What the Medigun does
Doctor has 150 health, 107 percent move speed, and health regeneration that climbs while he is not taking damage, up to 6 health per second. His stock healing tool is the Medigun. Alternate fire deploys SuperCharge.
Healing a hurt teammate fills SuperCharge faster than healing someone who is already nearly fully overhealed. Once a patient is above 142.5 percent health, further healing on that patient gives half the SuperCharge rate. The overheal cap is 150 percent. If your patient is full and nobody is shooting them, look for a hurt teammate instead of sitting on one full overheal.
Overheal lasts 15 seconds and then decays. A buffed player emits team-colored cross particles from the torso, so enemies can see who is overhealed.
Who to heal
Heal the teammate who is about to do the objective, not the teammate with the most kills in the last life.
- On a payload push, the Brute or Trooper on the cart.
- On a point that is about to be lost, whoever is standing on the point.
- Yourself, by standing near a dispenser or a health kit, before you follow a Flanker into a room you cannot leave.
Your move speed matches a faster patient. Healing a Flanker brings you to 133 percent. That does not make you a Flanker: you still have 150 health and you are the priority target.
The stock Medigun’s SuperCharge is the default uber. Kritzkrieg and Rejuvenator are different charges. Patients can still be knocked back or airblasted during a charge, except under the Rejuvenator’s SuperCharge. Airblast still does not push a Brute.
Staying alive
You lose the fight if you stand in front of your patient. Enemies, especially Flanker and Agent, are looking for you. If you hear a decloak or see a teammate who is not fighting, turn around.
Overdrive is a shoe unlock that sets your base speed to 117 percent and to 133 percent at full SuperCharge. It is optional. Learn the beam first.
Class stats: Doctor.
