Team Fortress 2/Heavy

The Heavy is a tank. He has the highest health out of any class but is also the slowest. Because the Heavy is a big target and moves slow he's best used defensively, but with a Medic and some teammates he can be a powerful offensive foe as well.
 * Health: 300
 * Speed: 77% (27% when spinning minigun)
 * Type: [[Image:TF2_achievement_impossible_defense.jpg||20px]] Defense

Weapons
The heavy practically exists for one reason: The minigun. He has a shotgun for backup, and fists for a laugh, but the minigun is by far the weapon you'll be using the most.

Minigun
The Minigun is Heavy's main way of dealing damage. It mows down opponents at mid to close range with it's immense damage. However, it takes about a second to spin up before it can be fired. Holding Mouse2 allowing you to be spun up and ready to fire, but it greatly reduces your movement speed. Only spin up your gun as you approach from a safe location into a strategic position, since your slow speed makes you easy pickings for Snipers. Don't use it to take down far away enemies, as it becomes inaccurate and deals low damage when fired at distant foes.
 * Ammo: 200
 * Point Blank Damage: 50-54
 * Mid Range Damage: 5-30
 * Long Range Damage: 5-10
 * Critical Hit: 27

Being good with the Heavy is knowing when NOT to fire the gun. Only use it to take down enemies at close range. Don't waste your ammo on far away enemies or invulnerable opponents. A good tactic is to jump and spin-up your gun. This negates your speed penalty, as well as letting you catch enemies by surprise. The Minigun is also useful for scaring off enemies, as weaker classes will usually run from the sound of a spinning Minigun. Even though you have a lot of ammo, the Minigun can expend these very quickly, especially when you're taking down lots of enemies, so be sure to go for ammo packs or weapons of dead players.

Natascha
The Nastacha trades damage for the ability to impair movement. It slows down any enemy that is hit by it's bullets, effectively leaving them with no way of escaping the bullet stream. The slowdown effect decreases at range, so it's better for taking out close enemies. It's movement impairing effects are devastating to Scouts, as it takes away their speed advantage. It also impairs vertical movement, so enemy Soldier's rocket jumps won't be as high. This weapon makes you more of a support Heavy, slowing down opponents to get damaged further by other attacks. It is also good for killing spies, as it makes escaping for them very difficult. Don't engage a Heavy with a different Minigun, as he's not largely affected by the slowdown, and his higher damage output will bring you down first.
 * Ammo: 200
 * Point Blank Damage: 32-36
 * Mid Range Damage: 3-20
 * Long Range Damage: 5-10
 * Critical Hit: 20.25

Iron Curtain
The Iron Curtain has the same attributes as the Minigun, so all strategy for it applies here. Do note however that the weapon is held in such a way that it allows you a better view in first-person.
 * Ammo: 200
 * Point Blank Damage: 50-54
 * Mid Range Damage: 5-30
 * Long Range Damage: 5-10
 * Critical Hit: 27

Brass Beast
The Brass Beast deals 20% more damage, but it spins up slower and slows you down when deployed. It is designed for defensive situation where not much movement is needed, as it's increased damage can kill a lot of enemies quickly when in a strategic position. It is also good for brute force, and for cleraing out enemies in narrow chokepoints. In fact, standing at a location and simply firing at foes, especially if you're next to a dispenser, can make you a human Sentry Gun. Equipping the Shotgun with this weapon is not a bad idea, as it let's you move at full speed while being able to defend yourself.
 * Ammo: 200
 * Point Blank Damage: 60-65
 * Mid Range Damage: 6-36
 * Long Range Damage: 5-12
 * Critical Hit: 32.4

Tomislav
The Tomislav spins up quicker and is completely silent during this period, but fires 20% slower. The Tomislav is quite suitable for ambushes, as the silent spin up can catch opponents by surprise. It also allows you to play offensively better, as you can take advantage of it's quicker spin up to start shooting bullets. It is rather useful when facing fast classes like the Scout. However, your reduced spin up time means you will likely lose against a Heavy with the default Minigun or the Brass Beast.
 * Ammo: 200
 * Point Blank Damage: 50-54
 * Mid Range Damage: 9-34
 * Long Range Damage: 5-10
 * Critical Hit: 27

Shotgun
The Shotgun is the Heavy's travelling weapon, giving him a form of quick self-defense while walking to his destination. It is useful for moving through locations with not much enemy activity, escaping a hairy situation, taking enemies by surprise, avoiding projectiles and as a backup weapon when you run out of Minigun ammo. This gun is good for ambushing enemies, since they usually only get alerted of a Heavy's presence by the Minigun's obvious spin up noise. Remember that without the Sandvich, you'll depend more on Medics and health kits to survive, so be sure to know where to find health on a map or have a Medic stick with you.
 * Clip Size: 6 - Reserve Ammo: 32
 * Point Blank Damage: 86-90
 * Mid Range Damage: 24-67
 * Long Range Damage: 3-26
 * Critical Hit: 120

Sandvich
The Sandvich let's the Heavy heal himself fully by consuming it, but he is immobile during eating and makes loud eating noises. Only use this when behind cover or protected by teammates, since you can't move during eating and enemies can easily pick you off. The Sandvich can also be thrown by right-clicking, and picking it up replenishes 50% of your lost health as well as stopping any afterburn or bleeding effects. Anyone can pick up the Sandvich, including teammates and enemies. Eating or throwing the Sandvich results in 30 seconds of recharge time before it is reusable. Picking up a health pack while at full health instantly replenishes the Sandvich. Try throwing the Sandvich in front of you when not in that much need of health to heal yourself quickly. You can also drop the Sandvich to help your wounded teammates.
 * Ammunition: Infinite
 * Heal Upon Consumption: 300 health
 * Eating Duration: 4.3 seconds
 * Recharge Time: 30 seconds

Dalokohs Bar
The Dalokohs Bar restores 60 health upon eating, and raises ypur health to 350 when eating at full health. However, it cannot be dropped. Like the Sandvich, you are immobile and make loud eating noises while consuming it. After thirty seconds from consumption, any health above 300 becomes overheal health and drains away. This item replenishes less health and cannot be dropped and heals less, but it doesn't need to recharge, so you can eat repeatedly to keep healing yourself. Do note that the eating process itself is still slow, so you might be better off hunting for health packs.
 * Ammunition: Infinite
 * Heal Upon Consumption: 60 health
 * Consumption With Full Health: Overheals to 350
 * Eating Duration: 4.3 seconds
 * Effect Duration: 30 seconds

The extra 50 health can make the Heavy survive just a little bit longer, and maybe use that longer survival time to take out his enemies. If your team lacks Medics or a Dispenser, it is useful for providing you a constant source of healing. You can also use this with a Quick Fix Medic to grant you pseudo-overheal status that the Quick Fix can't provide.

Buffalo Steak Sandvich
The Buffalo Steak Sandvich increases your movement speed upon consumption, you are restricted to using melee attacks but all the damage dealt by you or to you will be mini-crits. The Buffalo Steak Sandvich can be dropped like a Sandvich, and has similar healing abilities. The speed boost granted by it can help the Heavy reach his deatination faster. Try to defeat enemies by taking them by surprise not charging at them. They can easily fall to a mini-crit melee attack when distracted, but they can also quickly kill you with ranged weaponry, as you also receive mini-crits from attacks dealt by the enemy.
 * Ammunition: Infinite
 * Eating Duration: 4.3 seconds
 * Effect: Increases speed by 35% and attacks dealt and taken are mini-crits, restricted to melee weapons.
 * Effect Duration: 15 seconds
 * Recharge Time: 30 seconds

Fishcake
The Fishcake has similar attributes to the Dalokohs Bar, so all strategy related to it also applies with this item.
 * Ammunition: Infinite
 * Heal Upon Consumption: 60 health
 * Consumotion With Full Health: Overheals to 350
 * Eating Duration: 4.3 seconds
 * Recharge Time: 30 seconds

Family Business
The Family Business has a bigger clip size, but has reduced damage. The Family Business is better at long range compared to the Shotgun and Minigun, as you can deal more damage in a single clip even with the reduced damage. While it is less useful for direct combat and ambushes, it is good for picking off wounded enemies that would otherwise survive or escape due to being at long range or the Minigun's spin up slowdown. The Family Business is also generally better than a shotgun, as the increased damage per clip and larger clip size let's you deal more damage than a Shotgun normally does.
 * Clip Size: 8 - Reserve Ammo: 32
 * Point Blank Damage: 74-76
 * Mid Range Damage: 20-52
 * Long Range Damage: 3-22
 * Critical Hit: 102

Melee Weapons

 * Fists

You can choose to use either the left or right fist while punching, but which one you use doesn't matter. They both deal about 70ish damage a hit. Great for humiliating opponents, but due to the Heavy's low speed, enemies can easily run away and shoot as you try to punch them.


 * K.G.B. - Third unlock

The K.G.B. has a slightly slower swing rate than the Fists - however, after each kill, you have a guaranteed 5 seconds of critical hits. A very useful tactic, which is however not commonly used for whatever reason, is managing to get a kill with the K.G.B and then spinning up your mini gun. 1 second to take it out and 1 to spin it, it leaves you 3 seconds of krits, allowing you to kill any class close range, any class but heavy and without a medic on mid range, and any class below or on 125 HP on far range if you aim well enough. It is also a good strategy to score a kill on a hiding sniper/AFK with the K.G.B before an uber, allowing you extra krits on the start of the uber.

Using the Heavy
The Heavy is very useful in defence, but even without the backup of a Medic can still be a formidable offensive force (providing there are no skilled Snipers or Spies around). If you get a Medic healing you and he has an Ubercharge, you're pretty much set to cause carnage, so just rush straight for the enemy. Whilst Ubercharged, destroy any sentries first - otherwise, pick a target and get as close as possible to them whilst firing the minigun. Once they're dead, move on to the next target - and so on.

The Heavy isn't really an ambush class, but beware of Snipers when using one out in the open. Just run to where the action is and pull out your minigun aiming for everything that moves. Be careful about fighting Soldiers or Heavys with Medics, as they usually kill you before you can kill them. Another thing to look out for is Spies, as they can backstab you quicker than you can turn around. Make sure you call out Medic when a Medic is near, so that they will concentrate their healing on you.

Make sure you also go for any ammo boxes or weapons on the floor, as the Heavy uses ammo at an alarming rate. Alternatively, defending teams can use Dispensers to fire the minigun continuously, never running out of ammo (providing you stay near the Dispenser - this also applies to the Pyro, but the range of the flamethrower means that this is only really good for eliminating Spies).

Defeating the Heavy
Snipers and Spies will have the easiest time killing the Heavy. A fully charged headshot will kill a slow moving Heavy without any problem, but unless the Heavy is far away the Sniper has no chance in close quarters. Unless a teammate, typically a Medic, warns the Heavy in advance, a Spy can drop a knife in a Heavy's back easily. Soldiers and Demoman have a chance against a Heavy if they can get the jump on them, but if you get ambushed by a Heavy you're in trouble no matter what class you are. Of course, other Heavies can take out the Heavy. In general, whoever has the Medic wins. If both Heavies have medics, then whoever spins up or gets critical hits first wins the fight. Heavy's are a lot harder to defeat if they have a Medic with them, typically you will want to kill the Medic first.

Pyros will typically die against a Heavy even if they ambush them. Unless the Heavy was at low health to begin with, there's not much chance for the Pyro. If the Heavy is in an open area the Pyro can circle around the Heavy more quickly than the Heavy can turn, and occasionally the Pyro can defeat him.

If you manage to kill a Heavy with the Scout's bat, he will taunt that player by yelling out "Eat it Fatty!". Scouts will die against Heavies a lot, but killing them with the bat and hearing the taunt is well worth it.