Classes

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The official group picture from Valve, featuring the (from left to right): Pyro, Engineer, Spy, Heavy, Sniper, Scout, Soldier, Demoman, and the Medic
Are you dangerous like Heavy, or coward like Scout?
The Heavy

There are nine official classes that can be played in Team Fortress 2; they are as follows:

Official classes

Class roles

All nine classes are grouped into three specific combat types, offensive, defensive, and support, but all can be played outside their assigned role depending on the player's choice of strategy.

Offensive Leaderboard class scout.png Leaderboard class soldier.png Leaderboard class pyro.png

Tf2 offense.png

Offensive classes (Scout, Soldier, and Pyro) are the main attack force of the team. Whether it's assaulting Control Points or grabbing the Intelligence, these classes focus on mobility. Scouts have the ability to capture points twice as fast as any other class and can get there with their top-tier speed and double jumps. Soldiers pack a punch with their devastating Rocket Launchers, and can attack from unexpected directions by rocket jumping. Pyros can wreak fiery havoc in enemy ranks with a well timed ambush or extinguish their own burning friends, and offer the highest speed/health ratio of all classes (barring buffs or nonstandard equipment).

Defensive Leaderboard class demoman.png Leaderboard class heavy.png Leaderboard class engineer.png

Tf2 defense.png

Defensive classes (Demoman, Heavy, and Engineer) serve to inhibit enemy access and to hold enemies back from vital points on the map. Overall, the defensive group has the most firepower of all the groups. Demomen can safeguard areas with stickybombs that they can detonate when enemies come by. Heavies are great for mowing down incoming troops and pushing back forces. Heavies can also keep enemies in an area while whittling their health for teammates to finish off. Engineers can build Sentry Guns for effective area defense, as well as build Teleporters and Dispensers for logistical support of the team.

Support Leaderboard class medic.png Leaderboard class sniper.png Leaderboard class spy.png

Tf2 support.png

Support classes (Medic, Sniper, and Spy) cannot hold the fight on their own, but their specialized abilities can tip the balance in their team's favor. They offer the offensive and defensive classes an extra edge in battle and can help turn the tide of the game. Whether crippling the enemy advance from behind or keeping teammates healed, the support classes are always handy to have around. Medics offer a mobile means of healing for teammates, capable of overhealing them to 150% of their maximum health, and can provide a range of buffs such as invincibility, 100% critical hit rate, 300% healing rate as well as immunity to movement impairing effects, or 75% resistance to bullets, explosions, or fire. Snipers can eliminate key targets from a distance and use Jarate to extinguish teammates on fire and increase the damage dealt to the enemy. Spies can infiltrate enemy lines undetected, disable and deconstruct buildings, and assassinate critical menace.

Health points

Class health points comparison

The "All class" portrait, featuring one of each class type.
Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 155
With the Pretty Boy's Pocket Pistol equipped 140 210 175
With the Sandman equipped 110 165 135
With the Pretty Boy's Pocket Pistol and the Sandman equipped 125 185 155
Leaderboard class soldier.png Soldier 200 300 250
With the Battalion's Backup equipped 220 330 275
Leaderboard class pyro.png Pyro 175 260 215
Leaderboard class demoman.png Demoman 175 260 215
With weapon slot boots equipped 200 300 250
With a head-taking melee weapon equipped with 0 heads 150 225 185
With a head-taking melee weapon equipped with 1 head 165 245 205
With a head-taking melee weapon equipped with 2 heads 180 270 225
With a head-taking melee weapon equipped with 3 heads 195 290 240
With a head-taking melee weapon with 4 or more heads 210 315 260
With the Claidheamh Mòr equipped 160 240 200
With weapon slot boots and a head-taking melee weapon equipped with 0 heads 175 260 215
With weapon slot boots and a head-taking melee weapon equipped with 1 head 190 285 235
With weapon slot boots and a head-taking melee weapon equipped with 2 heads 205 305 255
With weapon slot boots and a head-taking melee weapon equipped with 3 heads 220 330 275
With weapon slot boots and a head-taking melee weapon equipped with 4 or more heads 235 350 290
With weapon slot boots and the Claidheamh Mòr equipped 185 275 230
Leaderboard class heavy.png Heavy 300 450 375
Under the effects of the Dalokohs Bar or Fishcake 350 450 375
With the Warrior's Spirit equipped 280 420 350
With the Warrior's Spirit equipped and under the effects of the Dalokohs Bar or Fishcake 330 420 350
Leaderboard class engineer.png Engineer 125 185 155
With the Gunslinger equipped 150 225 185
Leaderboard class medic.png Medic 150 225 185
With the Vita-Saw equipped 140 210 175
Leaderboard class sniper.png Sniper 125 185 155
With Darwin's Danger Shield equipped 150 225 185
Leaderboard class spy.png Spy 125 185 155
With Conniver's Kunai equipped 60 90 75
Maximum overheal from Conniver's Kunai Backstabs N/A 180 N/A
With the Big Earner equipped 100 150 125


A Medic with the Medi Gun, Kritzkrieg, or Vaccinator may overheal a teammate to 150% of their normal health maximum. The Quick-Fix can overheal up to only 125% of a teammate's health, but can still maintain fully overhealed health created by the Medi Gun, Vaccinator, or Kritzkrieg. If hurt, a player can refill their health through a number of ways.

Speed

Escape Plan speed values vs. health

Speed is measured in-game using the command cl_showpos 1, measuring in velocity units (v.) The standard movement speed is 100% (that of the Engineer, Pyro, Sniper, and Spy). Note that forward speed is obtained by pressing the forward, left, or right keys, backward speed obtained by pressing the backward key, while crouching speed is found by pressing the crouch button. Backward speed is generally calculated by 90% of the class's forward speed, while crouching is at 33%. Forward and backward speeds are, however, the same when crouching or charging/zooming as a Sniper. During humiliation, all classes on the winning team will move 10% faster and all on the losing team will move 10% slower.

All normal forward speeds are capped at 520v, or 173%; backwards capped at 468v, or 156%; crouched at 173.33v, or 58%; and swimming at 416v, or 139%.

For Spies, disguising as a slower class (Soldier, Demoman, or Heavy) will accurately reduce the Spy's speed to the appropriate speed of the class he is disguised as, e.g. the Spy disguised as the Heavy will move to the speed of Heavy, and remain at that speed unless he undisguises or cloaks. Disguising as a faster class (Scout and Medic), however, will not make the Spy move faster and he will continue to move at 100% speed.

A Demoman wielding the Eyelander, Horseless Headless Horsemann's Headtaker, or Nessie's Nine Iron will gain approximately 7% of his base speed with every kill or "head" taken with it. While charging with the Chargin' Targe or Splendid Screen equipped, he moves at 250% of the standard movement speed. The Soldier's speed while wielding the Escape Plan increases by 10% with every loss of 40 health below 200.

A Soldier who has activated the effects of the Concheror nearby their teammate, or has hit a teammate within the last 4 seconds with the Disciplinary Action, will allow the teammate and the Soldier himself to move up to 140% of the speed they normally would.

A Medic who has the Quick-Fix equipped will be able to match the speed of any faster moving teammate while they are connected by the healing beam.

Class speed comparison

Class Normal Backward Crouched Swimming
Leaderboard class scout.png Scout
133 %
120 %
44 %
107 %
Baby Face's Blaster at 0% boost
120 %
108 %
40 %
96 %
Baby Face's Blaster at 100% boost
173 %
156 %
58 %
139 %
Under the Crit-a-Cola effect
167 %
150 %
56 %
133 %
Baby Face's Blaster at 0% boost and under the Crit-a-Cola effect
150 %
135 %
50 %
120 %
Baby Face's Blaster at 100% boost and under the Crit-a-Cola effect
173 %
156 %
58 %
139 %
Leaderboard class soldier.png Soldier
80 %
72 %
27 %
64 %
Charging the Cow Mangler 5000
27 %
27 %
9 %
21 %
Wielding the Escape Plan over 160 Health
80 %
72 %
27 %
64 %
Wielding the Escape Plan between 160 and 121 Health
88 %
79 %
29 %
70 %
Wielding the Escape Plan between 120 and 81 Health
96 %
86 %
32 %
77 %
Wielding the Escape Plan between 80 and 41 Health
112 %
101 %
37 %
90 %
Wielding the Escape Plan below 41 Health
128 %
115 %
43 %
102 %
Leaderboard class pyro.png Pyro
100 %
90 %
33 %
80 %
Wielding the Powerjack
115 %
104 %
38 %
92 %
Leaderboard class demoman.png Demoman
93 %
84 %
31 %
75 %
With a head-taking melee weapon equipped with 0 heads
93 %
84 %
31 %
75 %
With a head-taking melee weapon equipped with 1 head
101 %
91 %
34 %
81 %
With a head-taking melee weapon equipped with 2 heads
108 %
97 %
36 %
87 %
With a head-taking melee weapon equipped with 3 heads
116 %
104 %
39 %
93 %
With a head-taking melee weapon equipped with 4 or more heads
123 %
111 %
41 %
99 %
With the Scotsman's Skullcutter equipped
79 %
71 %
26 %
63 %
Charging with a shield
250 %
N/A N/A
200 %
Charging with a shield and the Scotsman's Skullcutter equipped
213 %
N/A N/A
170 %
Leaderboard class heavy.png Heavy
77 %
69 %
26 %
61 %
Any of the Heavy's Primary weapons spun up, except the Brass Beast
37 %
33 %
0 %
29 %
Brass Beast spun up
15 %
15 %
0 %
12 %
Under the effects of the Buffalo Steak Sandvich
104 %
93 %
35 %
83 %
Wielding the Gloves of Running Urgently
100 %
90 %
33 %
80 %
Leaderboard class engineer.png Engineer
100 %
90 %
33 %
80 %
Hauling a building
75 %
68 %
25 %
60 %
Leaderboard class medic.png Medic
107 %
96 %
36 %
85 %
Wielding the Overdose at 100% ÜberCharge
117 %
106 %
39 %
94 %
Wielding the Quick-Fix, healing a Scout
133 %
120 %
44 %
107 %
Leaderboard class sniper.png Sniper
100 %
90 %
33 %
80 %
With any Rifle, except the Classic, zoomed in
27 %
27 %
9 %
21 %
Charging the Classic at either zoom level
27 %
27 %
9 %
21 %
With the Huntsman drawn
53 %
53 %
18 %
N/A
Leaderboard class spy.png Spy
100 %
90 %
33 %
80 %
Disguised as a Scout
100 %
90 %
33 %
80 %
Disguised as a Soldier
80 %
72 %
27 %
64 %
Disguised as a Demoman
93 %
84 %
31 %
75 %
Disguised as a Heavy
77 %
69 %
26 %
61 %
Disguised as a Medic
100 %
90 %
33 %
80 %
Any class performing the Conga
17 %
N/A N/A N/A

Size

A height chart for all the classes.

All classes have varying height, with the Engineer being the shortest and the Heavy being the tallest of the classes for the purposes of tracing Hitscan weapons. Classes also have various builds and general body sizes; each class has their own individual set of shaped hitboxes used for bullet-based attacks.

However, for the purposes of collisions with objects, players, melee attacks, and projectiles, all classes are considered to be the same width and height. This also means that no class has an advantage or disadvantage when it comes to navigating corners or tight spaces.

Update history

May 21, 2008 Patch

January 6, 2011 Patch (Beta)

  • Player health increased 100%.

January 13, 2011 Patch (Beta)

  • Player health increased 25%. (over normal – not the previous 100% increase)

February 11, 2011 Patch (Beta)

  • Restored player health to normal values.

June 27, 2012 Patch (Pyromania Update)

  • [Undocumented] Increased the running speed cap from 450HU/s to 520HU/s.