TF2 Zombie Escape Guide
  • What is Zombie Escape?
  • ⭐Highlights
    • Bhopping
    • !zload
    • Gamemode Changes 5/20/2025
    • Recent Maps 6/3/2025
      • Legacy Maps
    • Map List (+Map Records!)
  • 📖General Overview
    • Mod Mechanics
    • New Player's Guide
    • How to Play as Humans
      • Human Class Overviews
      • Human Mechanics
    • How to Play as Zombies
      • Zombie Mutations Overview
      • Zombie Mechanics
      • Niche Mechanic Uses
    • Leading
    • Defending and Falling Back
    • Boosting 101
    • Terminology and Slang
    • Useful Commands
    • Where to Play
  • ⚔️Human/Zombie Guides (Stats Here!)
    • Meet The Humans (+Weapons!)
      • ⚾Scout
        • Scout Primaries
        • Scout Secondaries
        • Scout Melees
      • 🚀Soldier
        • Soldier Primaries
        • Soldier Secondaries
        • Soldier Melees
      • 🔥Pyro
        • Pyro Primaries
        • Pyro Secondaries
        • Pyro Melees
      • 💣Demoman
        • Demoman Primaries
        • Demoman Secondaries
        • Demoman Melees
      • 👊Heavy
        • Heavy Primaries
        • Heavy Secondaries
        • Heavy Melees
      • 🔧Engineer
        • Engineer Primaries
        • Engineer Secondaries
        • Engineer Melees
      • 🏥Medic
        • Medic Primaries
        • Medic Secondaries
        • Medic Melees
      • 🇳🇿Sniper
        • Sniper Primaries
        • Sniper Secondaries
        • Sniper Melees
      • 🗡️Spy
        • Spy Primaries
        • Spy Secondaries
        • Spy Melees
        • Spy Sappers
    • Meet The Zombies
      • Zombie Scout
      • Zombie Soldier
      • Zombie Pyro
      • Zombie Demoman
      • Zombie Heavy
      • Zombie Engineer
      • Zombie Medic
      • Zombie Sniper
      • Zombie Spy
    • Human Meta (+Loadouts!)
      • [OPTIMAL DPS] + Team Comps
      • Class Loadouts (Scout/Soldier/Pyro)
      • Class Loadouts (Demoman/Heavy/Engineer)
      • Class Loadouts (Medic/Sniper/Spy)
  • 🌀Elements of Zombie Escape
    • Parkour
    • Surf
    • Lasers
      • Ping Issue
    • Items
      • Common Items
    • NPCs and Bosses
      • Bosses
  • ⚙️Miscellaneous Info
    • Miscellaneous Info...
    • Stat Explanation
    • TF2 Systems
    • Useful Console Commands and Keybinds
    • Better Flashlight
    • Map Guides
    • Editor Notes
    • ⭐Afterword⭐
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On this page
  • Blutsauger
  • Syringe Gun
  • Overdose
  • Crusader's Crossbow
  1. ⚔️Human/Zombie Guides (Stats Here!)
  2. Meet The Humans (+Weapons!)
  3. 🏥Medic

Medic Primaries

Medic Primary Options

PreviousMedicNextMedic Secondaries

Last updated 11 months ago

Blutsauger

Attributes

Clip Size - 40 Shots

Projectile Speed: 1000

+147% Damage Bonus

-50% Slower Reload Speed

-50% Health from Healers on Wearer

-2 Health Regenerated on Wearer

When Held: +50% Increased Damage from Melee Sources

On Hit: Douses Enemies in Mad Milk. Duration increases per hit to a max of 4 seconds.

On Hit: Gain up to +3 Health

[Timings]

Attack Interval: 0.105

TEC: 4.2 seconds

Full Reload Time: 1.965 seconds

Damage [Func_Physbox]

Base Damage: 24.7 per shot

Real DPS: 160.259 DPS

Clip DPS: 235.238 DPS

Damage [Func_Breakable]

Base Damage: 12 per shot

Real DPS: 80.129

Clip DPS: 117.619 DPS

The Blutsauger is a common pick by Medics in base TF2 due to the appeal of its heal-on-hit mechanic. The lost health during regen doesn't seem to spark much concern, as players still use it to aggressively barrage enemies and get their health back from that instead.

In Zombie Escape, it's much more appealing for a different mechanic, that being the added "mad milk syringes" attribute. This allows Medics to hit zombies and apply the Mad Milk effect, which will, in turn, allows teammates to shoot said zombies and gain 60% of the damage dealt back as health. This effectively changes Medic as a whole by simplifying the decision of having to prioritize concentrated healing versus defending to filling these two roles simultaneously, albeit with AOE healing instead.

This is what makes the Blutsauger, in particular, an extremely powerful weapon. It is versatile and doesn't come with many downsides. It retains a sustained DPS of ~160, which is the lowest among all syringe guns. But, even then, this isn't necessarily enough to outweigh the positives.

Syringe Gun

Attributes

Clip Size - 40 Shots

Projectile Speed: 1000

+150% Damage Bonus

[Timings]

Attack Interval: 0.105

TEC: 4.2 seconds

Full Reload Time: 1.305 seconds

Damage [Func_Physbox]

Base Damage: 25 per shot

Real DPS: 181.652 DPS

Clip DPS: 238.095 DPS

Damage [Func_Breakable]

Base Damage: 12 per shot

Real DPS: 90.826

Clip DPS: 119.047 DPS

The stock Syringe Gun is a solid Medic primary in ZE. It has a high firing rate and decent DPS, but what's more, it's not hitscan. This lets you to halt hordes of zombies by volleying your rounds and waving your weapon left to right like a part-time Pyro. When you're falling back, it's even more effective since zombies will be running into your shots. This weapon does come with the drawback of your syringes being unable to pierce your teammates, requiring you to shoot at the front or whenever gaps open up between them; coupled with its clip size making it dangerous to be running out of ammo in the frontlines; but it's currently one of the best choices for medic DPS hovering at ~181; especially if a boss toggles healing mechanics you should be using this!

Attributes

Clip Size - 40 Shots

Projectile Speed: 1000

+137% Damage Bonus

+10% Increased Firing Speed

-50% Slower Reload Time

When Held: -11.% Speed Penalty

When Held: Movement Speed Increases based on ÜberCharge percentage up to a Maximum of 20%

When Held: Sets weapon mode #1.0 (Hidden)

[Timings]

Attack Interval: 0.09

TEC: 3.6 seconds

Full Reload Time: 1.965 seconds

Damage [Func_Physbox]

Base Damage: 23.7 per shot

Real DPS: 170.35 DPS

Clip DPS: 263.333 DPS

Damage [Func_Breakable]

Base Damage: 11 per shot

Real DPS: 85.174

Clip DPS: 131.666 DPS

The Overdose in base TF2 is a weapon primarily used for the increased speed it can give its users based on their ÜberCharge level. In Zombie Escape, it utilizes this same function as a weapon that primarily plays into the interests of Medics wielding it by allowing them to outspeed Scouts and Spies when running for certain objectives or items. With an increased fire rate and a lean toward support, this falls more akin to being a "burst" weapon. This gives it a middle-ground sustained DPS of ~170, but it also means that the Overdose will empty much, much faster. It will be up to the player to tap-fire to help sustain a defense or simply hold down their firing key for immediate suppression.

The movement penalty currently provides the following speed values.

  • 300 HU/s × 0.9417 => 282.50 HU/s (Medic speed on maps with speed nerf and no Overdose)

  • 282.50 HU/s × 0.885 = 250.0125 HU/s => *250.00 HU/s (Medic speed with Overdose held out and no boost)

  • 250.0125 HU/s * 1.20 => *300.00 HU/s (Medic speed with Overdose held out and full boost)

  • 320 HU/s (Medic speed on maps without speed nerf and no Overdose)

  • 320 HU/s × 0.885 = 283.20 HU/s => *283.00 HU/s (Medic speed with Overdose held out and no boost)

  • 283.20 HU/s × 1.20 => *340.00 HU/s (Medic speed with Overdose held out and full boost)

True values may differ slightly!

Attributes

Clip Size - 5 Shots

Projectile Speed: 2400

+20% Faster Reload Speed

+50% Heal Rate

+50% Ubercharge Build Rate

+25% Overheal Build Rate

-75% Firing Speed

Projectiles penetrate players

Projectile cannot damage breakable objects!

[Timings]

Attack Interval: 0.405

TEC: 2.205 seconds

Full Reload Time: 6 seconds

The Crusader’s Crossbow is a weapon used for burst healing teammates, particularly those out of range of Medi-Guns. These attributes reflect more of the burst healing aspect by decreasing its firing rate penalty and increasing its reload rate, as well as providing numerous support buffs to your Secondary choice of Medi-Gun. This burst effect also plays into its linear AOE stall making it more effective when unloaded all at once; such as for falling back on, but is less consistent over the duration of a defense.

Unfortunately, this weapon cannot deal damage to NPCs or bosses. To compensate for this, it has been given an additional supportive option of slowing enemies hit arrows to a minimum of 270 HU/s for 3 seconds. Although, this has proven to provide minimal benefit already depending on the map. This is mainly to follow the trend of piercing weapons providing a longer-lasting slow at the cost of their fire rate similar to the Ambassador.

Overdose

Crusader's Crossbow