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.

A Zero Company squad meeting enemy reinforcements

Heavy abilities

AbilityTypePractical use
BulwarkUltimateTaunts enemies in an area and reduces incoming damage through a defensive state. Use it when redirecting several threats will protect the squad.
UnstoppableStandardGrants two stacks of Retaliation, punishing enemies that engage the Heavy under the right conditions.
ConditioningPassiveRaises maximum health, expanding the class's damage buffer.
Heavy Armor TrainingPassiveRaises defense, supporting the frontline role.
Intimidating PosturePassiveBlaster 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.

  1. Count the enemies likely to act before the Heavy's next turn.
  2. Move to a position that blocks or controls useful lines without discarding cover for no reason.
  3. Apply Retaliation before attracting attacks when the sequence allows it.
  4. Use Bulwark when it prevents pressure on several allies, not merely because it is available.
  5. 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.