Weapons

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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
File:risistance.png 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
File:shield_3.png 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
image:Bonk ico.png Bonk Scout 500 (Instant kill) N/A Sandman taunt
Shovel Soldier 43-87 195
File:pickaxe.png Equalizer Soldier Varies Varies When equipped, melee damage and movement speed scale inversely with the amount of health the wielder has left
File:skt.png 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
File:sword.png 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.
File:Decapico.png 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




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