The Heavy is a monster force to be reckoned with. He has the largest health pool in the game, as well as the most damaging weapon at point blank, able to tear enemies to ribbons. Despite this, he is also slow, a huge target, and easily outnumbered in combat. Players may think Heavy is the easiest class to play as, and there’s no doubt that he doesn’t have as high of a learning curve as other classes. However, there is more to playing him than simply running around a corner and trying to shoot anything that moves, and players expecting to faceroll with him easily without any prior knowledge of the class may be in for a big surprise.
So, this guide is here to help introduce players to the face of TF2. Much like in previous guides, we will go over his weaponry, some loadouts that can be applied to various situations, as well as some tips in order to succeed. Because when you know how the giant Russian bear operates, you better understand just why he is feared so much.
Primaries
Minigun
Otherwise known as Sasha, the stock minigun is the reason Heavy can be such a dominant force. It can tear up any target at point blank with the highest DPS out of most other class’s weaponry, and deals strong damage at mid range as well. However, the minigun’s bullets suffer from hilariously high damage falloff and spread, reducing its effectiveness at longer ranges. Because of this, the Heavy can be harassed by enemies that can stay out of his preferred attack range. If you’re being pounded by distant targets, fall back and try to lure them around a corner into the front of your minigun where you’ll have a better chance. Also make sure to keep an eye out for Scouts, Soldiers and Pyros trying to flank you, as the windup time will leave you vulnerable if they hit first.
+ Insanely high DPS.
- Useless at long range, startup time leaves him vulnerable to attack.
Natascha
A weapon designed more for utility, the Natascha trades damage output for the ability to slow targets that are hit. While this sounds like an effective weapon, the downside is that this makes it the weakest of the Heavy’s primaries in terms of damage. This makes him much less of a powerhouse, as other classes have a higher chance of out damaging him. It also has a longer windup time, further increasing the likelihood of being killed before the intended target. It’s effective if you have troubles trying to hit enemy Scouts, but enough practice and aim with any other minigun can override this, as they can take them out a lot faster. Like the other miniguns, it’s also ineffective at long range, meaning the target has to be in close in order for the slow to have any effect. The user has to rely more on his teammates to be able to pick up the slack, so many cases where you would use the Natascha can be solved by just using a better gun and actually being able to kill things.
It does become an invaluable tool in MvM mode, as it can slow down Giant Scout bots to manageable levels, and allow the team to thoroughly dismantle them before they can carry the bomb too far. For this reason, it’s good to have it as a side weapon for when a wave that has such bots appears and you need the extra support.
+ Slows down enemies that are hit by it.
- Low damage output and long windup time makes him more vulnerable in open combat.
Brass Beast
The Brass Beast boasts the highest damage output of any weapon in the entire game, clocking in at over 600 DPS at point blank. However, this comes at the price of a much longer spin-up time, as well as reducing his movement speed while deployed to a snail’s pace. This makes him even more susceptible to being ambushed, as he likely won’t even be able to wind his gun up if he’s caught by himself in the open. However, finding a spot to sit with an ammo crate nearby essentially turns him into a sentient sentry, being able to take out anything that steps in front of him. Having a friendly Engie building a dispenser nearby can also increase the user’s longevity, and remove the need to travel for ammo. For these reasons, it excels more in defensive situations, where you can park yourself in a spot and wait for your enemy to come to you. Watch out for enemy Snipers, though, as you’ll be easy pickings while you’re firing it.
+ Highest damage output in the game.
- Incredibly long startup and heavy movement reduction when firing makes him an easy target if no support is around.
Tomislav
The Tomislav requires a completely different mindset to use, as it has a much slower firing rate than the stock minigun. In actuality, it’s meant to be used as an ambush weapon, taking advantage of the faster, silent wind up to pop around corners and launch surprise attacks on unsuspecting prey. When using this, keeping mobile is a must, as the lower damage output means that the user is more vulnerable when using it in prolonged combat. Scouts are also a bigger threat, as they can bob and weave past the bullets if your aim isn’t as good, as a result of the slower firing rate. Because of this, it fails heavily in some face-to-face encounters. If you’re on a map that doesn’t have areas you can ambush from, then you’ll be struggling a lot if you try using this.
+ Fast, silent wind up time, perfect for an ambushing playstyle.
- Low DPS makes it weaker in prolonged combat.
Huo-Long Heater
An oddball variant of the minigun, but an effective one nonetheless. This weapon comes with an added ability to generate a ring of fire around the user when revved up and/or firing, igniting anything within a close proximity. Naturally, this is a great way to ignite Spies that may be trying to get in close and prevent them from getting away, as well as anyone else that tries to get in your face, forcing them into a position where you can fill them with bullets. The fire ring doesn’t do much damage, though, so you’ll still need to be aware of your surroundings to truly make the most of this.
As a downside, the weapon eats through ammo like a fat kid at McDonald’s, as the fire ring alone consumes a healthy amount of bullets over time. This weapon does excel immensely on Payload maps, as the regenerative effect of the cart allows you to keep your ammo supplies healthy, which allows you to keep your fire ring active at all times. You’ll still need to keep an eye out for Spies, though, as the flames won’t stop them from putting their knife in your back. It’s also handy on KOTH maps, as the fire ring acts as a deterrent for most classes when you’re capping the point.
+ Generates a ring of fire that ignites enemies that get too close.
- Eats through bullets very quickly.
Otherwise known as Sasha, the stock minigun is the reason Heavy can be such a dominant force. It can tear up any target at point blank with the highest DPS out of most other class’s weaponry, and deals strong damage at mid range as well. However, the minigun’s bullets suffer from hilariously high damage falloff and spread, reducing its effectiveness at longer ranges. Because of this, the Heavy can be harassed by enemies that can stay out of his preferred attack range. If you’re being pounded by distant targets, fall back and try to lure them around a corner into the front of your minigun where you’ll have a better chance. Also make sure to keep an eye out for Scouts, Soldiers and Pyros trying to flank you, as the windup time will leave you vulnerable if they hit first.
+ Insanely high DPS.
- Useless at long range, startup time leaves him vulnerable to attack.
Natascha
A weapon designed more for utility, the Natascha trades damage output for the ability to slow targets that are hit. While this sounds like an effective weapon, the downside is that this makes it the weakest of the Heavy’s primaries in terms of damage. This makes him much less of a powerhouse, as other classes have a higher chance of out damaging him. It also has a longer windup time, further increasing the likelihood of being killed before the intended target. It’s effective if you have troubles trying to hit enemy Scouts, but enough practice and aim with any other minigun can override this, as they can take them out a lot faster. Like the other miniguns, it’s also ineffective at long range, meaning the target has to be in close in order for the slow to have any effect. The user has to rely more on his teammates to be able to pick up the slack, so many cases where you would use the Natascha can be solved by just using a better gun and actually being able to kill things.
It does become an invaluable tool in MvM mode, as it can slow down Giant Scout bots to manageable levels, and allow the team to thoroughly dismantle them before they can carry the bomb too far. For this reason, it’s good to have it as a side weapon for when a wave that has such bots appears and you need the extra support.
+ Slows down enemies that are hit by it.
- Low damage output and long windup time makes him more vulnerable in open combat.
Brass Beast
The Brass Beast boasts the highest damage output of any weapon in the entire game, clocking in at over 600 DPS at point blank. However, this comes at the price of a much longer spin-up time, as well as reducing his movement speed while deployed to a snail’s pace. This makes him even more susceptible to being ambushed, as he likely won’t even be able to wind his gun up if he’s caught by himself in the open. However, finding a spot to sit with an ammo crate nearby essentially turns him into a sentient sentry, being able to take out anything that steps in front of him. Having a friendly Engie building a dispenser nearby can also increase the user’s longevity, and remove the need to travel for ammo. For these reasons, it excels more in defensive situations, where you can park yourself in a spot and wait for your enemy to come to you. Watch out for enemy Snipers, though, as you’ll be easy pickings while you’re firing it.
+ Highest damage output in the game.
- Incredibly long startup and heavy movement reduction when firing makes him an easy target if no support is around.
Tomislav
The Tomislav requires a completely different mindset to use, as it has a much slower firing rate than the stock minigun. In actuality, it’s meant to be used as an ambush weapon, taking advantage of the faster, silent wind up to pop around corners and launch surprise attacks on unsuspecting prey. When using this, keeping mobile is a must, as the lower damage output means that the user is more vulnerable when using it in prolonged combat. Scouts are also a bigger threat, as they can bob and weave past the bullets if your aim isn’t as good, as a result of the slower firing rate. Because of this, it fails heavily in some face-to-face encounters. If you’re on a map that doesn’t have areas you can ambush from, then you’ll be struggling a lot if you try using this.
+ Fast, silent wind up time, perfect for an ambushing playstyle.
- Low DPS makes it weaker in prolonged combat.
Huo-Long Heater
An oddball variant of the minigun, but an effective one nonetheless. This weapon comes with an added ability to generate a ring of fire around the user when revved up and/or firing, igniting anything within a close proximity. Naturally, this is a great way to ignite Spies that may be trying to get in close and prevent them from getting away, as well as anyone else that tries to get in your face, forcing them into a position where you can fill them with bullets. The fire ring doesn’t do much damage, though, so you’ll still need to be aware of your surroundings to truly make the most of this.
As a downside, the weapon eats through ammo like a fat kid at McDonald’s, as the fire ring alone consumes a healthy amount of bullets over time. This weapon does excel immensely on Payload maps, as the regenerative effect of the cart allows you to keep your ammo supplies healthy, which allows you to keep your fire ring active at all times. You’ll still need to keep an eye out for Spies, though, as the flames won’t stop them from putting their knife in your back. It’s also handy on KOTH maps, as the fire ring acts as a deterrent for most classes when you’re capping the point.
+ Generates a ring of fire that ignites enemies that get too close.
- Eats through bullets very quickly.
Secondaries
Shotgun
The stock shotgun is a handy sidearm for when you need to stay mobile, or want to conserve minigun ammo. However, the minigun out damages it in the same ranges that you would use it in, limiting its effectiveness. It makes a decent fallback if you’re using one of the slower miniguns, though, as it allows you to better defend yourself.
+ Moderate damage from close to mid range.
- Minigun out damages it in same range.
Family Business
The Family Business operates in the same manner as the regular shotgun, instead trading a bit more frontal power for extra shots in the clip. This makes it more effective in prolonged combat, though other than that, the two shotguns are essentially the same, so whichever one you use is up to personal preference.
+ Can fire more shots than the stock shotgun.
- Minigun still out damages it in the same ranges.
Sandvich
The iconic sandvich is bar none the best secondary the Heavy has available. While you can’t attack with it, the point is moot since you have the minigun anyway. Instead, this item allows the Heavy to heal himself back to full, allowing him to stay in combat longer and counter ailments like afterburn and bleeding. Even better, the user can throw the sandvich onto the ground to allow a teammate to pick it up, giving them 50% of their health back. Perfect for helping your Medic out if he takes a heavy hit. Because of this, the sandvich is the symbol of teamwork, allowing you to be truly credit to team.
Be careful when using it, though, as the Heavy is vulnerable while he’s having his lunch. A Spy can still backstab you if your back isn’t against a wall, and Snipers can pick you off while you’re enjoying your meal. Be sure to duck behind cover before setting up for a picnic, so that you don’t get shot at and negate the healing factor.
+ Can heal self as well as others, best tool for helping your team.
- Open to attack while nomming.
Dalakoh’s Bar
The Dalakoh’s Bar functions in a similar manner as the sandvich, but without as strong a healing factor. While it can still restore 60 health on use, its primary benefit is the ability to grant you an extra 50 health, pumping you to a 350 HP monster. It also has no cooldown, allowing it to be used repeatedly. However, it takes a lot longer to reach full health compared to the sandvich, and the health boost doesn’t make much of a difference when Snipers and Spies can still take you out in one shot. It also cannot be thrown to friendly players, making it less of a team item. Because of this, it’s not very effective at all, and therefore shouldn’t be used seriously.
+ Can increase maximum health past the normal limit.
- Less effective at healing, cannot be thrown to teammates.
Buffalo Steak Sandvich
The steak trades the healing factor of the normal sandvich for the ability to move at faster speeds, as well as deliver mini-crits for a short duration. However, during the time that it’s active, you can only use your fists, and all damage you take registers as mini-crits. While this makes it useful for getting back to the front lines, it makes it unreliable in combat, and even less reliable as a getaway tool. It does retain the sandvich’s ability to be thrown to teammates and restore their health, so it can still be used to help your Medic if he takes a hit. It can be paired with certain melee weapon to make him more dangerous, though care still needs to be taken to avoid taking excessive damage from mini-crits.
+ Can move faster while under its effects and deliver mini-crits.
- Receives mini-crits while in use, making you an easy target.
The stock shotgun is a handy sidearm for when you need to stay mobile, or want to conserve minigun ammo. However, the minigun out damages it in the same ranges that you would use it in, limiting its effectiveness. It makes a decent fallback if you’re using one of the slower miniguns, though, as it allows you to better defend yourself.
+ Moderate damage from close to mid range.
- Minigun out damages it in same range.
Family Business
The Family Business operates in the same manner as the regular shotgun, instead trading a bit more frontal power for extra shots in the clip. This makes it more effective in prolonged combat, though other than that, the two shotguns are essentially the same, so whichever one you use is up to personal preference.
+ Can fire more shots than the stock shotgun.
- Minigun still out damages it in the same ranges.
Sandvich
The iconic sandvich is bar none the best secondary the Heavy has available. While you can’t attack with it, the point is moot since you have the minigun anyway. Instead, this item allows the Heavy to heal himself back to full, allowing him to stay in combat longer and counter ailments like afterburn and bleeding. Even better, the user can throw the sandvich onto the ground to allow a teammate to pick it up, giving them 50% of their health back. Perfect for helping your Medic out if he takes a heavy hit. Because of this, the sandvich is the symbol of teamwork, allowing you to be truly credit to team.
Be careful when using it, though, as the Heavy is vulnerable while he’s having his lunch. A Spy can still backstab you if your back isn’t against a wall, and Snipers can pick you off while you’re enjoying your meal. Be sure to duck behind cover before setting up for a picnic, so that you don’t get shot at and negate the healing factor.
+ Can heal self as well as others, best tool for helping your team.
- Open to attack while nomming.
Dalakoh’s Bar
The Dalakoh’s Bar functions in a similar manner as the sandvich, but without as strong a healing factor. While it can still restore 60 health on use, its primary benefit is the ability to grant you an extra 50 health, pumping you to a 350 HP monster. It also has no cooldown, allowing it to be used repeatedly. However, it takes a lot longer to reach full health compared to the sandvich, and the health boost doesn’t make much of a difference when Snipers and Spies can still take you out in one shot. It also cannot be thrown to friendly players, making it less of a team item. Because of this, it’s not very effective at all, and therefore shouldn’t be used seriously.
+ Can increase maximum health past the normal limit.
- Less effective at healing, cannot be thrown to teammates.
Buffalo Steak Sandvich
The steak trades the healing factor of the normal sandvich for the ability to move at faster speeds, as well as deliver mini-crits for a short duration. However, during the time that it’s active, you can only use your fists, and all damage you take registers as mini-crits. While this makes it useful for getting back to the front lines, it makes it unreliable in combat, and even less reliable as a getaway tool. It does retain the sandvich’s ability to be thrown to teammates and restore their health, so it can still be used to help your Medic if he takes a hit. It can be paired with certain melee weapon to make him more dangerous, though care still needs to be taken to avoid taking excessive damage from mini-crits.
+ Can move faster while under its effects and deliver mini-crits.
- Receives mini-crits while in use, making you an easy target.
Melee
Fists
Your basic fists are your last resort in a combat situation. They do average damage, have a slow attack rate, and limited reach, but, if you’re in a bind and without any other options, you can always try a Falcon Punch in the face. They do have the only true ranged taunt kill in the game, and one that can be manually aimed, so if you ever feel like embarrassing a Sniper suffering from tunnel vision, it’s always hilarious to go for it.
The Apoco Fists operate identically to the stock version, but gib your opponents upon killing them with a crit or mini-crit.
+ Ranged taunt kill.
- Outclassed by other melee weapon options, as well as your minigun.
Killing Gloves of Boxing
The KGB, while having a slower attack speed, grant a special bonus. Any foe killed by the gloves will grant the user five seconds of full crits for all his weapons. You can either use these crits with the KGB to continue punching faces, or switch to a different weapon to inflict pain on farther away enemies. Shotguns are your best choice for this situation, as the windup time from your miniguns will waste the crit timer. However, the gloves do pair well with the Tomislav, as the faster wind up time can allow you to better utilize it. As for actually getting a kill with the KGB, trying sneaking up from behind, or weakening your target before going in for the finishing blow. You can also try to use enemy spies as a trigger for free crits, though make sure they don’t try to loop behind you for a backstab.
+ Grants full crits on kill for a short duration.
- Slow attack speed, limited options to use the crits with.
Gloves of Running Urgently
The GRU fills the utility role in the Heavy’s melee repertoire, and probably the best utility he has available next to the sandvich. When in use, the gloves grant him a healthy speed boost, making him able to match every other class but the Scout and Medic, allowing him to reach the front lines with due haste. The downside is that the gloves themselves do minimal damage, and the user is also marked for death when they’re in use, causing damage to register as mini-crits. They are more useful for getting from point A to point B than the steak, however, one still needs to take care when traversing long stretches of ground, or if you try to make an escape, as the mini-crits will drain your health really quick. Keep in mind that the speed boost from the GRU and the steak do not stack with each other.
+ Grants a speed boost when in use.
- Weak damage output, user takes mini-crits while active making them weak in combat.
Warrior’s Spirit
These awkward looking gloves grant higher damage per hit than the stock gloves, making them more reliable as a last resort option when needed. However, this comes at the cost of -20 health. It may not seem like much, considering he has 300 HP in general, however, there are situations where that missing HP could normally make the difference between making an escape and waiting for respawn. For that reason, the benefits don’t really warrant the sacrifice, as your minigun will still be your primary killing tool. They do pair well with the steak, causing you to do 130 damage mini-crits that can tear up light targets, provided you can get the jump on them.
+ Grants extra frontal damage, making them more reliable.
- Health loss creates a riskier situation compared to without.
Fists of Steel
The Fists of Steel are able to soak up damage from ranged sources, which makes them particularly useful when traveling through Sniper territory, as it prevents you from getting picked off from a potentially fatal headshot. However, they come with the drawback of causing you to take 100% increased damage from melee sources. They also have a slower weapon switch, which causes them to be less useful in open combat. They can still be useful if you’re trying to cross an area where you know there is going to be Sniper fire, and they also allow you to tank damage from an uber to protect your teammates. Just be sure not to be on the receiving end of a potentially fatal axe to the skull.
+ Reduces damage from ranged sources, allowing the user to tank damage better.
- Melee vulnerability combined with slower weapon switch causes it to be less useful as an actual combat tool.
Eviction Notice
These barbed brass knuckles allow for an insanely fast attack speed, at the cost of more than half the frontal damage. This actually causes them to have a lower DPS than the stock fists, which makes absolutely no sense whatsoever. This weapon serves as an example of how the balance department on the TF2 development team tends to make awkward decisions on things, and thus shouldn’t be used seriously, unless you like having more chances to get a random crit (which still do ♥♥♥♥ for damage compared to everything else).
+ Insanely fast attack speed.
- Insanely low damage output, making them near useless.
Holiday Punch
More of a joke weapon for the Heavy than anything serious, the Holiday Punch utilizes the backstab mechanic normally available to the Spy. When an opponent is hit from behind, they burst into laughter, leaving them vulnerable to more punches, or a taunt kill. The effect even works on those being ubered. However, they only work in cases where the person on the receiving end is able to taunt, meaning disguised Spies cannot be made to laugh, as well as anyone in the air or underwater. It also has the Backburner’s wonky crit radius, meaning that hitting the sweet spot is a lot more difficult than it should be. While landing a critical blow from any other angle with them produces the same effect, crit attacks with the mittens do no damage (they can still mini-crit, but mini-crits do not cause laughter).
The reason this is considered a joke weapon is that there really is no feasible strategy in sending a Heavy with them into enemy territory to hope for a lucky back punch on someone, especially when factoring his slow movement speed. While the steak can help with this, you also run into the problem with taking mini-crits, meaning that even if you do get a punch off, chances are another enemy will kill you before you get a chance to take advantage of it. In serious combat, your minigun will still be the go-to tool for killing things. However, if you’re looking for ways to mess around, then they can be worth a few laughs (pardon the pun) for yourself and your potential victims.
+ Causes enemies to burst into laughter on crit or a blow from behind.
- Not very useful outside of trollish shenanigans.
Your basic fists are your last resort in a combat situation. They do average damage, have a slow attack rate, and limited reach, but, if you’re in a bind and without any other options, you can always try a Falcon Punch in the face. They do have the only true ranged taunt kill in the game, and one that can be manually aimed, so if you ever feel like embarrassing a Sniper suffering from tunnel vision, it’s always hilarious to go for it.
The Apoco Fists operate identically to the stock version, but gib your opponents upon killing them with a crit or mini-crit.
+ Ranged taunt kill.
- Outclassed by other melee weapon options, as well as your minigun.
Killing Gloves of Boxing
The KGB, while having a slower attack speed, grant a special bonus. Any foe killed by the gloves will grant the user five seconds of full crits for all his weapons. You can either use these crits with the KGB to continue punching faces, or switch to a different weapon to inflict pain on farther away enemies. Shotguns are your best choice for this situation, as the windup time from your miniguns will waste the crit timer. However, the gloves do pair well with the Tomislav, as the faster wind up time can allow you to better utilize it. As for actually getting a kill with the KGB, trying sneaking up from behind, or weakening your target before going in for the finishing blow. You can also try to use enemy spies as a trigger for free crits, though make sure they don’t try to loop behind you for a backstab.
+ Grants full crits on kill for a short duration.
- Slow attack speed, limited options to use the crits with.
Gloves of Running Urgently
The GRU fills the utility role in the Heavy’s melee repertoire, and probably the best utility he has available next to the sandvich. When in use, the gloves grant him a healthy speed boost, making him able to match every other class but the Scout and Medic, allowing him to reach the front lines with due haste. The downside is that the gloves themselves do minimal damage, and the user is also marked for death when they’re in use, causing damage to register as mini-crits. They are more useful for getting from point A to point B than the steak, however, one still needs to take care when traversing long stretches of ground, or if you try to make an escape, as the mini-crits will drain your health really quick. Keep in mind that the speed boost from the GRU and the steak do not stack with each other.
+ Grants a speed boost when in use.
- Weak damage output, user takes mini-crits while active making them weak in combat.
Warrior’s Spirit
These awkward looking gloves grant higher damage per hit than the stock gloves, making them more reliable as a last resort option when needed. However, this comes at the cost of -20 health. It may not seem like much, considering he has 300 HP in general, however, there are situations where that missing HP could normally make the difference between making an escape and waiting for respawn. For that reason, the benefits don’t really warrant the sacrifice, as your minigun will still be your primary killing tool. They do pair well with the steak, causing you to do 130 damage mini-crits that can tear up light targets, provided you can get the jump on them.
+ Grants extra frontal damage, making them more reliable.
- Health loss creates a riskier situation compared to without.
Fists of Steel
The Fists of Steel are able to soak up damage from ranged sources, which makes them particularly useful when traveling through Sniper territory, as it prevents you from getting picked off from a potentially fatal headshot. However, they come with the drawback of causing you to take 100% increased damage from melee sources. They also have a slower weapon switch, which causes them to be less useful in open combat. They can still be useful if you’re trying to cross an area where you know there is going to be Sniper fire, and they also allow you to tank damage from an uber to protect your teammates. Just be sure not to be on the receiving end of a potentially fatal axe to the skull.
+ Reduces damage from ranged sources, allowing the user to tank damage better.
- Melee vulnerability combined with slower weapon switch causes it to be less useful as an actual combat tool.
Eviction Notice
These barbed brass knuckles allow for an insanely fast attack speed, at the cost of more than half the frontal damage. This actually causes them to have a lower DPS than the stock fists, which makes absolutely no sense whatsoever. This weapon serves as an example of how the balance department on the TF2 development team tends to make awkward decisions on things, and thus shouldn’t be used seriously, unless you like having more chances to get a random crit (which still do ♥♥♥♥ for damage compared to everything else).
+ Insanely fast attack speed.
- Insanely low damage output, making them near useless.
Holiday Punch
More of a joke weapon for the Heavy than anything serious, the Holiday Punch utilizes the backstab mechanic normally available to the Spy. When an opponent is hit from behind, they burst into laughter, leaving them vulnerable to more punches, or a taunt kill. The effect even works on those being ubered. However, they only work in cases where the person on the receiving end is able to taunt, meaning disguised Spies cannot be made to laugh, as well as anyone in the air or underwater. It also has the Backburner’s wonky crit radius, meaning that hitting the sweet spot is a lot more difficult than it should be. While landing a critical blow from any other angle with them produces the same effect, crit attacks with the mittens do no damage (they can still mini-crit, but mini-crits do not cause laughter).
The reason this is considered a joke weapon is that there really is no feasible strategy in sending a Heavy with them into enemy territory to hope for a lucky back punch on someone, especially when factoring his slow movement speed. While the steak can help with this, you also run into the problem with taking mini-crits, meaning that even if you do get a punch off, chances are another enemy will kill you before you get a chance to take advantage of it. In serious combat, your minigun will still be the go-to tool for killing things. However, if you’re looking for ways to mess around, then they can be worth a few laughs (pardon the pun) for yourself and your potential victims.
+ Causes enemies to burst into laughter on crit or a blow from behind.
- Not very useful outside of trollish shenanigans.
Loadouts
Offensive Heavy
The most commonly seen loadout, this setup covers all of the required areas for the class to be effective. Sasha serves as your primary source of damage, while your Sandvich fills the team support role. The GRU serve as extra utility, allowing you to get back in position quickly from spawn, or beat a hasty retreat if you find yourself in a tricky situation. This can also be used in MvM mode to great effect.
Crowd Clearer
This loadout is a bit similar to the standard loadout, only using the Huo-Long Heater instead as the main focus. This setup can be used on payload maps, since the cart gives you infinite ammo, allowing you to keep your fire ring up while pushing. You may also equip one of the shotguns if you need an extra sidearm to help conserve ammo when heading to your destination (ignore the steak, as the game did its thing where it mistakingly places items from other loadouts in the current one). Can also be used on KoTH maps to help capture the point.
Ambusher
This setup is based around the Tomislav, meant to provide you opportunities to ambush opponents around corners. The shotgun is meant as a tool to weaken the opponent beforehand in some situations, which you can then close in afterwards with the KGB for the kill. You can then use your crits to decimate the opposition with the Tomislav’s faster spin-up time. You’ll want to use this primarily on 5CP maps, as they have multiple routes that make for better flanking, though you can also take it for a spin on some KOTH maps.
Defender
A heavy defense focused loadout, this makes sure that you have everything you need to help defend an objective, like the payload or the intel. The Brass Beast serves as a great defensive tool with its improved stopping power, though having an Engie with a dispenser nearby for ammo will help you immensely. You can use either of the shotguns to help better defend yourself when traveling to your destination. Fists of Steel will also allow you to soak up damage from an opposing uber with additional support from a Medic, allowing you to tank their assault and give your teammates time to counter. As you may imagine, this setup is weak in offensive efforts, so it’s wise to use something else when you’re planning on taking up an attacking role. This can also be used in MvM mode by experienced players, though you may prefer switching out the shotgun with the sandvich depending on what you need.
Gameplay Tips
* You’re especially susceptible to being swarmed, as you can’t fight multiple opponents at once like other classes can. Stick with teammates to lessen the chance of you getting jumped.
* Holding down right click will keep your minigun revved up without firing it. Use this to get your weapon ready when rounding a corner to be prepared for incoming hostiles.
* A handy trick to utilize is to jump in the air, and then rev your minigun up before you hit the ground. Your forward momentum will keep you moving at your normal speed until you land. This will allow you to round corners easier and be better prepared for an assault.
* Medics are your best friend, and they’re more than happy to use your large body to build meter on, as well as to act as a human shield. Protect your Medic at all costs, and don’t be afraid to throw them a sandvich if they take a hit.
* Spies and Snipers are your biggest threats, since they can take advantage of your slow speed and pick you off. Stay aware of your surroundings, and try to avoid going through wide open areas by yourself if you’re not sure of the situation.
* Learn to track the movements of an enemy Scout. Being able to follow them while they’re jumping in eight different directions makes them much easier to handle when they’re trying to pick you off.
* Because of your high health pool, you’re generally the best class to take the front lines and lead an assault. By soaking up damage from the opposition, you can allow your teammates a chance to advance. Just be sure not to stay in the open for too long.
* A Heavy under the effects of a Kritzkrieg can deal massive damage at long range with the minigun, since damage falloff is ignored on critical hits. This works for mini-crits as well, so if a Soldier has a Buff Banner ready, stay near him so that you can benefit from it.
* Watch out for Soldiers and Demomen spamming explosives at you from afar. If you’re being pelted, take cover and wait for backup.
* You’re one of the best classes for pushing the payload cart, after the Scout. The regenerative effects of the cart, along with your massive health and high damage output at close range, can allow you to be near unstoppable with proper support. Pay attention for Spies trying to sneak up behind you, though.
* Holding down right click will keep your minigun revved up without firing it. Use this to get your weapon ready when rounding a corner to be prepared for incoming hostiles.
* A handy trick to utilize is to jump in the air, and then rev your minigun up before you hit the ground. Your forward momentum will keep you moving at your normal speed until you land. This will allow you to round corners easier and be better prepared for an assault.
* Medics are your best friend, and they’re more than happy to use your large body to build meter on, as well as to act as a human shield. Protect your Medic at all costs, and don’t be afraid to throw them a sandvich if they take a hit.
* Spies and Snipers are your biggest threats, since they can take advantage of your slow speed and pick you off. Stay aware of your surroundings, and try to avoid going through wide open areas by yourself if you’re not sure of the situation.
* Learn to track the movements of an enemy Scout. Being able to follow them while they’re jumping in eight different directions makes them much easier to handle when they’re trying to pick you off.
* Because of your high health pool, you’re generally the best class to take the front lines and lead an assault. By soaking up damage from the opposition, you can allow your teammates a chance to advance. Just be sure not to stay in the open for too long.
* A Heavy under the effects of a Kritzkrieg can deal massive damage at long range with the minigun, since damage falloff is ignored on critical hits. This works for mini-crits as well, so if a Soldier has a Buff Banner ready, stay near him so that you can benefit from it.
* Watch out for Soldiers and Demomen spamming explosives at you from afar. If you’re being pelted, take cover and wait for backup.
* You’re one of the best classes for pushing the payload cart, after the Scout. The regenerative effects of the cart, along with your massive health and high damage output at close range, can allow you to be near unstoppable with proper support. Pay attention for Spies trying to sneak up behind you, though.
MvM Tips
* Consider using the Brass Beast, as you can plant yourself next to an Engie’s dispenser and send a flurry of bullets down the path of the bots without worry of being knocked off. Watch for Sniper bots, though, and don’t be afraid to duck behind cover if you’re taking heavy damage.
* Unique to the Heavy is the unlockable Rage ability, which allows you to build meter from damage dealt. When the meter is filled, you can activate it to push back bots when you damage them. This can come in handy when trying to prevent bots from deploying the bomb, or slowing down waves of bots in general.
* Investing in piercing bullets allows you to constantly damage entire waves in your path with your minigun fire. This also allows you to build Rage meter that much faster.
* Also unique to the Heavy is the unlockable ability to destroy projectiles in mid air with the minigun. This becomes invaluable when dealing with waves with a lot of Demo and Soldier bots, particularly ones that have constant crits. This does not effect Huntsman bot arrows, though.
* A crit canteen can allow you to deal massive damage to tanks. Three of them in quick succession can allow you practically solo them.
* Your sandvich is just as valuable in MvM mode as it is in regular play, since there aren’t as many sources of healing available. If one of your teammates is in trouble, throw him a quick snack to boost his spirits.
* The Fists of Steel, along with a Medic or other healing source, can allow you to tank damage from more dangerous bots, allowing your teammates to take care of them without risk of being attacked. You can also use them to help grab cash if no one else is able to, but be careful of boxing Heavy and Demoknight bots.
* Be cautious of Huntsman bots, as their accuracy with their arrows is insane, and your slower speed makes for an attractive pincushion.
* Avoid using the Tomislav in this mode, as unlike the Natascha, it doesn’t provide any utility, and the lower damage output will only hinder you.
* While the Huo-Long Heater can help damage bots that are around you, it’s very risky to use it in such situations, and is not really recommended.
* If ammunition is becoming a concern, consider grabbing an ammo canteen or some ammo upgrades to keep you in the fray longer.
* Watch for when the Administrator calls the appearance of Spy bots and keep an eye out for any suspicious activity, since you're more likely to be targetted while firing your minigun at other bots.
* Upgrading the Sandvich’s recharge time will allow it to be used more often, making it a much more effective support tool when healing sources are a necessity.
* If you’re looking for more peculiar playstyles, try using the KGB with some resistance and movement speed upgrades, and watch as you decimate entire waves with crit fists.
* Unique to the Heavy is the unlockable Rage ability, which allows you to build meter from damage dealt. When the meter is filled, you can activate it to push back bots when you damage them. This can come in handy when trying to prevent bots from deploying the bomb, or slowing down waves of bots in general.
* Investing in piercing bullets allows you to constantly damage entire waves in your path with your minigun fire. This also allows you to build Rage meter that much faster.
* Also unique to the Heavy is the unlockable ability to destroy projectiles in mid air with the minigun. This becomes invaluable when dealing with waves with a lot of Demo and Soldier bots, particularly ones that have constant crits. This does not effect Huntsman bot arrows, though.
* A crit canteen can allow you to deal massive damage to tanks. Three of them in quick succession can allow you practically solo them.
* Your sandvich is just as valuable in MvM mode as it is in regular play, since there aren’t as many sources of healing available. If one of your teammates is in trouble, throw him a quick snack to boost his spirits.
* The Fists of Steel, along with a Medic or other healing source, can allow you to tank damage from more dangerous bots, allowing your teammates to take care of them without risk of being attacked. You can also use them to help grab cash if no one else is able to, but be careful of boxing Heavy and Demoknight bots.
* Be cautious of Huntsman bots, as their accuracy with their arrows is insane, and your slower speed makes for an attractive pincushion.
* Avoid using the Tomislav in this mode, as unlike the Natascha, it doesn’t provide any utility, and the lower damage output will only hinder you.
* While the Huo-Long Heater can help damage bots that are around you, it’s very risky to use it in such situations, and is not really recommended.
* If ammunition is becoming a concern, consider grabbing an ammo canteen or some ammo upgrades to keep you in the fray longer.
* Watch for when the Administrator calls the appearance of Spy bots and keep an eye out for any suspicious activity, since you're more likely to be targetted while firing your minigun at other bots.
* Upgrading the Sandvich’s recharge time will allow it to be used more often, making it a much more effective support tool when healing sources are a necessity.
* If you’re looking for more peculiar playstyles, try using the KGB with some resistance and movement speed upgrades, and watch as you decimate entire waves with crit fists.
Conclusion
With that, I hope you learned a bit more about everyone's favorite Russian, and just what he is capable of. The Heavy is a powerhouse of a class, though he isn't unbeatable, as he has a lot of weaknesses and requires players to be especially aware of their surroundings. Still, in capable hands, a single Heavy can be a significant threat to an entire team. With the aforementioned strategies and tips, you can hopefully understand just how dangerous this man can be when played competently.
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