Weapons (Classic)
From TF2 Wiki
Contents |
Slot 1 Weapons
| Picture | Weapon | Damage | Used By | Notes / Special Abilities |
|---|---|---|---|---|
| | Crowbar | 18 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Sniper | |
| | Medkit | Initial: 9 Infection:8 per hit | Medic | Used to heal teammates and infect enemies. |
| | Knife | Standard:36 Back-stab:instakill | Spy | Can backstab for an instant kill. |
| | Wrench | 18 | Engineer | Used to upgrade buildings and repair armor. |
| | Umbrella | 18 | Civilian | Remodel of the Crowbar. |
Slot 2 Weapons
| Picture | Weapon | Ammo | Damage | Used By | Notes / Special Abilities | ||
|---|---|---|---|---|---|---|---|
| Type | Loaded | Carried | |||||
| | Single-Barrel Shotgun | Shells | 8 | 50 | 4-22 | Scout, Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic | Fires six pellets. |
| | Sniper Rifle | Shells | 75 | N/A | Sniper | Capable of headshotting; must hold down primary fire key to strengthen shot; must be standing still or moving slowly to shoot. | |
| | Tranquilizer Gun | Shells | 40 | N/A | 18 | Spy | |
| | Railgun | Nails | 50 | N/A | 23 | Engineer | |
Slot 3 Weapons
| Picture | Weapon | Ammo | Damage | Used By | Notes / Special Abilities | ||
|---|---|---|---|---|---|---|---|
| Type | Loaded | Carried | |||||
| | Double-Barrel Shotgun | Shells | 6 | 50 | 4-51 | Soldier, Heavy Weapons Guy, Medic, Engineer, Spy | Fires fourteen pellets. |
| | Nailgun | Nails | 200 | N/A | 9 | Scout | |
| | Grenade Launcher | Rockets | 16 | 100 | 40-80 | Demoman | Detonates 2.5 seconds after shot is fired. Shares magazine with Pipebomb Launcher. |
| | Flamethrower | Cells | 200 | N/A | 20(Contact) 2(Afterburn) | Pyro | Cannot inflict afterburn on enemy Pyros. |
| | Automatic Rifle | Shells | 75 | N/A | 8 | Sniper | |
Slot 4 Weapons
| Picture | Weapon | Ammo | Damage | Used By | Notes / Special Abilities | ||
|---|---|---|---|---|---|---|---|
| Type | Loaded | Carried | |||||
| | Rocket Launcher | Rockets | 4 | 50 | Soldier | Can inflict self damage; can be used to Rocketjump. | |
| | Assault Cannon | Shells | 200 | N/A | 32 | Heavy Weapons Guy | |
| | Super Nailgun | Nails | 150 | N/A | 12 | Medic | |
| | Pipebomb Launcher | Rockets | 6 | 50 | 40-80 | Demoman | Detonates with secondary fire. Shares magazine with Grenade Launcher. |
| | Incendiary Cannon | Rockets | 20 | N/A | 30-60 | Pyro | |
| | Nailgun | Nails | 100 | N/A | 9 | Sniper, Spy | |
Primary Grenades
| Picture | Grenade | Damage | Used By | Notes / Special Abilities |
|---|---|---|---|---|
| | Hand grenade | Soldier, Pyro, Demoman, Heavy Weapons Guy, Medic, Sniper | Deals massive damage on a four second fuse. | |
| | Caltrop | 9 | Scout | Causes leg injury which slows down enemies. |
Secondary Grenades
| Picture | Grenade | Damage | Used By | Notes / Special Abilities |
|---|---|---|---|---|
| | Nail Grenade | Soldier | Releases nails for a short while before detonation. | |
| | MIRV Grenade | Heavy Weapons Guy, Demoman | Splits into multiple grenades upon detonation, which detonate shortly afterward. | |
| | Concussion Grenade | Scout, Medic | While dealing no damage, it causes considerable knockback and disorientation. | |
| | Napalm Grenade | Pyro | Ignites enviroment and enemies within blast radius for a limited amount of time upon explosion. | |
| | Hallucination Grenade | Spy | Continiously deals slight damage and causes knockback and "hallucinations" (mirage objects) on activation. | |
| | EMP Grenade | Varies | Engineer | Detonates all of the ammo an enemy is holding. |
See Also
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