Scout

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"Grass grows, birds fly, sun shines. And brotha'- I hurt people."

- The Scout on himself


Scout
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Basic Info
Icon:
Type: Offensive
Health: 125
(185 when buffed by a Medic)
Speed: 133%
(74% during the Bonk! drink cooldown)


Contents

Information

The Scout is the "twitch" class of Team Fortress 2. He is the fastest of all the classes and has the ability to double-jump. This, coupled with his Scattergun or Force-A-Nature, makes for quick point capture and assault, and can also inflict massive damage if fired at close range. The Scout is traditionally used for objective acquisition, i.e. capturing control points or flags. However, Scouts are particularly good at swift territorial denial and enemy harassment, especially with the stun ability they gain from wielding their trusty Sandman.

The Scout's speed makes him invaluable in making flag runs on CTF maps and he also counts as two people when capturing a control point or when moving a Payload.







Bio

Meet the Scout


Voice actor: Nathan Vetterlein

Meet the Scout

Country of Origin: Boston, Massachusetts, USA

Job: Rapid Recovery

Motto: "Too. Much. Caffeine."

Emblem:


The youngest of eight boys from the south side of Boston, the Scout learned early how to problem solve with his fists. With seven older brothers on his side, fights tended to end before the runt of the litter could maneuver into punching distance, so the Scout trained himself to run. He ran everywhere, all the time, until he could beat his pack of mad dog siblings to the fray.




Basic Strategy

Bonk!
Main article: Scout strategy
  • Jump again in mid-air to change direction, and avoid enemy fire.
  • You capture control points twice as fast as other classes.
  • You're most effective when you stay moving and use your speed to your advantage.
  • Your Scattergun is lethal at point blank range.
  • Your Pistol is great for picking off enemies at a distance.


Weapons

Note: Weapon damage is approximate and measured at point blank range. See individual weapon pages for details.

Standard

Type Weapon Ammo Loaded Ammo Carried Damage Range
Primary Scattergun 6 32 85-105 (180 crit)
Secondary Pistol 12 36 20-22 (45 crit)
Melee Bat N/A N/A 24-46 (105 crit) [about 2 hits per second]

Unlockable

Type Weapon Ammo Loaded Ammo Carried Damage Range Special Ability
Primary Force-A-Nature 2 32 95-100 (175 crit) Propel enemies backwards when hit, or fire when airborne to propel self in opposite direction of firing.
Secondary Bonk! Atomic Punch 1 N/A Gives a burst of speed to users and allows them to dodge enemy fire while unable to attack. After the effect has worn off, however, the user's speed decreases drastically for a few seconds.
Melee The Sandman 1 (Baseball) 24-46 (105 crit) [about 2 hits per second] (Baseball does 5-15 (15 on crit)) Hit a baseball at an enemy, stunning them from 1-8 seconds (Depending on ascending distance). Even works on ÜberCharged enemies. Scout can no longer double-jump while equipped with this weapon.

Taunt

Type Attack Weapon Ammo Loaded Ammo Carried Damage
Melee Bonk The Sandman N/A N/A 450 damage (Instant kill)


Hat

Name Appearance
Batter's helmet


See also

External Links




Classes
Offensive Defensive Support N/A
ScoutSoldierPyro DemomanHeavyEngineer MedicSniperSpy Civilian


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