneration is decreased by 2 HP/second. The weapon is typically used in casual lobbies when a Medic's team fails to protect him - in competitive games with competent players, it sees no serious use.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
  
Tilting his head in shame, Sonichu kissed his master's head gently and tried to hold back the tears of his own. This man was his everything, without him he wouldn't be alive, and to be cast out by his own father was too much for his hedgehog heart to handle. Sonichu jumped off the bed and headed towards the door. Suddenly, he felt a tight grasp on his ankles! Chris chan had leapt accross the floor and was clinging to his feet in desperation!
+
{{Class Weapon Table Row
 +
|weaponname = Crusader's Crossbow
 +
|link = Crusader's_Crossbow
 +
|description = The '''Crusader's Crossbow''' is Medic's go-to primary. It functions like Pyro's flare guns, firing a single bolt every 1.6 seconds and reloading even when not active. At close range, the bolt deals 38 damage to enemies, which ramps up to 75 damage at long range. Shooting a teammate will heal them by 75 health at close range and ramp up to 150 health at long range, though it will not overheal. The weapon's ability to heal teammates at any range (possibly saving their life) is extremely powerful, and it is used almost exclusively in every competitive game. While it makes Medic nearly helpless when confronted by an enemy, a competent team will protect him, making its downside moot. If Medic's teammates have recently taken damage, the Crossbow's healing outclasses every Medigun, even at close range, and will build ÜberCharge as well.
  
"Sonichu I'm sorry! It's ok to be gay! Don't leave me! It'd hurt more than Clyde Cash peeing on my grave!"
+
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
  
Sonichu held Chris' face in his hands, looking loveingly into his master's eyes "Father! I never thought you'd accept me!" and pressed his lips against his. Chris was shocked! He had never been kissed before, it was slimy and unusual...but nice. Sonichu's tongue wormed it's way into Chris's mouth and caressed his tongue with a tender gentleness. Sonichu's fur felt soft and gentle, Chris ran his hands up through the hedgehog's sunkissed fur which was gently matted by his tears from earlier. The creature's erection was harder than ever, shyly Chris reached his hand down and touched it slightly.
+
{{Class Weapon Table End}}
  
"Woah...Chris, I know you're a virgin...are you sure you want to do this?"
+
=== Secondary ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Medi Gun
 +
|link = Medi_Gun
 +
|description = The '''Medi-Gun''' is Medic's default primary. Like most Mediguns, it heals 24-72HP per second (depending on how recently its target took damage) and will overheal them up to 150% of their max health. When healing damaged teammates, its ÜberCharge will be ready in 40 seconds, though its charge rate is cut in half for teammates already fully overhealed. Its ÜberCharge grants complete immunity from all damage for 8 seconds, though Medic and his teammate will still take knockback.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Kritzkrieg
 +
|description = The '''Kritzkrieg's''' healing rate is identical to the stock Medi-gun. However, it charges its ÜberCharge 25% faster, for a minimum charge time of 32 seconds. When deployed, it grants Medic's teammates guaranteed critical hits for 8 seconds, which can shred an unprepared team. However, it grants no damage resistance - if the enemy team can react quickly, they may be able to kill Medic, bringing the charge to a halt. Due to its fast charge rate, however, the Kritzkrieg is usually used when at an Über disadvantage or on small maps, such as King of the Hill.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Quick-Fix
 +
|description = The '''Quick-Fix''' heals teammates by 33.6HP/second when in combat, and 100.8HP/second when out of combat, but can only overheal teammates to 125% of their max health. Its ÜberCharge grants immunity to knockback and slowness, triples its healing rate, and heals Medic as well, making it difficult (but not impossible) for the enemy team to kill him. If Medic's patient blast jumps or shield charges, Medic will have the same force applied to him, allowing Soldiers and Demomen to carry Medic along during rollouts.
  
He was concerned. While Sonichu himself was an experienced hedgehog through his many years with Rosechu, his master was unchartered land and he did not want to explore his dark vallies and venture through his fruitful forests unless it was truely the right time.
+
In Highlander mode, the Quick-Fix sees relatively little use, as it cannot save Medic and his teammate from more than 100 damage per second. However, when there isn't enough time build a normal ÜberCharge, or when Medic needs to deliver healing to teammates near the objective, he may equip it.
  
"Take me Sonichu! Oh! Please do hurry! I don't want to be a vigin anymore!"
+
In 6v6, the Quick-Fix is banned due to the relative lack of players who can kill Medic during an ÜberCharge, especially Sniper and Spy.
 +
|ugc4s = false
 +
|6s = false
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = false
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Vaccinator
 +
|description = The '''Vaccinator''' is Medic's most unique Medigun. While it can barely overheal (66% overheal rate penalty), it charges incredibly quickly when healing damaged targets, with a minimum charge time of 24 seconds. It grants a passive 10% damage resistance to either bullets, explosives, or fire to Medic and a teammate while healing. It also charges significantly slower on overhealed teammates. Deploying its ÜberCharge consumes 25% of Medic's ÜberCharge meter and grants him and his teammate a 75% damage resistance to either bullets, explosives, or fire, as well as negating critical hits.
  
He darted up behind his master, pulling down his jeans to reveal his diper covered ass. It was hairy, just like he'd seen in the photos, but a little fur was hardly going to turn a hedgehog off. He yanked the white absorbant garment off to reveal Chris' bare behind. Flinging it accross the room, Sonichu gazed with lust between the hairy pale asscheeks.
+
The Vaccinator is most powerful when fighting a single enemy, especially Heavy, Demoman, Scout or Sniper, as they only have access to a single damage type. It sees little use in Highlander Mode, where the enemy team has access to bullets, explosives, and fire, forcing Medic to use multiple ÜberCharges at once and effectively reducing his ÜberCharge time from 10 seconds to 3-5 seconds.
  
"It's ok Master! It's good! It means this will feel easier for you"
+
In 6v6, the weapon is banned, as the enemy team generally only has access to bullets and explosives, and the relative lack of players makes it less likely for Medic and his combo to encounter both types of damage simultaneously. This makes it incredibly difficult to deal any meaningful amount of damage to Medic or his combo.
  
Sonichu positioned his yellow cock right by Chris' asshole
 
  
"Now, this may hurt a little at first, but soon it's going to feel really really good"
+
|ugc4s = false
 +
|6s = false
 +
|etf2lhl = true
 +
|ugchl = true
 +
|rgl6s = false
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
  
Sonichu plunged his hard yellow cock into Chris-Chan's virgin hole. Chris yelped a little, it was uncomfortable initially, he gritted his teeth as his hedgehog creation thrusted in and out of him. the fat rolls of his stomach flopped back and forth in the motion making a slapping sound against Sonichu's legs. After a while the pressure relaxed, Chris began to feel an amazing sensation building up in side him.
+
=== Melee ===
 +
{{Class Weapon Table Header}}
 +
{{Class Weapon Table Row
 +
|weaponname = Bonesaw
 +
|description = The '''Bonesaw''' is Medic's stock melee. It provides no additional utility, and is thus never used in serious matches.
 +
|ugc4s = always
 +
|6s = always
 +
|ugchl = always
 +
|etf2lhl = always
 +
|rgl6s = always
 +
|rglhl = always
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Ubersaw
 +
|description = The '''Ubersaw''' is Medic's most common melee. Upon hitting an enemy, Medic gains 25% ÜberCharge, giving his team an 8-second Über advantage. A disguised Spy will provide no ÜberCharge.
  
"Oh! Oh! This is starting to feel good!"
+
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Amputator
 +
|description = The '''Amputator''' deals 20% less damage than the stock Bonesaw, which rarely comes into play when Medic's team protects him. When active, it heals Medic by an additional 3HP/second. When taunting, all teammates in a small radius are healed by 26-79HP/second for 4 seconds, with the heal rate depending on how recently they took damage. The taunt does not overheal, and builds ÜberCharge significantly slower than any Medigun. Additionally, Medic is helpless while taunting, making the weapon a rare sight in competitive games.
  
The yellow thing went harder and faster, keeping himself from coming till he saw his master's penis begin to spurt potential children. It was then he knew he had fully satisfied his father, he pulled his penis out, shouted "ZAPPING TO THE EXTREME" and released his love all over his master's lovers slumped onto the floor, naked, tired and locked into eachother's arms. Ivy was the furthest thing from Chis Chan's mind now.
+
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Vita-Saw
 +
|description = The '''Vita-Saw''' passively reduces Medic's max health by 10 points, making him significantly more vulnerable to damage. If he hits an enemy, however, he gains an "organ," which will carry over 15% ÜberCharge to his next life - up to a max of 60% at 4 organs. If Medic has less ÜberCharge than his organ meter would save, he will retain all of his ÜberCharge. This weapon gives Medic the chance to save some or all of his ÜberCharge if he dies before using it, though the reduced survivability makes the weapon significantly less appealing in competitive games.
 +
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table Row
 +
|weaponname = Solemn Vow
 +
|link = Solemn_Vow
 +
|description = The '''Solemn Vow''' swings 10% slower, but tells Medic the health and ÜberCharge of enemies he looks at, much like Spy. He can then relay this information to his team, directing them to finish off injured enemies. In Highlander, the weapon is somewhat less useful, as Spy is run full-time in this format. Additionally, attempting to gain information will often put Medic in a Sniper sightline, leading to a quick death.
  
The next morning, Chris and Sonichu had moved to the bed and lay curled up together in the nude. The room smelt of Axe deodorant and glade plug ins, it was a happy day for Chris-Chan.
+
|ugc4s = true
 +
|6s = true
 +
|ugchl = true
 +
|etf2lhl = true
 +
|rgl6s = true
 +
|rglhl = true
 +
}}
 +
{{Class Weapon Table End}}
  
"I can't wait to make a comic about this! On Sonichu! Thank you for freeing me! If it wasn't for you I'd still be a lonely closeted virgin but now my heart is one hundred percent intact!"
+
==See Also==
 +
*[[Medic (6v6)]]
 +
*[[Medic (Highlander)]]
  
"It's a shame we won't get a wedding comic like you did with Ivy, Father..."
+
[[Category:Classes]]
 
 
Sonichu sighed, a pang of jealousy shot through his mind. If only homosexuality could be accepted and gay marriage be legalized! Chris saw his boyfriend's sad face
 
 
 
"Well I sure can't give you a wedding band, but I definitely have one ring for you to put your finger in!"
 
 
 
Chris bent over, Sonichu smirked...it was all so perfect.
 
 
 
The End. You fucking niggenstien
 

Revision as of 21:26, 9 June 2022

MedicIcon.png

Medic is a maniacal German scientist who is capable of healing his teammates, allowing them to remain in combat significantly longer. By healing them, he also charges up his signature ability, ÜberCharge, which makes Medic and a teammate invulnerable to all damage for a few seconds. Regardless of competitive format, Medic is the core of his team; if he dies, the rest of his team will have a hard time regaining health. In the standard 6v6 format, he is a key component of his team's combo, along with the Pocket Soldier and Pocket Scout. In Highlander, the combo usually consists of Medic, Heavy, and Demoman. Thanks to his Medigun's ability to lock onto they player he is healing, Medic does not need to focus on aim, and may be picked as his team's caller. However, in higher-level play, he cannot be expected to keep track of all enemy players, making main-calling Medics less common. Medic's primary responsibilities are to keep his team alive and overheated, time and lead pushes with his ÜberCharge, and mentally track enemy ÜberCharge. Surfing damage, effective positioning, and good aim are required for Medics at high levels of play.


6v6

Main article: Medic (6v6)

In the standard 6v6 format, each team can only have one Medic at any given moment, and with good reason.

Medic is a vital part of any 6v6 team; his ability to grant invulnerability or guaranteed critical hits to teammates is invaluable for pushes from point to point or for saving teammates. However, he is weak in combat, often making him the most targeted player by the enemy team. If a team loses their Medic they lose the ability to heal effectively, and will often be pushed back to another point or even lose the game. As Medic's ÜberCharge is often the deciding factor of a match, he will usually be protected well by the pocket Scout, who may escort Medic to a health pack if he is in danger. Medic will usually communicate his ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push.

If Medic's team dies, he may be forced to use his ÜberCharge to escape - while not optimal, this is preferable to dying with a full charge; the phrase 'Pop it, don't drop it' is used to emphasize this.

In 6v6 leagues, the Vaccinator and Quick-Fix are banned. The most commonly used Medigun in this format is the stock Medigun, though the Kritzkrieg may also be used to outpace the enemy Medic and kill him before he can activate his own ÜberCharge.


Well-known 6v6 Medics include:

Highlander

Main article: Medic (Highlander)

Medic has the same role as he does in 6v6; healing his teammates and using his ÜberCharge to turn the tide of a match. Unlike 6v6 games, he is usually protected by Heavy and Demoman as his bodyguards, and he tends to be more cautious and take fewer risks in order to avoid being killed by Spy and Sniper, classes not normally run in 6v6.

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
Syringe Gun.png
Syringe Gun
Always Always Always Always Always Always
The Syringe Gun is Medic's default primary, shooting syringes, or "needles" at its target. The syringes fired are projectiles, which means that Medic will have to lead his target in order to hit them consistently. While it deals respectable damage when aimed properly, Medic's main job is to heal his teammates, not deal damage. As such, the stock Syringe Gun sees no use in serious games.
Overdose.png
Overdose
Allowed Allowed Allowed Allowed Allowed Allowed
The Overdose is an unlockable primary that functions similarly to the stock Syringe Gun, but deals less damage than stock. When deployed, the weapon grants Medic a moderate movement speed bonus depending on his ÜberCharge meter. Out of spawn, it grants no benefit, but at full ÜberCharge, it makes Medic nearly as fast as Scout. While its utility may be situationally useful, the Overdose is outclassed by the Crusader's Crossbow, making it a rare sight in competitive games.
Blutsauger.png
Blutsauger
Allowed Allowed Allowed Allowed Allowed Allowed
The Blutsauger functions near-identically to the stock Syringe Gun, but heals Medic by 3HP when he hits an enemy with the weapon. As a drawback, Medic's passive health regeneration is decreased by 2 HP/second. The weapon is typically used in casual lobbies when a Medic's team fails to protect him - in competitive games with competent players, it sees no serious use.
Crusader's Crossbow.png
Crusader's Crossbow
Allowed Allowed Allowed Allowed Allowed Allowed
The Crusader's Crossbow is Medic's go-to primary. It functions like Pyro's flare guns, firing a single bolt every 1.6 seconds and reloading even when not active. At close range, the bolt deals 38 damage to enemies, which ramps up to 75 damage at long range. Shooting a teammate will heal them by 75 health at close range and ramp up to 150 health at long range, though it will not overheal. The weapon's ability to heal teammates at any range (possibly saving their life) is extremely powerful, and it is used almost exclusively in every competitive game. While it makes Medic nearly helpless when confronted by an enemy, a competent team will protect him, making its downside moot. If Medic's teammates have recently taken damage, the Crossbow's healing outclasses every Medigun, even at close range, and will build ÜberCharge as well.


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
Medi Gun.png
Medi Gun
Always Always Always Always Always Always
The Medi-Gun is Medic's default primary. Like most Mediguns, it heals 24-72HP per second (depending on how recently its target took damage) and will overheal them up to 150% of their max health. When healing damaged teammates, its ÜberCharge will be ready in 40 seconds, though its charge rate is cut in half for teammates already fully overhealed. Its ÜberCharge grants complete immunity from all damage for 8 seconds, though Medic and his teammate will still take knockback.
Kritzkrieg.png
Kritzkrieg
Allowed Allowed Allowed Allowed Allowed Allowed
The Kritzkrieg's healing rate is identical to the stock Medi-gun. However, it charges its ÜberCharge 25% faster, for a minimum charge time of 32 seconds. When deployed, it grants Medic's teammates guaranteed critical hits for 8 seconds, which can shred an unprepared team. However, it grants no damage resistance - if the enemy team can react quickly, they may be able to kill Medic, bringing the charge to a halt. Due to its fast charge rate, however, the Kritzkrieg is usually used when at an Über disadvantage or on small maps, such as King of the Hill.
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Quick-Fix
Banned Banned Banned Allowed Allowed Allowed
The Quick-Fix heals teammates by 33.6HP/second when in combat, and 100.8HP/second when out of combat, but can only overheal teammates to 125% of their max health. Its ÜberCharge grants immunity to knockback and slowness, triples its healing rate, and heals Medic as well, making it difficult (but not impossible) for the enemy team to kill him. If Medic's patient blast jumps or shield charges, Medic will have the same force applied to him, allowing Soldiers and Demomen to carry Medic along during rollouts.

In Highlander mode, the Quick-Fix sees relatively little use, as it cannot save Medic and his teammate from more than 100 damage per second. However, when there isn't enough time build a normal ÜberCharge, or when Medic needs to deliver healing to teammates near the objective, he may equip it.

In 6v6, the Quick-Fix is banned due to the relative lack of players who can kill Medic during an ÜberCharge, especially Sniper and Spy.

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Vaccinator
Banned Banned Banned Allowed Allowed Allowed
The Vaccinator is Medic's most unique Medigun. While it can barely overheal (66% overheal rate penalty), it charges incredibly quickly when healing damaged targets, with a minimum charge time of 24 seconds. It grants a passive 10% damage resistance to either bullets, explosives, or fire to Medic and a teammate while healing. It also charges significantly slower on overhealed teammates. Deploying its ÜberCharge consumes 25% of Medic's ÜberCharge meter and grants him and his teammate a 75% damage resistance to either bullets, explosives, or fire, as well as negating critical hits.

The Vaccinator is most powerful when fighting a single enemy, especially Heavy, Demoman, Scout or Sniper, as they only have access to a single damage type. It sees little use in Highlander Mode, where the enemy team has access to bullets, explosives, and fire, forcing Medic to use multiple ÜberCharges at once and effectively reducing his ÜberCharge time from 10 seconds to 3-5 seconds.

In 6v6, the weapon is banned, as the enemy team generally only has access to bullets and explosives, and the relative lack of players makes it less likely for Medic and his combo to encounter both types of damage simultaneously. This makes it incredibly difficult to deal any meaningful amount of damage to Medic or his combo.


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
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Bonesaw
Always Always Always Always Always Always
The Bonesaw is Medic's stock melee. It provides no additional utility, and is thus never used in serious matches.
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Ubersaw
Allowed Allowed Allowed Allowed Allowed Allowed
The Ubersaw is Medic's most common melee. Upon hitting an enemy, Medic gains 25% ÜberCharge, giving his team an 8-second Über advantage. A disguised Spy will provide no ÜberCharge.
Amputator.png
Amputator
Allowed Allowed Allowed Allowed Allowed Allowed
The Amputator deals 20% less damage than the stock Bonesaw, which rarely comes into play when Medic's team protects him. When active, it heals Medic by an additional 3HP/second. When taunting, all teammates in a small radius are healed by 26-79HP/second for 4 seconds, with the heal rate depending on how recently they took damage. The taunt does not overheal, and builds ÜberCharge significantly slower than any Medigun. Additionally, Medic is helpless while taunting, making the weapon a rare sight in competitive games.
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Vita-Saw
Allowed Allowed Allowed Allowed Allowed Allowed
The Vita-Saw passively reduces Medic's max health by 10 points, making him significantly more vulnerable to damage. If he hits an enemy, however, he gains an "organ," which will carry over 15% ÜberCharge to his next life - up to a max of 60% at 4 organs. If Medic has less ÜberCharge than his organ meter would save, he will retain all of his ÜberCharge. This weapon gives Medic the chance to save some or all of his ÜberCharge if he dies before using it, though the reduced survivability makes the weapon significantly less appealing in competitive games.
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Solemn Vow
Allowed Allowed Allowed Allowed Allowed Allowed
The Solemn Vow swings 10% slower, but tells Medic the health and ÜberCharge of enemies he looks at, much like Spy. He can then relay this information to his team, directing them to finish off injured enemies. In Highlander, the weapon is somewhat less useful, as Spy is run full-time in this format. Additionally, attempting to gain information will often put Medic in a Sniper sightline, leading to a quick death.


See Also