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		<id>http://comp.tf/index.php?title=Medic&amp;diff=58176</id>
		<title>Medic</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Medic&amp;diff=58176"/>
		<updated>2018-05-17T07:38:11Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:9F1:20B0:59BA:991A:2C7A:45B1: I have edited the Vita Saw description to portray its current stats. I mentioned how it now has an organ collecting system that lets you keep uber upon death depending on your successful swings.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:MedicIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Medic]]&lt;br /&gt;
The Medic is a maniacal German scientist who is capable of healing his teammates and making them invulnerable for short periods of time. In [[6v6]], the Medic makes up a key component of the combo, along with the pocket [[Soldier]]. In [[Highlander]], the combo usually consists of a Medic, [[Heavy]], and [[Demoman]]. As the Medic does not need to focus on aim, Medics generally act as [[callers]] for their teams. However, in higher-level play, Medics who maincall aren't as common, mostly because they aren't as aware of the other team's position.  A [[Demoman]] or [[Heavy]] may serve as a more accurate caller.  Medic duties generally include keeping the team fully buffed, timing and leading pushes, and tracking enemy Übers.  Skills required from a Medic differ from division to division.  Generally, Medics are expected to die less, heal hurt teammates, and Über at the appropriate times.  At higher levels, Medics who can surf, position themselves well, and defend themselves with their primary and melee are more common.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Medic (6v6)}}&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] there is a restriction of 1 Medic per team.&lt;br /&gt;
&lt;br /&gt;
The '''Medic''' is a vital part of any [[6v6]] team, with his ability to use ÜberCharges or KritzCharges on teammates for pushes from point to point or for saving teammates. Due to this, he is usually the most targeted player by the enemy team. One of the two soldiers, known as the pocket, is supposed to protect the medic. If a team loses a Medic they are posed with a large disadvantage of no heals, and may be pushed back to another point or even lose the game. As the Medics ÜberCharge is an important part of a match, they will usually be protected well by the pocket [[Soldier]] - In some cases the Medic may have to leave his teammates while he gets a health pack. Medics will usually communicate their ÜberCharge percentage as well as their position to their team so they can prepare pushes and defenses, and be ready for an enemy push. Because of the importance of the ÜberCharge, the common phrase ''''Pop it, don't drop it'''' is used.&lt;br /&gt;
&lt;br /&gt;
In [[6v6]] the more commonly used Medi Guns are the stock [http://wiki.teamfortress.com/wiki/Medigun Medigun] and the [http://wiki.teamfortress.com/wiki/Kritzkrieg Kritzkrieg], but in [[ESEA]] the [http://wiki.teamfortress.com/wiki/Vaccinator Vaccinator] is also allowed. Most Medics usually use the default Medi Gun or the Kritzkrieg. The Quick-Fix was occasionally used before the July 11, 2013 patch which buffed it. As a result of the buff, it has been banned in ESEA since Season 15. The Vaccinator is rarely used. Some Medics will switch Medi Gun depending on the situation, sometimes surprising enemies with a KritzCharge usually done with the [[Demoman]] for maximum damage output.&lt;br /&gt;
&lt;br /&gt;
'''Famous 6v6 Medics include:'''&lt;br /&gt;
* [[Mirelin]]   - Previously in [[Broder]]   ([[ETF2L]])&lt;br /&gt;
* [[F2]]        - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
* [[Shade]]     - [[froyotech]] ([[ESEA]])&lt;br /&gt;
* [[Whiteglow]] - [[Last Man Standing]], msh ([[ETF2L]])&lt;br /&gt;
* [[Bonobo]] - [[Team Immunity]] ([[ozfortress]])&lt;br /&gt;
* [[Harbleu]]   - [[Classic Mixup]] ([[ESEA]])&lt;br /&gt;
* [[Byte]]      - ([[ETF2L]])&lt;br /&gt;
* [[Pyyyour]]   - ([[ESEA]])&lt;br /&gt;
* [[KnoxXx]]     - Previously in [[Epsilon eSports]] ([[ETF2L]])&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Medic (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
The Medic has nearly the same role as he does in 6v6; healing his teammates and using his ÜberCharges to turn the tide of a match. Instead of a soldier, the medic has a heavy and/or demoman as his pocket.&lt;br /&gt;
&lt;br /&gt;
==Weapons==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Syringe Gun&lt;br /&gt;
|link = Syringe_Gun&lt;br /&gt;
|description = The '''Syringe Gun''' is the Medic's default primary, shooting syringes, or &amp;quot;needles&amp;quot; at it's target. The syringes fired are projectiles, which means that the player will have to lead their target in order to hit them consistently. The Syringe Gun is a mediocre self-defense weapon, with each syringe doing 5-12 damage, and should only be used when absolutely necessary.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Overdose&lt;br /&gt;
|description = The '''Overdose''' is an alternate primary for the Medic, and functions similarly to the default Syringe Gun. The Overdose's needles do 15% less damage compared to that of the default and likewise, should only be used in very extreme situations. The upside to the Overdose is that it grants an active (the player needs to have the Overdose out) movement speed bonus based on how much ÜberCharge the Medic has. For every 10% of ÜberCharge that the Medic has, the Overdose will grant a 2% movement bonus. At full ÜberCharge, the medic moves at 127% movement speed, which is second only to the Scout, moving at 133%.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Crusader's Crossbow&lt;br /&gt;
|link = Crusader's_Crossbow&lt;br /&gt;
|description = The '''Crusader's Crossbow''' is an alternate primary weapon for the Medic, and functions completely different from any of the other primaries. It shoots a large syringe, and only one at a time. It is the worst option for self-defense and as such should almost never be used in life or death situations, and the Medic should instead resort to his melee. The large syringes that the Crusader's Crossbow fires, however, are very unique and can allow for very clutch moments if the Medic knows how to aim properly. The large syringes do damage based on distance traveled (reverse falloff), up to 75 damage at maximum range. However, if the Medic hits a teammate, the damage that would have been dealt will turn into health. The health scale is much larger however, with the minimum health able to be received is 75, and the maximum 150. The healing mechanic can provide teammates with instant healing, and often times can save a teammates life. Healing a teammate with the Crusader's Crossbow builds ÜberCharge upon hit. The Crusader's Crossbow eventually got buffed so that it passively reloads, even if you instantly switch to another weapon.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Blutsauger&lt;br /&gt;
|description = The '''Blutsauger''' is an unlockable primary for the Medic. Its damage, ammunition, and firing speed are all identical to the default Syringe Gun. However, whenever a player is hit with a Blutsauger needle, the Medic will get 3 additional health. The drawback is that the Medic's passive regen is decreased by 2 HP/second. This means that, instead of regenerating 3 health after being damaged, the Medic will only be given 1 health back, up to a maximum of 4 HP/second, instead of the default maximum of 6 HP/second.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Medi Gun&lt;br /&gt;
|link = Medi_Gun&lt;br /&gt;
|description = The '''Medi Gun''' is the Medic's default primary that heals damage dealt to teammates and can heal a player to 150% of their health. This extra 50% is known as overheal or buff. The Medi Gun heals at 24 health per second. If a patient has not taken damage for 10 seconds, the heal rate will increase linearly with time up to a maximum of 72 heal per second at 15 seconds. Newly spawned teammates will also be healed at 72 health per second. The ÜberCharge will be fully charged in 40 seconds at maximum (healing damaged teammates not at 150% health) and 80 seconds at minimum (healing only buffed teammates).&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Kritzkrieg&lt;br /&gt;
|description = The '''Kritzkrieg''' is an unlockable secondary for the Medic. Its healing rate is identical to the default Medi Gun. However, the Kritzkrieg charges 25% faster than the default Medi Gun, or in 32 seconds at maximum rate rather than 40 seconds. The invulnerability ÜberCharge is replaced by a charge bestowing the patient with a 100% critical chance. Due to this fast charge rate, the Kritzkrieg is usually used when both Medics die within close timing (to get an advantage in ÜberCharge) or on small maps, such as King of the Hill.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Quick-Fix&lt;br /&gt;
|description = The '''Quick-Fix''' is a very unique secondary for the Medic. It not only has a faster healing rate, but a very unique ÜberCharge.  Its ÜberCharge prevents movement-altering attacks and increases the rate of healing on any selected healtarget. The Quick-Fix can only heal teammates to 125% of their health. The Quick-Fix isn't used very often in competitive play. It's mostly used in times where the server's map time is too low to build a normal ÜberCharge. It is most-commonly used on King of the Hill maps when the team is pinched for time, and the Medic needs to deliver heals to the point quickly. It can no longer be used on Payload and Capture Point maps for clutch last-minute plays to fling the Medic toward the desired capture point to stall for time or capture a point due to the Tough Break Update.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Vaccinator&lt;br /&gt;
|description = The '''Vaccinator''' is one of the most interesting secondaries for the Medic. It gives an incredibly slow overheal (66% slower), with four distinct Übers that each last two seconds.  You can access one, two, three, or all four Übers at once, ÜberCharging the Medic and his patient for two, four, six, or the full eight seconds. With The Vaccinator, you can build Über in just ten seconds. Its Über allows the Medic and his healtarget to block 75% of any incoming damage of the selected damage type as well as substantially less damage from crits. If the patient takes damage from the selected type of attack, a small percentage of health will go to the Medic during the Über, healing him for the duration of the Über. Matching the type of incoming damage will also build über faster. The Vaccinator has been used mostly on Control Point maps, and is perfect for blocking and withstanding an enemy Medic's Über while defending a last Control Point. After blocking the enemy Medic's incoming Über, the Medic can then go back into spawn and switch out for a different Medigun, and begin building for a more even Über advantage. The Vaccinator is used very rarely even in comparison to the Quick-Fix.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Bonesaw&lt;br /&gt;
|description = The '''Bonesaw''' is the default medic melee weapon. It is rarely used, due to the utility of the other melee unlocks.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Ubersaw&lt;br /&gt;
|description = The ''Ubersaw''' is the most widely used medic melee in competitive TF2, because it allows medics to gain 25% uber from each saw. This puts their team at an immediate build advantage for their uber. It is often featured in fragmovies, as it is possible to save last by getting a kill with it and blocking the point with uber.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Amputator&lt;br /&gt;
|description = The '''Amputator''' was once a direct upgrade of the bonesaw, but has been patched and now has a 20% damage penalty. It gives +3 health per second when active and it also has a special taunt, which is an area-of-effect heal, which is useful when large numbers of teammates require heals. However, the taunt heals quite slowly. Of course when taunting the Medic is left with no movement for a number of seconds and the healing does build ubercharge.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Vita-Saw&lt;br /&gt;
|description = Running the '''Vita-Saw''' means that the medic sacrifices 10 points of his max health in exchange for the ability to keep uber upon death if he has hit an enemy with a melee swing. Each successful swing will let him retain 15% of his uber meter in his next life up to a total of 60% if the medic lands 4 successful swings and has at least 60% uber filled when dying. The successful swings the medic has hit are counted on the screen as organs. The damage output and swing speed are identical to the stock Bonesaw.&lt;br /&gt;
|ugc4s = false&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = false&lt;br /&gt;
|etf2lhl = false&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Solemn Vow&lt;br /&gt;
|link = Solemn_Vow&lt;br /&gt;
|description = Due to the '''Solemn Vow''''s ability to view the enemy health points and ubercharge percentage, it is banned from most 6v6 leagues. In highlander, the role it plays is not as important, as all information obtained could easily be discovered by a spy. Not only that, but it promotes the Medic being in the sightline of the other Medic.  Not only is this dangerous, but promotes individual aggressive behavior, which often leads to death. The Solemn Vow has -10% swing speed.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Medic (6v6)]]&lt;br /&gt;
*[[Medic (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>2600:1702:9F1:20B0:59BA:991A:2C7A:45B1</name></author>
		
	</entry>
	<entry>
		<id>http://comp.tf/index.php?title=Heavy&amp;diff=58175</id>
		<title>Heavy</title>
		<link rel="alternate" type="text/html" href="http://comp.tf/index.php?title=Heavy&amp;diff=58175"/>
		<updated>2018-05-17T07:26:29Z</updated>

		<summary type="html">&lt;p&gt;2600:1702:9F1:20B0:59BA:991A:2C7A:45B1: I have edited the Killing Gloves of Boxing description to mention how the 5 seconds of Critical Hits the weapon gives on kill is tranferable to all weapons and not just the KGB.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:HeavyIcon.png|200px|right|link=http://wiki.teamfortress.com/wiki/Heavy]]&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==6v6==&lt;br /&gt;
{{main|Heavy (6v6)}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
==Highlander==&lt;br /&gt;
{{main|Heavy (Highlander)}}&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Primary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Minigun&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Natascha&lt;br /&gt;
|description = 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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Brass Beast&lt;br /&gt;
|link = Brass_Beast&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Tomislav&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Huo-Long Heater&lt;br /&gt;
|link = Huo-Long_Heater&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Secondary ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Shotgun&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Family Business&lt;br /&gt;
|link = Family_Business&lt;br /&gt;
|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).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Sandvich&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Buffalo Steak Sandvich&lt;br /&gt;
|link = Buffalo_Steak_Sandvich&lt;br /&gt;
|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 airblasted away.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Dalokohs Bar&lt;br /&gt;
|link = Dalokohs_Bar&lt;br /&gt;
|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 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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Panic Attack&lt;br /&gt;
|link = Panic_Attack&lt;br /&gt;
|description = The '''Panic Attack''' is a community-created primary weapon for the Engineer, and a secondary weapon for the [[Soldier]], [[Pyro]], and [[Heavy]].&lt;br /&gt;
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.&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Second Banana&lt;br /&gt;
|link = Second_Banana&lt;br /&gt;
|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 &amp;quot;solo&amp;quot; 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. &lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
=== Melee ===&lt;br /&gt;
{{Class Weapon Table Header}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists&lt;br /&gt;
|description = The '''Fists''' are the heavy's default melee weapon. They deal 65 damage per hit.&lt;br /&gt;
|ugc4s = always&lt;br /&gt;
|6s = always&lt;br /&gt;
|ugchl = always&lt;br /&gt;
|etf2lhl = always&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Killing Gloves of Boxing&lt;br /&gt;
|link = Killing_Gloves_of_Boxing&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Gloves of Running Urgently&lt;br /&gt;
|link = Gloves_of_Running_Urgently&lt;br /&gt;
|description = The '''Gloves of Running Urgently''' (also known as the '''GRU''') are a unique melee for the Heavy.  While active, the Heavy will instantly loose 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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Warrior's Spirit&lt;br /&gt;
|link = Warrior's_Spirit&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Fists of Steel&lt;br /&gt;
|link = Fists_of_Steel&lt;br /&gt;
|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 &amp;quot;second best&amp;quot; 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).&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = false&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Eviction Notice&lt;br /&gt;
|link = Eviction_Notice&lt;br /&gt;
|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 speedboost on hit, which can help him to catch up to enemies. More importantly, it provides 15% faster movespeed whilst active, but it drain's 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 &amp;quot;max health drained&amp;quot; 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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table Row&lt;br /&gt;
|weaponname = Holiday Punch&lt;br /&gt;
|link = Holiday_Punch&lt;br /&gt;
|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.&lt;br /&gt;
|ugc4s = true&lt;br /&gt;
|6s = true&lt;br /&gt;
|ugchl = true&lt;br /&gt;
|etf2lhl = true&lt;br /&gt;
}}&lt;br /&gt;
{{Class Weapon Table End}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Heavy (6v6)]]&lt;br /&gt;
*[[Heavy (Highlander)]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Classes]]&lt;/div&gt;</summary>
		<author><name>2600:1702:9F1:20B0:59BA:991A:2C7A:45B1</name></author>
		
	</entry>
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