Scout strategy

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The Scout is the fastest class and the quickest Control point capturer in the game, making him a vital part of many teams. His small health reserve means that he needs to avoid direct combat at all costs, preferring circle strafing or just jumping on your head to get past you.

If your team is failing to capture Control points, the speed of the Scout can often make up the difference, even when under fire.


Contents

General

  • Double jump and fire your Scattergun at enemies; this gives them less chance to dodge. This works well with Heavies, who can't move out of the way
  • You can't fight head on with a Sentry Gun, but if you can approach it sideways, you can take advantage of the Sentry's slow rotation speed. Pop out of cover long enough to take a shot at it with your Scattergun. Wait about one second for the Sentry to turn back to its default position. It is also possible to circle strafe a Sentry Gun, as it cannot turn quickly enough to fire at you. This is very difficult, however, and requires that you be as close to the sentry as possible.
  • Alternatively, you can simply run past a Sentry that isn't aimed right at you. This won't work if you enter within a Sentry's default cone of fire.
  • The double jump can save you from fall damage. Simply jump just before you hit the ground, or jump to a ledge nearby as you're falling.
  • Whichever movement key you are holding at the time of the double jump is the direction you will go. This allows you to immediately turn 90 or 180 degrees in any direction in mid air, and is a very good way to confuse defenders. This is especially effective against Snipers, who usually aim where they expect you to be just after their shot is fired.
  • Use your double jump to full advantage. Take the higher roads over railroad cars and bridges. Most opponents will not look up, only forward. If it is safe to do so, attack from above, preferably on the enemy's head, to take them by surprise.
  • Just because you have the Scattergun doesn't mean you should always use it. Your primary role is flag capture, not destruction. Evading enemy fire and then losing pursuing enemies in the map is sometimes easier.
  • If you are standing behind a Sniper, get as close to him as possible and fire your Scattergun twice. It will kill him immediately and he will have no time to react. The Force-A-Nature's knockback will disorient him even further, and you may even kill him by knocking him off a ledge.
  • You may want to increase your mouse (Xbox Look) sensitivity if you plan to play as a Scout. When running at full speed and jumping in all directions, it will come in handy, especially in close-quarters. (see the Sniper strategy for more details.)
  • If you a meet a slower team-mate who has taken the enemy Intelligence, consider asking him to drop the intelligence (Default key: 'L') so that you may carry it away faster. If he ignores or refuses you, try to draw attention away from the flag runner by harassing the other team at another location.
  • An entire team of Scouts can attempt a Scout rush but this is a very risky maneuver. Joining forces with even a handful of other Scouts is still a good idea though, since the Scouts can buy time for the team while the slower, stronger classes catch up.
  • Never attack head on. The Scout is designed to use his speed - his greatest advantage - to attack from the side or from behind, fire quickly, and retreat before the enemy has a chance to react. Scouts can die easily from a stray grenade or rocket, much less an aimed attack.
  • Taking on a Heavy is not as suicidal as it might seem. Circle strafe around him, firing until he spins his gun up. If you are highly skilled with the Scout's double jump, after he begins firing his Minigun, double jump over him or try to land on his head. Aim down and fire away or switch to the bat. If you are not skilled at double jumping or circle strafing, simply retreat and attack again once the Heavy turns his attention elsewhere.
  • Empty a clip of pistol ammo into the back of a slower class (Heavy, Soldier, etc...) before you get within Scattergun range, then jump over them before they turn around to see what just bruised them and finish them with the Scattergun.
  • Although reconnaissance is an underused and undervalued activity in TF2, Scouts are not particularly good at scouting, despite their namesake. Snipers can see over long distances and Spies can cloak and evaluate enemy movements, and both of these can fight pretty well while doing so. Scouts are very noticeable and not very easily used for disrupting enemy movement, but often you can run through a corridor and see a force coming through, take a pot shot with your scattergun and retreat, falling back with your slower classes and inform them of whatever is coming through it, or, without a microphone, just use "Incoming!" (You may want to assign it to something easier to access than the default key.)
  • When running to the front lines, run through your teammates as a form of Spy check. If you get halted, shoot the offender or bonk them on the head with your bat a few times.
  • If you are taking fire from an enemy, it`s possible that jumping over their head and running away may help you evade. You can also use this maneuver to squeeze off a few more shots as they try to get a bead on you.
  • Scouts are extremely good at causing distractions, be it by using Bonk! or simply getting past the front lines and causing mayhem near the enemies' spawn area. Pestering the enemy and getting them to chase you into useless areas of the map can give your team time to set-up defenses or stage an assault to push-back their front lines. Due to your superior maneuverability, you can often lead many enemies on a wild goose chase as they try to hunt you down and kill you.
  • As a general rule, the usefulness of Scouts is directly related to the number of players in the server and the size of the map. However, even in a full 32 player server on the final area of Dustbowl a Scout can be useful on either offense or defense. But, as is also the case with Spies, it is not a good idea to have too many. 1 to 2 Scouts should be the maximum.
  • Remember, you still run a lot faster then any other class when running backwards, so if retreating you should try running backwards to get a few more shots in.

Map Specific

2Fort

  • Use the roof of the bridge to double jump into the enemy battlements.
  • The roof is a great means of getting behind an opposing attacking force and attacking them from behind. This is especially good for going after trailing medics.
  • At the start of a new round, rather than do the expected double jump to the enemy battlements, go from your barracks directly to the opposing sewer system. If this is timed well, you will meet no resistance in the opposing base as they attack on the upper levels, and any sentries in the ramp room will only be level 1.
  • With the Force-A-Nature, a Scout can easily execute a double jump followed by a timed recoil to gain access to the bridge roof from the ground level. This can be done by jumping from one of the two entrances on each side. You can surprise some Snipers if you execute this trick on their side and then jump on their battlements.
  • You can also get to the other side of the bridge by double jumping over the water and using the Force-A-Nature's recoil to propel yourself to the other side. Most enemies will think you fell into the water below instead and ignore you.
  • If the intelligence is dropped in the Grate room and it is located right near the hole to drop down, a Scout can use a double jump and the Force-A-Nature's recoil to snatch it.

Granary

Dustbowl

  • When attacking Stage 1 Point A, use the canyon pathway. It is the least checked spot and with the Scout's speed, you'll be able to run past the defenders without them knowing what happened. Hug the walls -- don't let the defenders see you. Don't stand near the gate during setup or the enemies will know that you are going that way.
  • Before Stage 1 Point A is taken, you can quickly run to the enemy's Control point 2. Although this is locked, if your team is close to taking Point A, then it would be a good idea to stay here and hide (and then rush to the second control point when the first is captured). If the enemy is unprepared, you can take the second point before they can get there.

Well (CP)

  • The Scout Rush is not particularity a good idea on this map. Although the center control point is easy enough, the entrances to the bases can be easily covered by sentries, and the train yards are very heavily favored towards snipers.

Hydro

  • There are a lot of long, open vistas on this map, so you will often be fighting opponents from a distance. Learn to love your pistol.

Turbine

  • Strafing is a good idea because there are often snipers on the platforms. Switch to your bat when going through vents.

Gravel Pit

  • When on offense, try to stick to one Control point (A or B) depending on how many people are assaulting the point. Let your teammates soak up enemy fire; you can dash into the point as soon as it is safe. B is usually the better bet since the engineers sentries are highly unlikely to be finished when the round proper begins.
  • Another valid tactic is to head straight to CP C and wait on the roof of the point before the enemy sets up defenses. If your teammates keep the enemy busy, you may be able to capture it before any enemies can get to you (much like Dustbowl, see above).
  • Defending Gravel Pit as a scout may or may not be such a good idea, depending on how well you can avoid enemy fire.

Badlands

  • At first, both teams rush to the 1st capture point. Because of your speed, you're able to be there first. So you are up at against the scouts from the other team, untill the rest of the team arrives.
  • A nice strategy is to completly ignore the other players and to focus on capping the point on your own. To do this best, you have to jump from the two train wagons that are lined up on both sides of the point. Just hop around from wagon to wagon in circles. You may need some practising before you can pull it off. The enemy will have a hard time catching you, while dealing with the rest of your team.
  • After your team succesfully clears the point you can choose multiple roads to the next point. Because of your mobile abilities you have easier acces to this point.
  • You can also try to sneak through the defense and enter the enemy base, in order to pull off a rush cap after the second point is captured by your teammates.
  • Use the map to your advantage, it has a great environment for harrassing, attacking, and pulling back.

Gold Rush

  • On offense, your most important job is to keep the cart moving. If you are not under fire, stand near the cart as much as possible. If you are under fire, you can keep it moving longer by hopping around the cart in circles, or take cover by crouching behind the cart. If you have teammates nearby, you can also hide behind them sometimes.
  • Although you will be on linear maps, they still have multiple paths through each area. Use your speed to your advantage by popping out unexpectedly from side corridors while everyone's attention is on the track. Then you can either pick opponents off while they are not looking, or speed in and tag the cart in order to keep it from sliding back.
  • Gold Rush is a sniper heaven, but scouts can easily circumvent the more open areas and close the distance between them and the snipers.

Weapon Specific

Scattergun

  • When using your Scattergun, a reliable way to ensure you hit consistently is to actually not use your mouse to aim, but to strafe left and right with your cross-hair centred, firing when your cross-hairs and opponent match up. This allows you to focus on moving more efficiently and erratically, making you harder to hit, whilst at the same time making your aim smoother and more predictable.
  • Teamed with a double jump, the Scattergun can be used to destroy an enemy Medic with an unactivated ÜberCharge before he knows why more than half his health is gone. It is important that your first shot hits because your target will see tracers fly by and be alerted of your presence. Two point blank shots to the back of a Medic will normally kill him.
  • Beware of the stronger classes. Sometimes three point-blank shots with the scattergun fail to kill enemy Soldiers.
  • Range makes a huge difference to the damage the scattergun inflicts. If you are undetected, avoid firing early. Wait until you are as close as you can get to the enemy and then open fire. This reduces the number of times you need to hit the enemy, giving them less time to react.
  • Coupled with the Sandman, the scattergun has a much higher damage potential than the Force-A-Nature, it is able to deal a maximum of around 300 damage if you manage to get all six shots in before they recover.
  • It takes roughly 2 to 3 Scattergun shots to kill a Level 3 Sentry, assuming all pellets hit. Coupled with the lesser spread, higher ammo count, and steady rate of fire, the Scattergun is much better suited for 'Edging' and/or destroying a sentry than the FaN.

Force-A-Nature

  • When using this weapon, try not to get into a huge firefight with over 3, maybe 4 people. The slow reload time, small clip, and short range is not suited for these kinds of fights. Instead, try to take on only one enemy at a time so you don't get overwhelmed, and never approach from the front. Come from the sides or behind to take him out before he knows what hit him.
The Force Jump is a special Force-A-Nature technique that can propel you to otherwise unreachable places.
  • Keep in mind that you can jump even longer distances with this weapon by jumping, aiming below you and firing at the end of your second jump. Only fire one shot, as the second shot fired while in the air has no effect on you. A couple of interesting facts regarding the Force-a-Nature jump: A Force-of-Nature jump has slightly higher clearance than the standard double-jump. Finally, you can gain no forward momentum what-so-ever from the FAN, you can only lose momentum, therefore firing in such a way as to try and lengthen your jump is fruitless. (This only applies if you're going full-speed when you jump, if you're stationary or moving slower than normal (Like if you're slowed down from BONK after effects.) you will gain momentum up to the Scout's normal maximum speed, no more.)
  • However, you can gain rearward momentum when in the air moving backwards, so if you are traveling through an open area, you can clear large distances quickly and perhaps more importantly off the ground and out of the crosshairs of snipers by doing a quick 180 turn, simultaneously switching from forward to backward movement, jumping, and firing the FAN just after the peak of the jump's height.
  • Use the Force-A-Nature's knockback ability to your advantage, two simultaneous can send enemies several metres and into hazards such as the pits in Lumberyard and Steel. It's particularly useful in Steel where the enemies tend to huddle around the last point. You can jump in, blast two people right off the point and run to reload and strike again later (provided they have yet to raise the safety rails).
  • A good overall strategy to do with the Force-A-Nature is to use the knockback ability and then follow through by sinking a clip from your pistol into them, it is much easier since they will be knocked back in a straight line, giving you some time to get some quick shots in. You might kill them, but even if you don't, they're probably so weak that one of your allies should be able to take them down easily; thus granting you an assist kill.
  • If you spot an enemy from far away, and he hasn't spotted you, don't fire at him over a long or even medium distance. Wait until you are at point blank then fire the two shots to get the maximum effect.
  • Be wary that a point-blank shot from the FaN will send your target flying a significant distance. So if at all possible, be wary of where your shot will throw them into. It's not terribly hard to accidentally send your target into a med-kit, into the safety of sentry coverage, or even into a cluster of his teammates.
  • Firing point blank at an upward angle, either by terrain or crouching and looking up can send your target quite high into the sky, making falling damage a factor. It might just be enough to finish an opponent who had initially survived your two shots.

Pistol

  • Targets too far away for the scatter gun should be fought with the Pistol. It is also a reasonable back-up weapon for when your Scattergun runs out of ammunition, and has reliable aim. It can destroy sentries, dispensers, and teleporters at medium range if the situation calls for it. But expect to use up around half of your pistol ammunition.
  • Scouts only carry 36 spare rounds of pistol ammunition on top of the 12 round magazine in the weapon. The pistol can waste a lot of ammunition if fired haphazardly into a firefight. Choose your targets wisely, and aim carefully.
  • The pistol reloads much faster than the Scattergun. When both are empty, reloading the pistol first will have you firing much sooner.
  • Be wary of when the pistol actually reloads. Changing weapons before its finished reloading only means that you have to reload again. Wait about a half-second after the pistols reload animation finishes, make a mental note of when your magazine count changes. It's fairly easy to screw up a reload because it doesn't exactly sync with the end of the animation.
  • The pistol is also a great distraction. If you can run behind enemy lines and squeeze a few shots from the rear and then run away, players will often try to follow, making your team's life easier.
  • The pistol works well with the Force-A-Nature. Simply sink two shots into your enemy with the Force-A-Nature, switch to your pistol and fire at them. It is much easier as the enemies will be knocked back and you won't have to account for movement for a few precious shots.
  • The pistol is one of the more deadly weapons to have criticals for, if you happen to get first blood in Arena, switch to your pistol as it can take ANY class down in one clip including most overhealed enemies if you fire fast and accurately enough.

Bonk! Atomic Punch

  • Despite your first thoughts, don't use the energy drink for quickly entering the enemy base. The cooldown period will make it too hard to take down any resistance. Instead, use it for dodging around things you would normally run away from, like sentry guns, Heavy-Medic pairs, or large groups of bad guys. As such, it makes for a very good retreating device assuming you survive the time required to bring out the can and drink from it.
  • A lot of the post-invulnerability slowdown can be mitigated by rapidly strafing back and forth whilst moving forward.
  • While a Scout on his own isn't all that grand for scouting as stated above, this changes when using Bonk!. It's a very good idea to take a drink before turning a corner that could potentially have a sentry or sticky bombs around it, especially if there are allies behind you. Doing so can allow for an ad hoc über situation where your allies can take out the opposition while you provide cover and distraction. If you have no one backing you, simply reporting what you found via voice chat or yelling 'Sentry Ahead' can potentially save your teammates.
  • It is very easy to distract enemies while you are under the influence of Bonk. Enemy Snipers can be distracted as they try to shoot you or keep their crosshairs on you waiting for your invulnerability to wear off. Running into Soldiers and Demomen will usually result in them hurting themselves as well as being distracted, heavies and Pyros are also easily distracted if you run circles around them. This strategy can also be used to counter enemy ÜberCharges; body-blocking a Medic's patient can waste up to six seconds of their preciously short invincibility or Critical hits period. More importantly, it saves your Medic's ÜberCharge for dealing with the enemy, rather than countering the enemy's ÜberCharge.
  • Bonk can be used as a temporary übercharge for taking out sentry guns, such a tactic usually requires at least some communication however. You can also run between the sentry and the engineer to potentially kill him that way. Also, if you can run behind his dispenser it will provide temporary cover from the sentry, though expect to get killed if the engineer or his friends are still alive. (You can potentially take out the dispenser or even the engineer when he comes after you.) This tactic is of particular use on low population servers or on Arena, where übercharges can be quite rare or lengthy to build up.
  • You can use Bonk offensively if you have the Force-a-Nature or Sandman equipped. If you're under the influence of Bonk, having either the Force-a-Nature or Sandman and holding your primary attack button will allow you to attack immediately after the effects wear off. The Sandman is particularly useful for running up on Snipers to kill them, while the Force-a-Nature is better suited for killing classes with 125 health or who are injured. Keep in mind that your shots will land BELOW your crosshair, it's a very good idea to get a feel for exactly where you are actually aiming in first-person in comparison to where you are aiming in third-person.
  • You can use enemies to travel long distances using Bonk as well. This is mainly something used in conjunction with an enemy Engineer's sentry or a Demoman's sticky bombs. With a sentry, simply jumping while being fired at will cause you to go flying in the direction the sentry is firing when you jump, combined with a double-jump you can get more height as well (Though be mindful of the map, as the sentry can easily pin you into a corner on the ceiling.). A demoman's sticky bombs can safely send you behind enemy lines, this is particularly useful on Attack/Defend maps like Dust Bowl or Payload maps while on the offensive team, not only will you potentially disarm stickys at the gate for your teammates, but there's a good chance the blast will send you flying into the backfield behind enemy lines.
  • Bonk can be used to reset an intelligence return countdown, or to keep a payload cart from moving backwards if it's being heavily defended. In the case of intelligence, you can actually run off with it if you're very lucky. At the very least you should be able to move it closer to where it needs to be.
  • Bonk can be used to avoid the afterburn damage from pyros when you're already on fire. Though the afterburn will continue to damage you when Bonk wears off, the life extension Bonk gives you just might be enough to reach a med pack or medic before you burn to death. However, you will continue to take afterburn damage if you are set on fire by a flaregun.
  • The energy drink can also be used to safely get in range to circle strafe kill a sentry that is in the open. As long as the path is clear enough for you to run 360 degrees around the sentry, you can circle strafe and kill the sentry with either shotgun or even your bat. Just be careful not to run too fast so the sentry switches directions and be wary of it's angry owner and teammates stopping your circle strafing. This is easily one of the hardest things to accomplish as a scout, so don't expect to walk away from these attempts often, if at all.
  • If you drink some Bonk after emptying your Scattergun clip, you can fully reload your gun while you are invulnerable.
  • Bonk can also be used to safely kill an Engineer with his own sentry by putting him between you and his gun. Be advised though that unless you are using this tactic to also distract the Sentry for a teammate to destroy it, your slowdown makes you an easy kill for the Sentry Gun when the drink wears off.

Bat

  • You may prefer to kill situationally-unaware or aiming-impaired Heavies with the baseball Bat by circle strafing around them or jumping on top of their large bodies. A couple of fast hits with the bat can take out injured or weaker classes quickly. This is useful when you're low on ammo, or your Scattergun or Force-A-Nature needs reloading.
  • While using the bat you may need to somewhat compensate for the movement of your targets, especially against other Scouts.
  • Against any class not the Pyro or Heavy, the bat is an excellent weapon if you've already closed with them. Remember that fast things appear to be going faster the closer they are to you; just jump into a group of enemies and start running around, swinging as fast as you can. You won't be terribly accurate but neither will they, and you swing faster with your bat so you should connect enough times to get a few kills. This is a dangerous tactic but when it works it can be devastating.

Sandman

  • The Heavy makes for one of your best targets with the ball. Being slow doesn't allow him to move out of the way of the stun in time. The Heavy is also one of the easiest enemies to hit with the Bonk taunt, due to his large size.
  • If you're taking on a Heavy or Soldier, it may be in your best interests to bring the Sandman along with, Bonk them, and then make your approach. They both can survive a one-two from your scattergun, so by stunning them, it gives you an opportunity to fire both shots, then switch to your bat and kill them.
  • A lone Engineer is another prime target for the Sandman's ball. Usually, he shouldn't be a big deal if he is attending to his Sentry gun and you're out of the sentry's range. Just bop him once with the ball and let a Heavy, Soldier or Demoman unload on the sentry while he's stunned.
  • Hitting the ball into a sniper nest often will stun any Snipers there, since they often stay still while scoped, and you don't have to be in their line of sight to attack them. This can be a great aid to your team's snipers.
  • The Sandman's ball fires with an arch similar to the Flare gun's, however, the ball launches slightly above the crosshair - take this into account while aiming with the Sandman.
  • The Sandman's ball recharges automatically after being fired, and picking up fallen ammo will not replenish this process any faster. However, a Sandman ball on the ground or the Supply Closets located in the spawn room will instantly replenish the ball. Listen for the beep sound to tell you if your ball has recharged so you don't have to gaze at the meter all the time.
  • When fighting close to a Supply Closets, firing Sandman balls and running back to restock may be effective to support the team depending on the enemy forces there. It is not a good idea to attempt to taunt kill enemies who are stunned, unless he is alone and you hit him with a crit baseball at short range. The taunt kill is very long and most likely your "stunee" will recover and move out of the way before they get hit.
  • When too close to another object (any players or sentries), hitting secondary fire will not launch the ball; instead, it will swing the bat as normal.

Bonk (Taunt) Kills

  • Only use your killing taunt on scoped Snipers, VERY distracted Heavies, or someone that has been stunned by a critical ball, since the taunt animation takes so long.
  • The taunt is best used for a little revenge during humiliation. If you're on the losing team, try to lure an enemy close to you but be sure to take heed of the taunt's attack time so that you can get them right as you're about to do your called shot. For example, they come around a corner and right as they do, you hit them with the taunt. It also works when you're on the winning team if the other player isn't moving too much. However, one of three things usually happen: other players are hiding (so you can't kill them), they're actively dodging you, or your allies will kill them before you can.
  • If equipped with Bonk! Atomic Punch, drink it then immediately unleash the Bonk Taunt in front of an enemy respawn or around corners to avoid being hit, the enemy will think you are unarmed and charge at you with a primary or melee weapon. Note: this is not recommended to due to the cooldown effects of the atomic punch.
  • Bonk Taunt kill videos :
  1. http://www.youtube.com/watch?v=VfMO8srGGX4
  2. http://www.youtube.com/watch?v=t2XHuaFyLlg
  3. http://www.youtube.com/watch?v=VgFKa3KmwoE

Weapon Heckling

Overview

Weapon Heckling refers to the Scout's ability to exploit other classes varied weapons using his speed. By rapidly changing his weapons and spacing from the enemy, he forces them to switch their weapons, and then exploits its shortcomings. The concept is described and demonstrated in detail in Daedalus's How to Play the Scout. Note: most veteran players will most likely stick to one weapon, so be warned.

Classes that can be heckled:

Heckling A Pyro

The Pyro is the classic heckling target, because he uses his two weapons, the Flamethrower and Shotgun, in two different spaces. The Flamethrower inflicts massive damage at close range, but outside of that he must switch to his Shotgun to be effective. The Scout relies on a window of vulnerability to inflict massive damage.

Pester the Pyro with the Pistol or Scattergun just outside his Flamethrower range so that he must switch to the Shotgun to damage you. As he is switching to Shotgun, take this opportunity to get close and blast him a few times. If he then switches to his Flamethrower, run away from the Flamethrower's range and repeat until he is dead. A Pyro with a Flare gun, however, is not threat outside the Flamethrower's range; just be careful not to run into the Flare.

Heckling A Soldier

Somewhat like the Flamethrower the Rocket launcher is most deadly at close range, but outside of that, a competent scout should dodge all of his shots. Almost verbatim from heckling a Pyro, pester him at medium range, he will quickly realize his rockets are worthless. As he switches to Shotgun, give him a nice buckshot greeting. Run back when he switches weapons. Repeat. If he sticks to his shotgun, try to attack from another angle.

Heckling A Demoman

Any of the Demoman's ranged weapons will kill you on direct hit, but none of them are particularly suited for neither close nor long range. Jumping into close quarters will force the Demoman to shoot stickies under his feet (in which case he can damage or kill himself) or pull out the Bottle/Eyelander - in both cases you jump away just outside the blast radius and fill him with buckshot as he frantically tries to reload. More experienced Demomen will use their Grenade launcher for close range combat, which will be difficult to dodge but run out of ammo fast. When he pulls it out, keep your distance to dodge them effortlessly. If he is carrying the Chargin' Targe instead of the Sticky Lancher or the Scottish Resistance. When he runs out of ammo for the Grenade Launcher, he will only be able to melee you and he might use up his dash to retreat instead.

Heckling A Medic

Heckling a Medic is almost the opposite of heckling a Pyro or Soldier. When fighting a Medic, he will probably have his Syringe gun or Blutsauger out and shooting you from medium range. Get in close, dodging as much needles as you can and attack him. He will then whip out his Bonesaw and attempt to melee you to death. Once this happens, move out of his range and keep attacking him until he either dies or pulls his Syringe gun back out, then repeat.

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