Weapons
From TF2 Wiki
(Redirected from Special weapon)
Contents |
Primary Weapons
| Icon | Name | Class | Ammo Loaded | Ammo Carried | Point Blank | Medium Range | Long Range | Critical Hit Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| | Scattergun | Scout | 6 | 32 | 85-105 | 10-40 | 3-10 | 180 | |
| | Force-A-Nature | Scout | 2 | 32 | 92-113 | 11-43 | 3-11 | 194 | Enemies hit at close range will be pushed back. Recoil also pushes the Scout in the opposite direction if in the air |
| | Rocket launcher | Soldier | 4 | 20 | 105-112 | 50-90 | 45-60 | 270 (D/H) | Causes splash damage and has strong knock-back |
| | Direct Hit | Soldier | 4 | 20 | 140 | 74-107 | 55-58 | 338 | 70% smaller splash radius than Rocket Launcher, though rockets travel 80% faster, and inflict 25% more damage. Scores Mini-crits on airborne targets |
| | Flamethrower | Pyro | 200 | N/A | 6.8 per particle (D/D) | 4 per particle (D/D) (M/R) | N/A | 20.4 per particle (D/D) | Catches enemies on fire (except pyros) which will last ten seconds doing about 50 damage unless the enemy can put the fire out. Alt fire is a compression blast that deflects projectiles, knocks back opponents and extinguishes fire |
| | Backburner | Pyro | 200 | N/A | 6.8 per particle (D/D) | 4 per particle (D/D) (M/R) | N/A | 20.4 per particle (D/D) | All hits from behind are critical, but removes the compression blast |
| | Grenade launcher | Demoman | 4 | 16 | 64-132 (D/H) | 64-132 (D/H) | 64-132 (D/H) | 280-300 (D/H) | Grenades bounce off walls, but will do less damage after a bounce then before, and will not explode if they hit an enemy after the bounce |
| | Minigun | Heavy | 200 | N/A | 50-54 | 5-30 | 5-10 | 108 (27 per bullet) | |
| | Natascha | Heavy | 200 | N/A | 32-36 | 3-20 | 3-6 | 72 (18 per bullet) | Every bullet that lands slows the enemy, but does -25% damage. This movement effect can stack. |
| | Shotgun | Engineer | 6 | 32 | 80-90 | 10-30 | 3-10 | 180 | |
| | Syringe gun | Medic | 40 | 150 | 10-15 | 5-10 | 5-6 | 30 | Has an arc when fired. |
| | Blutsauger | Medic | 40 | 150 | 10-15 | 5-10 | 5-6 | 30 | Gives the Medic +3 health for each hit, but reduces his passive self-heal by 2HP/sec. |
| | Sniper rifle | Sniper | 25 | N/A | 43-172 | 43-172 | 43-172 | N/A (Headshot) | The bullet does more damage the longer the Sniper is zoomed. |
| | Huntsman | Sniper | 1 | 12 | 44-137 | 44-137 | 44-137 | 153-360 | Instant crit on headshot. One second charge for full power shot. |
| | Arrow | Sniper | N/A (Must have ammo in Huntsman) | N/A (Must have ammo in Huntsman) | 500 (Instant kill) | N/A | N/A | N/A | Huntsman taunt. Stun on initial stab |
| | Revolver | Spy | 6 | 24 | 55-60 | 35-45 | 20-25 | 120 | |
| | Ambassador | Spy | 6 | 24 | 46-56 | 31-37 | 15-19 | 102 (Headshot only) | Accuracy decreases for several seconds after a shot. Headshots at optimum accuracy always crit |
Note: D/D: Direct Damage. - N/A: Not Available. - Zoom: 100% Charged While Zoomed. - D/H: Direct Hit. - M/R: Maximum Range.
Secondary Weapons
| Icon | Name | Class | Ammo Loaded | Ammo Carried | Point Blank | Medium Range | Long Range | Critical Hit Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Pistol | Scout/Engineer | 12 | 36 (Scout) 200 (Engineer) | 20-22 | 10-15 | 8-9 | 45 | |
| | Bonk! Atomic Punch | Scout | 1 | ∞ | N/A | N/A | N/A | N/A | Makes the Scout temporarily invulnerable to damage. The Scout is momentarily slowed once the effect wears off |
| | Shotgun | Soldier/Pyro/Heavy | 6 | 32 | 80-90 | 10-30 | 3-10 | 180 | |
| | Buff Banner | Soldier | N/A | N/A | N/A | N/A | N/A | N/A | Damage dealt fills a rage meter while the banner is equipped. When this meter is full the wielder can sound a bugle, granting 10 seconds of mini-crits to nearby teammates |
| | Gunboats | Soldier | N/A | N/A | N/A | N/A | N/A | N/A | User takes 75% less explosive damage from their own rockets. |
| | Flare gun | Pyro | 16 | N/A | 27-33 | 27-33 | 27-33 | 60 | Ignites enemies hit, sets opponents on fire for up to 50 damage. Mini-crits on ignited enemies |
| | Hadouken | Pyro | N/A (Must have ammo in secondary) | N/A (Must have ammo in secondary) | 500 (Instant kill) | N/A | N/D | N/A | Shotgun/Flare gun taunt |
| | Sticky bomb launcher | Demoman | 8 | 24 | 74-153 | 74-153 | 74-153 | 353 (Point Blank) | Stickies will stick to any surface and stay until either the Demoman detonates them or dies. 8 can be placed at once |
| | Scottish Resistance | Demoman | 8 | 36 | 74-153 | 74-153 | 74-153 | 353 (Point Blank) | Can lay up to 14 stickies at once. Has an increased priming time (0.4 seconds more than the normal Sticky bomb launcher). Detonates stickies in groups rather than all at once. Can destroy enemy stickies |
| | Chargin' Targe | Demoman | N/A | N/A | 25 | N/A | N/A | N/A | Adds 50% resistance to fire damage, and 50% explosive resistance. Alt-fire may add critical damage to melee attacks. |
| | Sandvich | Heavy | 1 | ∞ | N/A | N/A | N/A | N/A | Completely heals user, or be dropped on the ground for others to restore 50 HP. Scouts however receive 75HP. |
| | Medigun | Medic | N/A | N/A | 24 (<10 sec after injure) | 48 (>12.5 sec after injure) | 72 (>15 sec after injure) | N/D (Invulnerability) | Can heal friendly players (and disguised spies) |
| | Kritzkrieg | Medic | N/A | N/A | 24 (<10 sec after injure) | 48 (>12.5 sec after injure) | 72 (>15 sec after injure) | N/D (100% crit) | Uber meter charges 25% faster then the Medigun |
| | Oktoberfest | Medic | N/A | N/A | N/D (Heals for 10 health) | N/D (Heals for 10 health) | N/D (Heals for 10 health) | N/A | Kritzkrieg taunt |
| | Submachine gun | Sniper | 25 | 75 | 8-12 | 4-6 | 4-5 | 24 | |
| | Razorback | Sniper | 1 | N/A | N/A | N/A | N/A | N/A | Nullifies a backstab from a Spy, and prevents them temporarily from using any weapon |
| | Jarate | Sniper | 1 | ∞ | N/A | N/A | N/A | N/A | Enemies take 35% more damage when hit. Extinguishes fire if thrown on allies and disrupts enemy Spies' cloaks |
| | Electro sapper | Spy | 1 | ∞ | 150HP = 7 sec. | 180HP = 8 sec. | 216HP = ~10 sec. | N/A | Will only damage buildings, but disables them when connected to them |
Note: N/D: No Damage. - N/A: Not Available. - HP: Health. - sec.: Seconds. - N/R: No Range. - ∞: Unlimited.
Melee Weapons
| Icon | Name | Class | Normal Damage | Critical Hit Damage | Details |
|---|---|---|---|---|---|
| | Bat | Scout | 24-46 | 105 | Attack animation time 62.5% of normal |
| Sandman | Scout | 24-46 | 105 | Mouse 1 swings the bat, Mouse 2 fires the ball | |
| | (Baseball) | Scout | 15 | 45 | Stuns enemies with a baseball |
| | Bonk | Scout | 500 (Instant kill) | N/A | Sandman taunt |
| | Shovel | Soldier | 43-87 | 195 | |
| | Equalizer | Soldier | Varies | Varies | When equipped, melee damage and movement speed scale inversely with the amount of health the wielder has left |
| | Grenade | Soldier | 500 (Instant kill) | N/A | Equalizer taunt. 6 ft blast radius. Kills player upon completion. |
| | Fire axe | Pyro | 43-87 | 195 | |
| | Axtinguisher | Pyro | 23-43 | 195 | Always crits against burning foes, but otherwise never crits |
| | Bottle | Demoman | 43-87 | 195 | |
| | Eyelander | Demoman | 43-87 | 195 | Initial penalty to wielder's health. Adds boost to speed and maximum health on kills up to four times per life. No random crits. |
| | Decapitation | Demoman | 500 (Instant kill) | N/A | Eyelander taunt. |
| | Fists | Heavy | 43-87 | 195 | |
| | Showdown | Heavy | 500 (Instant kill) | N/A | Fists taunt; cannot damage buildings. Has Medium Range |
| | K.G.B. | Heavy | 43-87 | 195 | Attack animation time 120% of normal; on kill, grants crits for 5 seconds |
| | Wrench | Engineer | 43-87 | 195 | Repairs and upgrades friendly buildings, refills sentry gun ammo. Removes sappers with two hits |
| | Bonesaw | Medic | 43-87 | 195 | |
| | Übersaw | Medic | 43-87 | 195 | Attack animation time 120% of normal; on hit, fills ÜberCharge meter by 25% |
| | Spinal Tap | Medic | Initial stab for 1 damage, then retraction for 500 (Instant kill) | N/A | Übersaw taunt; on hit, fills ÜberCharge meter by 50% |
| | Kukri | Sniper | 43-87 | 195 | |
| | Knife | Spy | 28-54 | 120 or 750(Backstab) | A strike from behind results in a Backstab which kills instantly; only crits by boost |
| | Fencing | Spy | 2 swings for 25 damage each, then a thrust for 500 (Instant kill) | N/A | Knife taunt |
Note: N/A
PDAs
Slot PDA1
| Icon | Name | Class | Details |
|---|---|---|---|
| | Build PDA | Engineer | Enables the Engineer to build buildings |
| | Disguise kit | Spy | Enables the Spy to disguise himself |
Slot PDA2
| Icon | Name | Class | Details |
|---|---|---|---|
| | Destroy PDA | Engineer | Enables the Engineer to destroy buildings |
| | Invisibility watch | Spy | Enables the Spy to cloak. Can be replenished by collecting metal |
| | Cloak and Dagger | Spy | Enables the Spy to cloak. Motion sensitive, regenerates indefinitely when Spy is standing still |
| | Dead Ringer | Spy | Cloaks Spy for 6.5 seconds upon a non-lethal hit and drops a fake corpse. Can be replenished by collecting metal |
Notes
Due to errors in the inventory GUI, some weapons display as in different slots:
- The Demoman's primary and secondary slots are in reversed position.
- The Spy's primary slot displays as secondary
- The Spy's PDA2 slot displays as PDA
These are merely typos and do not effect the coding of the game.
See also
| Language: |
English • Русский |

