Scout (competitive)

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This article is for competitive play, based on the standard community competitive format. For the generic article on this topic, see: Scout.
The community competitive scene changes frequently. Some or all info may be outdated.
Scout.png

The Scout is the default utility class of the standard competitive lineup, valued for his objective-capturing and picking abilities.

Information

Health

Class Health Overheal Quick-Fix Overheal
Leaderboard class scout.png Scout 125 185 158
With the Sandman equipped 110 165 139

Speed

Condition 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 50% boost
147 %
132 %
49 %
117 %
Baby Face's Blaster at 100% boost
173 %
156 %
58 %
139 %

Weapons

Main article: Scout weapons (competitive)

The Scout relies mainly on his Scattergun, which deals high damage at close range, but less damage at longer range. His speed allows him to quickly jump towards someone, deal damage, and then retreat.

Primary

Weapon Kill icon Ammo
Loaded
Ammo
Carried
Damage Range Notes / Special Abilities
Scattergun
Stock
Scattergun
Killicon scattergun.png 6 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Force-a-Nature
Unlock
Force-a-Nature
Killicon force-a-nature.png 2 32 Base: 65

Crit: 194

[5.4 damage × 12 pellets]

+ On hit: applies a knockback effect that propels enemies backwards and the user in the opposite direction (if airborne). This allows the user to perform a Force Jump and to horizontally prolong any other jumping technique.

+ 50% faster firing speed.
+ 20% more pellets per shot.
− 66% smaller clip size.
− 10% less damage per pellet.
− If one shot is unused before reloading, it is lost.

Shortstop
Craft
Shortstop
Killicon shortstop.png 4 32 Base: 48

Crit: 144

[12 damage × 4 pellets]

+ 42% faster firing speed.

+ 100% more damage per pellet.
+ Has a clip-based reload.
+ Alt-Fire: does a shove that pushes enemies.
− 60% fewer pellets per shot.
− 33% smaller clip size.
− 20% increase in push force taken from damage and airblast while deployed.

Soda Popper
Craft
Soda Popper
Killicon soda popper.png 2 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram info.png A hype meter is placed on the HUD when the Soda Popper is equipped. Damage dealt by the player will build up 'hype'. After dealing roughly 350 damages, the player can activate Hype mode for 8 seconds, allowing for 5 additional air jumps.

+ 25% faster reload speed.
+ 50% faster firing speed.
− 66% smaller clip size.
− If one shot is unused before reloading, it is lost.

Baby Face's Blaster
Craft
Baby Face's Blaster
Killicon baby face's blaster.png 4 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

Pictogram info.png Equipping the Baby Face's Blaster will slow the Scout down from 133% of normal speed to 120% of normal speed. A boost meter is placed on the HUD when the Baby Face's Blaster is equipped. Dealing damage, regardless of weapon used while equipping the Baby Face's Blaster, builds up the boost meter, increasing the Scout's speed to 173% of normal speed. The boost meter maxes at 100 points of damage dealt.

− 34% smaller clip size.
− 10% slower movement speed on wearer.
− Boost reduced on air jumps.
− Boost reduced when hit.

Back Scatter
Craft
Back Scatter
Killicon back scatter.png 4 32 Base: 60

Crit: 180

[6 damage × 10 pellets]

+ Minicrits targets when fired at their back from close range.

− 34% smaller clip size.
− No random critical hits.
− +20% bullet spread.

Usage

The Scout is an ideal choice of guarding and using flanks against the enemy, as well as spearheading a push. His mobility, ability to 2-shot enemy Medics and other Scouts, and dominance when fighting the enemy Demoman makes him useful for picks in a variety of situations, as well as cleaning up heavily-injured enemies after Soldier bombs. A Scout is at his best when he has a full buff. His two time capture rate allows him to capture the objectives while his team advances and gains territory.

Common Tactics

The Scout is one of the most efficient classes in both flanking and attacking in competitive TF2. His speed, high damage output, and ability to easily dodge projectiles makes him ideal for approaching and killing key targets like the Medic and Demoman. A good competitive Scout always watches for weaknesses in the enemy team's defense while protecting his own team from enemy Scouts and Soldiers looking for an easy jump onto your combo. The agility of Scouts makes them efficient at hunting down and eliminating enemy Scouts, taking pressure off of their team's combo, as well as clearing a secure path for his team to advance into.

The Scout's greatest strength is his mobility. As the fastest class in the game, but also a mere 125 health, a Scout excels at dodging and should avoid situations that make it difficult or impossible to dodge incoming fire. Strategic use of the double jump to redirect his movement enables the Scout to confuse his enemies while attacking, as well as being able to reach areas otherwise inaccessible to other classes. The Scout should try to flank enemies whenever possible and attack ones that pay him no attention; although he is not very weak in a direct fight, getting the first Scattergun blast can be a critical advantage. Scouts are also commonly called upon to deal chip damage to opponents, especially when Medics and health packs are far away, in order to deny them crit healing. They can fire from long range with their Pistol or close in, fire a few Scattergun shots, and then make use of their speed to retreat. Another duty of Scouts is to chase down retreating enemies thanks to his superior speed and his ability to deal direct damage.

One way that the Scout can put pressure on the combo and the rest of the team is by backcapping; the threat of having Scouts rampaging behind them is something no team wants. Scout's speed means he can get to the next point quicker than anyone else. If the team doesn't have any teammates respawning, it's possible that the Scouts can make it back to the last point. Even when it's not successful, backcapping will give the Scout's team a chance to regroup and respawn by drawing opposing team members away from the main battle; it can be the difference between keeping control of the point and losing the point and possibly even the round.

During mid battles, Scouts have two main duties to fulfill. First one is to protect their combo from bombing Soldiers and to kill them fast enough so that the enemy combo won't be able to gain much space off the bomb. Second one is to follow up on their own Soldier's bomb and kill the enemies that remain. Both Scouts will initially have to play near the combo in order for this to work, and respond as soon as the bomb happens by either listening closely to the team comms or by spotting the Soldiers beforehand. For example, on Snakewater) middle usually you will have one Scout play top left, while the other will play on right roof, next to hut. If the top left or top right Scout calls that the enemy Soldiers are preparing to bomb, then both the Scouts will have to start walking towards their own Medic to protect him.

Due to the vast majority of unlockable weapons being banned in most leagues, almost all Scouts use the standard Scattergun and Pistol. In leagues where they are allowed, the Boston Basher/Three-Rune Blade are used by higher level Scouts to help their Medics build ÜberCharge while they are waiting to attack or defend a point.

5-CP Push Strategies

Scouts will generally be the second to arrive at the middle point, after the Demoman and sometimes the roamer. On some maps like Snakewater, Demomen can arrive a couple of seconds ahead. On these maps, Scouts should beware of enemy sticky traps early on, as they are needed at the mid-fight. There will be a few seconds before the Soldiers and Medics of both teams arrive.

In order to avoid the early stickies on those maps the Scouts can delay their entry or go a different way and skip the choke points where the stickies are normally placed. For example, on Snakewater, when they rollout, one Scout should go through catwalk, and the other Scout should take the main exit out of Saw, after waiting out for a second. In general, Scouts should never be in a choke point if they can avoid it, this is simply because they are too fragile and can easily die due to the constant spam of rockets and Demoman explosives.

Scouts usually push on the flanks. This is for two reasons. Firstly they make sure that the enemy Scouts don't manage to sneak behind and start a back-cap, and secondly, it allows them to get in close whilst the enemy is distracted by your combo. Once the Scouts are in close they can deal a lot of damage and mop up any remaining enemies who were damaged by his team's combo. The essential role of the Scout, in his team's pushes, is to finish off the injured players and make sure no enemy makes their way behind his team.

Attack/Defend strategies

On Attack/Defend maps, Scouts are still useful for the offensive team as they provide faster cap time, are very effective at dealing direct damage, and can keep pressure at the attacking points, but on defense Scouts are generally switched off to a utility class because there is no need for their mobility seeing as the point cannot move. Commonly used utility classes are the Engineer, Sniper and Heavy, with the Pyro seeing occasional use, and the Spy rarely at all. Gravel Pit is a good example of where utilities are commonplace, quite often defending teams choose to run an Engineer and a Sniper (known colloquially as using a "Dignitas Lineup"). These classes are generally seen as more effective at defending the point from a single strong push then Scouts are.

However, Scouts on the attacking side can also offclass, although it is generally a single Scout that temporarily offclasses at a time. Sniper or Spy are particular favorites because they can kill the enemy Medic with ease and crush a defense. After all, trying to defend against an ÜberCharge is a very hard thing to do. Another use that Scouts have an attack is to take the damage from the stickies that the defending Demoman likes to place on the entrances; when Scouts try to Capture Point A on Gravel Pit, the defending Demoman normally puts stickies on the entrance. By using the Bonk!, a Scout can get through the door without dying.

King of the Hill strategies

Scout's strong flanking ability and quick speed makes him a powerful class in King of the Hill. At the start of a round, he can quickly reach the control point and apply early pressure, disrupting enemy classes attempting to establish a defensive hold. He can delay an Engineer from setting up buildings or destroy them if they've already been built, or target key classes such as a Medic or Demoman.

Payload strategies

The primary role of the Scout in Payload is to push the cart. His faster capture rate allows him to push the Payload faster while the other classes pressure the enemy team. If the cart cannot be pushed, Scout can engage in the regular flank or pocket playstyles.

Weaknesses

Scout is particularly vulnerable to splash damage. Rockets can quickly eliminate a Scout, even if he uses all his mobility to his advantage. Splash damage also limits the effectiveness of Scout's mobility in tight spaces. Stickybombs pose a significant threat due to their area denial, making your main defense — mobility — a lot weaker. Well-placed traps can eliminate a Scout instantly and makes flanking more dangerous, while sticky spam can restrict his movement. Engineer's Sentry Gun is also a weakness, both a regular Sentry Gun and a Mini-Sentry. Its high damage output and perfect accuracy negate Scout's mobility-based defense, allowing it to eliminate him quickly if he enters its line of sight.

Pocket Scout

The pocket Scout is a term used to describe a Scout who tends to push in with the combo when pushing into the enemy team and sticks by them. Many teams choose to have a Scout come in at a delayed time and flashed second, often after their Demoman jumps in with the ÜberCharge, in order to first catch any kills in front and to then allow the Medic to get to their Demoman, to flash him after getting in deep through choke.

The pocket Scout will, at all times, be expected to position themselves near the Medic to protect him against bombing enemies and other dangers.

Flank Scout

The flank Scout is the Scout who either spots or pushes through the flank in order to secure combo's positions on the sides. Their main job is to make sure there are no stranglers left behind and that all the unchecked positions are clear in order for the rest of the team to not get collapsed on after the push. Usually, under a stalemate situation, the Scout and the roamer can initiate a fight with the other flank players, to either get picks and more advantagous positions for themselves or to divert enemy combo attention, so that their own team can push through a choke.

If the situation allows for it (such as the enemy team being too busy pushing the choke), flank Scouts can try and push through open positions in hopes for a backcap. In case that the pocket Scout dies, it is flank Scout's job to get to their combo and fill in that role until the combo Scout respawned and is available.

As a Flank Scout, when your team pushes in with an ÜberCharge, delay your attack on the flank by a moment to increase the likelyhood nobody contests it. This allows you to get behind more easily and catch any enemies running away from your ÜberCharged teammates.

The flank Scout is also usually the player on his team that "offclasses". Offclassing consist of switching to an unconventional class such as a Sniper, Pyro, Engineer or Heavy. The flank Scout usually does this when his team is defending the last control point to either build a Sentry Gun, push back the enemy ÜberCharge as the Pyro, deal a lot of damage as Heavy, or get game changing headshots as Sniper. The Sniper is usually the most common offclass as he is effective both offensively and defensively.

Anti-Scout classes

Although it mostly depends on skill, some classes are designed to have an advantage over others. Many classes have an advantage over a Scout, but also disadvantages.

Scout

Enemy Scouts are one of the most direct threats due to their equal mobility and damage output. Scout vs. Scout encounters often come down to aim, positioning, and access to health packs, as neither player can reliably disengage from the other. Skilled Scouts can control flank routes and health pack areas, limiting escape options and isolating targets.

Soldier

Soldier’s splash damage significantly reduces the effectiveness of Scout’s mobility, as rockets can punish double jumps and evasive movement. In confined spaces, Soldier becomes especially dangerous, where limited maneuvering room increases the likelihood of direct hits. A Scout’s low health makes him vulnerable to being eliminated in one or two well-placed rockets.

Pyro

Pyro is particularly effective at denying ÜberCharge pushes and controlling close-range space. Their high close-range damage and ability to stall make them a threat during coordinated pushes. When protected by a team or positioned defensively, Pyro can force Scouts into unfavorable engagements.

Heavy

Heavy’s large health pool and sustained close-range damage output make him extremely difficult for a Scout to engage directly. Even without overheal, Heavy can withstand multiple point-blank shots while eliminating a Scout quickly. In competitive play, additional overheal and team support further reinforce Heavy’s durability, making solo engagements highly unfavorable for Scout.

Engineer

Engineer’s primary anti-Scout strength comes from the Sentry Gun. Its high damage, durability, and perfect accuracy negate Scout’s mobility and prevent effective dodging. The Scout’s low health allows Sentries to eliminate him quickly, and his limited range and damage make destroying them alone impractical. Even without a Sentry, the Engineer can remain threatening, particularly with the Gunslinger.

See also