Jumping

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A frolicking Scout.
Hey, I can see my base from here!
The Scout

Jumping is a basic ability that every class is capable of. It moves the player 45 Hammer units vertically. Jumping can be used to reach elevated positions, shorten walking distance, or avoid enemy fire. By default, jumping is performed by pressing Space on a PC or Mac, Xbox Button A.png on the Xbox 360, or PS Button X.png on the PlayStation 3.

Associated weapons

Basic maneuvers

Crouch-jumping

At any point during a jump, the player may crouch by pressing the pre-assigned button. This will cause the classes to bring their legs up in world view and move an additional Hammer unit up, as well as reduce their height by 27 Hammer units from the bottom of their hitbox. This allows them to reach higher surfaces or shrink their hitboxes to dodge enemy fire. By default, a player may only crouch and uncrouch twice while in the air to prevent several exploits.

Crouch-jumping is also used to boost the effect of explosive knock back. By design, any jump involving an explosive will go farther with a crouch-jump than a regular jump.

Air strafing

Air strafing allows players to curve in mid-air to change their trajectory. While airborne, it can be performed by simultaneously strafing and turning smoothly in the same direction. Attempting to move forward with the movement keys (such as holding W) during the maneuver will prevent the player from strafing, while attempting to move backward will also result in a decrease of speed.

Scout jumps

Using the Force-A-Nature to augment jumps.

The Scout is the only class with the innate ability to double jump. This can be augmented with the Force-A-Nature, Boston Basher, or Atomizer, thus creating a wide variety of jumping variations.

Double Jump

By pressing the jump key a second time while in midair, the Scout can perform a second jump in any direction. The extra height and distance this ability grants can be used to access areas which other classes cannot. This can be useful for avoiding enemy fire and ambushing incoming enemies. A careless double jump, however, has an easily predictable trajectory, allowing competent players to make a kill.

It is possible to execute the second jump at any time while in midair. This can be used to negate fall damage by performing the second jump just before hitting the ground.

Triple Jump

Equipping the Atomizer allows the Scout to perform a triple jump, which deals 10 damage to the Scout when executed. With this ability, the Scout can jump across larger gaps that would otherwise be inaccessible through double jumping. Scouts with this ability are distinct from other Scouts, as a second or third jump will emit a purple cloud beneath their feet.

Force Jump

With the Force-A-Nature equipped, the Scout can use the recoil from a shot while mid-air to propel himself even higher for an effective triple jump. The third "jump" produced by the Force-A-Nature shot has more horizontal force and is slightly more difficult to aim and predict than a double jump. By jumping forwards and firing the Force-A-Nature downwards, the player will propel himself higher than a double jump, but will still have the second jump available in reserve. This acts as a trade-off; horizontal momentum is lost in order to provide greater vertical displacement. As firing the Force-A-Nature while in the air will push the Scout in the opposite direction of the fired shot, the player can launch himself in any direction, even downwards.

Bonk! Jump

With the Bonk! Atomic Punch equipped, the Scout can use the recoil from an opposing Sentry Gun shooting at him (while he is invulnerable) to propel himself up in the air. The higher the sentry level is, the longer the jump will be.

Basher Jump

By hurting himself with the Boston Basher or Three-Rune Blade while in midair, the Scout can use the Basher's self-damaging properties to get to places otherwise inaccessible. Such a maneuver is risky, however, as it only takes four missed swings to bring a non-overhealed Scout with full health to exactly one hitpoint. Extensive use of medkits is therefore required. Much like rocket jumping, crouching while in midair will greatly increase the distance a Basher-jumping Scout can travel. The Boston Basher can be used in conjunction with the Force-A-Nature to achieve maximum height or distance as the Scout in a single jump.

Quad Jump

By combining the Atomizer's triple jump with the Force-A-Nature's knock back, a Scout can perform four jumps in quick succession. This is for Scouts that are skilled with force jumps, and focus mainly on offense. This can be good for getting to an objective quickly while maintaining a height advantage. While this is a good offensive tactic, this can also help get into a hard-to-reach spot while defending.

Winger Jump

While having the Winger as the active weapon, the player gains 25% additional height in their jumps. This is useful for jumping onto or over things that Scouts normally can't. This also pairs well with the Atomizer & Force-A-Nature, increasing jumping distance even further.

Hype Jump

After filling and activating the Soda Popper's Hype meter, the player can perform up to five additional air jumps for a brief period. This allows for reaching areas normally inaccessible by Scouts, allowing players to cover much greater distances and reach much higher areas. The weapon is also good for flanking and heckling enemies, as five extra jumps can make the Scout much harder to predict. Note that Hype jumping replaces the Atomizer's third jump; however, the Winger can be used to increase the height of each jump, further increasing the Scout's mobility.

Soldier jumps

Basic rocket jump

A demonstration of a basic rocket jump.

A rocket jump is any jump assisted by the explosive knockback of the Soldier's own rockets. A player can propel himself to great heights and distances, usually at the cost of some health. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with rocket jumps, the Soldier has a 40% damage resistance against any rocket he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Soldier, so they will not propel him further. Any rocket jumping Soldier will display burning, smoky boots until he lands, similar to the Demoman.

To execute a rocket jump, simultaneously jump and fire a rocket at the ground below. The angle of the shot and distance from the explosion will determine the velocity and height of the jump. Crouch-jumping before firing the rocket will launch the player significantly farther. The sooner the explosion is made after jumping, the farther and faster the Soldier will fly.

The Market Gardener will deal lethal critical hits when the user is rocket jumping. Landing one of these can sometimes lead to a very impressive and satisfactory kill. Enemy rockets, grenades and stickies will count as an explosive jump if the player is not killed by the explosion. Experienced players can sometimes use this to land critical hits against enemies.

Overload jump

An Overload jump can be achieved by jumping while overloading the Beggar's Bazooka. This form of rocket jumping is unique in the fact that it can allow the Soldier to perform up to three rocket jumps in mid-air, without worrying about having a surface to propel from, and allows the Soldier to achieve heights often denied to other Soldiers. Practice is required to time when to jump and where to aim while Overloading, but the technique isn't too difficult to learn. Due to the self-inflicted damage resulting from Overload jumping, especially if the Soldier plans on overloading three times per 'jump,' the Gunboats are highly suggested for this technique, as it will decrease the amount of damage from overloads. Knowing where Health Packs are on the map is also a necessity, as the multiple overloads and fall damage will often leave the Soldier at very low health.

Advanced rocket jump

A demonstration of a "pogo" rocket jump.

There are multiple variations of the basic rocket jump. Most are regularly used on jump maps, but they can also be used in a normal game to gain great speed or height.

  • Faster rocket jumps can be made off a combination of a wall and ground. Aim down at the corner where the wall intersects the ground, crouch-jump, and fire. These jumps tend to have a low angle and high velocity, and they often go farther than regular jumps.
  • Wall jumps can be made while in the air and against a wall. Continue to hold crouch and fire down below yourself on the wall. The explosion will produce a second jump. Rocket jumps and wall jumps can be chained together to gain great distance or height.
  • Pogo jumps are secondary rocket jumps made against the ground to increase your airtime. The explosion should keep you airborne and potentially increase forward momentum. Skipping is the high speed variant. You must predict your location and sometimes aim ahead to ensure that the rocket lands directly beneath you, or you might fail and touch the ground. You must always be crouching during these jumps, as failure to do so makes your jumps far less powerful.
  • Double rocket jumps, also known as sync jumps, require two rockets to detonate as you jump, and can only be performed on a few maps. If you fire a rocket downwards and fall after it, you will eventually fall faster than your own shot. After landing, you then rocket jump as your first rocket strikes the ground. The combined explosions sends you much farther and higher than is otherwise possible. Looking up at the rocket to see when it will reach you makes timing the jump easier. Using the Liberty Launcher or Direct Hit is inadvisable as it makes this technique far harder, requiring a greater distance to catch up to your rockets.
  • Triple rocket jumps are a harder variant of the jump described above. They use three rockets instead of two and can be performed by either shooting two rockets in quick succession after dropping down, or by shooting a second rocket after having caught up with your first, then rocket jumping as they hit the ground. The force obtained from a triple rocket jump is extreme and comparable to a double sticky jump, allowing you to soar through entire maps.
  • Flicking is rapidly turning around and firing the rocket mostly behind you. This can be combined with any other technique to fine tune the direction and power of a jump. An easier equivalent is to face backwards while you make your rocket jump. Always turn in the direction of your weapon. Doing this results in a faster and more precise jump, as projectiles in the Source engine are spawned at the end of the player's viewmodel, not in the center of their screen.
  • Water jumping is using the water physics of the Source engine to gain extra momentum. Players that are in the process of surfacing in deep water receive a minor boost upwards; rocket jumping during this time (likely against a wall) will augment this force into a very strong jump. Well is the most likely place to find this kind of jump.
  • No damage will be dealt to the Soldier when rocket jumping if he has the Rocket Jumper equipped, although he will still receive fall damage. To avoid fall damage when using the Rocket Jumper, the player can launch a rocket just before landing the initial jump just in front of his feet. This will not launch the player into the air again (as seen with a Pogo jump), but cancels out the momentum, thus stopping fall damage from being dealt.
  • Rocket jumping off of enemies or buildings will allow the Soldier to scale small barriers without going too high.
  • Rocket jumping can be made more efficient with several items such as the Liberty Launcher and Gunboats, decreasing self-damage and allowing for more rocket jumps without depending on health packs. The Mantreads enable a rocket jumping Soldier to deal damage to his enemies upon landing on them, while also nullifying any fall damage the Soldier might have gotten.

Demoman jumps

Basic sticky jump

A sticky jump is any jump assisted by the explosive knock back of the Demoman's own stickies. Compared to the Soldier's rocket jump, the Demoman pays more health, but jumps much higher and farther. This technique is often used to reach unusual locations on the map, cover ground quickly, bypass barriers, and surprise foes. To assist with sticky jumps, the Demoman has 25% damage resistance against any sticky he fires that does not damage an enemy. Critical hits do not deal extra self-damage or extra knockback to the Demoman, so they will not propel him farther. Any sticky jumping Demoman will display burning, smoky boots until he lands, similar to the Soldier.

To execute a successful sticky jump, place a sticky bomb on the ground and wait for it to arm. Jump over the sticky and detonate it. Your distance from the sticky's wide explosive radius will determine height, velocity, and damage taken to a significant degree. Crouch-jumping will cause the explosion to launch you significantly farther.

Advanced sticky jump

Advanced sticky jumping techniques are similar to a Soldier's rocket jumping techniques, but the mechanics are somewhat different because of the sticky's arming period.

  • Double sticky jumps begin by setting two stickies on the ground instead of one. You will lose vastly more health, but you'll jump much farther and higher. It's best to only attempt this jump while a Medic overheals you or ÜberCharges you. In regular games, this is often used to leap across an entire section of the map.
  • Triple sticky jumps use three stickies. They shouldn't be done without an overheal, ÜberCharge, or the extra health from the Eyelander. Because the player will often land with extremely reduced health, their destination should either be very high or far or have a Health Pack. No official maps are big enough to need this; a double sticky jump will get you to the same place with some health to spare.
  • Like rocket jumps, more powerful sticky jumps can be made by launching the sticky at the intersection between a wall and the ground. These jumps generally give you more speed and distance at the cost of some height.
  • Wall jumps can also be made with stickies. Because of the arming delay, the Demoman must launch a sticky at the wall and rapidly detonate the sticky under his feet before the wall sticky arms. Then he must detonate the wall sticky as he passes. The height and distance gained from this technique is extreme. It is possible but quite difficult to chain farther wall stickies together, but this can only be done on jump maps which heal you during your jumps.
  • Pogoing is also possible with the Demoman. To pogo, you must fire a new sticky at your destination and detonate the old one beneath you just before the second one arms. You repeat this combination over and over to remain in the air.
  • Mid-air pogoing is one of the hardest Demoman jumping techniques. You place one sticky below yourself, fire another sticky upwards or outwards, and then jump after the airborne sticky. Alternatively, you can jump first and shoot the sticky in mid-air. If done correctly, you will catch up to the sticky while it arms in mid-air, and you can detonate it for a further boost. While incredibly hard, it is possible to chain several mid-air pogos by continuing to shoot precise stickies in the air and detonating them, but is normally not possible outside of a jump map, as the Demoman will sustain too much damage and die.
  • No damage will be dealt to the Demoman when sticky jumping with the Sticky Jumper out, although he will still receive fall damage unless you shoot a sticky at where you will land and time the detonation correctly.

Grenade jump

Much like rockets, stickies, and other explosives, a Demoman's Grenade Launcher can be used to jump. The explosion has power and damage comparable to a rocket jump, but is far more difficult to time and execute. They are rarely used in actual play, but are a niche for Demomen wielding the Chargin' Targe, Splendid Screen or Tide Turner, which can also give a boost while jumping and is similar to rampsliding. This form of jumping may also be preferable if you have stickies already placed and do not wish to detonate them to jump somewhere.

There are three rules of thumb for executing a good grenade jump.

  • Fire straight down or against a wall or corner to control grenade positioning. Firing it forward will make it very difficult to track, and it may explode before you've reached it.
  • Crouch-jump over the grenade roughly two seconds after you fire it, absorbing as much of the explosion as possible. Jump too early, too late, or without good timing and the jump will have little power or control.
  • Vertical jumps require you to crouch-jump without any lateral motion. Proper grenade placement will give you the proper momentum to bypass a high barrier.
  • Shooting a grenade at an enemy if he is very close while jumping will allow higher jumps.

To perfectly time a grenade jump, immediately reload after deploying the grenade and jump after the second audible click plays. A visual clue is to watch the rings around the grenade, which pulses increasingly faster as it nears detonation.

The Iron Bomber is useful for performing grenade jumps, as its projectiles do not move from where they land. This lets you position yourself over your grenades much more easily.

Caber jump

The Ullapool Caber can be used to jump; by striking the ground or a nearby wall, the Demoman will be launched directly upwards, making it useful to reach some high locations. However, caber jumps are more damaging than sticky jumps or grenade jumps, and while easier, are not as effective. It is also possible to use caber jumps in combination with sticky jumps and grenade jumps; by striking a wall while airborne, the Demoman will gain a significant boost.

Cannon jump

Similar to the Grenade Launcher, the Loose Cannon can be used to perform explosive jumps without the detonation of sticky bombs, or to retain the use of a charge shield.

  • While burning the fuse with Loose Cannon, fire a cannonball and jump at the moment as it is about to explode, while standing near and facing a wall, it will send you airborne. This can also be done while running and facing the ground, however the timing is tricky. If the jump isn't made with proper timing you will not achieve a high jump, and will only move a few feet.
  • While in the air, you can extend the length of your jump using the Chargin' Targe, Splendid Screen or Tide Turner.
  • An alternative way to cannon jump is to burn the fuse until the cannonball blows in the barrel, and crouch-jump in the precise moment of the blast, giving a more powerful boost. When doing so, the Demoman should aim approximately behind him, as the explosion of the cannonball takes place inside the weapon.

Rampsliding

Rampsliding uses the charging ability of either the Chargin' Targe, Splendid Screen or Tide Turner to propel the player off of inclined surfaces.

  • Approach the incline you wish to slide off of at full running speed. You must not be stationary.
  • Jump and charge at the base of the ramp simultaneously. The steeper the incline, the closer to the ramp's base you must be.
  • Attempt to mid-air strafe sideways into the ramp (this is best done with the Tide Turner). Due to how the Source engine handles air strafing, you will gain a significant amount of speed.
  • If timed correctly, you will preserve all forward momentum and fly through the air while charging. Crouch and use the strafe keys along with your mouse to maneuver.
A demonstration of a basic sticky jump. A demonstration of a "mid-air pogo" sticky jump. A demonstration of 'pogoing' techniques. A demonstration of a basic grenade jump. A demonstration of a grenade jump with a Chargin' Targe. A demonstration of a basic caber jump. A demonstration of "rampsliding".

Other jumps

Jumps with sentrygun

Known as Sentry jump.

Jumping with Sentinel is any jump that is helped by the momentum Kick shells and bullets of a Sentinel. In general, an Engineer must use your Wrangler to control the Sentinel and hurt yourself. In more rare cases, a Pyro can Sentry jump to deflect rockets fired by this. Also, enemies can jump and let the Sentinel push them to be safe from this. Sentry jumping is sometimes used to achieve unusual places and create nests Sentinels or Teleporters.

Jumping with the Sentry Gun

There are two ways of sending.

• The easy way is one in which you use your Wrangler in a Level 3 Sentry and fire rockets at your feet while doing a crouched jump. Because of this, the Engineer gets a lot of damage, but this allows you to fly further. The landing site should be chosen carefully.

• The hard way allows the Engineer to jump and take the Sentinel himself. To do this, you must fire the rockets, change the Wrangler by another weapon and pick your Sentry before the jump take you away from it.

Scripts do you run the hard way, but this technique can be learned without scripts. When you're in front of your Sentinel, press the following buttons quickly: Jump crouch and fired rockets at the same time, changes to your latest weapon and pick up your Sentinel. The default keys are Spacebar + Ctrl + right mouse button, then Q and then click the right button to finalize. If you want to avoid squatting jump, you can always skip this step standing sentinel over the gun itself. Using the hard way, you can reposition and relocate your level 3 Sentry aggressive and unusual places for the enemy.

Jump Sentry Gun bullets

Bullets jumps are more difficult to perform than rocket jumps, but can be implemented with any type of Sentinel and almost always tend to cause less damage to the Engineer. The Mini-Sentry created with the Gunslinger are especially useful for jumps with bullets. They do less damage and fire faster, making it easy to jump. This technique is ridiculously simple: you just put you over your Sentinel, pointing in the direction you want to go, crouch jump and shoot. Your bullets propel you upward. Most bullet jumps fail because they are usually very low point and shoot lower than your perspective, or because the angle of fire of your Sentinel has not pushed you enough to reach high enough. If you have difficulty performing jumps with bullets at an angle, a simple strategy may be to deploy your Sentry in the place you want to reach, jump on it and shoot upwards. Once you're at the height you want, points to the direction you want to go and shoot a few bullets in the horizontal direction toward your goal.

Pyro rocket jump

The Pyro can take advantage of the knockback effect of reflected projectiles. By aiming the compression blast at his feet, the Pyro can redirect the Soldier's or Sentry Gun's rocket into a powerful rocket jump. Because the Pyro has no self-damage resistance, this jump generally sends the Pyro farther and higher than a Soldier could manage, however this also means that the Pyro will take considerably more damage than a Soldier would in the same situation. Pyros can also jump with reflected grenades, though the reflecting force exerted by the compression blast in conjunction with the smaller window of time before the detonation make it very tricky to use properly. Sentry Gun rockets can also be used to jump; Sentry rockets will launch the Pyro higher into the air than the Soldier's rockets, but also inflict more damage.

Flare jump

The Pyro can use the explosive flares shot by the Detonator or Scorch Shot to gain additional jump height and distance. It can be used to clear gaps or jump to higher areas that are normally unreachable by the Pyro, which can prove useful for ambushing. The Detonator jump is significantly more powerful than the Scorch Shot jump. While incapable of damaging enemies, the explosion created by the Detonator's flare colliding with the world will boost the Pyro who shot it, preventing a necessity of timing a difficult manual detonation.

Quick-Fix jump

As a Medic using the Quick-Fix, when the player you are healing does an explosive jump, the Medic is blasted with similar force in the same direction, but takes no damage (although fall damage is still incurred). This only works with Soldiers, Demomen, and Pyros. It does not work with sentry jumps. This is useful to get Medics to the front lines faster, to allow them to reach otherwise inaccessible locations, and to make up for the health loss of explosive jumps.

Enemy-assisted jump

While unlikely, it is possible to use opponents' attacks to make jumps. For example, Bonk! Atomic Punch Scouts or Dead Ringer Spies can use the knockback of a high-leveled Sentry Gun or a cluster of stickies to fly across a map, while any class could feasibly jump a fair distance using an incoming enemy rocket or grenade. Attempting to make enemy-assisted jumps will often deal high damage and may result in being juggled.

Pumpkin jump

A Pumpkin jump uses Pumpkin bombs to launch the player into the air.

  • Lighter classes should stand far away and crouch-jump while shooting the Pumpkin.
  • Heavier classes can stand beside the Pumpkin and fire for a larger boost. The Heavy can jump farther than the Demoman's sticky jump for roughly half his health.
  • The Demoman's shields reduce damage done by Pumpkin explosions.
  • When using the Gunboats, using rockets to destroy a Pumpkin will reduce the Pumpkin bomb's explosive damage.
A demonstration of a sentry rocket jump. A demonstration of a sentry bullet jump. A demonstration of a Pyro rocket jumping. A demonstration of a Detonator jump. A demonstration of "pumpkin jumping".

Inability to jump

There are certain states a player can be in that prevent him from jumping;

  • While charging with the Chargin' Targe, Splendid Screen and Tide Turner as the Demoman.
  • While spinning a primary weapon as the Heavy.
  • Drawing an arrow while wielding the Huntsman or the Fortified Compound as the Sniper.
  • Taunting.
  • Crouching.
  • While stunned.
  • There is something above the player. (If the mentioned object doesn't allow a full jump, the player will jump and stop and fall when the model reaches the object.)
  • They are underwater.
  • They are in the air (with the exception of the Scout's double jump).
  • They have already performed a double jump, triple jump, quadruple jump, or force jump.

Jump exploits

These jump exploits have been patched out of the game, but they once allowed players to perform unusual and unintended behavior.

Needle boosting

Prior to the December 31, 2007 Patch, Syringe Gun needles pushed friendly players a small amount. With enough Medics using needle boosting, the player could be launched very high on a wave of needles.

Bunny hopping

Prior to the October 31, 2007 Patch, you could jump repeatedly to preserve forward momentum. Rocket jumping, air strafing, and other techniques could be used to increase the momentum gained from bunny hopping, allowing players to move far faster than intended. Despite this patch, you still get a small speed boost when air strafing.

Related achievements

Leaderboard class scout.png Scout

Batter Up
Batter Up
Perform 1000 double jumps.


Pop Fly
Pop Fly
Kill 20 players while double-jumping.
The Cycle
The Cycle
In a single life, kill an enemy while you are on the ground, in the air, and in the water.

Leaderboard class soldier.png Soldier

Death from Above
Death from Above
Rocket jump and kill 2 enemies before you land.


Death From Below
Death From Below
Kill 10 opponents who are airborne with the Direct Hit.


Duty Bound
Duty Bound
While rocket jumping kill an enemy with the Equalizer before you land or just after landing.
Where Eagles Dare
Where Eagles Dare
Get the highest possible rocket jump using jump and crouch.


Wings of Glory
Wings of Glory
Kill an enemy soldier while both you and the target are airborne.


Mutually Air-Sured-Destruction
Mutually Air-Sured-Destruction
While rocket jumping, use a rocket to kill a rocket jumping enemy who also kills you with a rocket.

Leaderboard class pyro.png Pyro

Pilot Light
Pilot Light
Ignite a rocket-jumping Soldier while he's in midair.

Leaderboard class demoman.png Demoman

Double Mauled Scotch
Double Mauled Scotch
Kill 2 people in a single sticky jump.


Highland Fling
Highland Fling
Sticky jump a really long way...
The High Road
The High Road
Sticky jump onto a cap point and capture it.


The Scottish Play
The Scottish Play
Get a melee kill while sticky jumping.

Leaderboard class heavy.png Heavy

Marxman
Marxman
Kill 10 enemies in mid-air with the minigun.

Leaderboard class sniper.png Sniper

Dropped Dead
Dropped Dead
Kill a Scout in midair with your Sniper Rifle or the Huntsman.
Jumper Stumper
Jumper Stumper
Kill a rocket or grenade-jumping enemy in midair with your Sniper Rifle or the Huntsman.

Update history

October 31, 2007 Patch
  • Added anti-bunny hopping code

November 20, 2007 Patch

  • Fixed jump/taunt exploit

December 31, 2007 Patch

  • Fixed Syringegun projectiles sometimes pushing players high up into the air, allowing them to reach bad map locations

April 1, 2008 Patch

  • Fixed crouch-jump exploit that allowed players to get outside of the world

December 11, 2008 Patch

March 6, 2009 Patch

  • You can now duck twice in the air. Scout double jumps reset the in-air jump counts
  • Added "tf_clamp_airducks" convar, set to 1 by default
    • Setting it to 0 will remove all constraints on ducking while in the air. Useful for servers running RJ challenge maps
  • Increased the jump velocity to account for the tuned bounding box sizes. Jump height should now match the prior-to-last-update heights

June 3, 2011 Patch

  • Added new community contributed response rules for Scout's double jump.

December 15, 2011 Patch (Australian Christmas 2011)

  • [Undocumented] Jumps made with the Detonator are now higher

See also

External links