Team Fortress 2

Team Fortress 2

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Heavy: A Brief MvM Guide for Beginners
By Scoutfingers
This is a brief guide on how to play Heavy in Mann vs Machine. It is very generalized and doesn't go into very much depth on different strategies you can use (although there aren't many when it comes to Heavy). Basing a lot off of the Two Cities tour since that's where most of my experience comes from.

Other Heavy weapons have damage penalties. Since Heavy's role is mainly huge DPS on single targets, they usually aren't the best option. The Stock Minigun is just the most reliable damage-speed combination in most scenarios.

While you'll be very slow and a bit of sitting duck because of this, the damage buff can sometimes be worth. Movement speed upgrades in late waves can negate this problem and it can be a very powerful tool on giants and bosses especially. The occasional resist can also add onto Heavy's tanking prowess.

Heavy's role is for DPS. A worse firing speed is not a good thing to start off. It has a niche for Destroy Projectiles with its accuracy buff, but this doesn't make it nearly as viable as something that can simply deal damage.

Also poor DPS from its direct damage penalty. Although the stun and occasional resists can be nice, being able to deal damage is much better for everyone. However' it's worht considering on waves with lots of Super Scouts if you're team is ill-equipped to deal with them. I'm not sure how you would be ill-equipped though, There's body blocking, which any class can do, the Mad Milk's speed upgrade, Shortstop shove, FaN knockback, Rocket Specialist, Airblast Force, sentry blocking, and the Jarate's speed upgrade. Of course there's always pure damage to kill it before it becomes a problem.


Just something to heal your teammates (specifically Medic) if they happen to take damage. Won't use much but may come in handy every once in a while. (Medium Health Kit)

Same as Sandvich, except I prefer this over it since if you don't have a Medic it might make a decent buff sometimes. Also I have a strange one. (Small Health Kit)

Same as Sandvich. Although since it's only a small health kit (which exchanges for a quick recharge time), I find the Sandvich more useable. The secondary is only there to use every once in a while anyways so a quick recharge isn't particularly useful.


Everything else has been nerfed to♥♥♥♥♥♥ You don't use it much anyways so Stock works fine.

Once a great way to run to the front line, now a nuisance with a maximum health drain that'll get♥♥♥♥♥♥on without a Medic. Used to be good, now nerfed to♥♥♥♥♥♥

Same story as the GRU. Only use if you don't have a Medic anyways. Used to be an excellent retreat weapon (still is if you don't have a Medic), now an annoyance for Medics to deal with healing/overhealing up.

Upgrade Path
This is the general order for how your upgrades should be purchased:

  1. At least 1 tick of Health on Kill, you can add more later if you want
  2. Resistances specific to the wave (Screenshot uses Blast Resist as Example)
  3. 4 (Full) Firing Speed
  4. 1 tick of Projectile Penetration
  5. More Resistances
  6. Ammo Capacity
  7. If the mission allows it, any extra cash can be spent on Destroy Projectiles (if bought, you must get 2 ticks and not just 1), Movement Speed (especially Brass Beast), or Canteens (Crit or Uber).

How to Play
Heavy is capable of huge DPS. This makes him excel at taking out Giant robots. This makes those priority targets over small robots and tanks.

Absorb damage for your team. Take the aggro. Heavy is the tank. This is why I suggest buying Health on Kill and resistances as first upgrades choices.

Stay near the dispenser but not on top of it. Stay within its ammo range but not close enough to make it take damage. Doing so will keep your ammo up and allow you to not rely on the Ammo Capacity upgrade.

Don't shoot Uber medics until your Demoman/Sniper/Crutch Passer Pyro takes them out. If you do, they will pop and will be an annoyance to your team.

Don't follow/shoot tanks unless they are close to delivering the bomb or the only enemy on the map at the moment.

Stay at the front line in order to do that huge DPS and tank that damage previously talked about.

Mostly in Expert missions where money is scarce, Uber canteens are more useful than resistances some of the time (for Giants). If you decide to do this, get up close to the Giant and use the canteen to tank all of its hits and do massive damage to it.

Protect the Medic idk Heavy is super basic, not much to talk about.

Why Knockback Rage is Bad 99% of the Time
  • It can throw off a bot's path which can ♥♥♥♥ over your Demoman's sticky trap(s)
  • Miniguns suffer from damage falloff, so if you're pushing the bot back, you're also cutting your damage. Most classes have damage falloff actually, so you're cutting your entire team's damage.
  • It has a hidden stat that cuts your damage by 50% while activated. More damage cuts.
  • Knocking them back may adjust aggro on to a class that relies on being stealthy (Damage Scout, Backburner Pyro, Spy, etc.) and get them killed.

Basically, the time spent pushing bots back could've been much better spent killing them with your 100% damage unaffected by the many damage cuts Knockback Rage gives you.


  • Wave 6 of Empire Escalation.
  • Making Sir Nukesalot on Wave 6 of Hamlet Hostility launch into the air and takes loads of fall damage. (Killing with weapons is more effective but this is just fun).

Giants. Stay off tank. Giants. Stay near dispenser. Giants. This guide is very generalized and doesn't go very far in depth, therefore don't go saying in the comments "you forgot this," as I probably didn't forget it, but rather left it out on purpose because I decided it was too specific. However, if you truly feel I did, I may change parts to fit whatever fix you may have in mind. Cheers.
Replaced weapon pictures with images of stats and weapon pictures. Also added reasons to not use the Tomislav and Natascha.
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Scoutfingers  [author] Feb 26 @ 5:46am 
Oh, alright definitely for the Warrior's. I'll have to play a few games with the Huo and see how it goes before I add anything for it.
And the Huo can tank in terms of defense and being by ammo, when the enemy is close by thus more dmg.
Oh I didn't say the Warriors had benefits, I would add it as a item to avoid
Scoutfingers  [author] Feb 25 @ 9:23pm 
You didn't mention how the Warrior's Spirit can be used, so I only see it as a health deduction which is awful for a class centered around tanking damage. I'll definitely add the Huo-Long though when I have time, not for all of the same reasons though.
Scoutfingers  [author] Feb 25 @ 9:23pm 
Because of the time it takes to eat the Buffalo Steak, I don't think it's faster for getting to the front line. I could be wrong though; I'll have to test it when I have time. Also if you're there before 16 seconds is up, you'll be useless for a little bit. I only find the Huo useful if you have a Pyro since the ring is short range. In order for it take effect you'd have to touch the enemy. Being this close would either mean you run out of ammo too fast from being outside the dispenser's range or you're putting the dispenser at risk of damage for being so aggressive. Of course, Pyros in MvM are common now thanks to the idiotic Gas Passer so it's not as big of a problem. I don't see how the Huo adds to being able to tank, since it doesn't have any resistance-related stats.
This is a very interesting guide, and for beginners it's one of the best i could find for it! Just remember, people use the Goru now as more of a Escape Plan esc kind of weapon. And as well, Add the Warrior's Spirit, Buffalo Steak and Huo-Long onto this guide, i've seen some use the Buffalo Steak to get to the front line much easier in mvm. With the Huo, ammo upgrades and dispensers make that thing tank like a beast sometimes even if it happens rarely.

If you want to support the Heavies more, i would suggest adding the Symbol any Heavy can use comrade! :ussr_redstar:

And good luck with your guide, friend of arms! :soviet:

-General Jruokis
Scoutfingers  [author] Feb 24 @ 10:13pm 
@frost10 Thanks!
frost10 Feb 24 @ 10:10pm 
thank you
i didnt know about the hidden stat of knock back rage
great guide!
Scoutfingers  [author] Feb 20 @ 8:51pm 
You're right about the building thing, but I think having the Soldier help build by shooting against a wall (which I should add to my Soldier guide) or having the Engineer do it with Wrangler bullets might be more effective. I'll credit the GRU thing to me not using it in a while even before the nerf, for I used to use Fists of Steel.
Jet Feb 20 @ 8:32pm 
I misread that. Eh, whatever.