Difference between revisions of "Community Versus Saxton Hale strategy"

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m (Auto: WordFilter([Üüu]ber(?!säge)(?!sage)(?! Entertainment)(?: ?charge)?s → ÜberCharges), WordFilter(Sentry Guns/Sentries(?!\s+Gun) → Sentry Guns) (Review RC#3328678))
m (Some rewording + condensing strategies (as some had 3+ *** entries) + some more strategies)
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== General strategy (as Saxton Hale) ==
 
== General strategy (as Saxton Hale) ==
 
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===
 
=== [[File:VS Saxton Hale Responses Icon.png|20px]] Saxton Hale ===
* If you are facing off against a high health target (such as a Heavy or an overhealed Soldier) and it has been a while since you've used Saxton Punch!, it may be beneficial to back off and wait for the ability to recharge to deal extra damage.
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* If you are facing off against a high health target (such as a Heavy or an overhealed Soldier) and it has been a while since you've used [[Versus Saxton Hale#Saxton Punch!|Saxton Punch!]], it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.
* Try to use the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent them from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.
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* If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire [[Glossary of player terms#Sentry nest|Sentry nest]]. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the [[Versus Saxton Hale#Sweeping Charge|Sweeping Charge]] can be used to nearly instantly kill it, as it damages the building for every tick that it is active.
* Prioritize high-value targets over the main combat classes. Below is a list of which mercenaries you should try to kill first, why they pose a threat to you, and how to deal with them.
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* Try to use the Sweeping Charge often, either to quickly catch up to pesky [[Scout]]s or to reach advantageous areas in conjunction with [[Versus Saxton Hale#Brave Jump|Brave Jump]]. It deals moderate damage and knocks people back, which also means you can juggle a [[Medic]] and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.
** [[Medic]]s should be killed as quickly as possible, as their ability to grant Overheal prevents you from killing most Mercenaries in one hit, and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.
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* Prioritise high-value targets over the main combat classes. Below is a list of which classes are important to a team, why they pose a threat to you, and how to deal with them.
*** Uber-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a free Ubercharge. Try to knock one of them away with a punch, or [[Versus Saxton Hale#Mighty Slam|Mighty Slam]] between them to push them away from each other.
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** A [[Medic]]'s ability to grant Overheal prevents you from killing most Mercenaries in one hit and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.
** [[Engineer]]s are also of high priority; despite your 50% damage resistance against Sentry Guns, a large Engineer nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.
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*** Über-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a full ÜberCharge. Try to knock one of them away with a punch, or [[Versus Saxton Hale#Mighty Slam|Mighty Slam]] between them to push them away from each other.
*** Buildings have a +100% damage vulnerability to Hale's [[Versus Saxton Hale#Mighty Slam|Mighty Slam]]. If the nest is not underneath a low ceiling, consider using [[Versus Saxton Hale#Brave Jump|Brave Jump]] to leap above it, then slam down, breaking all buildings in a wide radius.
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** [[Engineer]]s are also of high priority; despite your 50% damage resistance against Sentry Guns, a large Sentry nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.
*** If the room is too small to use Mighty Slam, wait for Saxton Punch to recharge. Saxton Punch creates a large explosion that can break buildings instantly - use Brave Jump or Sweeping Charge to approach the nest quickly, then target the Sentry Guns first. Don't worry about the Wrangler, as your attacks pierce its damage resistance.
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** [[Pyro]]s should also be targeted for their [[Compression Blast|airblast]], which can protect Medics and Engineer nests, and deny you from capturing the Control Point.
** [[Pyro]]s should also be targeted for their [[Compression Blast|airblast]], which can protect Medics and Engineer nests, and deny you from capturing the control point.
 
 
*** Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.
 
*** Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.
*** Pyros that use the [[Phlogistinator]] are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. As in the base game, if you find a lone Phlogistonator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other mercenaries until their buffs wear off.
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*** Pyros that use the [[Phlogistinator]] are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. If you find a lone Phlogistinator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other classes until their buffs wear off.
* While Mighty Slam is on cooldown, it is still possible to hold {{DK|Ctrl}} to accelerate downwards and increase your stomp damage.
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* While Mighty Slam is on cooldown, it is still possible to hold the button {{DK|Ctrl}} to accelerate downwards and increase your stomp damage.
  
== General strategy (as Mercenaries) ==
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== General strategy (against Saxton Hale) ==
 
* Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.
 
* Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.
* Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimize the splash damage he will deal.
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* Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimise the splash damage he will deal.
 
** If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.
 
** If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.
* If you are falling to your death (a common occurrence in this gamemode), try to make your way to a wall and hit it with your melee to Wall Climb. If you are successful, this will launch you upwards, and can save your life.
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* If you are falling to your death, try to make your way to a wall and hit it with your melee to wall climb. If you are successful, this will launch you upwards, and can save your life.
* In less serious matches, Hale may be willing to play [[Rock, Paper, Scissors]]. Winning the toss-up is the only way to instantly kill Hale in larger servers, and it is not uncommon to see the last player standing offering Hale a game.
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* If you own the [[Rock, Paper, Scissors]] taunt and are the last remaining mercenary, ask Hale if he is willing to engage in a battle of hands. If you win, Hale dies. If you lose, you delayed the inevitable.
  
== Class-specific strategy (against Saxton Hale) ==
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== Class-specific strategy ==
 
=== {{class link|Scout}} ===
 
=== {{class link|Scout}} ===
As Scout, you cannot damage Hale as efficiently as many of your teammates, as your Scatterguns' limited range and your Pistols' limited ammo force you to get close to Hale to deal large amounts of damage - extremely risky, as Hale will kill you in a single hit, even if you are Overhealed. As such, your main role will usually be supporting your team
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* As Scout, damading Hale is quite risky, as your Scattergun's limited range and your Pistol's limited ammo force you to get close to Hale to deal large amounts of damage. Consider equipping weapons that will support your team, rather than focusing on damage.
 
* The [[Baby Face's Blaster]] is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.
 
* The [[Baby Face's Blaster]] is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.
 
* The [[Force-A-Nature]] can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.
 
* The [[Force-A-Nature]] can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.
* While situational, using the [[Bonk! Atomic Punch]] can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank.
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* Using the [[Bonk! Atomic Punch]] can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank or pile damage onto him.
* The [[Crit-a-Cola]] can be a great option if you are willing to fight Hale directly, as its Mini-Crit boost increases your effective range and lets you keep your distance from Hale. The downside of marking yourself for death is largely irrelevant, as Hale will kill you in one hit regardless.
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* The [[Crit-a-Cola]] can be a great option if you are willing to fight Hale directly, as its [[Critical hits# Mini-crits|Mini-Crit]] boost increases your damage at range and lets you keep your distance from Hale. The downside of marking yourself for death is irrelevant, as Hale will kill you in one hit regardless.
 
* Considering there is only one enemy for your team to attack, [[Mad Milk]] is an excellent choice, as it greatly increases your teammates' survivability.
 
* Considering there is only one enemy for your team to attack, [[Mad Milk]] is an excellent choice, as it greatly increases your teammates' survivability.
* While risky, hitting Hale with the [[Fan O'War]] marks him for death for 15 seconds, greatly increasing your team's damage output.
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* While risky, hitting Hale with the [[Fan O'War]] marks him for death for 15 seconds, greatly increasing your team's damage output. Try to sneak up on Hale while he is distracted by your teammates to minimise the risk.
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* Using the [[Flying Guillotine]] will allow you to easily deal damage from a safe distance, its short recharge time means that missing is not a very big deal as it will be recharged quickly.
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** The [[Wrap Assassin]] can be used together with the Guillotine to deal even more damage from a safe distance. Note that the Wrap Assassin's baubles do extra damage because of the guaranteed crits of melee weapons.
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** If you are more confident in melee battle, the [[Boston Basher]] allows you to deal more damage at a higher risk. Try to use it on him when he isn't focused on you. Use the Basher sparingly and only when you can guarantee a hit, swinging the Basher wildly while close to Hale can easily result in your own death. Be very careful, as the guaranteed crits deal more damage to Hale but also to yourself!
  
 
=== {{class link|Soldier}} ===
 
=== {{class link|Soldier}} ===
As Soldier, you can take two hits from Hale before dying, making you better-suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammunition quickly, so you'll need to support your team during your downtime.
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* As Soldier, you can take two hits from Hale before dying, making you better suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammo quickly, so you'll need to support your team during your downtime.
 
* All [[Banner]]s are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.
 
* All [[Banner]]s are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.
** The [[Buff Banner]] greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to [[Critical hits# Mini-crits| Mini-crits]] ignoring damage falloff.
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** The [[Buff Banner]] greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to Mini-crits ignoring damage falloff. However, in the final stages of the game the Buff Banner is rendered useless due to the permanent Mini-Crit boost on the last 3 players.
*** If you are one of the three last Mercenaries standing, you will gain a permanent Mini-Crit boost, making the Buff Banner completely useless.
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** The [[Concheror]] will give your teammates better survivability when fighting Hale head-on and its speed boost will help them outmaneuver or escape him in the early game (however, it will diminish in value as Hale gets lower health and thus a faster movement speed). It is very effective to pair it with a Heavy and a Medic to make sure the Heavy can survive multiple hits against Hale and deal as much damage as possible.
** The [[Concheror]] will give your teammates better survivability when fighting Hale head-on, and its speed boost the will help them outmaneuver or escape him in the early game.
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** The [[Battalions Backup]] is very useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer. Combined with a Medic's overheal, it will allow every class to survive at least one hit from Hale. The 20 extra health gained doesn't mean much on its own, it increases the health received from health packs may be beneficial once your Medics are all dead. The Backup's value also does not diminish over time, due to the damage resistance always coming in useful against Hale's attacks.
*** The Concheror can be activated more often as it only requires 480 damage to charge, compared to the other banners' 600 damage required.
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*** If Hale has Saxton Punch! ready, activating the Backup, but not letting go of primary fire, will allow you to deploy it as soon as he's hitting a teammate. Although it won't stop a {{botignore|direct hit}} from killing your teammates, the splash damage can be reduced.
*** The speed boost's utility diminishes as Hale takes damage. At low health, he can run 30% faster than Scout, making running away ineffective.
 
** The [[Battalions Backup]] is extremely useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer.
 
*** Combined with Medic's [[Healing#Overheal|overheal]], the 35% damage reduction lets you take two punches from Hale without dying. Light classes survive a hit from Hale with overheal. Even without overheal, the buff lets Pyros and Demomen can now survive a hit from Hale, and Heavies can take two punches without dying.
 
***If Hale is about to attack a nearby Heavy with Saxton Punch!, activating the Backup will let him survive it if he is at full health.
 
*** The extra 20 maximum health from the Battalions doesn't often come into play, as you still die in 2 hits without Overheal. However, you receive slightly more health from health packs, which may occasionally save your life.
 
*** Unlike other banners, the Battalions is useful at all times, as the damage reduction can often allow you and a Pyro  to capture the control point while warding off Hale.
 
 
* It is recommended that you use either the [[Rocket Launcher]], [[Black Box]], [[Original]], [[Cow Mangler]], or the [[Direct Hit]] with the Banners as they all deal consistent, reliable damage.
 
* It is recommended that you use either the [[Rocket Launcher]], [[Black Box]], [[Original]], [[Cow Mangler]], or the [[Direct Hit]] with the Banners as they all deal consistent, reliable damage.
** If you do not have a [[Kritzkrieg]] Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-crit Hale.
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** If you do not have a [[Kritzkrieg]] Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-Crit Hale.
** The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale if he as much as jumps.
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** The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale even if he simply jumps. Note that it does require extra accuracy because of the significantly-reduced splash damage.
*** You do have to be especially accurate, due to the 70% explosion penalty.
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* If you are confident in your rocket jumping skills, consider using the [[Market Gardener]] to deal heavy damage to Hale.
* If you are confident in your rocket-jumping skills, consider using the Market Gardener to deal heavy damage to Hale.
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** The [[Rocket Jumper]] can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.
** [[Glossary of player terms#Trolldier|Trolldier]] can be viable if you can consistently hit Gardens, as Hale will have a hard time hitting a highly mobile target that only stops to reload their Rocket Launcher. Be advised that the [[Rocket Jumper]] no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers often.  
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*** If you do not feel confident in your ability to solely deal damage with the Market Gardener, consider using the [[Liberty Launcher]] combined with the [[Gunboats]]. You will still have a damage option, but also take very little damage from rocket jumps.
***One launcher you can utilize is the [[Liberty Launcher]] in conjunction with the [[Gunboats]], as it severely reduces the amount of self-damage you take and gives an extra rocket in the clip. The damage penalty doesn't matter as much as you will usually be using your Market Gardener to deal damage, however it is useful for dealing some damage if you miss the Garden.
 
***You do risk under-performing or being caught out as you will spend a good amount of time traveling to ammo packs or reloading due to the nature of the Liberty Launcher and the Rocket Jumper, but the potential payoff is worth it.
 
 
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
 
* The [[Half-Zatoichi]] heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
** If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take. If you activate the [[Battalion's Backup]] before engaging Hale, this ratio will drop to 1.27 hits dealt per hit taken, making you very difficult for Hale to kill as long as you keep hitting him.
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** If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take.
  
 
=== {{class link|Pyro}} ===
 
=== {{class link|Pyro}} ===
As Pyro, your [[Compression blast|Airblast]] is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavorable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.
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* As Pyro, your [[Compression blast|airblast]] is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavourable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.
 
* The [[Flare Gun]] combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.
 
* The [[Flare Gun]] combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.
* The [[Thermal Thruster]] can be a good escape tool when you are out of ammo. Note that the reduced deploy/holster speed leaves you vulnerable for a short time.
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* The [[Thermal Thruster]] can be a good escape tool when you are out of ammo. Note that the increased deploy speed leaves you vulnerable for a short time.
* While risky, the [[Axtinguisher]]'s bonus damage to burning targets stacks with critical hits, dealing up to 371 points of damage. If you are able to hit Hale, the heavy knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.
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* While risky, the [[Axtinguisher]]'s bonus damage to burning targets stacks with critical hits, dealing up to 371 damage. If you are able to hit Hale, the {{botignore|heavy}} knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.
* The [[Hot Hand]]'s double-hit can be used to wall-climb faster.
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* The [[Hot Hand]]'s double-hit can be used to wall climb faster as well as being easier to secure a hit on Hale with if you aren't confident with your melee timing.
 
* The [[Phlogistinator]] can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively.  
 
* The [[Phlogistinator]] can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively.  
 
** Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.
 
** Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.
* The [[Scorch Shot]] is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him), and can deal significant knockback if you run out of Flamethrower ammo for airblasting.
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* The [[Scorch Shot]] is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him) and can deal significant knockback if you run out of {{botignore|flamethrower}} ammo for airblasting.
  
 
=== {{class link|Demoman}} ===
 
=== {{class link|Demoman}} ===
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* All Mediguns have a quicker [[ÜberCharge]] rate with the Ubersaw equipped.
 
* All Mediguns have a quicker [[ÜberCharge]] rate with the Ubersaw equipped.
 
** The [[Ubersaw]] also grants 50% uber per hit, needing only 2 hits to have full Über.
 
** The [[Ubersaw]] also grants 50% uber per hit, needing only 2 hits to have full Über.
* Prioritize the classes closest to Saxton Hale, as they are the ones in the most danger.
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* Prioritise the classes closest to Saxton Hale, as they are the ones in the most danger.
 
* The stock [[Medi Gun]]'s ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.
 
* The stock [[Medi Gun]]'s ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.
 
** Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.
 
** Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.

Revision as of 06:03, 6 August 2023

This article is about Community Versus Saxton Hale strategy.

General strategy (as Saxton Hale)

VS Saxton Hale Responses Icon.png Saxton Hale

  • If you are facing off against a high health target (such as a Heavy or an overhealed Soldier) and it has been a while since you've used Saxton Punch!, it may be beneficial to wait a little bit for the ability to recharge to deal extra damage.
  • If there are multiple Engineers buildings all built very close to each other, especially Sentry Guns, a Saxton Punch! can destroy their entire Sentry nest. This may also heavily damage the Engineers if there are any nearby, and potentially other members of the RED team (if they were also close). For single buildings, the Sweeping Charge can be used to nearly instantly kill it, as it damages the building for every tick that it is active.
  • Try to use the Sweeping Charge often, either to quickly catch up to pesky Scouts or to reach advantageous areas in conjunction with Brave Jump. It deals moderate damage and knocks people back, which also means you can juggle a Medic and prevent him from escaping, making it easier to take down one of the most consistent sources of healing for the Mercenaries.
  • Prioritise high-value targets over the main combat classes. Below is a list of which classes are important to a team, why they pose a threat to you, and how to deal with them.
    • A Medic's ability to grant Overheal prevents you from killing most Mercenaries in one hit and can provide their team with invulnerability every 20 seconds or critical hits every 16 seconds. They take two hits to kill thanks to their 30% damage resistance against your attacks, and take significantly more knockback, allowing them to surf your punches to safety. Try to knock Medics into walls to deny their escape - a second hit will finish them.
      • Über-chaining Medics, while not practical, can pose a significant threat if you let them hit you, as it only takes two Ubersaw hits on you to gain a full ÜberCharge. Try to knock one of them away with a punch, or Mighty Slam between them to push them away from each other.
    • Engineers are also of high priority; despite your 50% damage resistance against Sentry Guns, a large Sentry nest can rapidly eat through your health. Try to take them out before they can set up; most will go down to a single hit. If you are unable to stop Engineers from setting up, do not waste your health rushing headlong into their nests; you have two efficient ways to destroy buildings.
    • Pyros should also be targeted for their airblast, which can protect Medics and Engineer nests, and deny you from capturing the Control Point.
      • Try and set up a surprise attack with either Sweeping Charge or Brave Jump in conjunction with Mighty Slam, then pick them off before they can react.
      • Pyros that use the Phlogistinator are usually not much of a threat, as their inability to airblast makes them unable to keep you at a distance. If you find a lone Phlogistinator Pyro activating Mmmph, deny their attacks by standing near them and killing them as their invulnerability wears off. However, if a Medic ÜberCharges them as they do so, it is strongly advised to back off and target other classes until their buffs wear off.
  • While Mighty Slam is on cooldown, it is still possible to hold the button (default key: Ctrl) to accelerate downwards and increase your stomp damage.

General strategy (against Saxton Hale)

  • Do not spread out too much, as Hale can easily pick off most isolated players. At the same time however, do not bunch together too tightly; Hale can deal significant area-wide damage which can greatly weaken your group if it lands.
  • Saxton Hale's left arm glows if Saxton Punch! is ready; this means the next attack he lands will instantly kill anything short of an overhealed Heavy. Spread apart to minimise the splash damage he will deal.
    • If you are a Medic, try to bait Hale into wasting his Saxton Punch! by Ubercharging the player he is targeting.
  • If you are falling to your death, try to make your way to a wall and hit it with your melee to wall climb. If you are successful, this will launch you upwards, and can save your life.
  • If you own the Rock, Paper, Scissors taunt and are the last remaining mercenary, ask Hale if he is willing to engage in a battle of hands. If you win, Hale dies. If you lose, you delayed the inevitable.

Class-specific strategy

Leaderboard class scout.png Scout

  • As Scout, damading Hale is quite risky, as your Scattergun's limited range and your Pistol's limited ammo force you to get close to Hale to deal large amounts of damage. Consider equipping weapons that will support your team, rather than focusing on damage.
  • The Baby Face's Blaster is a great primary choice for survivability, as fully charging your Boost meter will let you run as quickly as Hale at maximum speed. Despite your high speed, continue to keep your distance from Hale, as the splash damage he deals can quickly drain your Boost.
  • The Force-A-Nature can be a useful tool to push Hale away before he gets too close, possibly into an environmental hazard.
  • Using the Bonk! Atomic Punch can let you escape what would otherwise be a certain death, or help kite Hale around for the rest of your team to flank or pile damage onto him.
  • The Crit-a-Cola can be a great option if you are willing to fight Hale directly, as its Mini-Crit boost increases your damage at range and lets you keep your distance from Hale. The downside of marking yourself for death is irrelevant, as Hale will kill you in one hit regardless.
  • Considering there is only one enemy for your team to attack, Mad Milk is an excellent choice, as it greatly increases your teammates' survivability.
  • While risky, hitting Hale with the Fan O'War marks him for death for 15 seconds, greatly increasing your team's damage output. Try to sneak up on Hale while he is distracted by your teammates to minimise the risk.
  • Using the Flying Guillotine will allow you to easily deal damage from a safe distance, its short recharge time means that missing is not a very big deal as it will be recharged quickly.
    • The Wrap Assassin can be used together with the Guillotine to deal even more damage from a safe distance. Note that the Wrap Assassin's baubles do extra damage because of the guaranteed crits of melee weapons.
    • If you are more confident in melee battle, the Boston Basher allows you to deal more damage at a higher risk. Try to use it on him when he isn't focused on you. Use the Basher sparingly and only when you can guarantee a hit, swinging the Basher wildly while close to Hale can easily result in your own death. Be very careful, as the guaranteed crits deal more damage to Hale but also to yourself!

Leaderboard class soldier.png Soldier

  • As Soldier, you can take two hits from Hale before dying, making you better suited to fighting Hale at mid-to-close range. However, your Rocket Launcher will run out of ammo quickly, so you'll need to support your team during your downtime.
  • All Banners are useful in their own ways, and allow you to keep your distance from Hale most of the time. Below are a few use cases for each banner.
    • The Buff Banner greatly increases your team's offensive power, and if used regularly when Hale is still healthy, can be the difference between a win and a loss later in the game. Even if you are not fighting head-on, it allows your team to consistently pepper Hale with chip damage at range, due to Mini-crits ignoring damage falloff. However, in the final stages of the game the Buff Banner is rendered useless due to the permanent Mini-Crit boost on the last 3 players.
    • The Concheror will give your teammates better survivability when fighting Hale head-on and its speed boost will help them outmaneuver or escape him in the early game (however, it will diminish in value as Hale gets lower health and thus a faster movement speed). It is very effective to pair it with a Heavy and a Medic to make sure the Heavy can survive multiple hits against Hale and deal as much damage as possible.
    • The Battalions Backup is very useful at dampening the effects of Hale's attacks, allowing teammates to fight Hale longer. Combined with a Medic's overheal, it will allow every class to survive at least one hit from Hale. The 20 extra health gained doesn't mean much on its own, it increases the health received from health packs may be beneficial once your Medics are all dead. The Backup's value also does not diminish over time, due to the damage resistance always coming in useful against Hale's attacks.
      • If Hale has Saxton Punch! ready, activating the Backup, but not letting go of primary fire, will allow you to deploy it as soon as he's hitting a teammate. Although it won't stop a direct hit from killing your teammates, the splash damage can be reduced.
  • It is recommended that you use either the Rocket Launcher, Black Box, Original, Cow Mangler, or the Direct Hit with the Banners as they all deal consistent, reliable damage.
    • If you do not have a Kritzkrieg Medic, use the Cow Mangler instead of the Rocket Launcher, as it has effectively no downsides, and does not require ammo to fire. If you are at a safe distance, you can use a charged shot to Mini-Crit Hale.
    • The Direct Hit deals 25% extra damage, which can charge your Banners faster - and will Mini-Crit Hale even if he simply jumps. Note that it does require extra accuracy because of the significantly-reduced splash damage.
  • If you are confident in your rocket jumping skills, consider using the Market Gardener to deal heavy damage to Hale.
    • The Rocket Jumper can be a good option if you can consistently hit with the Market Gardener, as Hale will have a hard time hitting a highly-mobile target that only stops to reload his weapon. Be wary of the fact that the Rocket Jumper no longer has its extra ammo buff, so you will need to use ammo packs or Dispensers more often.
      • If you do not feel confident in your ability to solely deal damage with the Market Gardener, consider using the Liberty Launcher combined with the Gunboats. You will still have a damage option, but also take very little damage from rocket jumps.
  • The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
    • If you are willing to take the risk, you can deal heavy damage to Hale in a melee fight, as each melee swing will push him away, preventing him from killing you - though you will have to land two hits for each hit you take.

Leaderboard class pyro.png Pyro

  • As Pyro, your airblast is your main weapon, and can either be used to keep Hale away from your team, or to force him into an unfavourable location (such as an environmental hazard or a corner). If timed correctly, it can even deny Hale's Mighty Slam attack entirely. Use it to keep your teammates safe and prevent Hale from outmaneuvering you.
  • The Flare Gun combos well with other Pyros dealing fire damage. It may be difficult to hit Hale at range, but if your team can consistently keep him on fire, this is a solid option. If he attacks you, use airblast to push him in a predictable direction, then follow up with a flare.
  • The Thermal Thruster can be a good escape tool when you are out of ammo. Note that the increased deploy speed leaves you vulnerable for a short time.
  • While risky, the Axtinguisher's bonus damage to burning targets stacks with critical hits, dealing up to 371 damage. If you are able to hit Hale, the heavy knockback melee weapons deal will keep him from retaliating immediately, and the speed boost will let you escape.
  • The Hot Hand's double-hit can be used to wall climb faster as well as being easier to secure a hit on Hale with if you aren't confident with your melee timing.
  • The Phlogistinator can land guaranteed crits on Hale, but removes your ability to airblast. Consider using this if you have another Pyro on your team or if your team can protect you effectively.
    • Activating your Mmmph grants temporary invulnerability, which can be timed to save you from Hale's attacks. If timed correctly, you may be able to use his knockback to move to safety or deal crits while still invulnerable.
  • The Scorch Shot is another great option, as it can keep Hale on fire for long periods of time (allowing other Pyros to combo him) and can deal significant knockback if you run out of flamethrower ammo for airblasting.

Leaderboard class demoman.png Demoman

  • Try to lure him into a hidden sticky trap to take a good chunk of his HP.
    • The Scottish Resistance is the most suitable weapon for this, as it allows Demo to set a sticky trap with up to 14 stickies.
  • Consider equipping the Loose Cannon as your primary to knock him out if he starts focusing on you or is reaching too close to you.
  • The Chargin' Targe, Splendid Screen, and Tide Turner can act as a one-hit immunity against Hale's primary attack or the death penalty of a Rock, Paper, Scissors match.
  • The Half-Zatoichi heals the player for every successful hit against Hale, making it an excellent option for surviving close encounters.
  • The Eyelander grants heads for each successful hit against Hale. The increased movement speed can be helpful for dodging Hale's attacks, or for chasing him around the map.
  • The Swords also provide greater mobility with regards to wall-climbing, as the increased melee range allows them to more easily strike the floor to gain a height advantage. This can be used to either make a quick get-away from Hale, or to better approach him.

Leaderboard class heavy.png Heavy

  • All Miniguns have a 40% damage reduction to Saxton Hale.
  • As the class with the highest health pool, you can always survive a normal punch at full health (two if fully overhealed).
  • Keep an eye on your ammo counter, as you can run out of ammo very quickly. Make sure to find where your Engineer put his Dispenser for easy access to unlimited ammo. A voice response plays if you are low on ammo.
  • Consider using the Shotgun or Tomislav to take advantage of the higher mobility they provide.
    • The Tomislav's quicker rev-up time and better accuracy is a great all-around primary for the Heavy, considering Saxton Hale's speed and your own speed.
  • The Brass Beast is an ultimate damage dealer, especially when paired with a Kritzkrieg Medic, with its trade-off being the lack of mobility. Consider using it in high places where Hale might have difficulty reaching you.
  • The Natascha's slowdown-on-hit ability has a 15% chance of applying against Hale, making it less viable to use in close proximity. Much like the Brass Beast, consider using it in spots where Hale is not able to easily reach you, especially on high places.
  • The large knockback of melee weapons means that a skilled Heavy can use them to push Saxton back, while still gaining benefits from on-hit effects.
    • The Warrior's Spirit grants Heavies 50 health points for every hit against Hale, allowing for increased survivability.
    • The Killing Gloves of Boxing trigger a 5 second crit boost on every hit, allowing for a high risk, high reward playstyle. If paired with Mad Milk or a Medic, a Heavy can chew through Hale's health in a massive burst while still surviving his onslaught.
  • The Eviction Notice's quicker firing speed lets Heavies wall climb faster and to higher places.
  • Beware of Saxton Hale's Super Punch, as it can usually deal fatal damage, although a full overheal can just barely take the hit.
  • The Fists of Steel are rather detrimental when fighting Saxton. Not only do they make you more vulnerable to Saxton's melee-heavy combat style whilst active, but the reduction to healing decreases your survivability even more.
  • The Holiday Punch can be used to stun Hale in a laughing animation, allowing your team to get in some free damage. However, if Hale takes too much damage, he will blast out of the stun, damaging and knocking back those nearby.

Leaderboard class engineer.png Engineer

  • The Rescue Ranger is a great pick to pack up your Sentry Guns when Saxton is damaging it, as well to repair friendly Sentry Guns from other Engineers.
  • Try to hide your Dispenser out of sight or in places where Hale does not pass through, communicating to your team where you have placed it can be helpful to ensure they have a safe place to retreat.
  • Place your Sentry Gun in clear view of where Saxton will likely be to maximize time spent dealing damage.
    • Sentry Guns are a very good deterrant that may take attention away from your teammates.
  • Due to the lack of respawn, Teleporters can be used as an escape option rather than for quick reinforcements.
    • The Eureka Effect can let you hide Teleporters more easily, but beware of the long taunt animation.
  • Dispensers, Teleporters, and Sentry Guns can be used to block Saxton's movement on the ground. This can slow him greatly in corridors or other areas of importance.
    • Teleporters are effective on ramps and inclines where the incline may prevent you from simply stepping over the teleporter.
    • Be careful however, an experienced Saxton can tear through your buildings with his charge attack.
  • When using the Frontier Justice, remember that your Sentry Gun will be credited with one assist when it deals 200 damage to Saxton, giving you a Revenge Crit.

Leaderboard class medic.png Medic

  • Medics take only 70% damage from Hale's fist, allowing you to survive a hit.
  • All Mediguns have a quicker ÜberCharge rate with the Ubersaw equipped.
    • The Ubersaw also grants 50% uber per hit, needing only 2 hits to have full Über.
  • Prioritise the classes closest to Saxton Hale, as they are the ones in the most danger.
  • The stock Medi Gun's ÜberCharge is best used on teammates that can deal large amount of damage, either if they are about to die or if they are very close to Hale. This can force him away while dealing a lot of damage.
    • Changing targets during ÜberCharge is very important, considering the Saxton Hale player may focus on other teammates close to him when he sees someone being ÜberCharged.
  • Although risky, consider going off alone and baiting Saxton into following you, then use your ÜberCharge when he is near you. This can waste his time and allow your team to deal a lot of damage in the meantime.
  • The Kritzkrieg is a great damage dealer, but as a trade off it makes you and other allies more vulnerable during Über. Considering equipping it only if there is another Medic running the default Medi Gun.

Leaderboard class sniper.png Sniper

  • High areas give a better vantage point on Saxton's head and have an escape route downward if he spots you.
  • Sniper is an easy class to pick off due to his lone wolf playstyle. Avoid the attention of Saxton by hiding in low-visibility spots, frequently changing spots, or having a route to teammates that can protect you.
  • The Sydney Sleeper is a great support tool to shoot Hale from far away and increase your team's damage output.
  • The Bazaar Bargain is highly recommended, as its higher charge rate increases your damage output greatly.
  • The Machina has the potential to deal large amounts of damage, but also has a larger chance of giving away your position to Hale.
  • Although very risky, the Huntsman and the Fortified Compound taunt kill can be used to stun Hale, allowing your team to pile on some damage for free.
    • Saxton Hale can break out of a stun after 2 seconds, blasting everyone away from him.

Leaderboard class spy.png Spy

  • Use the Dead Ringer to survive a hit from Saxton. Consider luring him away from your team first to buy more time for them to deal damage.
  • The Kunai and the Big Earner on kill effects trigger on backstab, allowing you to escape more easily.
  • Consider disguising as a friendly teammate with the Disguise Kit to conceal that you are a Spy or gain the Enforcer's damage bonus.
    • Consider disguising as a friendly Scout, as they will commonly use the Baby Face's Blaster, masking your slower movement speed.
      • It also is better for hiding due to the Scout's smaller stature, in addition to the fact Hales will commonly not check their back if they think it is simply a Scout behind them.
    • Disguising as a friendly Medic can also divert Saxton Hale's attention if you use the Dead Ringer, as it can lure Hale into a disadvantageous position thinking they are chasing a Medic, when they are in fact a particularly devious Spy.
    • Disguising as a Heavy or Soldier is ill-advised if you are not using the Dead Ringer, as Hales commonly target these classes due to their high damage output.
  • It should be noted that due Spy's knives registering a hit the moment you press M1, wall climbing is slightly easier and you can gain more height. It is detrimental to wall-climb using the floor if using it for simple mobility however, as you will lose a great deal of speed while crouching to ensure you hit the ground, which can be all the difference in life-or-death situations.