Choose Heavy when the squad needs a durable anchor who can pull pressure away from vulnerable Operators and hold an exposed part of the map.

Heavy abilities
| Ability | Type | Practical use |
|---|---|---|
| Bulwark | Ultimate | Taunts enemies in an area and reduces incoming damage through a defensive state. Use it when redirecting several threats will protect the squad. |
| Unstoppable | Standard | Grants two stacks of Retaliation, punishing enemies that engage the Heavy under the right conditions. |
| Conditioning | Passive | Raises maximum health, expanding the class's damage buffer. |
| Heavy Armor Training | Passive | Raises defense, supporting the frontline role. |
| Intimidating Posture | Passive | Blaster hits taunt their targets, letting normal offense shape enemy attention. |
Tanking is about timing, not only durability
A taunt is useful only when the Heavy can survive the attention and the rest of the squad benefits from it.
- Count the enemies likely to act before the Heavy's next turn.
- Move to a position that blocks or controls useful lines without discarding cover for no reason.
- Apply Retaliation before attracting attacks when the sequence allows it.
- Use Bulwark when it prevents pressure on several allies, not merely because it is available.
- Keep a recovery route or Medic support in reach.
Weapon pairing
EA's maximum-damage suggestions include Heavy with a Repeater. The combination fits a committed firing turn, but the Repeater's Action Point demand can compete with movement, defensive setup, and objective work.
A more flexible weapon can be correct when the Heavy must reposition frequently. The Weapon Class guide shows what each primary attack asks from the turn.
Good squad partners
- Medic: restores health and can improve the Heavy's ability to keep holding the line.
- Sharpshooter: gains space to remain at long range while the Heavy attracts pressure.
- Gunslinger: can commit to attack chains when another Operator controls enemy attention.
- Scout: identifies the threats that most need to be taunted or removed.
Common mistakes
- Taunting an entire group while already injured and outside support range.
- Assuming maximum health replaces cover and positioning.
- Using Bulwark after fragile allies have already taken their turns in exposed positions.
- Spending every Action Point on a Repeater attack when the objective requires the Heavy to move.
Heavy is a pressure-management class. Its best turn is often measured by the damage allies avoid, not only by the damage the Heavy deals.